/* DayZ Epoch Lighting System Made for DayZ Epoch please ask permission to use/edit/distrubute email axeman@thefreezer.co.uk. */ private ["_lightstate","_objLightPoint","_pos","_objHouse","_dir","_rng","_nrstGen"]; _rng = _this select 0; _nrstGen = _this select 1; _objHouse = nearestObjects [_nrstGen, ["House"], _rng]; if(!isNil "_objHouse")then{ { _lightstate = _x animationPhase "Lights_1";//Window lights on or off _pos = getPos _x; _dir = getDir _x; if(_lightstate==0) then { _x animate ["Lights_1",1]; if(65 <(random 100)) then{ _x animate ["Lights_2",1]; }; sleep .1; }; if(_lightstate==1) then { _objLightPoint = nearestObject [_x, "#lightpoint"]; if((abs ([_pos, _objLightPoint] call BIS_fnc_distance2D))>1)then{ [[1, 1, 1],0.01,[5, 5, 5],[_pos select 0,_pos select 1,-3],_dir,[0,0,-1]] call axe_newLightPoint; _x setVariable ["axeHLight", 1, false]; }else{ if((_x getVariable ["axeHLight", 0])<1)then{ [[1, 1, 1],0.01,[5, 5, 5],_objLightPoint] call axe_lightPoint; _x setVariable ["axeHLight", 1, false]; }; }; }; } forEach _objHouse; };