DayZ 1.24
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StaticObj_Roadblock_Wood_Small.c
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2{
4
5 override void EEInit()
6 {
7 super.EEInit();
8
9 if (!GetGame().IsDedicatedServer())
10 m_BlinkingLight = EntranceLight.Cast(ScriptedLightBase.CreateLightAtObjMemoryPoint(Roadblock_Light, this, "Light"));
11 }
12
13 override void EEDelete(EntityAI parent)
14 {
15 super.EEDelete(parent);
16
17 if (!GetGame().IsDedicatedServer())
18 {
20 m_BlinkingLight.Destroy();
21 }
22 }
23};
24
25class Roadblock_Light extends PointLightBase
26{
27 protected float m_DefaultBrightness = 5.5;
28 protected float m_DefaultRadius = 20;
29
31 {
32 SetVisibleDuringDaylight(true);
33 SetRadiusTo(m_DefaultRadius);
34 SetBrightnessTo(m_DefaultBrightness);
35 FadeIn(1);
36 SetFadeOutTime(2);
37 SetFlareVisible(false);
38 SetCastShadow(false);
39 SetAmbientColor(0.9, 0.9, 0.7);
40 SetDiffuseColor(0.9, 0.9, 0.7);
41
42 SetBlinkingSpeed(1);
43 }
44}
float m_DefaultRadius
enum eAreaDecayStage m_DefaultBrightness
override void EEDelete(EntityAI parent)
proto native CGame GetGame()