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https://github.com/EpochModTeam/DayZ-Epoch.git
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Update remove/deconstruct, add helpers
Removing and Deconstructing Objects - Now adds colored helpers to modular objects. - Green: Refund one kit. - Blue: Refund entire recipe of parts (multiple items). - Red: No refund will be given. Either because the object is too damaged, or the refund feature is disabled. - If the object has a door open while selected, no helper will display/float in the open door space. - The gear panel will only open if a refund is available. - If a lit fire barrel is removed, the flame will now be extinguished. - If a plot pole is removed, plot boundary helpers will now be deleted. - Refunds for non-modular objects are handled by their respective config settings. - Removed non-lockable storage objects will now refund their contents. - The corresponding storage kit will be refunded. - If there is room outdoors, backpacks will be arranged in a neat circle close to the refund point. - If the spawn point is too close to a building, backpacks will spawn at the player's location. - Helpers will now appear on wrecked/ruined modular objects. - Helper color arrays were changed to helper transparency values only, to make it easier (and safer) for server owners. Upgrading, Downgrading, Maintaining and Packing Objects - Now includes colored helper spheres for improved player experience. - Reapply damage to upgraded/downgraded object if necessary. Changes made by @Victor-the-Cleaner
This commit is contained in:
@@ -1,62 +1,94 @@
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/*
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_obj spawn player_packVault;
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*/
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///////////////////////////////////////////////////////////////////////////////////////////////////
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//
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// _obj spawn player_packVault;
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//
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// Updated by: Victor the Cleaner
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// Date: September 2021
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//
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// - Now includes helper spheres for improved player experience
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//
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///////////////////////////////////////////////////////////////////////////////////////////////////
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if (dayz_actionInProgress) exitWith {localize "str_player_actionslimit" call dayz_rollingMessages;};
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if (dayz_actionInProgress) exitWith {localize "str_player_actionslimit" call dayz_rollingMessages;}; // Wait for the previous action to complete to perform another!
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dayz_actionInProgress = true;
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private ["_code","_obj","_ownerID","_objectID","_objectUID","_packedClass","_text","_playerNear","_finished","_ComboMatch","_typeOf"];
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_obj = _this;
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_typeOf = typeOf _obj;
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_packedClass = getText (configFile >> "CfgVehicles" >> _typeOf >> "packedClass");
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_text = getText (configFile >> "CfgVehicles" >> _typeOf >> "displayName");
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local _obj = _this;
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local _typeOf = typeOf _obj;
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local _text = getText (configFile >> "CfgVehicles" >> _typeOf >> "displayName");
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local _packedClass = getText (configFile >> "CfgVehicles" >> _typeOf >> "packedClass");
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if (isNull _obj || !(alive _obj)) exitWith {dayz_actionInProgress = false;};
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_playerNear = {isPlayer _x} count (([_obj] call FNC_GetPos) nearEntities ["CAManBase", 10]) > 1;
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if (_playerNear) exitWith {dayz_actionInProgress = false; localize "str_pickup_limit_5" call dayz_rollingMessages;};
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local _playerNear = {isPlayer _x} count (([_obj] call FNC_GetPos) nearEntities ["CAManBase", 10]) > 1;
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if (_playerNear) exitWith {
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dayz_actionInProgress = false;
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localize "str_pickup_limit_5" call dayz_rollingMessages; // Another player is nearby. Only one player can be near to perform this action.
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};
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local _ownerID = _obj getVariable["CharacterID","0"];
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local _objectID = _obj getVariable["ObjectID","0"];
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local _objectUID = _obj getVariable["ObjectUID","0"];
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local _ComboMatch = (_ownerID == dayz_combination);
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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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_ComboMatch = (_ownerID == dayz_combination);
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if (DZE_permanentPlot) then {_ownerID = _obj getVariable["ownerPUID","0"];};
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if (_objectID == "0" && _objectUID == "0") exitWith {
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dayz_actionInProgress = false;
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// s_player_packvault = -1;
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format[localize "str_epoch_player_118", _text] call dayz_rollingMessages; // %1 not setup yet.
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};
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if (!_ComboMatch && (_ownerID != dayz_playerUID)) exitWith {
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dayz_actionInProgress = false;
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// s_player_packvault = -1;
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format[localize "str_epoch_player_119", _text] call dayz_rollingMessages; // You cannot pack this %1, you do not know the combination.
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};
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if (isNull _obj && {!alive _obj}) exitWith { // object has been destroyed or deleted
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// s_player_packvault = -1;
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dayz_actionInProgress = false;
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};
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player removeAction s_player_packvault;
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s_player_packvault = 1;
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if (_objectID == "0" && _objectUID == "0") exitWith {dayz_actionInProgress = false; s_player_packvault = -1; format[localize "str_epoch_player_118",_text] call dayz_rollingMessages;};
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format[localize "str_epoch_player_121", _text] call dayz_rollingMessages; // Packing %1, move from this position to cancel within 5 seconds.
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if (!_ComboMatch && (_ownerID != dayz_playerUID)) exitWith {dayz_actionInProgress = false; s_player_packvault = -1; format[localize "str_epoch_player_119",_text] call dayz_rollingMessages;};
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[_obj, DZE_NoRefundTexture] call fn_displayHelpers; // create helpers (red)
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if (isNull _obj && {!alive _obj}) exitWith {s_player_packvault = -1;dayz_actionInProgress = false;};
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[player,(getPosATL player),20,"tentpack"] spawn fnc_alertZombies;
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[player,(getPosATL player),20,"tentpack"] spawn fnc_alertZombies; // make noise
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format[localize "str_epoch_player_121",_text] call dayz_rollingMessages;
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local _finished = ["Medic",1] call fn_loopAction; // animation
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_finished = ["Medic",1] call fn_loopAction;
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if (isNull _obj || !_finished) exitWith {s_player_packvault = -1;dayz_actionInProgress = false;};
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[] call fn_displayHelpers; // delete helpers
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if (isNull _obj || !_finished) exitWith {
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s_player_packvault = -1;
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dayz_actionInProgress = false;
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};
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(findDisplay 106) closeDisplay 0; // Close gear
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_playerNear = {isPlayer _x} count (([_obj] call FNC_GetPos) nearEntities ["CAManBase", 10]) > 1;
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if (_playerNear) exitWith {dayz_actionInProgress = false; localize "str_pickup_limit_5" call dayz_rollingMessages;};
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_playerNear = {isPlayer _x} count (([_obj] call FNC_GetPos) nearEntities ["CAManBase", 10]) > 1; // if another player has approached during the packing animation
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if (_playerNear) exitWith {
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dayz_actionInProgress = false;
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localize "str_pickup_limit_5" call dayz_rollingMessages; // Another player is nearby. Only one player can be near to perform this action.
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};
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["Working",0,[3,2,4,0]] call dayz_NutritionSystem;
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dze_waiting = nil;
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[_packedClass,objNull] call fn_waitForObject;
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[_packedClass, objNull] call fn_waitForObject;
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_code = [_obj getVariable["CharacterID","0"],dayz_combination] select (_ComboMatch);
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local _code = [_obj getVariable["CharacterID","0"],dayz_combination] select (_ComboMatch);
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PVDZE_handleSafeGear = [player,_obj,2,_code,dayz_authKey];
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publicVariableServer "PVDZE_handleSafeGear";
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waitUntil {!isNil "dze_waiting"}; // wait for response from server to verify pack was logged and gear added before proceeding
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format[localize "str_epoch_player_123",_text] call dayz_rollingMessages;
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format[localize "str_epoch_player_123", _text] call dayz_rollingMessages; // Your %1 has been packed
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s_player_packvault = -1;
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dayz_actionInProgress = false;
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