/* DayZ Epoch Lighting System - Light Functions Made for DayZ Epoch please ask permission to use/edit/distrubute email axeman@thefreezer.co.uk. */ axe_returnStreetLights={ private["_lights","_objName","_rng","_nrstGen","_rndLights"]; _rng = _this select 0; _nrstGen = _this select 1; _rndLights = _this select 2; _lights = ["a_fuelstation_sign.p3d","lampa_ind_zebr.p3d","lampa_ind.p3d","lampa_sidl_3.p3d","lampa_sidl_2.p3d","lampa_sidl.p3d","powlines_concl.p3d","powlines_woodl.p3d"]; axe_streetLamps=[]; { if("" != typeOf _x) then { if (alive _x) then { _objName = _x call DZE_getModelName; if (_objName in _lights) then { if(_rndLights 3)then{ { if(_doLit)then{ [_lCol,_lbrt,_lamb,_x] call axe_lightPoint; }else{ deleteVehicle _x; }; sleep .2; }forEach _nrTLs; }else{ if(_doLit)then{ for "_tls" from 1 to 4 do { _ang=(360 * _tls / 4)-_oset; _a = (_twrPos select 0)+(_rad * cos(_ang)); _b = (_twrPos select 1)+(_rad * sin(_ang)); [_lCol,_lbrt,_lamb,[_a,_b,(_twrPos select 2) + 26],_ang,[0,0,-1]] call axe_newLightPoint; sleep .4; }; }; }; };