mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
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97 lines
4.2 KiB
Plaintext
97 lines
4.2 KiB
Plaintext
/*
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DayZ Epoch Lighting System - Light Control
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Made for DayZ Epoch please ask permission to use/edit/distrubute email axeman@thefreezer.co.uk.
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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
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*/
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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","_trigDist","_lightTrig","_lmpCol","_failPcnt"];
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_stHr = _this select 0;//Hour (in 24 hours) to start lights
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_fnHr = _this select 1;//Hour (in 24 hours) to stop lights
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waitUntil {(daytime<_fnHr||daytime>_stHr)};
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_doHouse = _this select 2;//House Lights ?
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_doStreet = _this select 3;//Street Lights ?
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_doTower = _this select 4;// Tower Lights ?
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_ndGen = _this select 5;//Require a Generator ?
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_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
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_trgRng = _this select 7;//Range from trigger (generator or player) to light up objects.
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_rngPlyr = _this select 8;//Distance from player to search for generators.
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_trigDist = _this select 9;//Distance that player needs to move to trigger the routine.
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_lmpCol = _this select 10;//Change Street Lamp Colour
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_genClass = _this select 11;//Generator class. NB. Is Epcoh specific as variable
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_tmpPlyrPos = [0,0,0];
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_wait = [];
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_doLight = true;
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_nrGen = [];
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_failPcnt = 42;//Percentage to fail house lights
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_lightTrig = [];//Central point around which to run the lights - _trigDist is calculated from the position of this entity (player or generator)
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call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_lightFunctions.sqf";
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axeTowerLights = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_lights_tower.sqf";
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axeHouseLights = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_lights_house.sqf";
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axeStreetLights = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_lights_street.sqf";
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axeDeleteLights = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_lights_off.sqf";
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waitUntil {getPos Player select 0 > 0};
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while {alive player}
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do
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{
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if(daytime<_fnHr||daytime>_stHr)then{
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_plyr = vehicle player;
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if(_ndGen)then{
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_nrGen = nearestObjects [_plyr, [_genClass], _rngPlyr];
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_lightTrig = _nrGen;
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}else{
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_lightTrig = [_plyr];
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_nrGen = [];
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};
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//Logic to decide if lights to be done or not
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if(_ndGen && (count _nrGen)<1)then{_doLight = false;}else{_doLight=true;};//Nearby Generator ?
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if(!_ndGen)then{_doLight = true;};//Generator not required !
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{
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if(_ndGen && !(_x getVariable["GeneratorRunning",false]))then{_doLight = false;};//Final check - Not run if nearest gen isn't running
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if(_doLight)then{
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_rtnLights = [_trgRng,_x] call axe_returnStreetLights;
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_arrStreetLights = _rtnLights select 0;
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_waitcmd="";
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_wait=[];
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if(_doTower)then{
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_hndlTLights = [_trgRng,_x,_rndLights] spawn axeTowerLights;
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[_wait , "scriptDone _hndlTLights"] call BIS_fnc_arrayPush;
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};
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if(_doHouse)then{
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_hndlHLights = [_trgRng,_x,_rndLights,_lmpCol] spawn axeHouseLights;
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[_wait , "scriptDone _hndlHLights"] call BIS_fnc_arrayPush;
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};
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if(_doStreet)then{
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_hndlSLights = [_arrStreetLights,_x,_lmpCol,_rndLights] spawn axeStreetLights;
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[_wait , "scriptDone _hndlSLights"] call BIS_fnc_arrayPush;
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};
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for [{_i=0}, {_i<3}, {_i=_i+1}]do{_waitcmd=_waitcmd+format["%1",_wait select _i];if(_i<2)then{_waitcmd=_waitcmd+"&&";};};
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call compile format ["waitUntil {%1}",_waitcmd];
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};
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if(_ndGen && !(_x getVariable["GeneratorRunning",false]))then{
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//hint "Lights Off";
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_hndlDelLights = [_trgRng,_x,false] spawn axeDeleteLights;
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waitUntil {scriptDone _hndlDelLights};
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};
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//Random Light Failure
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if(_failPcnt>(random 100))then{
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_hndlFailLights = [_trgRng,_x,true] spawn axeDeleteLights;
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waitUntil {scriptDone _hndlFailLights};
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};
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}forEach _lightTrig;
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};
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};
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