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DayZ-Epoch/SQF/dayz_code/compile/local_lights_house.sqf
2013-09-02 17:04:10 +01:00

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/*
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;
};