Files
DayZ-Epoch/SQF/dayz_code/compile/local_lights_init.sqf
Andrew Gregory ff0f4ee274 Update local_lights_init.sqf
Add requirement for a running generator and remove lights if generator is switched off.
2013-09-02 23:02:00 +01:00

77 lines
2.7 KiB
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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 ["_nrGen","_i","_doHouse","_doStreet","_doTower","_doAll","_fnHr","_stHr","_plyr","_hndlSLights","_hndlHLights","_hndlTLights","_hndlDelLights","_tmpPlyrPos","_ndGen","_rngGen","_rngPlyr","_arrStreetLights","_rtnLights","_wait","_waitcmd","_trigDist"];
_stHr = 17;//Hour (in 24 hours) to start lights
_fnHr = 6;//Hour (in 24 hours) to stop lights
waitUntil {(daytime<_fnHr||daytime>_stHr)};
_doHouse=true;//House Lights ?
_doStreet=true;//Street Lights ?
_doTower=true;// Tower Lights ?
_ndGen = true;//Require a Generator ?
_rngGen = 120;//Generator power range.
_rngPlyr = 600;//Distance from player to search for generators.
_trigDist = 10;//Distance that player needs to move to trigger the routine.
//END OF EDIT VARS
_wait = [];
_doAll = true;
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;
_tmpPlyrPos = getPos _plyr;
_nrGen = nearestObjects [player, ["Generator_DZ"], _rngPlyr];
{
//if(_ndGen && (count _nrGen)<1)then{_doAll = false;}else{_doAll=true;};
if(_x getVariable["GeneratorRunning",false])then{
_rtnLights = [_rngGen,_x] call axe_returnStreetLights;
_arrStreetLights = _rtnLights select 0;
_waitcmd="";
_wait=[];
if(_doTower)then{
_hndlTLights = [_rngGen,_x] spawn axeTowerLights;
[_wait , "scriptDone _hndlTLights"] call BIS_fnc_arrayPush;
};
if(_doHouse)then{
_hndlHLights = [_rngGen,_x] spawn axeHouseLights;
[_wait , "scriptDone _hndlHLights"] call BIS_fnc_arrayPush;
};
if(_doStreet)then{
_hndlSLights = [_arrStreetLights,_x] spawn axeStreetLights;
[_wait , "scriptDone _hndlSLights"] call BIS_fnc_arrayPush;
};
for [{_i=0}, {_i<3}, {_i=_i+1}]do{_waitcmd=_waitcmd+format["%1",_wait select _i];if(_i<2)then{_waitcmd=_waitcmd+"&&";};};
call compile format ["waitUntil {%1}",_waitcmd];
}else{
hint "Lights Off";
_hndlDelLights = [_rngGen,_x] spawn axeDeleteLights;
waitUntil {scriptDone _hndlDelLights};
};
}forEach _nrGen;
if( abs ([_tmpPlyrPos, getPos _plyr] call BIS_fnc_distance2D)<_trigDist)then{_doAll=false;};
};
};