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The latest patch has the culmination of all of the work done on lighting so far for dayZ. Street Lights: The street lights are enabled by default, adding the lighting system allows you to set a failure percentage. The lower this is set the more the street lights will flicker off and fail. House Lights: Currently buildings that can not be entered will be lit, this is also based upon the lighting percentage, the higher this is the more houses will be lit. Illuminant Towers: The towers that can be climbed that have a spotlight on each corner will be lit.. New Features: House lights are now brighter at a distance. This allows the player to see distant houses up to 600m (with default settings can be set to 1km). During the night when running from the coast or through the forest heading north, this is a beacon, an oasis in the dark guiding your player to the next town.. Generators: Placing a generator will effect the surrounding lighting depending on your settings. If a generator is required it will light all illuminant objects within it's range. If a generator is not required houses will be lit yet a placed generator will force the surrounding lights to be 100% reliable (this allows a low lighting percentage and enabling of lights through generator placement). Chance: Set this high or low, I like a very low chance of lighting, this fails lots of street lights causing them to flicker and go off.. House lights are few and far between yet generators cause all of the surrounding houses and street lights to be lit also. See the dayZ Epoch Lighting Wiki for more details and put any feedback or questions about the lighting system here.. To enable the lighting simply uncomment the line at the bottom of your init.sqf to look like this: //Lights [0,0,true,true,false,56,280,600,[0.698, 0.556, 0.419],"Generator_DZ",0.1] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf"; Being stalked by several zombies through a dimly lit night time village..?