/* DayZ Epoch Lighting System - Light Control Made for DayZ Epoch please ask permission to use/edit/distrubute email axeman@thefreezer.co.uk. To Do - Tidy up decision logic | light poles ? | player movement detection currently removed, need to deal with newly started generators | Tidy up tower light code */ private ["_nrGen","_rndLights","_genClass","_i","_doHouse","_doStreet","_doTower","_doLight","_fnHr","_stHr","_plyr","_hndlSLights","_hndlHLights","_hndlTLights","_hndlDelLights","_hndlFailLights","_tmpPlyrPos","_ndGen","_trgRng","_rngPlyr","_arrStreetLights","_rtnLights","_wait","_waitcmd","_waitCount","_trigDist","_lightTrig","_lmpCol","_failPcnt"]; _stHr = _this select 0;//Hour (in 24 hours) to start lights _fnHr = _this select 1;//Hour (in 24 hours) to stop lights waitUntil {(daytime<_fnHr||daytime>_stHr)}; _doHouse = _this select 2;//House Lights ? _doStreet = _this select 3;//Street Lights ? _doTower = _this select 4;// Tower Lights ? _ndGen = _this select 5;//Require a Generator ? _rndLights = _this select 6;//Add a chance for lights to come on as a precentage. 100 = always on.. Use this to reduce frequency of lights, designed for no generator but will work with either option _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. _trigDist = _this select 9;//Distance that player needs to move to trigger the routine. _lmpCol = _this select 10;//Change Street Lamp Colour _genClass = _this select 11;//Generator class. NB. Is Epcoh specific as variable _tmpPlyrPos = [0,0,0]; _wait = []; _doLight = true; _nrGen = []; _failPcnt = 42;//Percentage to fail house lights _lightTrig = [];//Central point around which to run the lights - _trigDist is calculated from the position of this entity (player or generator) call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_lightFunctions.sqf"; axeTowerLights = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_lights_tower.sqf"; axeHouseLights = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_lights_house.sqf"; axeStreetLights = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_lights_street.sqf"; axeDeleteLights = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_lights_off.sqf"; waitUntil {getPos Player select 0 > 0}; while {alive player} do { if(daytime<_fnHr||daytime>_stHr)then{ _plyr = vehicle player; _waitCount = 0; if(_ndGen)then{ _nrGen = nearestObjects [_plyr, [_genClass], _rngPlyr]; _lightTrig = _nrGen; }else{ _lightTrig = [_plyr]; _nrGen = []; }; //Logic to decide if lights to be done or not if(_ndGen && (count _nrGen)<1)then{_doLight = false;}else{_doLight=true;};//Nearby Generator ? if(!_ndGen)then{_doLight = true;};//Generator not required ! { if(_ndGen && !(_x getVariable["GeneratorRunning",false]))then{_doLight = false;};//Final check - Not run if nearest gen isn't running if(_doLight)then{ _rtnLights = [_trgRng,_x] call axe_returnStreetLights; _arrStreetLights = _rtnLights select 0; _waitcmd=""; _wait=[]; if(_doTower)then{ _hndlTLights = [_trgRng,_x,_rndLights] spawn axeTowerLights; _waitCount=_waitCount+1; [_wait , "scriptDone _hndlTLights"] call BIS_fnc_arrayPush; }; if(_doHouse)then{ _hndlHLights = [_trgRng,_x,_rndLights,_lmpCol] spawn axeHouseLights; _waitCount=_waitCount+1; [_wait , "scriptDone _hndlHLights"] call BIS_fnc_arrayPush; }; if(_doStreet)then{ _hndlSLights = [_arrStreetLights,_x,_lmpCol,_rndLights] 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{ //hint "Lights Off"; _hndlDelLights = [_trgRng,_x,false] spawn axeDeleteLights; waitUntil {scriptDone _hndlDelLights}; }; //Random Light Failure if(_failPcnt>(random 100))then{ _hndlFailLights = [_trgRng,_x,true] spawn axeDeleteLights; waitUntil {scriptDone _hndlFailLights}; }; }forEach _lightTrig; }; };