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https://github.com/EpochModTeam/DayZ-Epoch.git
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Merge pull request #538 from andgregor/master
Light Fixes and Enhancements
This commit is contained in:
@@ -1,7 +1,7 @@
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class CfgNonAIVehicles {
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class CfgNonAIVehicles {
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class StreetLamp {
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class StreetLamp {
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animated = 0;
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animated = 0;
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brightness = 0.5;
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brightness = 0.3;
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colorambient[] = {0.02, 0.02, 0.02};
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colorambient[] = {0.02, 0.02, 0.02};
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colordiffuse[] = {0.27, 0.25, 0.15};
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colordiffuse[] = {0.27, 0.25, 0.15};
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destrtype = "DestructTree";
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destrtype = "DestructTree";
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@@ -26,7 +26,7 @@ class CfgNonAIVehicles {
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hitpoint = "lampa";
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hitpoint = "lampa";
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selection = "";
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selection = "";
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size = 0.5;
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size = 0.5;
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brightness = 0.5;
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brightness = 0.3;
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};
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};
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};
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};
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armorLights = 0.4;
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armorLights = 0.4;
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@@ -34,22 +34,22 @@ class CfgNonAIVehicles {
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};
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};
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class StreetLamp_BaseWeakYellow : StreetLamp {
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class StreetLamp_BaseWeakYellow : StreetLamp {
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brightness = 0.5;
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brightness = 0.3;
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scope = 2;
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scope = 2;
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};
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};
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class StreetLamp_BaseMediumOrange : StreetLamp {
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class StreetLamp_BaseMediumOrange : StreetLamp {
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brightness = 0.5;
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brightness = 0.3;
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scope = 2;
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scope = 2;
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};
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};
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class StreetLamp_BaseMediumPale : StreetLamp {
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class StreetLamp_BaseMediumPale : StreetLamp {
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brightness = 0.5;
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brightness = 0.3;
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scope = 2;
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scope = 2;
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};
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};
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class StreetLamp_BaseStrongPale : StreetLamp {
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class StreetLamp_BaseStrongPale : StreetLamp {
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brightness = 0.5;
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brightness = 0.3;
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scope = 2;
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scope = 2;
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};
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};
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@@ -67,7 +67,7 @@ class CfgNonAIVehicles {
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class Reflectors {
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class Reflectors {
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class LampLight {
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class LampLight {
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ambient[] = {0.27, 0.25, 0.15, 1};
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ambient[] = {0.27, 0.25, 0.15, 1};
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brightness = 0.5;
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brightness = 0.3;
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color[] = {0.27, 0.25, 0.15, 1};
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color[] = {0.27, 0.25, 0.15, 1};
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direction = "";
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direction = "";
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hitpoint = "lampa";
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hitpoint = "lampa";
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@@ -92,7 +92,7 @@ class CfgNonAIVehicles {
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class Reflectors {
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class Reflectors {
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class LampLight {
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class LampLight {
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ambient[] = {0.27, 0.25, 0.15, 1};
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ambient[] = {0.27, 0.25, 0.15, 1};
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brightness = 0.5;
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brightness = 0.3;
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color[] = {0.27, 0.25, 0.15, 1};
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color[] = {0.27, 0.25, 0.15, 1};
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direction = "";
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direction = "";
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hitpoint = "lampa";
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hitpoint = "lampa";
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@@ -117,7 +117,7 @@ class CfgNonAIVehicles {
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class Reflectors {
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class Reflectors {
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class LampLight {
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class LampLight {
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ambient[] = {0.27, 0.25, 0.15, 1};
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ambient[] = {0.27, 0.25, 0.15, 1};
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brightness = 0.5;
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brightness = 0.3;
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color[] = {0.27, 0.25, 0.15, 1};
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color[] = {0.27, 0.25, 0.15, 1};
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direction = "";
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direction = "";
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hitpoint = "lampa";
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hitpoint = "lampa";
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@@ -142,7 +142,7 @@ class CfgNonAIVehicles {
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class Reflectors {
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class Reflectors {
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class LampLight {
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class LampLight {
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ambient[] = {0.27, 0.25, 0.15, 1};
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ambient[] = {0.27, 0.25, 0.15, 1};
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brightness = 0.5;
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brightness = 0.3;
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color[] = {0.27, 0.25, 0.15, 1};
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color[] = {0.27, 0.25, 0.15, 1};
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direction = "";
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direction = "";
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hitpoint = "lampa";
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hitpoint = "lampa";
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@@ -167,7 +167,7 @@ class CfgNonAIVehicles {
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class Reflectors {
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class Reflectors {
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class LampLight {
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class LampLight {
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ambient[] = {0.27, 0.25, 0.15, 1};
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ambient[] = {0.27, 0.25, 0.15, 1};
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brightness = 0.5;
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brightness = 0.3;
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color[] = {0.27, 0.25, 0.15, 1};
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color[] = {0.27, 0.25, 0.15, 1};
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direction = "";
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direction = "";
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hitpoint = "lampa";
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hitpoint = "lampa";
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@@ -192,7 +192,7 @@ class CfgNonAIVehicles {
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class Reflectors {
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class Reflectors {
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class LampLight {
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class LampLight {
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ambient[] = {0.27, 0.25, 0.15, 1};
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ambient[] = {0.27, 0.25, 0.15, 1};
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brightness = 0.5;
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brightness = 0.3;
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color[] = {0.27, 0.25, 0.15, 1};
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color[] = {0.27, 0.25, 0.15, 1};
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direction = "";
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direction = "";
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hitpoint = "lampa";
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hitpoint = "lampa";
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@@ -217,7 +217,7 @@ class CfgNonAIVehicles {
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class Reflectors {
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class Reflectors {
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class LampLight {
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class LampLight {
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ambient[] = {0.27, 0.25, 0.15, 1};
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ambient[] = {0.27, 0.25, 0.15, 1};
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brightness = 0.5;
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brightness = 0.3;
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color[] = {0.27, 0.25, 0.15, 1};
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color[] = {0.27, 0.25, 0.15, 1};
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direction = "";
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direction = "";
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hitpoint = "lampa";
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hitpoint = "lampa";
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@@ -242,7 +242,7 @@ class CfgNonAIVehicles {
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class Reflectors {
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class Reflectors {
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class LampLight {
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class LampLight {
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ambient[] = {0.27, 0.25, 0.15, 1};
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ambient[] = {0.27, 0.25, 0.15, 1};
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brightness = 0.5;
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brightness = 0.3;
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color[] = {0.27, 0.25, 0.15, 1};
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color[] = {0.27, 0.25, 0.15, 1};
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direction = "";
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direction = "";
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hitpoint = "lampa";
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hitpoint = "lampa";
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@@ -267,7 +267,7 @@ class CfgNonAIVehicles {
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class Reflectors {
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class Reflectors {
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class LampLight {
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class LampLight {
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ambient[] = {0.27, 0.25, 0.15, 1};
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ambient[] = {0.27, 0.25, 0.15, 1};
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brightness = 0.5;
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brightness = 0.3;
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color[] = {0.27, 0.25, 0.15, 1};
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color[] = {0.27, 0.25, 0.15, 1};
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direction = "";
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direction = "";
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hitpoint = "lampa";
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hitpoint = "lampa";
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@@ -292,7 +292,7 @@ class CfgNonAIVehicles {
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class Reflectors {
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class Reflectors {
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class LampLight {
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class LampLight {
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ambient[] = {0.27, 0.25, 0.15, 1};
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ambient[] = {0.27, 0.25, 0.15, 1};
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brightness = 0.5;
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brightness = 0.3;
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color[] = {0.27, 0.25, 0.15, 1};
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color[] = {0.27, 0.25, 0.15, 1};
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direction = "";
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direction = "";
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hitpoint = "lampa";
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hitpoint = "lampa";
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@@ -3,7 +3,7 @@
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Made for DayZ Epoch please ask permission to use/edit/distrubute email axeman@thefreezer.co.uk.
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Made for DayZ Epoch please ask permission to use/edit/distrubute email axeman@thefreezer.co.uk.
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*/
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*/
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axe_returnStreetLights={
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axe_returnStreetLights={
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private["_lights","_objName","_rng","_nrstGen","_rndLights"];
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private["_lights","_objName","_rng","_nrstGen","_rndLights","_sleeptime"];
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_rng = _this select 0;
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_rng = _this select 0;
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_nrstGen = _this select 1;
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_nrstGen = _this select 1;
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_rndLights = _this select 2;
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_rndLights = _this select 2;
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@@ -19,6 +19,16 @@ axe_streetLamps=[];
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if (_objName in _lights) then {
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if (_objName in _lights) then {
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if(_rndLights<random 100)then{
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if(_rndLights<random 100)then{
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for "_s" from 1 to 6 do {
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if(_s%2==0)then{
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_x switchlight "off";
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}else{
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_x switchlight "on";
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};
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_sleeptime=(random 100)/100;
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sleep _sleeptime;
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};
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_x switchlight "off";
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_x switchlight "off";
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}else{
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}else{
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_x switchlight "on";
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_x switchlight "on";
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@@ -25,12 +25,12 @@ if(!isNil "_objHouse")then{
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_objLightPoint = nearestObject [_x, "#lightpoint"];
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_objLightPoint = nearestObject [_x, "#lightpoint"];
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if((abs ([_pos, _objLightPoint] call BIS_fnc_distance2D))>1)then{
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if((abs ([_pos, _objLightPoint] call BIS_fnc_distance2D))>1)then{
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if(player distance _x < _lpDist)then{
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if((player distance _x) < _lpDist)then{
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[_lmpCol,0.01,_lmpCol,[_pos select 0,_pos select 1,-3],_dir,[0,0,-1]] call axe_newLightPoint;
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[_lmpCol,0.01,_lmpCol,[_pos select 0,_pos select 1,-3],_dir,[0,0,-1]] call axe_newLightPoint;
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_x setVariable ["axeHLight", 1, false];
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_x setVariable ["axeHLight", 1, false];
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};
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};
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}else{
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}else{
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if(player distance _x < _lpDist)then{
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if((player distance _x) < _lpDist)then{
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[_lmpCol,0.01,_lmpCol,_objLightPoint] call axe_lightPoint;
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[_lmpCol,0.01,_lmpCol,_objLightPoint] call axe_lightPoint;
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_x setVariable ["axeHLight", 1, false];
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_x setVariable ["axeHLight", 1, false];
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}else{
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}else{
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@@ -5,7 +5,7 @@
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To Do - Light poles - Automatic lighting for bases (with or without generator) - Menu action to switch off house and tower lights
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To Do - Light poles - Automatic lighting for bases (with or without generator) - Menu action to switch off house and tower lights
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Wishlist - Detect weather to make lights fail in thunder :)
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Wishlist - Detect weather to make lights fail in thunder :)
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*/
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*/
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private ["_sleep","_lpRange","_hsRange","_nrGen","_genCount","_rndLightsIn","_rndLightsOut","_genClass","_i","_doHouse","_doStreet","_doTower","_doLight","_fnHr","_stHr","_plyr","_hndlSLights","_hndlHLights","_hndlTLights","_hndlDelLights","_hndlFailLights","_tmpPlyrPos","_ndGen","_trgRng","_rngPlyr","_arrStreetLights","_wait","_waitcmd","_waitCount","_trigDist","_lightTrig","_lmpCol"];
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private ["_sleep","_lpRange","_hsRange","_nrGen","_genCount","_rndLightsIn","_rndLightsOut","_genClass","_doHouse","_doStreet","_doTower","_doLight","_fnHr","_stHr","_plyr","_hndlSLights","_hndlHLights","_hndlTLights","_hndlDelLights","_hndlFailLights","_ndGen","_trgRng","_rngPlyr","_arrStreetLights","_lightTrig","_lmpCol"];
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_stHr = _this select 0;//Hour (in 24 hours) to start lights
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_stHr = _this select 0;//Hour (in 24 hours) to start lights
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_fnHr = _this select 1;//Hour (in 24 hours) to stop lights
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_fnHr = _this select 1;//Hour (in 24 hours) to stop lights
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@@ -19,13 +19,11 @@ _ndGen = _this select 5;//Require a Generator ?
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_rndLightsIn = _this select 6;//Add a chance for lights to come on as a precentage. 100 = always on.. Use this to reduce frequency of lights, uses the opposite value to delete / fail lights..
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_rndLightsIn = _this select 6;//Add a chance for lights to come on as a precentage. 100 = always on.. Use this to reduce frequency of lights, uses the opposite value to delete / fail lights..
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_trgRng = _this select 7;//Range from trigger (generator or player) to light up objects.
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_trgRng = _this select 7;//Range from trigger (generator or player) to light up objects.
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_rngPlyr = _this select 8;//Distance from player to search for generators. If Generator not required distance to light objects (generally (: )
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_rngPlyr = _this select 8;//Distance from player to search for generators. If Generator not required distance to light objects (generally (: )
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_trigDist = _this select 9;//Distance that player needs to move to trigger the routine. (NOT USED CURRENTLY)
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//_trigDist = _this select 9;//Distance that player needs to move to trigger the routine. (NOT USED CURRENTLY)
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_lmpCol = _this select 10;//Change House Light Colour. Streetlamps now set in config, not editable at runtime.
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_lmpCol = _this select 10;//Change House Light Colour. Streetlamps now set in config, not editable at runtime.
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_genClass = _this select 11;//Generator class. Any (client viewable) Object with variable "GeneratorRunning" set to true will suffice.
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_genClass = _this select 11;//Generator class. Any (client viewable) Object with variable "GeneratorRunning" set to true will suffice.
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_lpRange = _this select 12;//Range to create lightpoints (from player). And delete beyond (for houses only).
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_lpRange = _this select 12;//Range to create lightpoints (from player). And delete beyond (for houses only).
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_sleep = _this select 14;//Sleep time - Code cycles too quickly to be realistic. Increasing _trgRng and/or _rngPlyr will have a similar effect but will cost in processing time..
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_sleep = _this select 14;//Sleep time - Code cycles too quickly to be realistic. Increasing _trgRng and/or _rngPlyr will have a similar effect but will cost in processing time..
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_tmpPlyrPos = [0,0,0];
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_wait = [];
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_doLight = true;
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_doLight = true;
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_nrGen = [];
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_nrGen = [];
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_genCount = 0;
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_genCount = 0;
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@@ -44,63 +42,49 @@ do
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_plyr = vehicle player;
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_plyr = vehicle player;
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_waitCount = 0;
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_rndLightsOut = _rndLightsIn;
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_rndLightsOut = _rndLightsIn;
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_nrGen = nearestObjects [_plyr, [_genClass], _rngPlyr];
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_nrGen = nearestObjects [_plyr, [_genClass], _rngPlyr];
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_genCount = count _nrGen;
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_genCount = count _nrGen;
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if(_ndGen)then{_lightTrig = _nrGen;}else{_lightTrig = [_plyr];};
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if(_ndGen)then{_lightTrig = _nrGen;}else{_lightTrig = [_plyr];};
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//Logic to decide if lights to be done or not
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if(_ndGen && _genCount<1)then{_doLight = false;}else{_doLight=true;};//Nearby Generator ?
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if(_ndGen && _genCount<1)then{_doLight = false;}else{_doLight=true;};//Nearby Generator ?
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if(!_ndGen)then{_doLight = true;};//Generator not required !
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if(!_ndGen)then{_doLight = true;};//Generator not required !
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//Make lights reliable if generator running (for non generator requirement)
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if(!_ndGen)then{
|
if(!_ndGen)then{
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if(_genCount>0&&((_nrGen select 0) getVariable["GeneratorRunning",false]))then{
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_rndLightsOut = 100;
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_hsRange = _trgRng;
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_hsRange = _trgRng;
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}else{
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}else{
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_hsRange = _rngPlyr;
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_hsRange = _rngPlyr;
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};
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};
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if(_genCount>0&&((_nrGen select 0) getVariable["GeneratorRunning",false]))then{
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_rndLightsOut = 92;
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};
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};
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_arrStreetLights = [_trgRng,player,_rndLightsOut] call axe_returnStreetLights;
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{
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{
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if(_ndGen && !(_x getVariable["GeneratorRunning",false]))then{_doLight = false;};//Final check - Not run if nearest gen isn't running
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if(_ndGen && !(_x getVariable["GeneratorRunning",false]))then{_doLight = false;};//Final check - Not run if nearest gen isn't running
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//Get streetlight objects anyway, will turn on streetlights and randomly switch some off.
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_arrStreetLights = [_trgRng,_x,_rndLightsOut] call axe_returnStreetLights;
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if(_doLight)then{
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if(_doLight)then{
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_waitcmd="";
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_wait=[];
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if(_doTower)then{
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if(_doTower)then{
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_hndlTLights = [_trgRng,_x,_rndLightsOut] spawn axeTowerLights;
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_hndlTLights = [_trgRng,_x,_rndLightsOut] spawn axeTowerLights;
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_waitCount=_waitCount+1;
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[_wait , "scriptDone _hndlTLights"] call BIS_fnc_arrayPush;
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};
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};
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if(_doHouse)then{
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if(_doHouse)then{
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_hndlHLights = [_hsRange,_x,_rndLightsOut,_lmpCol,_lpRange] spawn axeHouseLights;
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_hndlHLights = [_hsRange,_x,_rndLightsOut,_lmpCol,_lpRange] spawn axeHouseLights;
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_waitCount=_waitCount+1;
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[_wait , "scriptDone _hndlHLights"] call BIS_fnc_arrayPush;
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};
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};
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if(_doStreet)then{
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if(_doStreet)then{
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_hndlSLights = [_arrStreetLights,_x,_lmpCol,_rndLightsOut] spawn axeStreetLights;
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_hndlSLights = [_arrStreetLights,_x,_lmpCol,_rndLightsOut] spawn axeStreetLights;
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_waitCount=_waitCount+1;
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|
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[_wait , "scriptDone _hndlSLights"] call BIS_fnc_arrayPush;
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|
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};
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};
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||||||
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|
||||||
for [{_i=0}, {_i<_waitCount}, {_i=_i+1}]do{_waitcmd=_waitcmd+format["%1",_wait select _i];if(_i<_waitCount-1)then{_waitcmd=_waitcmd+"&&";};};
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|
||||||
call compile format ["waitUntil {%1}",_waitcmd];
|
|
||||||
};
|
};
|
||||||
|
|
||||||
if(_ndGen && !(_x getVariable["GeneratorRunning",false]))then{
|
if(_ndGen && !(_x getVariable["GeneratorRunning",false]))then{
|
||||||
//hint "Lights Off";
|
|
||||||
_hndlDelLights = [_rngPlyr,_x,false,_genCount,_lpRange] spawn axeDeleteLights;
|
_hndlDelLights = [_rngPlyr,_x,false,_genCount,_lpRange] spawn axeDeleteLights;
|
||||||
waitUntil {scriptDone _hndlDelLights};
|
waitUntil {scriptDone _hndlDelLights};
|
||||||
};
|
};
|
||||||
|
|
||||||
//Random Light Failure - Unless generator nearby
|
|
||||||
if(_rndLightsOut<random 100)then{
|
if(_rndLightsOut<random 100)then{
|
||||||
_hndlFailLights = [_rngPlyr,_x,true,_genCount,_lpRange] spawn axeDeleteLights;
|
_hndlFailLights = [_rngPlyr,_x,true,_genCount,_lpRange] spawn axeDeleteLights;
|
||||||
waitUntil {scriptDone _hndlFailLights};
|
waitUntil {scriptDone _hndlFailLights};
|
||||||
|
|||||||
@@ -2,11 +2,10 @@
|
|||||||
DayZ Epoch Lighting System - Fail / Switch Off Lights
|
DayZ Epoch Lighting System - Fail / Switch Off Lights
|
||||||
Made for DayZ Epoch please ask permission to use/edit/distrubute email axeman@thefreezer.co.uk.
|
Made for DayZ Epoch please ask permission to use/edit/distrubute email axeman@thefreezer.co.uk.
|
||||||
*/
|
*/
|
||||||
private ["_hsRange","_rng","_pos","_hsCount","_nrstTrig","_objHouses","_objHouse","_nrLights","_nrTowers","_doRand","_rnd","_animlightpoint","_hasLight","_sleeptime","_lightstate","_cntNrGen"];
|
private ["_hsRange","_rng","_pos","_hsCount","_nrstTrig","_objHouses","_objHouse","_nrTowers","_doRand","_rnd","_animlightpoint","_hasLight","_sleeptime","_lightstate","_objLightPoint"];
|
||||||
_rng = _this select 0;//Full distance to turn off all lights if required
|
_rng = _this select 0;//Full distance to turn off all lights if required
|
||||||
_nrstTrig = _this select 1;
|
_nrstTrig = _this select 1;
|
||||||
_doRand = _this select 2;//Random if gen not required otherwise just switch thenm off,,
|
_doRand = _this select 2;//Random if gen not required otherwise just switch thenm off,,
|
||||||
_cntNrGen = _this select 3;
|
|
||||||
_hsRange = _this select 4;//House range for randomly failing nearby (within lp distance)houses)
|
_hsRange = _this select 4;//House range for randomly failing nearby (within lp distance)houses)
|
||||||
_hasLight = false;
|
_hasLight = false;
|
||||||
|
|
||||||
@@ -26,6 +25,7 @@ _objHouses = nearestObjects [_nrstTrig, ["House"], _hsRange];
|
|||||||
if(_s%2==0)then{
|
if(_s%2==0)then{
|
||||||
if(_hasLight)then{_animlightpoint setLightBrightness 0;};
|
if(_hasLight)then{_animlightpoint setLightBrightness 0;};
|
||||||
_objHouse animate ["Lights_1",0];
|
_objHouse animate ["Lights_1",0];
|
||||||
|
_objHouse animate ["Lights_2",0];
|
||||||
}else{
|
}else{
|
||||||
if(_hasLight)then{_animlightpoint setLightBrightness 0.01;};
|
if(_hasLight)then{_animlightpoint setLightBrightness 0.01;};
|
||||||
_objHouse animate ["Lights_1",1];
|
_objHouse animate ["Lights_1",1];
|
||||||
@@ -40,14 +40,20 @@ _objHouses = nearestObjects [_nrstTrig, ["House"], _hsRange];
|
|||||||
};
|
};
|
||||||
};
|
};
|
||||||
}else{//Switch them all off
|
}else{//Switch them all off
|
||||||
_nrLights = position _nrstTrig nearObjects ["#lightpoint",_rng];
|
|
||||||
_nrTowers = nearestObjects [_nrstTrig, ["Land_Ind_IlluminantTower"], _rng];
|
|
||||||
if(count _nrLights >0)then{
|
|
||||||
{
|
|
||||||
deleteVehicle _x;
|
|
||||||
}forEach _nrLights;
|
|
||||||
};
|
|
||||||
_objHouses = nearestObjects [_nrstTrig, ["House"], _rng];
|
_objHouses = nearestObjects [_nrstTrig, ["House"], _rng];
|
||||||
|
_nrTowers = nearestObjects [_nrstTrig, ["Land_Ind_IlluminantTower"], _rng];
|
||||||
|
|
||||||
|
if(count _objHouses >0)then{
|
||||||
|
{
|
||||||
|
_pos = getPos _x;
|
||||||
|
_objLightPoint = nearestObject [_x, "#lightpoint"];
|
||||||
|
if((abs ([_pos, _objLightPoint] call BIS_fnc_distance2D))<1.5)then{
|
||||||
|
deleteVehicle _objLightPoint;
|
||||||
|
};
|
||||||
|
}forEach _objHouses;
|
||||||
|
};
|
||||||
|
|
||||||
if(count _objHouses >0)then{
|
if(count _objHouses >0)then{
|
||||||
{
|
{
|
||||||
_x animate ["Lights_1",0];
|
_x animate ["Lights_1",0];
|
||||||
@@ -58,6 +64,14 @@ _nrTowers = nearestObjects [_nrstTrig, ["Land_Ind_IlluminantTower"], _rng];
|
|||||||
|
|
||||||
if(count _nrTowers >0)then{
|
if(count _nrTowers >0)then{
|
||||||
{
|
{
|
||||||
|
_pos = getPos _x;
|
||||||
|
for "_s" from 1 to 4 do {
|
||||||
|
_objLightPoint = nearestObject [_x, "#lightpoint"];
|
||||||
|
if((abs ([_pos, _objLightPoint] call BIS_fnc_distance2D))<25)then{
|
||||||
|
deleteVehicle _objLightPoint;
|
||||||
|
};
|
||||||
|
};
|
||||||
|
|
||||||
_x setVariable ["axeTLight", 0, false];
|
_x setVariable ["axeTLight", 0, false];
|
||||||
}forEach _nrTowers;
|
}forEach _nrTowers;
|
||||||
};
|
};
|
||||||
|
|||||||
@@ -104,6 +104,6 @@ if (!isDedicated) then {
|
|||||||
_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
|
_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
|
||||||
|
|
||||||
//Lights
|
//Lights
|
||||||
[17,6,true,false,true,true,64,250,600,10,[0.698, 0.556, 0.419],"Generator_DZ",250,"",6] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
[17,6,true,false,true,true,72,180,600,10,[0.698, 0.556, 0.419],"Generator_DZ",280,"",0.5] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||||
};
|
};
|
||||||
#include "\z\addons\dayz_code\system\REsec.sqf"
|
#include "\z\addons\dayz_code\system\REsec.sqf"
|
||||||
|
|||||||
@@ -104,6 +104,6 @@ if (!isDedicated) then {
|
|||||||
_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
|
_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
|
||||||
|
|
||||||
//Lights
|
//Lights
|
||||||
[17,6,true,false,true,true,64,250,600,10,[0.698, 0.556, 0.419],"Generator_DZ",250,"",6] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
[17,6,true,false,true,true,72,180,600,10,[0.698, 0.556, 0.419],"Generator_DZ",280,"",0.5] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||||
};
|
};
|
||||||
#include "\z\addons\dayz_code\system\REsec.sqf"
|
#include "\z\addons\dayz_code\system\REsec.sqf"
|
||||||
|
|||||||
@@ -104,6 +104,6 @@ if (!isDedicated) then {
|
|||||||
_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
|
_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
|
||||||
|
|
||||||
//Lights
|
//Lights
|
||||||
[17,6,true,false,true,true,64,250,600,10,[0.698, 0.556, 0.419],"Generator_DZ",250,"",6] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
[17,6,true,false,true,true,72,180,600,10,[0.698, 0.556, 0.419],"Generator_DZ",280,"",0.5] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||||
};
|
};
|
||||||
#include "\z\addons\dayz_code\system\REsec.sqf"
|
#include "\z\addons\dayz_code\system\REsec.sqf"
|
||||||
|
|||||||
@@ -104,6 +104,6 @@ if (!isDedicated) then {
|
|||||||
_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
|
_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
|
||||||
|
|
||||||
//Lights
|
//Lights
|
||||||
[17,6,true,false,true,true,64,250,600,10,[0.698, 0.556, 0.419],"Generator_DZ",250,"",6] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
[17,6,true,false,true,true,72,180,600,10,[0.698, 0.556, 0.419],"Generator_DZ",280,"",0.5] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||||
};
|
};
|
||||||
#include "\z\addons\dayz_code\system\REsec.sqf"
|
#include "\z\addons\dayz_code\system\REsec.sqf"
|
||||||
|
|||||||
@@ -116,6 +116,6 @@ if (!isDedicated) then {
|
|||||||
_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
|
_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
|
||||||
|
|
||||||
//Lights
|
//Lights
|
||||||
[17,6,true,false,true,true,64,250,600,10,[0.698, 0.556, 0.419],"Generator_DZ",250,"",6] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
[17,6,true,false,true,true,72,180,600,10,[0.698, 0.556, 0.419],"Generator_DZ",280,"",0.5] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||||
};
|
};
|
||||||
#include "\z\addons\dayz_code\system\REsec.sqf"
|
#include "\z\addons\dayz_code\system\REsec.sqf"
|
||||||
|
|||||||
@@ -113,6 +113,6 @@ if (!isDedicated) then {
|
|||||||
_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
|
_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
|
||||||
|
|
||||||
//Lights
|
//Lights
|
||||||
[17,6,true,false,true,true,64,250,600,10,[0.698, 0.556, 0.419],"Generator_DZ",250,"",6] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
[17,6,true,false,true,true,72,180,600,10,[0.698, 0.556, 0.419],"Generator_DZ",280,"",0.5] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||||
};
|
};
|
||||||
#include "\z\addons\dayz_code\system\REsec.sqf"
|
#include "\z\addons\dayz_code\system\REsec.sqf"
|
||||||
|
|||||||
@@ -84,5 +84,5 @@ if (!isDedicated) then {
|
|||||||
_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
|
_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
|
||||||
|
|
||||||
//Lights
|
//Lights
|
||||||
[17,6,true,false,true,true,64,250,600,10,[0.698, 0.556, 0.419],"Generator_DZ",250,"",6] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
[17,6,true,false,true,true,72,180,600,10,[0.698, 0.556, 0.419],"Generator_DZ",280,"",0.5] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||||
};
|
};
|
||||||
|
|||||||
@@ -104,6 +104,6 @@ if (!isDedicated) then {
|
|||||||
_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
|
_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
|
||||||
|
|
||||||
//Lights
|
//Lights
|
||||||
[17,6,true,false,true,true,64,250,600,10,[0.698, 0.556, 0.419],"Generator_DZ",250,"",6] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
[17,6,true,false,true,true,72,180,600,10,[0.698, 0.556, 0.419],"Generator_DZ",280,"",0.5] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||||
};
|
};
|
||||||
#include "\z\addons\dayz_code\system\REsec.sqf"
|
#include "\z\addons\dayz_code\system\REsec.sqf"
|
||||||
|
|||||||
@@ -75,5 +75,5 @@ if (!isDedicated) then {
|
|||||||
_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
|
_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
|
||||||
|
|
||||||
//Lights
|
//Lights
|
||||||
[17,6,true,false,true,true,64,250,600,10,[0.698, 0.556, 0.419],"Generator_DZ",250,"",6] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
[17,6,true,false,true,true,72,180,600,10,[0.698, 0.556, 0.419],"Generator_DZ",280,"",0.5] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||||
};
|
};
|
||||||
|
|||||||
@@ -104,6 +104,6 @@ if (!isDedicated) then {
|
|||||||
_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
|
_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
|
||||||
|
|
||||||
//Lights
|
//Lights
|
||||||
[17,6,true,false,true,true,64,250,600,10,[0.698, 0.556, 0.419],"Generator_DZ",250,"",6] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
[17,6,true,false,true,true,72,180,600,10,[0.698, 0.556, 0.419],"Generator_DZ",280,"",0.5] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||||
};
|
};
|
||||||
#include "\z\addons\dayz_code\system\REsec.sqf"
|
#include "\z\addons\dayz_code\system\REsec.sqf"
|
||||||
|
|||||||
@@ -104,6 +104,6 @@ if (!isDedicated) then {
|
|||||||
_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
|
_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
|
||||||
|
|
||||||
//Lights
|
//Lights
|
||||||
[17,6,true,false,true,true,64,250,600,10,[0.698, 0.556, 0.419],"Generator_DZ",250,"",6] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
[17,6,true,false,true,true,72,180,600,10,[0.698, 0.556, 0.419],"Generator_DZ",280,"",0.5] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||||
};
|
};
|
||||||
#include "\z\addons\dayz_code\system\REsec.sqf"
|
#include "\z\addons\dayz_code\system\REsec.sqf"
|
||||||
|
|||||||
@@ -104,6 +104,6 @@ if (!isDedicated) then {
|
|||||||
_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
|
_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
|
||||||
|
|
||||||
//Lights
|
//Lights
|
||||||
[17,6,true,false,true,true,64,250,600,10,[0.698, 0.556, 0.419],"Generator_DZ",250,"",6] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
[17,6,true,false,true,true,72,180,600,10,[0.698, 0.556, 0.419],"Generator_DZ",280,"",0.5] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||||
};
|
};
|
||||||
#include "\z\addons\dayz_code\system\REsec.sqf"
|
#include "\z\addons\dayz_code\system\REsec.sqf"
|
||||||
|
|||||||
@@ -104,6 +104,6 @@ if (!isDedicated) then {
|
|||||||
_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
|
_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
|
||||||
|
|
||||||
//Lights
|
//Lights
|
||||||
[17,6,true,false,true,true,64,250,600,10,[0.698, 0.556, 0.419],"Generator_DZ",250,"",6] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
[17,6,true,false,true,true,72,180,600,10,[0.698, 0.556, 0.419],"Generator_DZ",280,"",0.5] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||||
};
|
};
|
||||||
#include "\z\addons\dayz_code\system\REsec.sqf"
|
#include "\z\addons\dayz_code\system\REsec.sqf"
|
||||||
|
|||||||
@@ -105,6 +105,6 @@ if (!isDedicated) then {
|
|||||||
_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
|
_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
|
||||||
|
|
||||||
//Lights
|
//Lights
|
||||||
[17,6,true,false,true,true,64,250,600,10,[0.698, 0.556, 0.419],"Generator_DZ",250,"",6] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
[17,6,true,false,true,true,72,180,600,10,[0.698, 0.556, 0.419],"Generator_DZ",280,"",0.5] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||||
};
|
};
|
||||||
#include "\z\addons\dayz_code\system\REsec.sqf"
|
#include "\z\addons\dayz_code\system\REsec.sqf"
|
||||||
|
|||||||
@@ -105,6 +105,6 @@ if (!isDedicated) then {
|
|||||||
_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
|
_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
|
||||||
|
|
||||||
//Lights
|
//Lights
|
||||||
[17,6,true,false,true,true,64,250,600,10,[0.698, 0.556, 0.419],"Generator_DZ",250,"",6] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
[17,6,true,false,true,true,72,180,600,10,[0.698, 0.556, 0.419],"Generator_DZ",280,"",0.5] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||||
};
|
};
|
||||||
#include "\z\addons\dayz_code\system\REsec.sqf"
|
#include "\z\addons\dayz_code\system\REsec.sqf"
|
||||||
|
|||||||
@@ -104,6 +104,6 @@ if (!isDedicated) then {
|
|||||||
_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
|
_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
|
||||||
|
|
||||||
//Lights
|
//Lights
|
||||||
[17,6,true,false,true,true,64,250,600,10,[0.698, 0.556, 0.419],"Generator_DZ",250,"",6] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
[17,6,true,false,true,true,72,180,600,10,[0.698, 0.556, 0.419],"Generator_DZ",280,"",0.5] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||||
};
|
};
|
||||||
#include "\z\addons\dayz_code\system\REsec.sqf"
|
#include "\z\addons\dayz_code\system\REsec.sqf"
|
||||||
|
|||||||
@@ -104,6 +104,6 @@ if (!isDedicated) then {
|
|||||||
_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
|
_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
|
||||||
|
|
||||||
//Lights
|
//Lights
|
||||||
[17,6,true,false,true,true,64,250,600,10,[0.698, 0.556, 0.419],"Generator_DZ",250,"",6] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
[17,6,true,false,true,true,72,180,600,10,[0.698, 0.556, 0.419],"Generator_DZ",280,"",0.5] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||||
};
|
};
|
||||||
#include "\z\addons\dayz_code\system\REsec.sqf"
|
#include "\z\addons\dayz_code\system\REsec.sqf"
|
||||||
|
|||||||
@@ -75,6 +75,6 @@ if (!isDedicated) then {
|
|||||||
_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
|
_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
|
||||||
|
|
||||||
//Lights
|
//Lights
|
||||||
[17,6,true,false,true,true,64,250,600,10,[0.698, 0.556, 0.419],"Generator_DZ",250,"",6] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
[17,6,true,false,true,true,72,180,600,10,[0.698, 0.556, 0.419],"Generator_DZ",280,"",0.5] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||||
|
|
||||||
};
|
};
|
||||||
|
|||||||
Reference in New Issue
Block a user