/* DayZ Epoch Lighting System - Fail / Switch Off Lights Made for DayZ Epoch please ask permission to use/edit/distrubute email axeman@thefreezer.co.uk. */ private ["_rng","_nrstTrig","_objHouses","_objHouse","_nrLights","_nrTowers","_doRand","_rnd","_animlightpoint","_sleeptime","_brightness"]; _rng = _this select 0; _rng = _rng + 20; _nrstTrig = _this select 1; _doRand = _this select 2; _nrLights = position _nrstTrig nearObjects ["#lightpoint",_rng]; _objHouses = nearestObjects [_nrstTrig, ["House"], _rng]; _nrTowers = nearestObjects [_nrstTrig, ["Land_Ind_IlluminantTower"], _rng]; if(_doRand)then{//Randomly fail a nearby house if(count _objHouses >0)then{ _rnd = random count _objHouses; _objHouse = _objHouses select _rnd; _animlightpoint = nearestObject [_objHouse, "#lightpoint"]; for "_s" from 1 to 5 do { if(_s%2==0)then { _brightness=0; for "_l" from 1 to 2 do { _objHouse animate [format ["Lights_%1",_l],0]; }; } else { _brightness=0.01; for "_l" from 1 to 2 do { _objHouse animate [format ["Lights_%1",_l],1]; }; }; _animlightpoint setLightBrightness _brightness; _sleeptime=(random 100)/1200; sleep _sleeptime; }; _animlightpoint setLightBrightness 0; _objHouse animate ["Lights_1",0]; _objHouse animate ["Lights_2",0]; _objHouse setVariable ["axeHLight", 0, false]; }; } else{ if(count _nrLights >0)then{ { deleteVehicle _x; }forEach _nrLights; }; if(count _objHouses >0)then{ { _x animate ["Lights_1",0]; _x animate ["Lights_2",0]; _x setVariable ["axeHLight", 0, false]; }forEach _objHouses; }; if(count _nrTowers >0)then{ { _x setVariable ["axeTLight", 0, false]; }forEach _nrTowers; }; };