vbawol/DayZ-Epoch — pull request #541 by andgregor (2013-09-14 20:50:18+00:00)
Title: Pre Release Bug Fixes and Changes

UPDATES:
Towers were lighting on shorter range - FIXED
Multiple generators still had issues with the switched off one having an influence if closest to player - FIXED Now if a running generator is in player range that will take priority. Lights will still only light within the range from that generator.
Decreased chance of street lights failing - too much flickering going on
Added a very small chance that a house will permanently fail to light - Over time failed houses will build up, simulating the generator being overworked. Restarting the generator will reset this.
Tweaked light flickering (upon failure)
Increased house ambient light brightness slightly to compensate for full moon nights
Trigger range is now always used for street light failure distance. Is also used, when generator not required, to decide house light failure. If _trgRng=280 then a house will permanently fail if 2 > random 280 times.. Lots of cycles so happens surprisingly quickly, a generator restart will reset this.

TO DO:
Light poles
Automatic lighting for bases (with or without generator)
Menu action to switch off house and tower lights
Add sparks and electrical sound to randomly permanently failed lights (possible generator reset)
Add slight randomness to 'reliable' light source, currently a generator provides 100% reliability
Try and use ASC_EU lights for map based streetlights so they have bulbs and look better, maybe add to wishlist :)
Towers within 20m of 3 house light sources won't light up in certain circumstances, if not lit surrounding houses will have the brighter light values applied to them..
Add custom lightable objects e.g. enterable buildings, water pumps, personal generator (can't find them with NVGs)
Add reliability weighting based on how many light sources nearby. i.e. less lights means out in the sticks so more flickering and sparks
Lightpoint creation for houses is too slow when generator is not required due to so many objects to parse. However, windows do come on as do street lights and towers.
Fix permanently failed houses by building a new generator

KNOWN BUGS:

With non generator requirement house ambient lightpoints aren't always created. Logging doesn't fix.
With non generator requirement placing a generator doesn't increase chance to 100%
The 2 previous issues are caused by_lightTrig being changed when generator not required..