mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-17 09:10:27 +03:00
Pullrequest/door management (#1694)
* Added doorManagement * Rename FNC_check_owner --> FNC_check_owner_friends * Fixed typo * Fixed bug in FNC_check_owner_friends which allowed every user to manage every plot and door. * Removed unused DZE_doorManagementHarderPenalty from configVariables.sqf * Now checking if _playerUID is in _friendlies for both cases. * DZE_plotforLife should be DZE_permanentPlot * Fixed case where DZE_permanentPlot is false. * Forgot to add STR_EPOCH_CANCEL * Changed translations to suggested string by ebaydayz. * Renamed EyeScanner to DoorAccess. * Reworked access rights for door management. * DZE_doorManagementMustBeClose = true; //Players must be within 10m of door to be added as a door friend. * Fixed copy-paste error. * Replace count with if * Remove redundant test. * Also replaced count in door management admins check. * Change plotManagement and doorManagement to be consistent to DayZ_UseSteamID (get UID from FNC_GetPlayerUID). * Use _playerUID and _characterID more consistent. * Added german translation to STR_EPOCH_PLOTMANAGEMENT_ADDFRIEND_ALREADYONTHELIST.
This commit is contained in:
@@ -299,7 +299,7 @@ class Land_DZE_WoodDoor: Land_DZE_WoodDoor_Base {
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{
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class Open_Door
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{
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displayName="Open Door";
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displayName=$STR_EPOCH_DOORS_OPEN;
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onlyforplayer = true;
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position="Door_knopf";
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radius=3; /* visibility distance of the entry */
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@@ -308,7 +308,7 @@ class Land_DZE_WoodDoor: Land_DZE_WoodDoor_Base {
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};
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class Close_Door : Open_Door
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{
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displayName="Close Door";
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displayName=$STR_EPOCH_DOORS_CLOSE;
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condition="this animationPhase ""Open_door"" >= 0.5";
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statement="this animate [""Open_door"", 0];";
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};
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@@ -340,7 +340,7 @@ class Land_DZE_WoodDoorLocked: Land_DZE_WoodDoorLocked_Base {
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{
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class Open_Door
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{
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displayName="Open Door";
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displayName=$STR_EPOCH_DOORS_OPEN;
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onlyforplayer = true;
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position="Door_knopf";
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radius=3; /* visibility distance of the entry */
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@@ -350,31 +350,31 @@ class Land_DZE_WoodDoorLocked: Land_DZE_WoodDoorLocked_Base {
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};
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class Close_Door : Open_Door
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{
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displayName="Close Door";
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displayName=$STR_EPOCH_DOORS_CLOSE;
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//condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)";
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condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)";
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statement="this animate [""Open_door"", 0]";
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};
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class Lock_Door : Open_Door
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{
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displayName="Lock Door";
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displayName=$STR_EPOCH_DOORS_LOCK;
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//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)";
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condition="( !keypadCancel and DZE_Lock_Door == (this getvariable['CharacterID','0'])) and (this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)";
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statement="this animate [""Open_hinge"", 0]";
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};
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class Unlock_Door : Open_Door
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{
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displayName="Unlock Door";
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displayName=$STR_EPOCH_DOORS_UNLOCK;
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//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
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condition="( !keypadCancel and DZE_Lock_Door == (this getvariable['CharacterID','0'])) and (this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
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statement="this animate [""Open_hinge"", 1]";
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};
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class Unlock_Door_Dialog : Open_Door
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{
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displayName="Unlock Door";
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displayName=$STR_EPOCH_DOORS_UNLOCK;
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//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
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condition=" !keypadCancel and DZE_Lock_Door != (this getvariable['CharacterID','0'])";
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statement="dayz_selectedDoor = this;DZE_topCombo = 0;DZE_midCombo = 0;DZE_botCombo = 0;createdialog ""ComboLockUI""";
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statement="dayz_selectedDoor = this;DZE_topCombo = 0;DZE_midCombo = 0;DZE_botCombo = 0;if(DZE_doorManagement) then {createdialog ""DoorAccess"";} else {createdialog ""ComboLockUI"";};";
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};
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};
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};
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@@ -399,7 +399,7 @@ class Land_DZE_LargeWoodDoor: Land_DZE_WoodDoor_Base {
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{
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class Open_Door
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{
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displayName="Open Door";
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displayName=$STR_EPOCH_DOORS_OPEN;
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onlyforplayer = true;
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position="Door_knopf";
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radius=3; /* visibility distance of the entry */
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@@ -408,7 +408,7 @@ class Land_DZE_LargeWoodDoor: Land_DZE_WoodDoor_Base {
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};
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class Close_Door : Open_Door
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{
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displayName="Close Door";
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displayName=$STR_EPOCH_DOORS_CLOSE;
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condition="this animationPhase ""Open_door"" >= 0.5";
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statement="this animate [""Open_door"", 0]";
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};
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@@ -440,7 +440,7 @@ class Land_DZE_LargeWoodDoorLocked: Land_DZE_WoodDoorLocked_Base {
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{
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class Open_Door
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{
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displayName="Open Door";
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displayName=$STR_EPOCH_DOORS_OPEN;
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onlyforplayer = true;
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position="Door_knopf";
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radius=3; /* visibility distance of the entry */
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@@ -450,31 +450,31 @@ class Land_DZE_LargeWoodDoorLocked: Land_DZE_WoodDoorLocked_Base {
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};
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class Close_Door : Open_Door
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{
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displayName="Close Door";
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displayName=$STR_EPOCH_DOORS_CLOSE;
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//condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)";
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condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)";
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statement="this animate [""Open_door"", 0]";
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};
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class Lock_Door : Open_Door
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{
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displayName="Lock Door";
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displayName=$STR_EPOCH_DOORS_LOCK;
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//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)";
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condition="( !keypadCancel and DZE_Lock_Door == (this getvariable['CharacterID','0'])) and (this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)";
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statement="this animate [""Open_hinge"", 0]";
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};
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class Unlock_Door : Open_Door
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{
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displayName="Unlock Door";
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displayName=$STR_EPOCH_DOORS_UNLOCK;
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//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
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condition="( !keypadCancel and DZE_Lock_Door == (this getvariable['CharacterID','0'])) and (this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
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statement="this animate [""Open_hinge"", 1]";
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};
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class Unlock_Door_Dialog : Open_Door
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{
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displayName="Unlock Door";
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displayName=$STR_EPOCH_DOORS_UNLOCK;
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//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
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condition=" !keypadCancel and DZE_Lock_Door != (this getvariable['CharacterID','0'])";
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statement="dayz_selectedDoor = this;DZE_topCombo = 0;DZE_midCombo = 0;DZE_botCombo = 0;createdialog ""ComboLockUI""";
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statement="dayz_selectedDoor = this;DZE_topCombo = 0;DZE_midCombo = 0;DZE_botCombo = 0;if(DZE_doorManagement) then {createdialog ""DoorAccess"";} else {createdialog ""ComboLockUI"";};";
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};
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};
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};
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@@ -499,7 +499,7 @@ class Land_DZE_GarageWoodDoor: Land_DZE_WoodDoor_Base {
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{
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class Open_Door
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{
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displayName="Open Door";
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displayName=$STR_EPOCH_DOORS_OPEN;
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onlyforplayer = true;
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position="Door_knopf";
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radius=3; /* visibility distance of the entry */
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@@ -508,7 +508,7 @@ class Land_DZE_GarageWoodDoor: Land_DZE_WoodDoor_Base {
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};
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class Close_Door : Open_Door
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{
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displayName="Close Door";
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displayName=$STR_EPOCH_DOORS_CLOSE;
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condition="this animationPhase ""Open_door"" >= 0.5";
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statement="this animate [""Open_door"", 0]";
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};
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@@ -540,7 +540,7 @@ class Land_DZE_GarageWoodDoorLocked: Land_DZE_WoodDoorLocked_Base {
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{
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class Open_Door
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{
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displayName="Open Door";
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displayName=$STR_EPOCH_DOORS_OPEN;
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onlyforplayer = true;
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position="Door_knopf";
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radius=3; /* visibility distance of the entry */
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@@ -550,31 +550,31 @@ class Land_DZE_GarageWoodDoorLocked: Land_DZE_WoodDoorLocked_Base {
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};
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class Close_Door : Open_Door
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{
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displayName="Close Door";
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displayName=$STR_EPOCH_DOORS_CLOSE;
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//condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)";
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condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)";
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statement="this animate [""Open_door"", 0]";
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};
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class Lock_Door : Open_Door
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{
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displayName="Lock Door";
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displayName=$STR_EPOCH_DOORS_LOCK;
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//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)";
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condition="( !keypadCancel and DZE_Lock_Door == (this getvariable['CharacterID','0'])) and (this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)";
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statement="this animate [""Open_hinge"", 0]";
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};
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class Unlock_Door : Open_Door
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{
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displayName="Unlock Door";
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displayName=$STR_EPOCH_DOORS_UNLOCK;
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//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
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condition="( !keypadCancel and DZE_Lock_Door == (this getvariable['CharacterID','0'])) and (this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
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statement="this animate [""Open_hinge"", 1]";
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};
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class Unlock_Door_Dialog : Open_Door
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{
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displayName="Unlock Door";
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displayName=$STR_EPOCH_DOORS_UNLOCK;
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//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
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condition=" !keypadCancel and DZE_Lock_Door != (this getvariable['CharacterID','0'])";
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statement="dayz_selectedDoor = this;DZE_topCombo = 0;DZE_midCombo = 0;DZE_botCombo = 0;createdialog ""ComboLockUI""";
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statement="dayz_selectedDoor = this;DZE_topCombo = 0;DZE_midCombo = 0;DZE_botCombo = 0;if(DZE_doorManagement) then {createdialog ""DoorAccess"";} else {createdialog ""ComboLockUI"";};";
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};
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};
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};
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@@ -605,7 +605,7 @@ class CinderWallDoorLocked_DZ: CinderWallDoorLocked_DZ_Base {
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{
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class Open_Door
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{
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displayName="Open Door";
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displayName=$STR_EPOCH_DOORS_OPEN;
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onlyforplayer = true;
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position="Door_knopf";
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radius=3; /* visibility distance of the entry */
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@@ -615,31 +615,31 @@ class CinderWallDoorLocked_DZ: CinderWallDoorLocked_DZ_Base {
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};
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class Close_Door : Open_Door
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{
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displayName="Close Door";
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displayName=$STR_EPOCH_DOORS_CLOSE;
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//condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)";
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condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_latch"" == 1)";
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statement="this animate [""Open_door"", 0]";
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};
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class Lock_Door : Open_Door
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{
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displayName="Lock Door";
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displayName=$STR_EPOCH_DOORS_LOCK;
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//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)";
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condition="( !keypadCancel and DZE_Lock_Door == (this getvariable['CharacterID','0'])) and (this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_latch"" == 1)";
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statement="this animate [""Open_latch"", 0]";
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};
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class Unlock_Door : Open_Door
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{
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displayName="Unlock Door";
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displayName=$STR_EPOCH_DOORS_UNLOCK;
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//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
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condition="( !keypadCancel and DZE_Lock_Door == (this getvariable['CharacterID','0'])) and (this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_latch"" == 0)";
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statement="this animate [""Open_latch"", 1]";
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};
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class Unlock_Door_Dialog : Open_Door
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{
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displayName="Unlock Door";
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displayName=$STR_EPOCH_DOORS_UNLOCK;
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//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
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condition=" !keypadCancel and DZE_Lock_Door != (this getvariable['CharacterID','0'])";
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statement="dayz_selectedDoor = this;DZE_topCombo = 0;DZE_midCombo = 0;DZE_botCombo = 0;createdialog ""ComboLockUI""";
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statement="dayz_selectedDoor = this;DZE_topCombo = 0;DZE_midCombo = 0;DZE_botCombo = 0;if(DZE_doorManagement) then {createdialog ""DoorAccess"";} else {createdialog ""ComboLockUI"";};";
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};
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};
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};
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@@ -665,7 +665,7 @@ class CinderWallDoor_DZ: CinderWallDoor_DZ_Base {
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{
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class Open_Door
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{
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displayName="Open Door";
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displayName=$STR_EPOCH_DOORS_OPEN;
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onlyforplayer = true;
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position="Door_knopf";
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radius=3; /* visibility distance of the entry */
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@@ -674,7 +674,7 @@ class CinderWallDoor_DZ: CinderWallDoor_DZ_Base {
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};
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class Close_Door : Open_Door
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{
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displayName="Close Door";
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displayName=$STR_EPOCH_DOORS_CLOSE;
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condition="this animationPhase ""Open_door"" >= 0.5";
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statement="this animate [""Open_door"", 0]";
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};
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@@ -708,7 +708,7 @@ class CinderWallDoorSmallLocked_DZ: CinderWallDoorLocked_DZ_Base {
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{
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class Open_Door
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{
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displayName="Open Door";
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displayName=$STR_EPOCH_DOORS_OPEN;
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onlyforplayer = true;
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position="Door_knopf";
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radius=3; /* visibility distance of the entry */
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@@ -718,31 +718,31 @@ class CinderWallDoorSmallLocked_DZ: CinderWallDoorLocked_DZ_Base {
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};
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class Close_Door : Open_Door
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{
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displayName="Close Door";
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displayName=$STR_EPOCH_DOORS_CLOSE;
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//condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)";
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condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_latch"" == 1)";
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statement="this animate [""Open_door"", 0]";
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};
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class Lock_Door : Open_Door
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{
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displayName="Lock Door";
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displayName=$STR_EPOCH_DOORS_LOCK;
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//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)";
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condition="( !keypadCancel and DZE_Lock_Door == (this getvariable['CharacterID','0'])) and (this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_latch"" == 1)";
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statement="this animate [""Open_latch"", 0]";
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};
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class Unlock_Door : Open_Door
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{
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displayName="Unlock Door";
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displayName=$STR_EPOCH_DOORS_UNLOCK;
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//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
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condition="( !keypadCancel and DZE_Lock_Door == (this getvariable['CharacterID','0'])) and (this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_latch"" == 0)";
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statement="this animate [""Open_latch"", 1]";
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};
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class Unlock_Door_Dialog : Open_Door
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{
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displayName="Unlock Door";
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displayName=$STR_EPOCH_DOORS_UNLOCK;
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//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
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condition=" !keypadCancel and DZE_Lock_Door != (this getvariable['CharacterID','0'])";
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statement="dayz_selectedDoor = this;DZE_topCombo = 0;DZE_midCombo = 0;DZE_botCombo = 0;createdialog ""ComboLockUI""";
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statement="dayz_selectedDoor = this;DZE_topCombo = 0;DZE_midCombo = 0;DZE_botCombo = 0;if(DZE_doorManagement) then {createdialog ""DoorAccess"";} else {createdialog ""ComboLockUI"";};";
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};
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};
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};
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@@ -765,10 +765,10 @@ class CinderWallDoorSmall_DZ: CinderWallDoor_DZ_Base {
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/* The entry to the actionmenu */
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class UserActions
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{
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{
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class Open_Door
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{
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displayName="Open Door";
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displayName=$STR_EPOCH_DOORS_OPEN;
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onlyforplayer = true;
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position="Door_knopf";
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radius=3; /* visibility distance of the entry */
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@@ -777,7 +777,7 @@ class CinderWallDoorSmall_DZ: CinderWallDoor_DZ_Base {
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};
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class Close_Door : Open_Door
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{
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displayName="Close Door";
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displayName=$STR_EPOCH_DOORS_CLOSE;
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condition="this animationPhase ""Open_door"" >= 0.5";
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statement="this animate [""Open_door"", 0]";
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};
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