Merge pull request #538 from andgregor/master

Light Fixes and Enhancements
This commit is contained in:
vbawol
2013-09-13 20:04:43 -07:00
23 changed files with 83 additions and 75 deletions

View File

@@ -1,7 +1,7 @@
class CfgNonAIVehicles { class CfgNonAIVehicles {
class StreetLamp { class StreetLamp {
animated = 0; animated = 0;
brightness = 0.5; brightness = 0.3;
colorambient[] = {0.02, 0.02, 0.02}; colorambient[] = {0.02, 0.02, 0.02};
colordiffuse[] = {0.27, 0.25, 0.15}; colordiffuse[] = {0.27, 0.25, 0.15};
destrtype = "DestructTree"; destrtype = "DestructTree";
@@ -26,7 +26,7 @@ class CfgNonAIVehicles {
hitpoint = "lampa"; hitpoint = "lampa";
selection = ""; selection = "";
size = 0.5; size = 0.5;
brightness = 0.5; brightness = 0.3;
}; };
}; };
armorLights = 0.4; armorLights = 0.4;
@@ -34,22 +34,22 @@ class CfgNonAIVehicles {
}; };
class StreetLamp_BaseWeakYellow : StreetLamp { class StreetLamp_BaseWeakYellow : StreetLamp {
brightness = 0.5; brightness = 0.3;
scope = 2; scope = 2;
}; };
class StreetLamp_BaseMediumOrange : StreetLamp { class StreetLamp_BaseMediumOrange : StreetLamp {
brightness = 0.5; brightness = 0.3;
scope = 2; scope = 2;
}; };
class StreetLamp_BaseMediumPale : StreetLamp { class StreetLamp_BaseMediumPale : StreetLamp {
brightness = 0.5; brightness = 0.3;
scope = 2; scope = 2;
}; };
class StreetLamp_BaseStrongPale : StreetLamp { class StreetLamp_BaseStrongPale : StreetLamp {
brightness = 0.5; brightness = 0.3;
scope = 2; scope = 2;
}; };
@@ -67,7 +67,7 @@ class CfgNonAIVehicles {
class Reflectors { class Reflectors {
class LampLight { class LampLight {
ambient[] = {0.27, 0.25, 0.15, 1}; ambient[] = {0.27, 0.25, 0.15, 1};
brightness = 0.5; brightness = 0.3;
color[] = {0.27, 0.25, 0.15, 1}; color[] = {0.27, 0.25, 0.15, 1};
direction = ""; direction = "";
hitpoint = "lampa"; hitpoint = "lampa";
@@ -92,7 +92,7 @@ class CfgNonAIVehicles {
class Reflectors { class Reflectors {
class LampLight { class LampLight {
ambient[] = {0.27, 0.25, 0.15, 1}; ambient[] = {0.27, 0.25, 0.15, 1};
brightness = 0.5; brightness = 0.3;
color[] = {0.27, 0.25, 0.15, 1}; color[] = {0.27, 0.25, 0.15, 1};
direction = ""; direction = "";
hitpoint = "lampa"; hitpoint = "lampa";
@@ -117,7 +117,7 @@ class CfgNonAIVehicles {
class Reflectors { class Reflectors {
class LampLight { class LampLight {
ambient[] = {0.27, 0.25, 0.15, 1}; ambient[] = {0.27, 0.25, 0.15, 1};
brightness = 0.5; brightness = 0.3;
color[] = {0.27, 0.25, 0.15, 1}; color[] = {0.27, 0.25, 0.15, 1};
direction = ""; direction = "";
hitpoint = "lampa"; hitpoint = "lampa";
@@ -142,7 +142,7 @@ class CfgNonAIVehicles {
class Reflectors { class Reflectors {
class LampLight { class LampLight {
ambient[] = {0.27, 0.25, 0.15, 1}; ambient[] = {0.27, 0.25, 0.15, 1};
brightness = 0.5; brightness = 0.3;
color[] = {0.27, 0.25, 0.15, 1}; color[] = {0.27, 0.25, 0.15, 1};
direction = ""; direction = "";
hitpoint = "lampa"; hitpoint = "lampa";
@@ -167,7 +167,7 @@ class CfgNonAIVehicles {
class Reflectors { class Reflectors {
class LampLight { class LampLight {
ambient[] = {0.27, 0.25, 0.15, 1}; ambient[] = {0.27, 0.25, 0.15, 1};
brightness = 0.5; brightness = 0.3;
color[] = {0.27, 0.25, 0.15, 1}; color[] = {0.27, 0.25, 0.15, 1};
direction = ""; direction = "";
hitpoint = "lampa"; hitpoint = "lampa";
@@ -192,7 +192,7 @@ class CfgNonAIVehicles {
class Reflectors { class Reflectors {
class LampLight { class LampLight {
ambient[] = {0.27, 0.25, 0.15, 1}; ambient[] = {0.27, 0.25, 0.15, 1};
brightness = 0.5; brightness = 0.3;
color[] = {0.27, 0.25, 0.15, 1}; color[] = {0.27, 0.25, 0.15, 1};
direction = ""; direction = "";
hitpoint = "lampa"; hitpoint = "lampa";
@@ -217,7 +217,7 @@ class CfgNonAIVehicles {
class Reflectors { class Reflectors {
class LampLight { class LampLight {
ambient[] = {0.27, 0.25, 0.15, 1}; ambient[] = {0.27, 0.25, 0.15, 1};
brightness = 0.5; brightness = 0.3;
color[] = {0.27, 0.25, 0.15, 1}; color[] = {0.27, 0.25, 0.15, 1};
direction = ""; direction = "";
hitpoint = "lampa"; hitpoint = "lampa";
@@ -242,7 +242,7 @@ class CfgNonAIVehicles {
class Reflectors { class Reflectors {
class LampLight { class LampLight {
ambient[] = {0.27, 0.25, 0.15, 1}; ambient[] = {0.27, 0.25, 0.15, 1};
brightness = 0.5; brightness = 0.3;
color[] = {0.27, 0.25, 0.15, 1}; color[] = {0.27, 0.25, 0.15, 1};
direction = ""; direction = "";
hitpoint = "lampa"; hitpoint = "lampa";
@@ -267,7 +267,7 @@ class CfgNonAIVehicles {
class Reflectors { class Reflectors {
class LampLight { class LampLight {
ambient[] = {0.27, 0.25, 0.15, 1}; ambient[] = {0.27, 0.25, 0.15, 1};
brightness = 0.5; brightness = 0.3;
color[] = {0.27, 0.25, 0.15, 1}; color[] = {0.27, 0.25, 0.15, 1};
direction = ""; direction = "";
hitpoint = "lampa"; hitpoint = "lampa";
@@ -292,7 +292,7 @@ class CfgNonAIVehicles {
class Reflectors { class Reflectors {
class LampLight { class LampLight {
ambient[] = {0.27, 0.25, 0.15, 1}; ambient[] = {0.27, 0.25, 0.15, 1};
brightness = 0.5; brightness = 0.3;
color[] = {0.27, 0.25, 0.15, 1}; color[] = {0.27, 0.25, 0.15, 1};
direction = ""; direction = "";
hitpoint = "lampa"; hitpoint = "lampa";

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@@ -3,7 +3,7 @@
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.
*/ */
axe_returnStreetLights={ axe_returnStreetLights={
private["_lights","_objName","_rng","_nrstGen","_rndLights"]; private["_lights","_objName","_rng","_nrstGen","_rndLights","_sleeptime"];
_rng = _this select 0; _rng = _this select 0;
_nrstGen = _this select 1; _nrstGen = _this select 1;
_rndLights = _this select 2; _rndLights = _this select 2;
@@ -19,6 +19,16 @@ axe_streetLamps=[];
if (_objName in _lights) then { if (_objName in _lights) then {
if(_rndLights<random 100)then{ if(_rndLights<random 100)then{
for "_s" from 1 to 6 do {
if(_s%2==0)then{
_x switchlight "off";
}else{
_x switchlight "on";
};
_sleeptime=(random 100)/100;
sleep _sleeptime;
};
_x switchlight "off"; _x switchlight "off";
}else{ }else{
_x switchlight "on"; _x switchlight "on";

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@@ -25,12 +25,12 @@ if(!isNil "_objHouse")then{
_objLightPoint = nearestObject [_x, "#lightpoint"]; _objLightPoint = nearestObject [_x, "#lightpoint"];
if((abs ([_pos, _objLightPoint] call BIS_fnc_distance2D))>1)then{ if((abs ([_pos, _objLightPoint] call BIS_fnc_distance2D))>1)then{
if(player distance _x < _lpDist)then{ if((player distance _x) < _lpDist)then{
[_lmpCol,0.01,_lmpCol,[_pos select 0,_pos select 1,-3],_dir,[0,0,-1]] call axe_newLightPoint; [_lmpCol,0.01,_lmpCol,[_pos select 0,_pos select 1,-3],_dir,[0,0,-1]] call axe_newLightPoint;
_x setVariable ["axeHLight", 1, false]; _x setVariable ["axeHLight", 1, false];
}; };
}else{ }else{
if(player distance _x < _lpDist)then{ if((player distance _x) < _lpDist)then{
[_lmpCol,0.01,_lmpCol,_objLightPoint] call axe_lightPoint; [_lmpCol,0.01,_lmpCol,_objLightPoint] call axe_lightPoint;
_x setVariable ["axeHLight", 1, false]; _x setVariable ["axeHLight", 1, false];
}else{ }else{

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@@ -5,7 +5,7 @@
To Do - Light poles - Automatic lighting for bases (with or without generator) - Menu action to switch off house and tower lights To Do - Light poles - Automatic lighting for bases (with or without generator) - Menu action to switch off house and tower lights
Wishlist - Detect weather to make lights fail in thunder :) Wishlist - Detect weather to make lights fail in thunder :)
*/ */
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"]; 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"];
_stHr = _this select 0;//Hour (in 24 hours) to start lights _stHr = _this select 0;//Hour (in 24 hours) to start lights
_fnHr = _this select 1;//Hour (in 24 hours) to stop lights _fnHr = _this select 1;//Hour (in 24 hours) to stop lights
@@ -19,13 +19,11 @@ _ndGen = _this select 5;//Require a Generator ?
_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.. _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..
_trgRng = _this select 7;//Range from trigger (generator or player) to light up objects. _trgRng = _this select 7;//Range from trigger (generator or player) to light up objects.
_rngPlyr = _this select 8;//Distance from player to search for generators. If Generator not required distance to light objects (generally (: ) _rngPlyr = _this select 8;//Distance from player to search for generators. If Generator not required distance to light objects (generally (: )
_trigDist = _this select 9;//Distance that player needs to move to trigger the routine. (NOT USED CURRENTLY) //_trigDist = _this select 9;//Distance that player needs to move to trigger the routine. (NOT USED CURRENTLY)
_lmpCol = _this select 10;//Change House Light Colour. Streetlamps now set in config, not editable at runtime. _lmpCol = _this select 10;//Change House Light Colour. Streetlamps now set in config, not editable at runtime.
_genClass = _this select 11;//Generator class. Any (client viewable) Object with variable "GeneratorRunning" set to true will suffice. _genClass = _this select 11;//Generator class. Any (client viewable) Object with variable "GeneratorRunning" set to true will suffice.
_lpRange = _this select 12;//Range to create lightpoints (from player). And delete beyond (for houses only). _lpRange = _this select 12;//Range to create lightpoints (from player). And delete beyond (for houses only).
_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.. _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..
_tmpPlyrPos = [0,0,0];
_wait = [];
_doLight = true; _doLight = true;
_nrGen = []; _nrGen = [];
_genCount = 0; _genCount = 0;
@@ -44,63 +42,49 @@ do
_plyr = vehicle player; _plyr = vehicle player;
_waitCount = 0;
_rndLightsOut = _rndLightsIn; _rndLightsOut = _rndLightsIn;
_nrGen = nearestObjects [_plyr, [_genClass], _rngPlyr]; _nrGen = nearestObjects [_plyr, [_genClass], _rngPlyr];
_genCount = count _nrGen; _genCount = count _nrGen;
if(_ndGen)then{_lightTrig = _nrGen;}else{_lightTrig = [_plyr];}; if(_ndGen)then{_lightTrig = _nrGen;}else{_lightTrig = [_plyr];};
//Logic to decide if lights to be done or not
if(_ndGen && _genCount<1)then{_doLight = false;}else{_doLight=true;};//Nearby Generator ? if(_ndGen && _genCount<1)then{_doLight = false;}else{_doLight=true;};//Nearby Generator ?
if(!_ndGen)then{_doLight = true;};//Generator not required ! if(!_ndGen)then{_doLight = true;};//Generator not required !
//Make lights reliable if generator running (for non generator requirement)
if(!_ndGen)then{ if(!_ndGen)then{
if(_genCount>0&&((_nrGen select 0) getVariable["GeneratorRunning",false]))then{
_rndLightsOut = 100;
_hsRange = _trgRng; _hsRange = _trgRng;
}else{ }else{
_hsRange = _rngPlyr; _hsRange = _rngPlyr;
}; };
if(_genCount>0&&((_nrGen select 0) getVariable["GeneratorRunning",false]))then{
_rndLightsOut = 92;
}; };
_arrStreetLights = [_trgRng,player,_rndLightsOut] call axe_returnStreetLights;
{ {
if(_ndGen && !(_x getVariable["GeneratorRunning",false]))then{_doLight = false;};//Final check - Not run if nearest gen isn't running if(_ndGen && !(_x getVariable["GeneratorRunning",false]))then{_doLight = false;};//Final check - Not run if nearest gen isn't running
//Get streetlight objects anyway, will turn on streetlights and randomly switch some off.
_arrStreetLights = [_trgRng,_x,_rndLightsOut] call axe_returnStreetLights;
if(_doLight)then{ if(_doLight)then{
_waitcmd="";
_wait=[];
if(_doTower)then{ if(_doTower)then{
_hndlTLights = [_trgRng,_x,_rndLightsOut] spawn axeTowerLights; _hndlTLights = [_trgRng,_x,_rndLightsOut] spawn axeTowerLights;
_waitCount=_waitCount+1;
[_wait , "scriptDone _hndlTLights"] call BIS_fnc_arrayPush;
}; };
if(_doHouse)then{ if(_doHouse)then{
_hndlHLights = [_hsRange,_x,_rndLightsOut,_lmpCol,_lpRange] spawn axeHouseLights; _hndlHLights = [_hsRange,_x,_rndLightsOut,_lmpCol,_lpRange] spawn axeHouseLights;
_waitCount=_waitCount+1;
[_wait , "scriptDone _hndlHLights"] call BIS_fnc_arrayPush;
}; };
if(_doStreet)then{ if(_doStreet)then{
_hndlSLights = [_arrStreetLights,_x,_lmpCol,_rndLightsOut] spawn axeStreetLights; _hndlSLights = [_arrStreetLights,_x,_lmpCol,_rndLightsOut] spawn axeStreetLights;
_waitCount=_waitCount+1;
[_wait , "scriptDone _hndlSLights"] call BIS_fnc_arrayPush;
}; };
for [{_i=0}, {_i<_waitCount}, {_i=_i+1}]do{_waitcmd=_waitcmd+format["%1",_wait select _i];if(_i<_waitCount-1)then{_waitcmd=_waitcmd+"&&";};};
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};

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@@ -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];
_objHouses = nearestObjects [_nrstTrig, ["House"], _rng];
_nrTowers = nearestObjects [_nrstTrig, ["Land_Ind_IlluminantTower"], _rng]; _nrTowers = nearestObjects [_nrstTrig, ["Land_Ind_IlluminantTower"], _rng];
if(count _nrLights >0)then{
if(count _objHouses >0)then{
{ {
deleteVehicle _x; _pos = getPos _x;
}forEach _nrLights; _objLightPoint = nearestObject [_x, "#lightpoint"];
if((abs ([_pos, _objLightPoint] call BIS_fnc_distance2D))<1.5)then{
deleteVehicle _objLightPoint;
}; };
_objHouses = nearestObjects [_nrstTrig, ["House"], _rng]; }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;
}; };

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@@ -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"

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@@ -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"

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@@ -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"

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@@ -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"

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@@ -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"

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@@ -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"

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@@ -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";
}; };

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@@ -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"

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@@ -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";
}; };

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@@ -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"

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@@ -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"

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@@ -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"

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@@ -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"

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@@ -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"

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@@ -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"

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@@ -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"

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@@ -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"

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@@ -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";
}; };