Voltan Posted May 2, 2017 Report Share Posted May 2, 2017 @axeman I love the dayz house mood lighting provided by axeman's script here: http://opendayz.net/threads/dayz-house-lights.12316/ And I am just wondering if it will work with epoch 1.0.6.1? Link to comment Share on other sites More sharing options...
0 oldmatechoc Posted May 2, 2017 Report Share Posted May 2, 2017 @Voltan looks like it still would. Just had a quick look at it and it looks fine, looks like it just checks 600m near players and creates lights in the buildings listed. Im not sure about buildings but I've read eBay saying nearEntities is faster than nearestObjects. From my understanding you can use it in this instance so maybe try that too. https://community.bistudio.com/wiki/nearEntities Voltan 1 Link to comment Share on other sites More sharing options...
0 salival Posted May 2, 2017 Report Share Posted May 2, 2017 There is this one in the default init.sqf: https://github.com/EpochModTeam/DayZ-Epoch/blob/master/Server Files/MPMissions/DayZ_Epoch_11.Chernarus/init.sqf#L141 I'm pretty sure it's that script, it is very fps intensive which is why it's disabled by default. nearEntities is significantly faster than nearestObjects, but nearestObjects is the only function that will accept multiple classnames or an array of classnames, which is what the linked script in OPs post uses, so you are stuck using nearestObjects. Voltan 1 Link to comment Share on other sites More sharing options...
0 oldmatechoc Posted May 5, 2017 Report Share Posted May 5, 2017 On 02/05/2017 at 3:41 PM, salival said: nearestObjects is the only function that will accept multiple classnames or an array of classnames. On the Bohemia wiki they give this example though? _list = player nearEntities [["Car", "Motorcycle", "Tank"], 50]; _list = (position player) nearEntities [["Man", "Air", "Car", "Motorcycle", "Tank"], 200]; I'm not saying I'm right. Curiosity :) Link to comment Share on other sites More sharing options...
0 salival Posted May 5, 2017 Report Share Posted May 5, 2017 2 minutes ago, oldmatechoc said: On the Bohemia wiki they give this example though? _list = player nearEntities [["Car", "Motorcycle", "Tank"], 50]; _list = (position player) nearEntities [["Man", "Air", "Car", "Motorcycle", "Tank"], 200]; I'm not saying I'm right. Curiosity :) Class names, not classes Link to comment Share on other sites More sharing options...
0 oldmatechoc Posted May 5, 2017 Report Share Posted May 5, 2017 Haha thank you! Link to comment Share on other sites More sharing options...
0 Anhor Posted May 5, 2017 Report Share Posted May 5, 2017 For what is the [false,12] on the front of the row? Link to comment Share on other sites More sharing options...
0 salival Posted May 5, 2017 Report Share Posted May 5, 2017 11 minutes ago, Anhor said: For what is the [false,12] on the front of the row? _this select 0; (false) is a boolean (true/false) to if it requires a generator to be there for the lights to work _this select 1; (12) is the number of random light points https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_code/compile/local_lights_init.sqf#L14-L15 Anhor 1 Link to comment Share on other sites More sharing options...
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Voltan
@axeman
I love the dayz house mood lighting provided by axeman's script here:
http://opendayz.net/threads/dayz-house-lights.12316/
And I am just wondering if it will work with epoch 1.0.6.1?
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