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https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-14 04:02:37 +03:00
Organize files a bit and removed non source pbo's
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81
SQF/dayz_code/compile/player_lockVault.sqf
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81
SQF/dayz_code/compile/player_lockVault.sqf
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/*
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DayZ Lock Safe
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Usage: [_obj] spawn player_unlockVault;
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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 ["_objectID","_objectUID","_obj","_ownerID","_dir","_pos","_holder","_weapons","_magazines","_backpacks","_alreadyPacking"];
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if(TradeInprogress) exitWith { cutText ["Lock already in progress." , "PLAIN DOWN"]; };
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TradeInprogress = true;
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_obj = _this;
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// Silently exit if object no longer exists
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if(isNull _obj) exitWith { TradeInprogress = false; };
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// Test cannot lock while another player is nearby
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_playerNear = {isPlayer _x} count (player nearEntities ["CAManBase", 12]) > 1;
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if(_playerNear) exitWith { TradeInprogress = false; cutText ["Cannot lock vault while another player is nearby." , "PLAIN DOWN"]; };
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_ownerID = _obj getVariable["CharacterID","0"];
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_objectID = _obj getVariable["ObjectID","0"];
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_objectUID = _obj getVariable["ObjectUID","0"];
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player playActionNow "Medic";
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player removeAction s_player_lockvault;
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s_player_lockvault = 1;
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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"]; };
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_alreadyPacking = _obj getVariable["packing",0];
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if (_alreadyPacking == 1) exitWith {TradeInprogress = false; s_player_lockvault = -1; cutText ["That Safe is already being locked." , "PLAIN DOWN"]};
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_obj setVariable["packing",1];
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_dir = direction _obj;
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// _pos = getposATL _obj;
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_pos = _obj getVariable["OEMPos",(getposATL _obj)];
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[player,"tentpack",0,false] call dayz_zombieSpeak;
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sleep 3;
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if(!isNull _obj) then {
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// force vault save just before locking
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dayzUpdateVehicle = [_obj,"gear"];
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publicVariableServer "dayzUpdateVehicle";
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//place tent (local)
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_holder = createVehicle ["VaultStorageLocked",_pos,[], 0, "CAN_COLLIDE"];
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_holder setdir _dir;
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_holder setpos _pos;
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player reveal _holder;
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_holder setVariable["CharacterID",_ownerID,true];
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_holder setVariable["ObjectID",_objectID,true];
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_holder setVariable["ObjectUID",_objectUID,true];
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_holder setVariable ["OEMPos", _pos, true];
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_weapons = getWeaponCargo _obj;
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_magazines = getMagazineCargo _obj;
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_backpacks = getBackpackCargo _obj;
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// remove vault
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deleteVehicle _obj;
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// Fill variables with loot
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if (count _weapons > 0) then {
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_holder setVariable ["WeaponCargo", _weapons, true];
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};
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if (count _magazines > 0) then {
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_holder setVariable ["MagazineCargo", _magazines, true];
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};
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if (count _backpacks > 0) then {
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_holder setVariable ["BackpackCargo", _backpacks, true];
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};
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cutText ["Your Safe has been locked", "PLAIN DOWN"];
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s_player_lockvault = -1;
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};
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TradeInprogress = false;
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