mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-13 19:52:38 +03:00
function based player_build
This commit is contained in:
87
SQF/dayz_code/actions/modular_build.sqf
Normal file
87
SQF/dayz_code/actions/modular_build.sqf
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@@ -0,0 +1,87 @@
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//Check if building already in progress, exit if so.
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if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_40") , "PLAIN DOWN"]; };
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DZE_ActionInProgress = true;
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private ["_itemConfig","_classname","_classnametmp","_require","_text","_ghost","_lockable","_requireplot","_isAllowedUnderGround","_offset","_isPole","_isLandFireDZ","_hasRequired","_hasrequireditem","_reason","_buildObject","_location1","_object","_objectHelper","_position","_controls","_cancel","_dir"];
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/*Basic Defines*/
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DZE_Q = false;
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DZE_Z = false;
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DZE_Q_alt = false;
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DZE_Z_alt = false;
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DZE_Q_ctrl = false;
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DZE_Z_ctrl = false;
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DZE_5 = false;
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DZE_4 = false;
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DZE_6 = false;
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DZE_F = false;
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DZE_cancelBuilding = false;
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call gear_ui_init;
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closeDialog 1;
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DZE_buildItem = _this; //This is a magazine! It's global to allow access to it from outside functions
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//count nearby objects. Returns [_cnt] number
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[] call player_build_countNearby;
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//Check illegal player states. Returns [_isFine] string
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[] call player_build_states;
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//check for nearby requirements (campfire, workshop, fueltank). Returns [_reason] string
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[] call player_build_needNearby;
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//check config files and gather info about item (if using custom buildables, make your own similar function instead).
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_itemConfig = [] call player_build_getConfig;
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//define items collected from function
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_classname = _itemConfig select 0; //string
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_classnametmp = _itemConfig select 1; //string
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_require = _itemConfig select 2; // array
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_text = _itemConfig select 3; // string
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_ghost = _itemConfig select 4; //string
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_lockable = _itemConfig select 5; //int -- 0/1=No 2=lockbox, 3=combolock, 4=safe
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_requireplot = _itemConfig select 6; //int
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_isAllowedUnderGround = _itemConfig select 7; //int
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_offset = _itemConfig select 8; //array
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_isPole = _itemConfig select 9; //bool
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_isLandFireDZ = _itemConfig select 10; //bool
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//Check for nearby plotpoles. Returns [_IsNearPlot,_nearestPole,_ownerID,_friendlies] [int,Obj,int,array]
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[_isPole, _requireplot, _isLandFireDZ] call player_build_plotCheck;
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//Check for build requirements (missing tools and items). Returns [_hasrequireditem,_reason] [bool,string]
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_hasRequired = [_require, _text, true, true] call player_build_buildReq;
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//define item collected from function
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_hasrequireditem = _hasRequired select 0; //bool
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if (_hasrequireditem and DZE_ActionInProgress) then {
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//Create object that is attached to a player (i.e Ghost preview if available)
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_buildObject = [_classname, _ghost, _offset, true] call player_build_create;
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//define items collected from function
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_location1 = _buildObject select 0; //array
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_object = _buildObject select 1; //Obj
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_position = _buildObject select 2; // array
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_objectHelper = _buildObject select 3; //Obj
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_controls = [_object, _isAllowedUnderGround, _location1, _position, _objectHelper] call player_build_controls;
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//define items collected from function
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_cancel = _controls select 0; //bool
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_reason = _controls select 1; //string
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_position = _controls select 2; //array
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_dir = _controls select 3; //int
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//Publish item to a database
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if (!DZE_cancelBuilding) then { //double check that building was not cancelled externally
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[_cancel, _position, _classnametmp,_isAllowedUnderGround, _text, _isPole, _lockable,_dir, _reason] call player_build_publish;
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};
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};
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@@ -1,627 +0,0 @@
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/*
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DayZ Base Building
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Made for DayZ Epoch please ask permission to use/edit/distrubute email vbawol@veteranbastards.com.
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*/
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private ["_helperColor","_objectHelper","_objectHelperDir","_objectHelperPos","_canDo",
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"_location","_dir","_classname","_item","_hasrequireditem","_missing","_hastoolweapon","_cancel","_reason","_started","_finished","_animState","_isMedic","_dis","_sfx","_hasbuilditem","_tmpbuilt","_onLadder","_isWater","_require","_text","_offset","_IsNearPlot","_isOk","_location1","_location2","_counter","_limit","_proceed","_num_removed","_position","_object","_canBuildOnPlot","_friendlies","_nearestPole","_ownerID","_findNearestPoles","_findNearestPole","_distance","_classnametmp","_ghost","_isPole","_needText","_lockable","_zheightchanged","_rotate","_combination_1","_combination_2","_combination_3","_combination_4","_combination","_combination_1_Display","_combinationDisplay","_zheightdirection","_abort","_isNear","_need","_needNear","_vehicle","_inVehicle","_requireplot","_objHDiff","_isLandFireDZ","_isTankTrap"];
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if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_40") , "PLAIN DOWN"]; };
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DZE_ActionInProgress = true;
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// disallow building if too many objects are found within 30m
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if((count ((getPosATL player) nearObjects ["All",30])) >= DZE_BuildingLimit) exitWith {DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_41"), "PLAIN DOWN"];};
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_onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
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_isWater = dayz_isSwimming;
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_cancel = false;
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_reason = "";
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_canBuildOnPlot = false;
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_vehicle = vehicle player;
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_inVehicle = (_vehicle != player);
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//snap
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helperDetach = false;
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_canDo = (!r_drag_sqf and !r_player_unconscious);
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DZE_Q = false;
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DZE_Z = false;
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DZE_Q_alt = false;
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DZE_Z_alt = false;
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DZE_Q_ctrl = false;
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DZE_Z_ctrl = false;
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DZE_5 = false;
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DZE_4 = false;
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DZE_6 = false;
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DZE_F = false;
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DZE_cancelBuilding = false;
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call gear_ui_init;
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closeDialog 1;
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if (_isWater) exitWith {DZE_ActionInProgress = false; cutText [localize "str_player_26", "PLAIN DOWN"];};
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if (_inVehicle) exitWith {DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_42"), "PLAIN DOWN"];};
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if (_onLadder) exitWith {DZE_ActionInProgress = false; cutText [localize "str_player_21", "PLAIN DOWN"];};
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if (player getVariable["combattimeout", 0] >= time) exitWith {DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_43"), "PLAIN DOWN"];};
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_item = _this;
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// Need Near Requirements
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_abort = false;
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_reason = "";
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_needNear = getArray (configFile >> "CfgMagazines" >> _item >> "ItemActions" >> "Build" >> "neednearby");
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{
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switch(_x) do{
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case "fire":
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{
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_distance = 3;
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_isNear = {inflamed _x} count (getPosATL player nearObjects _distance);
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if(_isNear == 0) then {
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_abort = true;
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_reason = "fire";
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};
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};
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case "workshop":
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{
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_distance = 3;
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_isNear = count (nearestObjects [player, ["Wooden_shed_DZ","WoodShack_DZ","WorkBench_DZ"], _distance]);
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if(_isNear == 0) then {
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_abort = true;
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_reason = "workshop";
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};
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};
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case "fueltank":
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{
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_distance = 30;
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_isNear = count (nearestObjects [player, dayz_fuelsources, _distance]);
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if(_isNear == 0) then {
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_abort = true;
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_reason = "fuel tank";
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};
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};
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};
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} forEach _needNear;
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if(_abort) exitWith {
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cutText [format[(localize "str_epoch_player_135"),_reason,_distance], "PLAIN DOWN"];
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DZE_ActionInProgress = false;
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};
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_classname = getText (configFile >> "CfgMagazines" >> _item >> "ItemActions" >> "Build" >> "create");
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_classnametmp = _classname;
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_require = getArray (configFile >> "cfgMagazines" >> _this >> "ItemActions" >> "Build" >> "require");
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_text = getText (configFile >> "CfgVehicles" >> _classname >> "displayName");
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_ghost = getText (configFile >> "CfgVehicles" >> _classname >> "ghostpreview");
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_lockable = 0;
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if(isNumber (configFile >> "CfgVehicles" >> _classname >> "lockable")) then {
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_lockable = getNumber(configFile >> "CfgVehicles" >> _classname >> "lockable");
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};
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_requireplot = DZE_requireplot;
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if(isNumber (configFile >> "CfgVehicles" >> _classname >> "requireplot")) then {
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_requireplot = getNumber(configFile >> "CfgVehicles" >> _classname >> "requireplot");
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};
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_isAllowedUnderGround = 1;
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if(isNumber (configFile >> "CfgVehicles" >> _classname >> "nounderground")) then {
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_isAllowedUnderGround = getNumber(configFile >> "CfgVehicles" >> _classname >> "nounderground");
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};
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_offset = getArray (configFile >> "CfgVehicles" >> _classname >> "offset");
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if((count _offset) <= 0) then {
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_offset = [0,1.5,0];
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};
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_isPole = (_classname == "Plastic_Pole_EP1_DZ");
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_isLandFireDZ = (_classname == "Land_Fire_DZ");
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_distance = DZE_PlotPole select 0;
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_needText = localize "str_epoch_player_246";
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if(_isPole) then {
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_distance = DZE_PlotPole select 1;
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};
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// check for near plot
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_findNearestPoles = nearestObjects [(vehicle player), ["Plastic_Pole_EP1_DZ"], _distance];
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_findNearestPole = [];
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{
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if (alive _x) then {
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_findNearestPole set [(count _findNearestPole),_x];
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};
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} count _findNearestPoles;
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_IsNearPlot = count (_findNearestPole);
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// If item is plot pole && another one exists within 45m
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if(_isPole && _IsNearPlot > 0) exitWith { DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_44") , "PLAIN DOWN"]; };
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if(_IsNearPlot == 0) then {
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// Allow building of plot
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if(_requireplot == 0 || _isLandFireDZ) then {
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_canBuildOnPlot = true;
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};
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} else {
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// Since there are plots nearby we check for ownership && then for friend status
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// check nearby plots ownership && then for friend status
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_nearestPole = _findNearestPole select 0;
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// Find owner
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_ownerID = _nearestPole getVariable ["CharacterID","0"];
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// diag_log format["DEBUG BUILDING: %1 = %2", dayz_characterID, _ownerID];
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// check if friendly to owner
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if(dayz_characterID == _ownerID) then { //Keep ownership
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// owner can build anything within his plot except other plots
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if(!_isPole) then {
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_canBuildOnPlot = true;
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};
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} else {
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// disallow building plot
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if(!_isPole) then {
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_friendlies = player getVariable ["friendlyTo",[]];
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// check if friendly to owner
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if(_ownerID in _friendlies) then {
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_canBuildOnPlot = true;
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};
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};
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};
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};
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// _message
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if(!_canBuildOnPlot) exitWith { DZE_ActionInProgress = false; cutText [format[(localize "STR_EPOCH_PLAYER_135"),_needText,_distance] , "PLAIN DOWN"]; };
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_missing = "";
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_hasrequireditem = true;
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{
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_hastoolweapon = _x in weapons player;
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if(!_hastoolweapon) exitWith { _hasrequireditem = false; _missing = getText (configFile >> "cfgWeapons" >> _x >> "displayName"); };
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} count _require;
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_hasbuilditem = _this in magazines player;
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if (!_hasbuilditem) exitWith {DZE_ActionInProgress = false; cutText [format[(localize "str_player_31"),_text,"build"] , "PLAIN DOWN"]; };
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if (!_hasrequireditem) exitWith {DZE_ActionInProgress = false; cutText [format[(localize "str_epoch_player_137"),_missing] , "PLAIN DOWN"]; };
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if (_hasrequireditem) then {
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_location = [0,0,0];
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_isOk = true;
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// get inital players position
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_location1 = getPosATL player;
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_dir = getDir player;
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// if ghost preview available use that instead
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if (_ghost != "") then {
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_classname = _ghost;
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};
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_object = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"];
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//Build gizmo
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_objectHelper = "Sign_sphere10cm_EP1" createVehicle _location;
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_helperColor = "#(argb,8,8,3)color(0,0,0,0,ca)";
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_objectHelper setobjecttexture [0,_helperColor];
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_objectHelper attachTo [player,_offset];
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_object attachTo [_objectHelper,[0,0,0]];
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_position = getPosATL _objectHelper;
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//cutText [(localize "str_epoch_player_45"), "PLAIN DOWN"];
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_objHDiff = 0;
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if (isClass (configFile >> "SnapBuilding" >> _classname)) then {
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["","","",["Init",_object,_classname,_objectHelper]] spawn snap_build;
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};
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while {_isOk} do {
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_zheightchanged = false;
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_zheightdirection = "";
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_rotate = false;
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if (DZE_Q) then {
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DZE_Q = false;
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_zheightdirection = "up";
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_zheightchanged = true;
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};
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if (DZE_Z) then {
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DZE_Z = false;
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_zheightdirection = "down";
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_zheightchanged = true;
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};
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if (DZE_Q_alt) then {
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DZE_Q_alt = false;
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_zheightdirection = "up_alt";
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_zheightchanged = true;
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};
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if (DZE_Z_alt) then {
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DZE_Z_alt = false;
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_zheightdirection = "down_alt";
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_zheightchanged = true;
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};
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if (DZE_Q_ctrl) then {
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DZE_Q_ctrl = false;
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_zheightdirection = "up_ctrl";
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_zheightchanged = true;
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};
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if (DZE_Z_ctrl) then {
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DZE_Z_ctrl = false;
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_zheightdirection = "down_ctrl";
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_zheightchanged = true;
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};
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if (DZE_4) then {
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_rotate = true;
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DZE_4 = false;
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if (helperDetach) then {
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_dir = -45;
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} else {
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_dir = 180;
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};
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};
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if (DZE_6) then {
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_rotate = true;
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DZE_6 = false;
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if (helperDetach) then {
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_dir = 45;
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} else {
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_dir = 0;
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};
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};
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if (DZE_F and _canDo) then {
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if (helperDetach) then {
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_objectHelperDir = getDir _objectHelper;
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_objectHelper attachTo [player];
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_objectHelper setDir _objectHelperDir-(getDir player);
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helperDetach = false;
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} else {
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_objectHelperPos = getPosATL _objectHelper;
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detach _objectHelper;
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_objectHelper setPosATL _objectHelperPos;
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_objectHelperDir = getDir _objectHelper;
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_objectHelper setVelocity [0,0,0]; //fix sliding glitch
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helperDetach = true;
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};
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DZE_F = false;
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};
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if(_rotate) then {
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if (helperDetach) then {
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_objectHelperDir = getDir _objectHelper;
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_objectHelperPos = getPosATL _objectHelper;
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_objectHelper setDir _objectHelperDir+_dir;
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_objectHelper setPosATL _objectHelperPos;
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} else {
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_objectHelper setDir _dir;
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_objectHelper setPosATL _position;
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//diag_log format["DEBUG Rotate BUILDING POS: %1", _position];
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};
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};
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if(_zheightchanged) then {
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if (!helperDetach) then {
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detach _objectHelper;
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};
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_position = getPosATL _objectHelper;
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if(_zheightdirection == "up") then {
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_position set [2,((_position select 2)+0.1)];
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_objHDiff = _objHDiff + 0.1;
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};
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if(_zheightdirection == "down") then {
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_position set [2,((_position select 2)-0.1)];
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_objHDiff = _objHDiff - 0.1;
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};
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if(_zheightdirection == "up_alt") then {
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_position set [2,((_position select 2)+1)];
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_objHDiff = _objHDiff + 1;
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};
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if(_zheightdirection == "down_alt") then {
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_position set [2,((_position select 2)-1)];
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_objHDiff = _objHDiff - 1;
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};
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if(_zheightdirection == "up_ctrl") then {
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_position set [2,((_position select 2)+0.01)];
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_objHDiff = _objHDiff + 0.01;
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};
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if(_zheightdirection == "down_ctrl") then {
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_position set [2,((_position select 2)-0.01)];
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_objHDiff = _objHDiff - 0.01;
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};
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_objectHelper setDir (getDir _objectHelper);
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|
||||
if((_isAllowedUnderGround == 0) && ((_position select 2) < 0)) then {
|
||||
_position set [2,0];
|
||||
};
|
||||
|
||||
_objectHelper setPosATL _position;
|
||||
|
||||
//diag_log format["DEBUG Change BUILDING POS: %1", _position];
|
||||
|
||||
if (!helperDetach) then {
|
||||
_objectHelper attachTo [player];
|
||||
};
|
||||
};
|
||||
|
||||
sleep 0.5;
|
||||
|
||||
_location2 = getPosATL player;
|
||||
|
||||
if(DZE_5) exitWith {
|
||||
_isOk = false;
|
||||
detach _object;
|
||||
_dir = getDir _object;
|
||||
_position = getPosATL _object;
|
||||
//diag_log format["DEBUG BUILDING POS: %1", _position];
|
||||
deleteVehicle _object;
|
||||
detach _objectHelper;
|
||||
deleteVehicle _objectHelper;
|
||||
};
|
||||
|
||||
if(_location1 distance _location2 > 10) exitWith {
|
||||
_isOk = false;
|
||||
_cancel = true;
|
||||
_reason = "You've moved to far away from where you started building (within 10 meters)";
|
||||
detach _object;
|
||||
deleteVehicle _object;
|
||||
detach _objectHelper;
|
||||
deleteVehicle _objectHelper;
|
||||
};
|
||||
|
||||
if(_location1 distance _objectHelperPos > 10) exitWith {
|
||||
_isOk = false;
|
||||
_cancel = true;
|
||||
_reason = "Object is placed to far away from where you started building (within 10 meters)";
|
||||
detach _object;
|
||||
deleteVehicle _object;
|
||||
detach _objectHelper;
|
||||
deleteVehicle _objectHelper;
|
||||
};
|
||||
|
||||
if(abs(_objHDiff) > 10) exitWith {
|
||||
_isOk = false;
|
||||
_cancel = true;
|
||||
_reason = "Cannot move up or down more than 10 meters";
|
||||
detach _object;
|
||||
deleteVehicle _object;
|
||||
detach _objectHelper;
|
||||
deleteVehicle _objectHelper;
|
||||
};
|
||||
|
||||
if (player getVariable["combattimeout", 0] >= time) exitWith {
|
||||
_isOk = false;
|
||||
_cancel = true;
|
||||
_reason = (localize "str_epoch_player_43");
|
||||
detach _object;
|
||||
deleteVehicle _object;
|
||||
detach _objectHelper;
|
||||
deleteVehicle _objectHelper;
|
||||
};
|
||||
|
||||
if (DZE_cancelBuilding) exitWith {
|
||||
_isOk = false;
|
||||
_cancel = true;
|
||||
_reason = "Cancelled building.";
|
||||
detach _object;
|
||||
deleteVehicle _object;
|
||||
detach _objectHelper;
|
||||
deleteVehicle _objectHelper;
|
||||
};
|
||||
};
|
||||
|
||||
//No building on roads unless toggled
|
||||
if (!DZE_BuildOnRoads) then {
|
||||
if (isOnRoad _position) then { _cancel = true; _reason = "Cannot build on a road."; };
|
||||
};
|
||||
|
||||
// No building in trader zones
|
||||
if(!canbuild) then { _cancel = true; _reason = "Cannot build in a city."; };
|
||||
|
||||
if(!_cancel) then {
|
||||
|
||||
_classname = _classnametmp;
|
||||
|
||||
// Start Build
|
||||
_tmpbuilt = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"];
|
||||
|
||||
_tmpbuilt setdir _dir;
|
||||
|
||||
// Get position based on object
|
||||
_location = _position;
|
||||
|
||||
if((_isAllowedUnderGround == 0) && ((_location select 2) < 0)) then {
|
||||
_location set [2,0];
|
||||
};
|
||||
|
||||
_tmpbuilt setPosATL _location;
|
||||
|
||||
|
||||
cutText [format[(localize "str_epoch_player_138"),_text], "PLAIN DOWN"];
|
||||
|
||||
_limit = 3;
|
||||
|
||||
if (DZE_StaticConstructionCount > 0) then {
|
||||
_limit = DZE_StaticConstructionCount;
|
||||
}
|
||||
else {
|
||||
if (isNumber (configFile >> "CfgVehicles" >> _classname >> "constructioncount")) then {
|
||||
_limit = getNumber(configFile >> "CfgVehicles" >> _classname >> "constructioncount");
|
||||
};
|
||||
};
|
||||
|
||||
_isOk = true;
|
||||
_proceed = false;
|
||||
_counter = 0;
|
||||
|
||||
while {_isOk} do {
|
||||
|
||||
[10,10] call dayz_HungerThirst;
|
||||
player playActionNow "Medic";
|
||||
|
||||
_dis=20;
|
||||
_sfx = "repair";
|
||||
[player,_sfx,0,false,_dis] call dayz_zombieSpeak;
|
||||
[player,_dis,true,(getPosATL player)] spawn player_alertZombies;
|
||||
|
||||
r_interrupt = false;
|
||||
r_doLoop = true;
|
||||
_started = false;
|
||||
_finished = false;
|
||||
|
||||
while {r_doLoop} do {
|
||||
_animState = animationState player;
|
||||
_isMedic = ["medic",_animState] call fnc_inString;
|
||||
if (_isMedic) then {
|
||||
_started = true;
|
||||
};
|
||||
if (_started && !_isMedic) then {
|
||||
r_doLoop = false;
|
||||
_finished = true;
|
||||
};
|
||||
if (r_interrupt || (player getVariable["combattimeout", 0] >= time)) then {
|
||||
r_doLoop = false;
|
||||
};
|
||||
if (DZE_cancelBuilding) exitWith {
|
||||
r_doLoop = false;
|
||||
};
|
||||
sleep 0.1;
|
||||
};
|
||||
r_doLoop = false;
|
||||
|
||||
|
||||
if(!_finished) exitWith {
|
||||
_isOk = false;
|
||||
_proceed = false;
|
||||
};
|
||||
|
||||
if(_finished) then {
|
||||
_counter = _counter + 1;
|
||||
};
|
||||
|
||||
cutText [format[(localize "str_epoch_player_139"),_text, _counter,_limit], "PLAIN DOWN"];
|
||||
|
||||
if(_counter == _limit) exitWith {
|
||||
_isOk = false;
|
||||
_proceed = true;
|
||||
};
|
||||
|
||||
};
|
||||
|
||||
if (_proceed) then {
|
||||
|
||||
_num_removed = ([player,_item] call BIS_fnc_invRemove);
|
||||
if(_num_removed == 1) then {
|
||||
|
||||
cutText [format[localize "str_build_01",_text], "PLAIN DOWN"];
|
||||
|
||||
if (_isPole) then {
|
||||
[] spawn player_plotPreview;
|
||||
};
|
||||
|
||||
_tmpbuilt setVariable ["OEMPos",_location,true];
|
||||
|
||||
if(_lockable > 1) then {
|
||||
|
||||
_combinationDisplay = "";
|
||||
|
||||
switch (_lockable) do {
|
||||
|
||||
case 2: { // 2 lockbox
|
||||
_combination_1 = (floor(random 3)) + 100; // 100=red,101=green,102=blue
|
||||
_combination_2 = floor(random 10);
|
||||
_combination_3 = floor(random 10);
|
||||
_combination = format["%1%2%3",_combination_1,_combination_2,_combination_3];
|
||||
dayz_combination = _combination;
|
||||
if (_combination_1 == 100) then {
|
||||
_combination_1_Display = "Red";
|
||||
};
|
||||
if (_combination_1 == 101) then {
|
||||
_combination_1_Display = "Green";
|
||||
};
|
||||
if (_combination_1 == 102) then {
|
||||
_combination_1_Display = "Blue";
|
||||
};
|
||||
_combinationDisplay = format["%1%2%3",_combination_1_Display,_combination_2,_combination_3];
|
||||
};
|
||||
|
||||
case 3: { // 3 combolock
|
||||
_combination_1 = floor(random 10);
|
||||
_combination_2 = floor(random 10);
|
||||
_combination_3 = floor(random 10);
|
||||
_combination = format["%1%2%3",_combination_1,_combination_2,_combination_3];
|
||||
dayz_combination = _combination;
|
||||
_combinationDisplay = _combination;
|
||||
};
|
||||
|
||||
case 4: { // 4 safe
|
||||
_combination_1 = floor(random 10);
|
||||
_combination_2 = floor(random 10);
|
||||
_combination_3 = floor(random 10);
|
||||
_combination_4 = floor(random 10);
|
||||
_combination = format["%1%2%3%4",_combination_1,_combination_2,_combination_3,_combination_4];
|
||||
dayz_combination = _combination;
|
||||
_combinationDisplay = _combination;
|
||||
};
|
||||
};
|
||||
|
||||
_tmpbuilt setVariable ["CharacterID",_combination,true];
|
||||
|
||||
|
||||
PVDZE_obj_Publish = [_combination,_tmpbuilt,[_dir,_location],_classname];
|
||||
publicVariableServer "PVDZE_obj_Publish";
|
||||
|
||||
cutText [format[(localize "str_epoch_player_140"),_combinationDisplay,_text], "PLAIN DOWN", 5];
|
||||
systemChat format [(localize "str_epoch_player_140"),_combinationDisplay,_text];
|
||||
|
||||
} else {
|
||||
_tmpbuilt setVariable ["CharacterID",dayz_characterID,true];
|
||||
|
||||
// fire?
|
||||
if(_tmpbuilt isKindOf "Land_Fire_DZ") then {
|
||||
_tmpbuilt spawn player_fireMonitor;
|
||||
} else {
|
||||
PVDZE_obj_Publish = [dayz_characterID,_tmpbuilt,[_dir,_location],_classname];
|
||||
publicVariableServer "PVDZE_obj_Publish";
|
||||
};
|
||||
};
|
||||
} else {
|
||||
deleteVehicle _tmpbuilt;
|
||||
cutText [(localize "str_epoch_player_46") , "PLAIN DOWN"];
|
||||
};
|
||||
|
||||
} else {
|
||||
r_interrupt = false;
|
||||
if (vehicle player == player) then {
|
||||
[objNull, player, rSwitchMove,""] call RE;
|
||||
player playActionNow "stop";
|
||||
};
|
||||
|
||||
deleteVehicle _tmpbuilt;
|
||||
|
||||
cutText [(localize "str_epoch_player_46") , "PLAIN DOWN"];
|
||||
};
|
||||
|
||||
} else {
|
||||
cutText [format[(localize "str_epoch_player_47"),_text,_reason], "PLAIN DOWN"];
|
||||
};
|
||||
};
|
||||
|
||||
DZE_ActionInProgress = false;
|
||||
41
SQF/dayz_code/actions/player_build_buildReq.sqf
Normal file
41
SQF/dayz_code/actions/player_build_buildReq.sqf
Normal file
@@ -0,0 +1,41 @@
|
||||
//Check for build requirements like tools and if item is in magazines (check args to disable checks)
|
||||
private ["_passArray","_missing","_hasrequireditem","_require","_hastoolweapon","_hasbuilditem","_checkMag","_checkTools","_reason"];
|
||||
|
||||
_require = _this select 0; //grab passed array of required items from item config function
|
||||
_text = _this select 1; //grab text string passed from config
|
||||
_checkMag = _this select 2; //check if item was built from magazine used in config file. Default is true. Set to false if building item from custom script
|
||||
_checkTools = _this select 3; //same as above, default is true, set to false if you do not need item requirements.
|
||||
|
||||
_missing = "";
|
||||
_hasrequireditem = true;
|
||||
_reason = "ok";
|
||||
_passArray = [];
|
||||
|
||||
{
|
||||
_hastoolweapon = _x in weapons player; //check each required item against weapons array on player
|
||||
if(!_hastoolweapon) exitWith { //if tool was not found, get missing tool's name from config
|
||||
_hasrequireditem = false; _missing = getText (configFile >> "cfgWeapons" >> _x >> "displayName");
|
||||
};
|
||||
} count _require; //count each item in requirements array
|
||||
|
||||
_hasbuilditem = DZE_buildItem in magazines player;
|
||||
|
||||
if (_checkMag) then { //passed argument
|
||||
if (!_hasbuilditem) exitWith { //End script if magazine was not found
|
||||
DZE_ActionInProgress = false;
|
||||
cutText [format[(localize "str_player_31"),_text,"build"] , "PLAIN DOWN"];
|
||||
_reason = "missing item";
|
||||
};
|
||||
};
|
||||
|
||||
if (_checkTools) then { //passed argument
|
||||
if (!_hasrequireditem) exitWith { //End script if required item/tool was not found
|
||||
DZE_ActionInProgress = false;
|
||||
cutText [format[(localize "str_epoch_player_137"),_missing] , "PLAIN DOWN"];
|
||||
_reason = "missing tools";
|
||||
};
|
||||
};
|
||||
|
||||
_passArray = [_hasrequireditem,_reason];
|
||||
_passArray //[bool,string]
|
||||
|
||||
220
SQF/dayz_code/actions/player_build_controls.sqf
Normal file
220
SQF/dayz_code/actions/player_build_controls.sqf
Normal file
@@ -0,0 +1,220 @@
|
||||
private ["_canDo","_passArray","_objHDiff","_isOk","_zheightchanged","_zheightdirection","_rotate","_dir","_object","_position","_isAllowedUnderGround","_location2","_cancel","_reason","_lastDir","_objectHelper","_objectHelperDir","_objectHelperPos"];
|
||||
|
||||
_object = _this select 0;
|
||||
_isAllowedUnderGround = _this select 1;
|
||||
_location1 = _this select 2;
|
||||
_position = _this select 3;
|
||||
_objectHelper = _this select 4;
|
||||
|
||||
_passArray = [];
|
||||
|
||||
_objHDiff = 0;
|
||||
_isOk = true;
|
||||
_cancel = false;
|
||||
_reason = "";
|
||||
_dir = getDir player; //required to pass direction when building
|
||||
helperDetach = false;
|
||||
_canDo = (!r_drag_sqf and !r_player_unconscious);
|
||||
|
||||
while {_isOk} do {
|
||||
|
||||
_zheightchanged = false;
|
||||
_zheightdirection = "";
|
||||
_rotate = false;
|
||||
|
||||
if (DZE_Q) then {
|
||||
DZE_Q = false;
|
||||
_zheightdirection = "up";
|
||||
_zheightchanged = true;
|
||||
};
|
||||
if (DZE_Z) then {
|
||||
DZE_Z = false;
|
||||
_zheightdirection = "down";
|
||||
_zheightchanged = true;
|
||||
};
|
||||
if (DZE_Q_alt) then {
|
||||
DZE_Q_alt = false;
|
||||
_zheightdirection = "up_alt";
|
||||
_zheightchanged = true;
|
||||
};
|
||||
if (DZE_Z_alt) then {
|
||||
DZE_Z_alt = false;
|
||||
_zheightdirection = "down_alt";
|
||||
_zheightchanged = true;
|
||||
};
|
||||
if (DZE_Q_ctrl) then {
|
||||
DZE_Q_ctrl = false;
|
||||
_zheightdirection = "up_ctrl";
|
||||
_zheightchanged = true;
|
||||
};
|
||||
if (DZE_Z_ctrl) then {
|
||||
DZE_Z_ctrl = false;
|
||||
_zheightdirection = "down_ctrl";
|
||||
_zheightchanged = true;
|
||||
};
|
||||
if (DZE_4) then {
|
||||
_rotate = true;
|
||||
DZE_4 = false;
|
||||
if (helperDetach) then {
|
||||
_dir = -45;
|
||||
} else {
|
||||
_dir = 180;
|
||||
};
|
||||
};
|
||||
if (DZE_6) then {
|
||||
_rotate = true;
|
||||
DZE_6 = false;
|
||||
if (helperDetach) then {
|
||||
_dir = 45;
|
||||
} else {
|
||||
_dir = 0;
|
||||
};
|
||||
};
|
||||
|
||||
if (DZE_F and _canDo) then {
|
||||
if (helperDetach) then {
|
||||
_objectHelperDir = getDir _objectHelper;
|
||||
_objectHelper attachTo [player];
|
||||
_objectHelper setDir _objectHelperDir-(getDir player);
|
||||
helperDetach = false;
|
||||
} else {
|
||||
_objectHelperPos = getPosATL _objectHelper;
|
||||
detach _objectHelper;
|
||||
_objectHelper setPosATL _objectHelperPos;
|
||||
_objectHelperDir = getDir _objectHelper;
|
||||
_objectHelper setVelocity [0,0,0]; //fix sliding glitch
|
||||
helperDetach = true;
|
||||
};
|
||||
DZE_F = false;
|
||||
};
|
||||
|
||||
if(_rotate) then {
|
||||
if (helperDetach) then {
|
||||
_objectHelperDir = getDir _objectHelper;
|
||||
_objectHelperPos = getPosATL _objectHelper;
|
||||
_objectHelper setDir _objectHelperDir+_dir;
|
||||
_objectHelper setPosATL _objectHelperPos;
|
||||
} else {
|
||||
_objectHelper setDir _dir;
|
||||
_objectHelper setPosATL _position;
|
||||
};
|
||||
};
|
||||
|
||||
if(_zheightchanged) then {
|
||||
if (!helperDetach) then {
|
||||
detach _objectHelper;
|
||||
};
|
||||
|
||||
_position = getPosATL _objectHelper;
|
||||
|
||||
if(_zheightdirection == "up") then {
|
||||
_position set [2,((_position select 2)+0.1)];
|
||||
_objHDiff = _objHDiff + 0.1;
|
||||
};
|
||||
if(_zheightdirection == "down") then {
|
||||
_position set [2,((_position select 2)-0.1)];
|
||||
_objHDiff = _objHDiff - 0.1;
|
||||
};
|
||||
|
||||
if(_zheightdirection == "up_alt") then {
|
||||
_position set [2,((_position select 2)+1)];
|
||||
_objHDiff = _objHDiff + 1;
|
||||
};
|
||||
if(_zheightdirection == "down_alt") then {
|
||||
_position set [2,((_position select 2)-1)];
|
||||
_objHDiff = _objHDiff - 1;
|
||||
};
|
||||
|
||||
if(_zheightdirection == "up_ctrl") then {
|
||||
_position set [2,((_position select 2)+0.01)];
|
||||
_objHDiff = _objHDiff + 0.01;
|
||||
};
|
||||
if(_zheightdirection == "down_ctrl") then {
|
||||
_position set [2,((_position select 2)-0.01)];
|
||||
_objHDiff = _objHDiff - 0.01;
|
||||
};
|
||||
|
||||
_objectHelper setDir (getDir _objectHelper);
|
||||
|
||||
if((_isAllowedUnderGround == 0) && ((_position select 2) < 0)) then {
|
||||
_position set [2,0];
|
||||
};
|
||||
|
||||
_objectHelper setPosATL _position;
|
||||
|
||||
//diag_log format["DEBUG Change BUILDING POS: %1", _position];
|
||||
|
||||
if (!helperDetach) then {
|
||||
_objectHelper attachTo [player];
|
||||
};
|
||||
};
|
||||
|
||||
sleep 0.5;
|
||||
|
||||
_location2 = getPosATL player;
|
||||
_objectHelperPos = getPosATL _objectHelper;
|
||||
|
||||
if(DZE_5) exitWith {
|
||||
_isOk = false;
|
||||
detach _object;
|
||||
_dir = getDir _object;
|
||||
_position = getPosATL _object;
|
||||
//diag_log format["DEBUG BUILDING POS: %1", _position];
|
||||
deleteVehicle _object;
|
||||
detach _objectHelper;
|
||||
deleteVehicle _objectHelper;
|
||||
};
|
||||
|
||||
if(_location1 distance _location2 > 10) exitWith {
|
||||
_isOk = false;
|
||||
_cancel = true;
|
||||
_reason = "You've moved to far away from where you started building (within 10 meters)";
|
||||
detach _object;
|
||||
deleteVehicle _object;
|
||||
detach _objectHelper;
|
||||
deleteVehicle _objectHelper;
|
||||
};
|
||||
|
||||
if(_location1 distance _objectHelperPos > 10) exitWith {
|
||||
_isOk = false;
|
||||
_cancel = true;
|
||||
_reason = "Object is placed to far away from where you started building (within 10 meters)";
|
||||
detach _object;
|
||||
deleteVehicle _object;
|
||||
detach _objectHelper;
|
||||
deleteVehicle _objectHelper;
|
||||
};
|
||||
|
||||
if(abs(_objHDiff) > 10) exitWith {
|
||||
_isOk = false;
|
||||
_cancel = true;
|
||||
_reason = "Cannot move up or down more than 10 meters";
|
||||
detach _object;
|
||||
deleteVehicle _object;
|
||||
detach _objectHelper;
|
||||
deleteVehicle _objectHelper;
|
||||
};
|
||||
|
||||
if (player getVariable["combattimeout", 0] >= time) exitWith {
|
||||
_isOk = false;
|
||||
_cancel = true;
|
||||
_reason = (localize "str_epoch_player_43");
|
||||
detach _object;
|
||||
deleteVehicle _object;
|
||||
detach _objectHelper;
|
||||
deleteVehicle _objectHelper;
|
||||
};
|
||||
|
||||
if (DZE_cancelBuilding) exitWith {
|
||||
_isOk = false;
|
||||
_cancel = true;
|
||||
_reason = "Cancelled building.";
|
||||
detach _object;
|
||||
deleteVehicle _object;
|
||||
detach _objectHelper;
|
||||
deleteVehicle _objectHelper;
|
||||
};
|
||||
};
|
||||
|
||||
_passArray = [_cancel,_reason,_position,_dir];
|
||||
_passArray //[bool,string,array,int]
|
||||
10
SQF/dayz_code/actions/player_build_countNearby.sqf
Normal file
10
SQF/dayz_code/actions/player_build_countNearby.sqf
Normal file
@@ -0,0 +1,10 @@
|
||||
// disallow building if too many objects are found within 30m
|
||||
private ["_cnt"];
|
||||
|
||||
_cnt = count ((getPosATL player) nearObjects ["All",30]);
|
||||
if (_cnt >= DZE_BuildingLimit) exitWith { //end script if too many objects nearby
|
||||
DZE_ActionInProgress = false;
|
||||
cutText [(localize "str_epoch_player_41"), "PLAIN DOWN"];
|
||||
};
|
||||
|
||||
_cnt //returns amount of total objects found nearby
|
||||
38
SQF/dayz_code/actions/player_build_create.sqf
Normal file
38
SQF/dayz_code/actions/player_build_create.sqf
Normal file
@@ -0,0 +1,38 @@
|
||||
//create an object for default build system style
|
||||
private ["_passArray","_classname","_enableGhost","_ghost","_location","_location1","_dir","_object","_position","_objectHelper","_helperColor"];
|
||||
|
||||
_classname = _this select 0;
|
||||
_ghost = _this select 1;
|
||||
_offset = _this select 2;
|
||||
_enableGhost = _this select 3; //pass false trough args if not using ghost preview
|
||||
|
||||
_passArray = [];
|
||||
_location = [0,0,0]; //create object in debug zone first
|
||||
_objectHelper = objNull;
|
||||
|
||||
// get inital players position
|
||||
_location1 = getPosATL player;
|
||||
|
||||
// if enabled, use ghost preview where available
|
||||
if (_enableGhost) then {
|
||||
if (_ghost != "") then {
|
||||
_classname = _ghost;
|
||||
};
|
||||
};
|
||||
|
||||
_object = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"]; //object preview, not an actual object that will be built
|
||||
|
||||
_objectHelper = "Sign_sphere10cm_EP1" createVehicle _location;
|
||||
_helperColor = "#(argb,8,8,3)color(0,0,0,0,ca)";
|
||||
_objectHelper setobjecttexture [0,_helperColor];
|
||||
_objectHelper attachTo [player,_offset];
|
||||
_object attachTo [_objectHelper,[0,0,0]];
|
||||
_position = getPosATL _objectHelper;
|
||||
|
||||
if (isClass (configFile >> "SnapBuilding" >> _classname)) then {
|
||||
["","","",["Init",_object,_classname,_objectHelper]] spawn snap_build;
|
||||
};
|
||||
|
||||
_passArray = [_location1,_object,_position,_objectHelper];
|
||||
_passArray //[array,obj,array]
|
||||
|
||||
38
SQF/dayz_code/actions/player_build_getConfig.sqf
Normal file
38
SQF/dayz_code/actions/player_build_getConfig.sqf
Normal file
@@ -0,0 +1,38 @@
|
||||
//Build an array of various variables gathered about build object from config files, only applies to legit buildable objects
|
||||
private ["_passArray","_classname","_classnametmp","_require","_text","_ghost","_lockable","_requireplot","_isAllowedUnderGround","_offset","_isPole","_isLandFireDZ"];
|
||||
|
||||
_passArray = [];
|
||||
|
||||
_classname = getText (configFile >> "CfgMagazines" >> DZE_buildItem >> "ItemActions" >> "Build" >> "create");
|
||||
_classnametmp = _classname;
|
||||
_require = getArray (configFile >> "cfgMagazines" >> DZE_buildItem >> "ItemActions" >> "Build" >> "require");
|
||||
_text = getText (configFile >> "CfgVehicles" >> _classname >> "displayName");
|
||||
_ghost = getText (configFile >> "CfgVehicles" >> _classname >> "ghostpreview");
|
||||
|
||||
_lockable = 0; //default define if lockable not found in config file below
|
||||
if(isNumber (configFile >> "CfgVehicles" >> _classname >> "lockable")) then { //find out if item is lockable object
|
||||
_lockable = getNumber(configFile >> "CfgVehicles" >> _classname >> "lockable"); // 2=lockbox, 3=combolock, 4=safe
|
||||
};
|
||||
|
||||
_requireplot = DZE_requireplot; //check for plotpole requirements defined in init.sqf
|
||||
if(isNumber (configFile >> "CfgVehicles" >> _classname >> "requireplot")) then {
|
||||
_requireplot = getNumber(configFile >> "CfgVehicles" >> _classname >> "requireplot");
|
||||
};
|
||||
|
||||
_isAllowedUnderGround = 1; //check if allowed to build under terrain
|
||||
if(isNumber (configFile >> "CfgVehicles" >> _classname >> "nounderground")) then {
|
||||
_isAllowedUnderGround = getNumber(configFile >> "CfgVehicles" >> _classname >> "nounderground");
|
||||
};
|
||||
|
||||
_offset = getArray (configFile >> "CfgVehicles" >> _classname >> "offset"); //check default distance offset, define if does not exist
|
||||
if((count _offset) <= 0) then {
|
||||
_offset = [0,1.5,0];
|
||||
};
|
||||
|
||||
_isPole = (_classname == "Plastic_Pole_EP1_DZ"); //check if item is plotpole
|
||||
_isLandFireDZ = (_classname == "Land_Fire_DZ"); //check if item is campfire
|
||||
|
||||
_passArray = [_classname,_classnametmp,_require,_text,_ghost,_lockable,_requireplot,_isAllowedUnderGround,_offset,_isPole,_isLandFireDZ]; //create new array to pass to caller
|
||||
|
||||
_passArray //[string,string,array,string,string,int,int,int,array,bool,bool]
|
||||
|
||||
45
SQF/dayz_code/actions/player_build_needNearby.sqf
Normal file
45
SQF/dayz_code/actions/player_build_needNearby.sqf
Normal file
@@ -0,0 +1,45 @@
|
||||
//disallow building if required items (defined in config) are not found nearby
|
||||
private ["_abort","_reason","_distance","_needNear","_isNear"];
|
||||
|
||||
_abort = false; //do not abort by default
|
||||
_reason = ""; // define to avoid RPT errors
|
||||
_needNear = getArray (configFile >> "CfgMagazines" >> DZE_buildItem >> "ItemActions" >> "Build" >> "neednearby");
|
||||
|
||||
{
|
||||
switch(_x) do{
|
||||
case "fire":
|
||||
{
|
||||
_distance = 3;
|
||||
_isNear = {inflamed _x} count (getPosATL player nearObjects _distance);
|
||||
if(_isNear == 0) then {
|
||||
_abort = true;
|
||||
_reason = "fire";
|
||||
};
|
||||
};
|
||||
case "workshop":
|
||||
{
|
||||
_distance = 3;
|
||||
_isNear = count (nearestObjects [player, ["Wooden_shed_DZ","WoodShack_DZ","WorkBench_DZ"], _distance]);
|
||||
if(_isNear == 0) then {
|
||||
_abort = true;
|
||||
_reason = "workshop";
|
||||
};
|
||||
};
|
||||
case "fueltank":
|
||||
{
|
||||
_distance = 30;
|
||||
_isNear = count (nearestObjects [player, dayz_fuelsources, _distance]);
|
||||
if(_isNear == 0) then {
|
||||
_abort = true;
|
||||
_reason = "fuel tank";
|
||||
};
|
||||
};
|
||||
};
|
||||
} forEach _needNear;
|
||||
|
||||
if (_abort) exitWith {
|
||||
cutText [format[(localize "str_epoch_player_135"),_reason,_distance], "PLAIN DOWN"];
|
||||
DZE_ActionInProgress = false;
|
||||
};
|
||||
|
||||
_reason //return string to a caller
|
||||
77
SQF/dayz_code/actions/player_build_plotCheck.sqf
Normal file
77
SQF/dayz_code/actions/player_build_plotCheck.sqf
Normal file
@@ -0,0 +1,77 @@
|
||||
//Check if nearby plotpoles exists
|
||||
private ["_passArray","_isPole","_needText","_distance","_findNearestPoles","_findNearestPole","_IsNearPlot","_requireplot","_isLandFireDZ","_canBuildOnPlot","_nearestPole","_ownerID","_friendlies"];
|
||||
|
||||
//defines
|
||||
_isPole = _this select 0;
|
||||
_requireplot = _this select 1;
|
||||
_isLandFireDZ = _this select 2;
|
||||
|
||||
_needText = localize "str_epoch_player_246"; //text for when requirements not met
|
||||
_canBuildOnPlot = false;
|
||||
_nearestPole = objNull;
|
||||
_ownerID = 0;
|
||||
_friendlies = [];
|
||||
_passArray = [];
|
||||
|
||||
if(_isPole) then { //check if object is plotpole and adjust distance accordingly
|
||||
_distance = DZE_PlotPole select 1;
|
||||
} else {
|
||||
_distance = DZE_PlotPole select 0;
|
||||
};
|
||||
|
||||
// check for near plotpoles
|
||||
_findNearestPoles = nearestObjects [(vehicle player), ["Plastic_Pole_EP1_DZ"], _distance]; //create an array of nearby objects that are plotpoles, nearest will always be first in array
|
||||
_findNearestPole = []; //must define an empty array to avoid problems
|
||||
|
||||
{
|
||||
if (alive _x) then { //only look for non-destroyed plotpoles
|
||||
_findNearestPole set [(count _findNearestPole),_x]; //build an array of live plotpoles found nearby
|
||||
};
|
||||
} count _findNearestPoles; //count each item in previously created array of nearby plotpoles
|
||||
|
||||
_IsNearPlot = count (_findNearestPole); //count our new array of non-destroyed plotpoles. Empty array will return 0
|
||||
|
||||
// End script early if item is plot pole and another one exists within defined radius
|
||||
if(_isPole && _IsNearPlot > 0) exitWith {
|
||||
DZE_ActionInProgress = false;
|
||||
cutText [(localize "str_epoch_player_44") , "PLAIN DOWN"];
|
||||
};
|
||||
|
||||
if(_IsNearPlot == 0) then { //No live plotpoles were found nearby
|
||||
// Allow building of plot
|
||||
if(_requireplot == 0 || _isLandFireDZ) then {
|
||||
_canBuildOnPlot = true;
|
||||
};
|
||||
} else {
|
||||
// Since there are plots nearby we check for ownership && then for friend status
|
||||
// check nearby plots ownership && then for friend status
|
||||
_nearestPole = _findNearestPole select 0; //nearest is always first in array when using nearestObjects check
|
||||
|
||||
// Find owner
|
||||
_ownerID = _nearestPole getVariable ["CharacterID","0"];
|
||||
|
||||
// check if friendly to owner
|
||||
if(dayz_characterID == _ownerID) then { //Keep ownership
|
||||
// owner can build anything within his plot except other plots
|
||||
if(!_isPole) then {
|
||||
_canBuildOnPlot = true;
|
||||
};
|
||||
} else {
|
||||
// disallow building plot
|
||||
if(!_isPole) then {
|
||||
_friendlies = player getVariable ["friendlyTo",[]];
|
||||
// check if friendly to owner
|
||||
if(_ownerID in _friendlies) then {
|
||||
_canBuildOnPlot = true;
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
if(!_canBuildOnPlot) exitWith { //end script if requirements were not met
|
||||
DZE_ActionInProgress = false;
|
||||
cutText [format[(localize "STR_EPOCH_PLAYER_135"),_needText,_distance] , "PLAIN DOWN"];
|
||||
};
|
||||
|
||||
_passArray = [_IsNearPlot,_nearestPole,_ownerID,_friendlies]; //create new array and pass it to caller
|
||||
_passArray //[int,Obj,int,array]
|
||||
220
SQF/dayz_code/actions/player_build_publish.sqf
Normal file
220
SQF/dayz_code/actions/player_build_publish.sqf
Normal file
@@ -0,0 +1,220 @@
|
||||
private ["_passArray","_cancel","_position","_reason","_classnametmp","_classname","_tmpbuilt","_dir","_location","_text","_limit","_isOk","_proceed","_counter","_dis","_sfx","_started","_finished","_animState","_isMedic","_num_removed","_lockable","_combinationDisplay","_combination_1","_combination_2","_combination_3","_combination_4","_combination","_combination_1_Display"];
|
||||
|
||||
//defines
|
||||
_cancel = _this select 0;
|
||||
_position = _this select 1;
|
||||
_classnametmp = _this select 2;
|
||||
_isAllowedUnderGround = _this select 3;
|
||||
_text = _this select 4;
|
||||
_isPole = _this select 5;
|
||||
_lockable = _this select 6;
|
||||
_dir = _this select 7;
|
||||
_reason = _this select 8;
|
||||
|
||||
_passArray = [];
|
||||
|
||||
_isOk = true;
|
||||
_proceed = false;
|
||||
_counter = 0;
|
||||
_location = [0,0,0];
|
||||
|
||||
//No building on roads unless toggled
|
||||
if (!DZE_BuildOnRoads) then {
|
||||
if (isOnRoad _position) then {
|
||||
_cancel = true;
|
||||
_reason = "Cannot build on a road.";
|
||||
};
|
||||
};
|
||||
|
||||
// No building in trader zones
|
||||
if(!canbuild) then {
|
||||
_cancel = true;
|
||||
_reason = "Cannot build in a city.";
|
||||
};
|
||||
|
||||
if(!_cancel) then {
|
||||
|
||||
_classname = _classnametmp;
|
||||
|
||||
// Start Build
|
||||
_tmpbuilt = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"]; //create actual object that will be published to database
|
||||
|
||||
_tmpbuilt setdir _dir; //set direction inherited from passed args from control
|
||||
|
||||
// Get position based on object
|
||||
_location = _position;
|
||||
|
||||
if((_isAllowedUnderGround == 0) && ((_location select 2) < 0)) then { //check Z axis if not allowed to build underground
|
||||
_location set [2,0]; //reset Z axis to zero (above terrain)
|
||||
};
|
||||
|
||||
_tmpbuilt setPosATL _location; //update position passed from args or previous if statement
|
||||
|
||||
|
||||
cutText [format[(localize "str_epoch_player_138"),_text], "PLAIN DOWN"];
|
||||
|
||||
_limit = 3; //times it takes to build by default
|
||||
|
||||
if (DZE_StaticConstructionCount > 0) then { //if count is manually overridden inside init.sqf, use that instead, else use limits configured in config files
|
||||
_limit = DZE_StaticConstructionCount;
|
||||
}
|
||||
else {
|
||||
if (isNumber (configFile >> "CfgVehicles" >> _classname >> "constructioncount")) then {
|
||||
_limit = getNumber(configFile >> "CfgVehicles" >> _classname >> "constructioncount");
|
||||
};
|
||||
};
|
||||
|
||||
while {_isOk} do { //publish phase
|
||||
|
||||
[10,10] call dayz_HungerThirst;
|
||||
player playActionNow "Medic"; //animation
|
||||
|
||||
//alert zombies
|
||||
_dis=20;
|
||||
_sfx = "repair";
|
||||
[player,_sfx,0,false,_dis] call dayz_zombieSpeak;
|
||||
[player,_dis,true,(getPosATL player)] spawn player_alertZombies;
|
||||
|
||||
r_interrupt = false;
|
||||
r_doLoop = true;
|
||||
_started = false;
|
||||
_finished = false;
|
||||
|
||||
while {r_doLoop} do { //while player is not interrupted, go trough animations
|
||||
_animState = animationState player;
|
||||
_isMedic = ["medic",_animState] call fnc_inString;
|
||||
if (_isMedic) then {
|
||||
_started = true;
|
||||
};
|
||||
if (_started && !_isMedic) then {
|
||||
r_doLoop = false;
|
||||
_finished = true;
|
||||
};
|
||||
if (r_interrupt || (player getVariable["combattimeout", 0] >= time)) then {
|
||||
r_doLoop = false;
|
||||
};
|
||||
if (DZE_cancelBuilding) exitWith {
|
||||
r_doLoop = false;
|
||||
};
|
||||
sleep 0.1;
|
||||
};
|
||||
r_doLoop = false;
|
||||
|
||||
|
||||
if(!_finished) exitWith { //exit if interrupted
|
||||
_isOk = false;
|
||||
_proceed = false;
|
||||
};
|
||||
|
||||
if(_finished) then { //if animation finished, add to build count
|
||||
_counter = _counter + 1;
|
||||
};
|
||||
|
||||
cutText [format[(localize "str_epoch_player_139"),_text, _counter,_limit], "PLAIN DOWN"]; //report how many steps are done out of total limit
|
||||
|
||||
if(_counter == _limit) exitWith { //if all steps done proceed with next step, otherwise cancel publish
|
||||
_isOk = false;
|
||||
_proceed = true;
|
||||
};
|
||||
|
||||
};
|
||||
|
||||
if (_proceed) then {
|
||||
|
||||
_num_removed = ([player,DZE_buildItem] call BIS_fnc_invRemove); //remove item's magazine from inventory
|
||||
if(_num_removed == 1) then {
|
||||
|
||||
cutText [format[localize "str_build_01",_text], "PLAIN DOWN"];
|
||||
|
||||
if (_isPole) then { //if item was a plotpole, build a visual radius around it
|
||||
[] spawn player_plotPreview;
|
||||
};
|
||||
|
||||
_tmpbuilt setVariable ["OEMPos",_location,true]; //store original location as a variable
|
||||
|
||||
if(_lockable > 1) then { //if item has code lock on it
|
||||
|
||||
_combinationDisplay = ""; //define new display
|
||||
|
||||
switch (_lockable) do { //generate random combinations depending on item type
|
||||
|
||||
case 2: { // 2 lockbox
|
||||
_combination_1 = (floor(random 3)) + 100; // 100=red,101=green,102=blue
|
||||
_combination_2 = floor(random 10);
|
||||
_combination_3 = floor(random 10);
|
||||
_combination = format["%1%2%3",_combination_1,_combination_2,_combination_3];
|
||||
dayz_combination = _combination;
|
||||
if (_combination_1 == 100) then {
|
||||
_combination_1_Display = "Red";
|
||||
};
|
||||
if (_combination_1 == 101) then {
|
||||
_combination_1_Display = "Green";
|
||||
};
|
||||
if (_combination_1 == 102) then {
|
||||
_combination_1_Display = "Blue";
|
||||
};
|
||||
_combinationDisplay = format["%1%2%3",_combination_1_Display,_combination_2,_combination_3];
|
||||
};
|
||||
|
||||
case 3: { // 3 combolock
|
||||
_combination_1 = floor(random 10);
|
||||
_combination_2 = floor(random 10);
|
||||
_combination_3 = floor(random 10);
|
||||
_combination = format["%1%2%3",_combination_1,_combination_2,_combination_3];
|
||||
dayz_combination = _combination;
|
||||
_combinationDisplay = _combination;
|
||||
};
|
||||
|
||||
case 4: { // 4 safe
|
||||
_combination_1 = floor(random 10);
|
||||
_combination_2 = floor(random 10);
|
||||
_combination_3 = floor(random 10);
|
||||
_combination_4 = floor(random 10);
|
||||
_combination = format["%1%2%3%4",_combination_1,_combination_2,_combination_3,_combination_4];
|
||||
dayz_combination = _combination;
|
||||
_combinationDisplay = _combination;
|
||||
};
|
||||
};
|
||||
|
||||
_tmpbuilt setVariable ["CharacterID",_combination,true]; //set combination as a character ID
|
||||
|
||||
//call publish precompiled function with given args and send public variable to server to save item to database
|
||||
PVDZE_obj_Publish = [_combination,_tmpbuilt,[_dir,_location],_classname];
|
||||
publicVariableServer "PVDZE_obj_Publish";
|
||||
|
||||
cutText [format[(localize "str_epoch_player_140"),_combinationDisplay,_text], "PLAIN DOWN", 5]; //display new combination
|
||||
|
||||
|
||||
} else { //if not lockable item
|
||||
_tmpbuilt setVariable ["CharacterID",dayz_characterID,true];
|
||||
|
||||
// fire?
|
||||
if(_tmpbuilt isKindOf "Land_Fire_DZ") then { //if campfire, then spawn, but do not publish to database
|
||||
_tmpbuilt spawn player_fireMonitor;
|
||||
} else {
|
||||
PVDZE_obj_Publish = [dayz_characterID,_tmpbuilt,[_dir,_location],_classname];
|
||||
publicVariableServer "PVDZE_obj_Publish";
|
||||
};
|
||||
};
|
||||
} else { //if magazine was not removed, cancel publish
|
||||
deleteVehicle _tmpbuilt;
|
||||
cutText [(localize "str_epoch_player_46") , "PLAIN DOWN"];
|
||||
};
|
||||
|
||||
} else { //if player was interrupted, cancel publish and stop build animations
|
||||
r_interrupt = false;
|
||||
if (vehicle player == player) then {
|
||||
[objNull, player, rSwitchMove,""] call RE;
|
||||
player playActionNow "stop";
|
||||
};
|
||||
|
||||
deleteVehicle _tmpbuilt;
|
||||
|
||||
cutText [(localize "str_epoch_player_46") , "PLAIN DOWN"];
|
||||
};
|
||||
|
||||
} else { //cancel build if passed _cancel arg was true or building on roads/trader city
|
||||
cutText [format[(localize "str_epoch_player_47"),_text,_reason], "PLAIN DOWN"];
|
||||
};
|
||||
|
||||
DZE_ActionInProgress = false; //in any case always finish last function with this to "reset" everything.
|
||||
34
SQF/dayz_code/actions/player_build_states.sqf
Normal file
34
SQF/dayz_code/actions/player_build_states.sqf
Normal file
@@ -0,0 +1,34 @@
|
||||
//disallow building if these conditions are not met
|
||||
private ["_isFine","_onLadder","_vehicle","_inVehicle"];
|
||||
|
||||
_isFine = "ok"; //define variable to avoid RPT errors
|
||||
_onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
|
||||
_vehicle = vehicle player;
|
||||
_inVehicle = (_vehicle != player);
|
||||
|
||||
if (dayz_isSwimming) exitWith { //end script if player is swimming
|
||||
DZE_ActionInProgress = false;
|
||||
cutText [localize "str_player_26", "PLAIN DOWN"];
|
||||
_isFine = "Swimming";
|
||||
};
|
||||
|
||||
if (_inVehicle) exitWith { //end script if player is in vehicle
|
||||
DZE_ActionInProgress = false;
|
||||
cutText [(localize "str_epoch_player_42"), "PLAIN DOWN"];
|
||||
_isFine = "In vehicle";
|
||||
};
|
||||
|
||||
if (_onLadder) exitWith { //end script if player is climbing on ladder
|
||||
DZE_ActionInProgress = false;
|
||||
cutText [localize "str_player_21", "PLAIN DOWN"];
|
||||
_isFine = "On ladder";
|
||||
};
|
||||
|
||||
if (player getVariable["combattimeout", 0] >= time) exitWith { //end script if player is in combat
|
||||
DZE_ActionInProgress = false;
|
||||
cutText [(localize "str_epoch_player_43"), "PLAIN DOWN"];
|
||||
_isFine = "In combat";
|
||||
};
|
||||
|
||||
_isFine //returns string to caller, default is "ok" if conditions were not met
|
||||
|
||||
@@ -99,7 +99,23 @@ if (!isDedicated) then {
|
||||
player_makeFire = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_makefire.sqf";
|
||||
player_harvestPlant = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_harvestPlant.sqf";
|
||||
player_goFishing = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_goFishing.sqf";
|
||||
player_build = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_build.sqf";
|
||||
|
||||
if (DZE_modularBuild) then {
|
||||
player_build = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\modular_build.sqf";
|
||||
player_build_countNearby = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_build_countNearby.sqf";
|
||||
player_build_states = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_build_states.sqf";
|
||||
player_build_needNearby = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_build_needNearby.sqf";
|
||||
player_build_getConfig = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_build_getConfig.sqf";
|
||||
player_build_plotCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_build_plotCheck.sqf";
|
||||
player_build_buildReq = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_build_buildReq.sqf";
|
||||
player_build_create = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_build_create.sqf";
|
||||
player_build_controls = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_build_controls.sqf";
|
||||
player_build_publish = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_build_publish.sqf";
|
||||
snap_build = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\snap_build.sqf";
|
||||
} else {
|
||||
player_build = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_build.sqf";
|
||||
};
|
||||
|
||||
player_wearClothes = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_wearClothes.sqf";
|
||||
object_pickup = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\object_pickup.sqf";
|
||||
player_flipvehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_flipvehicle.sqf";
|
||||
@@ -107,12 +123,6 @@ if (!isDedicated) then {
|
||||
player_antiWall = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_antiWall.sqf";
|
||||
player_deathBoard = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\list_playerDeathsAlt.sqf";
|
||||
|
||||
//Snap building - disabled by default, not sure about your stance towards this mod yet, feel free to edit
|
||||
if (DZE_snapBuilding) then {
|
||||
player_build = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_build2.sqf";
|
||||
snap_build = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\snap_build.sqf";
|
||||
};
|
||||
|
||||
player_plotPreview = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_showPlotRadius.sqf";
|
||||
player_upgradeVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_upgradeVehicle.sqf";
|
||||
|
||||
|
||||
@@ -274,6 +274,10 @@ s_player_madsci = [];
|
||||
s_player_parts = [];
|
||||
s_player_combi = [];
|
||||
|
||||
//Modular player_build
|
||||
snapGizmos = [];
|
||||
snapGizmosNearby = [];
|
||||
|
||||
//Initialize Medical Variables
|
||||
r_interrupt = false;
|
||||
r_doLoop = false;
|
||||
@@ -538,12 +542,12 @@ if(isNil "DZE_StaticConstructionCount") then {
|
||||
if (isNil "DZE_selfTransfuse_Values") then {
|
||||
DZE_selfTransfuse_Values = [12000, 15, 300];
|
||||
};
|
||||
if (isNil "DZE_snapBuilding") then {
|
||||
DZE_snapBuilding = false;
|
||||
};
|
||||
if (isNil "helperDetach") then {
|
||||
helperDetach = false;
|
||||
};
|
||||
if (isNil "DZE_modularBuild") then {
|
||||
DZE_modularBuild = false;
|
||||
};
|
||||
|
||||
// needed on server
|
||||
if(isNil "DZE_PlotPole") then {
|
||||
|
||||
Reference in New Issue
Block a user