unified lockable storage code

This commit is contained in:
[VB]AWOL
2013-08-23 11:45:44 -05:00
parent ee72951073
commit 46425fa203
3 changed files with 33 additions and 24 deletions

View File

@@ -3,19 +3,22 @@
Usage: [_obj] spawn player_unlockVault;
Made for DayZ Epoch please ask permission to use/edit/distrubute email vbawol@veteranbastards.com.
*/
private ["_objectID","_objectUID","_obj","_ownerID","_dir","_pos","_holder","_weapons","_magazines","_backpacks","_alreadyPacking"];
private ["_objectID","_objectUID","_obj","_ownerID","_dir","_pos","_holder","_weapons","_magazines","_backpacks","_alreadyPacking","_lockedClass","_text","_playerNear"];
if(TradeInprogress) exitWith { cutText ["Lock already in progress." , "PLAIN DOWN"]; };
TradeInprogress = true;
_obj = _this;
_lockedClass = getText (configFile >> "CfgVehicles" >> (typeOf _obj) >> "lockedClass");
_text = getText (configFile >> "CfgVehicles" >> (typeOf _obj) >> "displayName");
// Silently exit if object no longer exists
if(isNull _obj) exitWith { TradeInprogress = false; };
// Test cannot lock while another player is nearby
_playerNear = {isPlayer _x} count (player nearEntities ["CAManBase", 12]) > 1;
if(_playerNear) exitWith { TradeInprogress = false; cutText ["Cannot lock vault while another player is nearby." , "PLAIN DOWN"]; };
_playerNear = {isPlayer _x} count (player nearEntities ["CAManBase", 6]) > 1;
if(_playerNear) exitWith { TradeInprogress = false; cutText ["Cannot lock while another player is nearby." , "PLAIN DOWN"]; };
_ownerID = _obj getVariable["CharacterID","0"];
_objectID = _obj getVariable["ObjectID","0"];
@@ -25,11 +28,11 @@ player playActionNow "Medic";
player removeAction s_player_lockvault;
s_player_lockvault = 1;
if((_ownerID != dayz_combination) and (_ownerID != dayz_playerUID)) exitWith {TradeInprogress = false; s_player_lockvault = -1; cutText ["You cannot lock this Safe, you do not know the combination", "PLAIN DOWN"]; };
if((_ownerID != dayz_combination) and (_ownerID != dayz_playerUID)) exitWith {TradeInprogress = false; s_player_lockvault = -1; cutText [format["You cannot lock this %1, you do not know the combination.",_text], "PLAIN DOWN"]; };
_alreadyPacking = _obj getVariable["packing",0];
if (_alreadyPacking == 1) exitWith {TradeInprogress = false; s_player_lockvault = -1; cutText ["That Safe is already being locked." , "PLAIN DOWN"]};
if (_alreadyPacking == 1) exitWith {TradeInprogress = false; s_player_lockvault = -1; cutText [format["That %1 is already being locked.",_text], "PLAIN DOWN"]};
_obj setVariable["packing",1];
@@ -46,7 +49,7 @@ if(!isNull _obj) then {
publicVariableServer "dayzUpdateVehicle";
//place tent (local)
_holder = createVehicle ["VaultStorageLocked",_pos,[], 0, "CAN_COLLIDE"];
_holder = createVehicle [_lockedClass,_pos,[], 0, "CAN_COLLIDE"];
_holder setdir _dir;
_holder setpos _pos;
player reveal _holder;
@@ -74,7 +77,7 @@ if(!isNull _obj) then {
_holder setVariable ["BackpackCargo", _backpacks, true];
};
cutText ["Your Safe has been locked", "PLAIN DOWN"];
cutText [format["Your %1 has been locked",_text], "PLAIN DOWN"];
s_player_lockvault = -1;
};

View File

@@ -1,19 +1,22 @@
/*
[_obj] spawn player_packVault;
*/
private["_obj","_ownerID","_objectID","_objectUID","_alreadyPacking","_location1","_location2","_dir","_pos","_bag","_holder","_weapons","_magazines","_backpacks","_objWpnTypes","_objWpnQty","_countr"];
private ["_obj","_ownerID","_objectID","_objectUID","_alreadyPacking","_location1","_location2","_dir","_pos","_bag","_holder","_weapons","_magazines","_backpacks","_objWpnTypes","_objWpnQty","_countr","_packedClass","_text","_playerNear"];
if(TradeInprogress) exitWith { cutText ["That Safe is already being packed." , "PLAIN DOWN"]; };
if(TradeInprogress) exitWith { cutText ["That is already being packed." , "PLAIN DOWN"]; };
TradeInprogress = true;
_obj = _this;
_packedClass = getText (configFile >> "CfgVehicles" >> (typeOf _obj) >> "packedClass");
_text = getText (configFile >> "CfgVehicles" >> (typeOf _obj) >> "displayName");
// Silently exit if object no longer exists
if(isNull _obj or !(alive _obj)) exitWith { TradeInprogress = false; };
// Test cannot lock while another player is nearby
_playerNear = {isPlayer _x} count (player nearEntities ["CAManBase", 12]) > 1;
if(_playerNear) exitWith { TradeInprogress = false; cutText ["Cannot pack vault while another player is nearby." , "PLAIN DOWN"]; };
if(_playerNear) exitWith { TradeInprogress = false; cutText ["Cannot pack while another player is nearby." , "PLAIN DOWN"]; };
_ownerID = _obj getVariable["CharacterID","0"];
_objectID = _obj getVariable["ObjectID","0"];
@@ -22,21 +25,21 @@ _objectUID = _obj getVariable["ObjectUID","0"];
player removeAction s_player_packvault;
s_player_packvault = 1;
if((_ownerID != dayz_combination) and (_ownerID != dayz_playerUID)) exitWith { TradeInprogress = false; s_player_packvault = -1; cutText ["You cannot pack this Safe, you do not know the combination.", "PLAIN DOWN"];};
if((_ownerID != dayz_combination) and (_ownerID != dayz_playerUID)) exitWith { TradeInprogress = false; s_player_packvault = -1; cutText [format["You cannot pack this %1, you do not know the combination.",_text], "PLAIN DOWN"];};
_alreadyPacking = _obj getVariable["packing",0];
if (_alreadyPacking == 1) exitWith {TradeInprogress = false; s_player_packvault = -1; cutText ["That Safe is already being packed." , "PLAIN DOWN"]};
if (_alreadyPacking == 1) exitWith {TradeInprogress = false; s_player_packvault = -1; cutText [format["That %1 is already being packed.",_text] , "PLAIN DOWN"]};
_obj setVariable["packing",1];
cutText ["Packing Safe move from this position to cancel within 5 seconds.", "PLAIN DOWN"];
cutText [format["Packing %1 move from this position to cancel within 5 seconds.",_text], "PLAIN DOWN"];
sleep 1;
_location1 = getPosATL player;
sleep 5;
_location2 = getPosATL player;
if(_location1 distance _location2 > 0.1) exitWith {
cutText ["Packing Safe canceled." , "PLAIN DOWN"];
cutText [format["Packing %1 canceled.",_text] , "PLAIN DOWN"];
_obj setVariable["packing",0];
};
@@ -59,7 +62,7 @@ if(!isNull _obj and alive _obj) then {
publicVariableServer "dayzDeleteObj";
// Set down vault "take" item
_bag = createVehicle ["WeaponHolder_ItemVault",_pos,[], 0, "CAN_COLLIDE"];
_bag = createVehicle [_packedClass,_pos,[], 0, "CAN_COLLIDE"];
// Delete original
deleteVehicle _obj;
@@ -69,7 +72,7 @@ if(!isNull _obj and alive _obj) then {
player reveal _bag;
// Empty weapon holder
_holder = "WeaponHolder" createVehicle _pos;
_holder = _bag;
//Add weapons
_objWpnTypes = _weapons select 0;
@@ -98,7 +101,7 @@ if(!isNull _obj and alive _obj) then {
_countr = _countr + 1;
} forEach _objWpnTypes;
cutText ["Your Safe has been packed", "PLAIN DOWN"];
cutText [format["Your %1 has been packed",_text], "PLAIN DOWN"];
s_player_packvault = -1;
};

View File

@@ -10,9 +10,13 @@ TradeInprogress = true;
// Test cannot lock while another player is nearby
_playerNear = {isPlayer _x} count (player nearEntities ["CAManBase", 6]) > 1;
if(_playerNear) exitWith { TradeInprogress = false; cutText ["Cannot unlock vault while another player is nearby." , "PLAIN DOWN"]; };
if(_playerNear) exitWith { TradeInprogress = false; cutText ["Cannot unlock while another player is nearby." , "PLAIN DOWN"]; };
_obj = _this;
_unlockedClass = getText (configFile >> "CfgVehicles" >> (typeOf _obj) >> "unlockedClass");
_text = getText (configFile >> "CfgVehicles" >> (typeOf _obj) >> "displayName");
_alreadyPacking = _obj getVariable["packing",0];
_claimedBy = _obj getVariable["claimed","0"];
@@ -24,7 +28,7 @@ if(isNull _obj or !(alive _obj)) exitWith { TradeInprogress = false; };
_ownerID = _obj getVariable["CharacterID","0"];
if (_alreadyPacking == 1) exitWith {TradeInprogress = false; cutText ["That Safe is already being unlocked." , "PLAIN DOWN"]};
if (_alreadyPacking == 1) exitWith {TradeInprogress = false; cutText [format["That %1 is already being unlocked.",_text], "PLAIN DOWN"]};
// Promt user for password if _ownerID != dayz_playerUID
if ((_ownerID == dayz_combination) or (_ownerID == dayz_playerUID)) then {
@@ -62,8 +66,7 @@ if ((_ownerID == dayz_combination) or (_ownerID == dayz_playerUID)) then {
[player,"tentpack",0,false] call dayz_zombieSpeak;
sleep 5;
//place tent (local)
_holder = createVehicle ["VaultStorage",_pos,[], 0, "CAN_COLLIDE"];
_holder = createVehicle [_unlockedClass,_pos,[], 0, "CAN_COLLIDE"];
// Remove locked vault
deleteVehicle _obj;
_holder setdir _dir;
@@ -108,11 +111,11 @@ if ((_ownerID == dayz_combination) or (_ownerID == dayz_playerUID)) then {
} forEach _objWpnTypes;
};
cutText ["Safe has been unlocked.", "PLAIN DOWN"];
cutText [format["%1 has been unlocked.",_text], "PLAIN DOWN"];
};
} else {
TradeInprogress = false;
cutText [format[(localize "str_player_beinglooted"),"Safe"] , "PLAIN DOWN"];
cutText [format[(localize "str_player_beinglooted"),_text] , "PLAIN DOWN"];
};
} else {
player playActionNow "Medic";
@@ -120,7 +123,7 @@ if ((_ownerID == dayz_combination) or (_ownerID == dayz_playerUID)) then {
[player,"repair",0,false] call dayz_zombieSpeak;
null = [player,25,true,(getPosATL player)] spawn player_alertZombies;
sleep 5;
cutText ["Combination incorrect, Safe is still locked.", "PLAIN DOWN"];
cutText [format["Combination incorrect, %1 is still locked.",_text], "PLAIN DOWN"];
};
s_player_unlockvault = -1;
TradeInprogress = false;