/* * AII module light system * intensity variable DZE_ObjectA2lightIntensity (RECOMMENDED VALUE = 0.10, 0 = off (dark), 1 = fully on (not recommended)) * * AII module SFX system * parallel procedure to the light system * enabling / disabling environment sounds * ominous sound effect */ local _showText = _this select 0; local _status = _this select 1; DZE_AII_Lights = []; // Do not show message when player changes clothes in object A2. if ((dayz_lastClothesChange + 3 > diag_tickTime) || {(player distance respawn_west_original < 100)}) then { _showText = false; }; if (_status == "enter") then { if (_showText) then { localize "STR_OBJECTA2_ENTER" call dayz_rollingMessages; }; enableEnvironment false; // create light sources { local _light = "#LightPoint" createVehicleLocal _x; _light setLightBrightness DZE_ObjectA2lightIntensity; _light setLightAmbient [0.5, 0.5, 0.5]; _light setLightColor [1.0, 1.0, 1.0]; _light setPos _x; DZE_AII_Lights = DZE_AII_Lights + [_light]; } count [[4978.8086,6630.834,0],[4983.9385,6614.6343,0],[4975.1152,6606.9126,0]]; // Four second sound effect gets repeated until leaving. [] spawn { while {count DZE_AII_Lights > 0} do { playSound "ns_fx_aii_underground"; uiSleep 4; }; //diag_log "Object A2 Sound loop has ended"; }; } else { if (_showText) then { localize "STR_OBJECTA2_LEAVE" call dayz_rollingMessages; }; // remove light sources { _x setLightBrightness 0; deleteVehicle _x; } count DZE_AII_Lights; DZE_AII_Lights = []; enableEnvironment true; };