mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-13 19:52:38 +03:00
Update vanilla building
Vanilla commits applied:44f2552ff2213a333ce5423d53299d43bce6554ff551cdac6e
This commit is contained in:
@@ -17,6 +17,8 @@ _keepOnSlope = 0 == (getNumber (configFile >> "CfgVehicles" >> _classname >> "ca
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Dayz_constructionContext set [ 4, false ]; // Stop the construction mode, cf. player_build.sqf
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//if (count Dayz_constructionContext < 5) then { Dayz_constructionContext set [ 5, false ]; // };
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if (_build) then {
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_location = getPosATL _ghost;
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_direction = getDir _ghost;
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@@ -24,6 +26,8 @@ if (_build) then {
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_object setDir _direction;
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diag_log (Dayz_constructionContext);
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if ((Dayz_constructionContext select 5) or (_keepOnSlope)) then {
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_object setVectorUp surfaceNormal _location;
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_location set [2,0];
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@@ -4,7 +4,7 @@ private ["_classType","_item","_action","_missingTools","_missingItem","_emergin
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"_o","_offset","_rot","_r","_p","_bn","_bb","_h","_bx","_by","_minElevation","_maxElevation","_insideCheck","_building",
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"_unit","_bbb","_ubb","_check","_min","_max","_myX","_myY","_checkBuildingCollision","_objColliding","_inside","_checkOnRoad",
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"_roadCollide","_checkBeam2Magnet","_a","_beams","_best","_b","_d","_checkNotBuried","_elevation","_position","_delta","_overElevation",
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"_maxplanting","_safeDistance","_dir","_angleRef","_tmp","_actionCancel","_sfx","_actionBuild","_byPassChecks","_keepOnSlope",
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"_maxplanting","_safeDistance","_dir","_angleRef","_tmp","_actionCancel","_sfx","_actionBuild","_byPassChecks","_keepOnSlope","_msg",
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"_isCollisionBypass","_ok","_missing","_upgradeParts","_ownerID","_posReference"];
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/*
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Needs a full rewrite to keep up with the demand of everything we plan to add.
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@@ -27,8 +27,8 @@ _emergingLevel = 1.1;
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dayz_actionInProgress = true;
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_isClass = switch (1==1) do {
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case (isClass (configFile >> "CfgMagazines" >> _item)): {"CfgMagazines"};
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case (isClass (configFile >> "CfgWeapons" >> _item)): {"CfgWeapons"};
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case (isClass (configFile >> "CfgMagazines" >> _item)): {"CfgMagazines"};
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case (isClass (configFile >> "CfgWeapons" >> _item)): {"CfgWeapons"};
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};
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//need to swap all build systems to this "ItemActions"
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@@ -52,74 +52,83 @@ _onLadder = {getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animatio
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_isWater = {(surfaceIsWater (getPosATL _object)) or dayz_isSwimming};
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if (0 != count Dayz_constructionContext) then {
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dayz_actionInProgress = false;
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localize "str_already_building" call dayz_rollingMessages;
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diag_log [ diag_ticktime, __FILE__, 'already building, exiting', Dayz_constructionContext, typeName Dayz_constructionContext];
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dayz_actionInProgress = false;
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//cutText [localize "str_already_building", "PLAIN DOWN"];
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_msg = localize "str_already_building";
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_msg call dayz_rollingMessages;
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diag_log [ diag_ticktime, __FILE__, 'already building, exiting', Dayz_constructionContext, typeName Dayz_constructionContext];
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};
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// item is missin - this really is pointless but it aint broke so dont fix it
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if (isClass (configFile >> _isClass >> _item)) then {
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if ((!(_item IN magazines player))) exitWith {
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_string = switch true do {
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case (_item isKindOf "Land_A_tent"): {"str_player_31_pitch"};
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default {"str_player_31_build"};
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};
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format[localize "str_player_31",_text,(localize _string)] call dayz_rollingMessages;
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//diag_log(format["player_build: item:%1 require:%2 Player items:%3 magazines:%4", _item, _requiredTools, (items player), (magazines player)]);
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};
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};
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// lets check player has requiredTools for upgrade
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_ok = true;
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_missing = "";
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{
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if (!(_x IN items player)) exitWith {
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//systemchat("Missing tools for upgrade." +str());
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_missing = getText (configFile >> "CfgWeapons" >> _x >> "displayName");
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_ok = false;
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};
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} count _requiredTools;
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if (!_ok) exitWith {
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dayz_actionInProgress = false;
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format[localize "str_player_31_missingtools",_text,_missing] call dayz_rollingMessages;
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if ((!(_item IN magazines player))) exitWith {
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_string = switch true do {
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case (_item isKindOf "Land_A_tent"): {"str_player_31_pitch"};
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default {"str_player_31_build"};
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};
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//cutText [format [localize "str_player_31",_text,(localize _string)] , "PLAIN DOWN"];
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_msg = format [localize "str_player_31",_text,(localize _string)];
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_msg call dayz_rollingMessages;
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//diag_log(format["player_build: item:%1 require:%2 Player items:%3 magazines:%4", _item, _requiredTools, (items player), (magazines player)]);
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};
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};
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_posReference = [player] call FNC_GetPos;
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_canBuild = [_posReference, _item, false] call DZE_BuildChecks;
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if !(_canBuild select 0) exitWith {dayz_actionInProgress = false;};
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// lets check player has requiredTools for upgrade
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_ok = true;
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_missing = "";
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{
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if (!(_x IN items player)) exitWith {
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//systemchat("Missing tools for upgrade." +str());
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_missing = getText (configFile >> "CfgWeapons" >> _x >> "displayName");
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_ok = false;
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};
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} count _requiredTools;
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if (!_ok) exitWith {
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dayz_actionInProgress = false;
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//cutText [format [localize "str_player_31_missingtools",_text,_missing] , "PLAIN DOWN"];
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_msg = format [localize "str_player_31_missingtools",_text,_missing];
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_msg call dayz_rollingMessages;
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};
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// lets check player has requiredParts for upgrade
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_ok = true;
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_upgradeParts = [];
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{
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if (!(_x IN magazines player)) exitWith {
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_missing = getText (configFile >> "CfgMagazines" >> _x >> "displayName");
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_ok = false;
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};
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if (_x IN magazines player) then {
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_upgradeParts set [count _upgradeParts, _x];
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player removeMagazine _x;
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};
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if (!(_x IN magazines player)) exitWith {
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_missing = getText (configFile >> "CfgMagazines" >> _x >> "displayName");
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_ok = false;
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};
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if (_x IN magazines player) then {
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_upgradeParts set [count _upgradeParts, _x];
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player removeMagazine _x;
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};
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} count _requiredParts;
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call player_forceSave;
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if (!_ok) exitWith {
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{ player addMagazine _x; } foreach _upgradeParts;
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dayz_actionInProgress = false;
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format[localize "str_player_31", _missing, localize "str_player_31_build"] call dayz_rollingMessages;
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{ player addMagazine _x; } foreach _upgradeParts;
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dayz_actionInProgress = false;
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// cutText [format [localize "str_player_31", _missing, localize "str_player_31_build"] , "PLAIN DOWN"];
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_msg = format [localize "str_player_31", _missing, localize "str_player_31_build"];
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_msg call dayz_rollingMessages;
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};
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localize "str_player_build_rotate" call dayz_rollingMessages;
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_msg = localize "str_player_build_rotate";
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_msg call dayz_rollingMessages;
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//Get fence beams based on model
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_getBeams = {
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private [ "_p", "_r", "_bn", "_bb", "_bx", "_by" ];
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private [ "_p", "_r", "_bn", "_bb", "_bx", "_by" ];
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_o = _this select 0;
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_offset = _this select 1;
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_rot = _this select 2;
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_r = [];
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_o = _this select 0;
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_offset = _this select 1;
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_rot = _this select 2;
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_r = [];
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for "_bn" from 1 to 4 do {
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_p = _o selectionPosition Format [ "beam%1", _bn ];
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@@ -143,93 +152,124 @@ _getBeams = {
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_r set [ count _r, _o modelToWorld _p];
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};
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_r
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_r
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};
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_minElevation = {
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private "_r";
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_r = 400;
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{ _r = _r min (_x select 2); } count _this;
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private "_r";
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_r = 400;
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{ _r = _r min (_x select 2); } count _this;
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_r
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_r
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};
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_maxElevation = {
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private "_r";
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_r = -400;
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{ _r = _r max (_x select 2); } count _this;
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private "_r";
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_r = -400;
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{ _r = _r max (_x select 2); } count _this;
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_r
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_r
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};
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#define COLLIDABLE_OBJECT_MIN_SIZE 8
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//check if building being placed and objects around placement is free to be built on.
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//Fence owners must build all the foundations by one player anyone can still upgrade (pending lock build level)
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_checkBuildingCollision =
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{
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_objColliding = objNull;
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local _wall = _object isKindOf "DZ_buildables";
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scopeName "root";
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_objColliding = objNull;
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local _count = getNumber (configFile >> "CfgVehicles" >> _ghost >> "buildCollisionPoints");
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if (_count == 0) exitWith {};
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local _wall = _object isKindOf "DZ_buildables";
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//Load object collision points
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local _points = [];
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_points resize _count;
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for "_i" from 0 to _count - 1 do
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{ _points set [_i, ATLtoASL (_object modelToWorld (_object selectionPosition format ["buildCollision%1", _i]))]; };
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//Trace paths
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{
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if (!(isNull _x || { _x == player || _x == _object}) && { !(_wall && { _x isKindOf "DZ_buildables" && { _x getVariable ["ownerArray", [""]] select 0 == getPlayerUID player } }) && { [_object, _x] call fn_collisions } }) exitWith
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local _p2 = _x select 0; //[0,1,3,2,0,3]
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for "_i" from 1 to count _x - 1 do
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{
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_objColliding = _x;
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local _p1 = _p2;
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_p2 = _x select _i;
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{
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if (!_wall || { !(_x isKindOf "DZ_buildables" && { _x getVariable ["ownerArray", [""]] select 0 == getPlayerUID player }) }) then
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{
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local _type = typeof _x;
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if (_type != "" && { sizeof _type >= COLLIDABLE_OBJECT_MIN_SIZE }) then
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{
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_objColliding = _x;
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breakTo "root";
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};
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};
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}
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foreach lineIntersectsWith [_points select _p1, _points select _p2, _object, player];
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};
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}
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foreach nearestObjects [_object, ["AllVehicles", "Building", "DZ_buildables"], 35];
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} foreach getArray (configFile >> "CfgVehicles" >> _ghost >> "buildCollisionPaths");
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};
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//Is placement on a road?
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_checkOnRoad = {
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_roadCollide = false;
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{
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_x set [2,0];
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if (isOnRoad _x) exitWith { _roadCollide = true; };
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} forEach ([_object, 0,0] call _getBeams);
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_roadCollide
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_roadCollide = false;
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{
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_x set [2,0];
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if (isOnRoad _x) exitWith { _roadCollide = true; };
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} forEach ([_object, 0,0] call _getBeams);
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_roadCollide
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};
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//Make the object attach to beams if it can
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_checkBeam2Magnet = {
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_a = [];
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{
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_a = [];
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{
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if ((!isNull _x) and (_x != _object)) then { _a = _a + ([_x, 0,0] call _getBeams); };
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} forEach (nearestObjects [getPosATL _object, ["DZ_buildables"], 15]);
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} forEach (nearestObjects [getPosATL _object, ["DZ_buildables"], 15]);
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_beams = [_object, 0,0] call _getBeams;
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_best = [50,[0,0,0],[0,0,0]];
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{
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_b = _x;
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{
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_beams = [_object, 0,0] call _getBeams;
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_best = [50,[0,0,0],[0,0,0]];
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{
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_b = _x;
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{
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_d = [_x, _b] call BIS_fnc_distance2D;
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if (_d < _best select 0) then {
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_best = [_d,_b,_x];
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};
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} forEach _a;
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} count _beams;
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// _best contains the best beam to dock to. [ distance, coor of beam found around, coor of beam of ghost object ]
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} forEach _a;
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} count _beams;
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// _best contains the best beam to dock to. [ distance, coor of beam found around, coor of beam of ghost object ]
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};
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_checkNotBuried = {
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// lift up the object so that any beams are buried, but also don't lift further the planting level (straight placement only)
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_elevation = _position select 2;
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_delta = 0;
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_overElevation = 0;
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_beams = [_object, 0,0] call _getBeams;
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if (_elevation < 0) then { _delta = -_elevation; }
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else {
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_overElevation = _beams call _minElevation;
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if (_overElevation>0.05) then { // bury the object so that posATL is still positif and all beams are above the ground
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_delta = - (_overElevation min _elevation);
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};
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if (_overElevation < -0.05) then { // lift up the object because a beam is burried
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_delta = - _overElevation + 0.10;
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};
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};
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_position set [ 2, _elevation + _delta ];
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_maxplanting = _beams call _maxElevation;
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// _maxplanting is the height of the emerging foundations, must not be so high because we don't want some "floating" foundations
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// lift up the object so that any beams are buried, but also don't lift further the planting level (straight placement only)
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_elevation = _position select 2;
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_delta = 0;
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_overElevation = 0;
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_beams = [_object, 0,0] call _getBeams;
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if (_elevation < 0) then { _delta = -_elevation; }
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else {
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_overElevation = _beams call _minElevation;
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if (_overElevation>0.05) then { // bury the object so that posATL is still positif and all beams are above the ground
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_delta = - (_overElevation min _elevation);
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};
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if (_overElevation < -0.05) then { // lift up the object because a beam is burried
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_delta = - _overElevation + 0.10;
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};
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};
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_position set [ 2, _elevation + _delta ];
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_maxplanting = _beams call _maxElevation;
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// _maxplanting is the height of the emerging foundations, must not be so high because we don't want some "floating" foundations
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};
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_object = _ghost createVehicleLocal getMarkerpos "respawn_west";
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@@ -237,8 +277,8 @@ _safeDistance = 0.5 + (sizeOf _ghost) * 0.5; // beware of hedgehogs
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_dir = getDir player;
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_object setDir _dir;
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Dayz_constructionContext = [_object, round (_dir/5)*5, cameraView, false, true, _keepOnSlope];
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// ghost, angle, previous camera, build view on/off, continue on/off, slope on/off
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//_posReference = getPosATL player;
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// ghost, angle, previous camera, build view on/off, continue on/off, slope on/off
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_posReference = getPosATL player;
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_objColliding = objNull;
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_best = [50,[0,0,0],[0,0,0]];
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_maxplanting = 10;
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@@ -247,73 +287,69 @@ _position = getPosATL _object;
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_actionBuildHidden = true;
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_actionCancel = player addAction [localize "str_player_build_cancel", "\z\addons\dayz_code\actions\object_build.sqf", [_object, _requiredParts, _classname, _text, false, 0, "none"], 1, true, true, "", "0 != count Dayz_constructionContext"];
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while {dayz_actionInProgress && Dayz_constructionContext select 4} do {
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while {dayz_actionInProgress and Dayz_constructionContext select 4} do {
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// force the angle so that the ghost is showing always the same side
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_angleRef=Dayz_constructionContext select 1;
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_dir = _angleRef - (getDir player);
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if (_dir > 180) then {_dir = _dir - 360};
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if (_dir < -180) then {_dir = _dir + 360};
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if (_dir < -75) then {
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_angleRef = ceil(((getDir player) - 75)/5)*5;
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Dayz_constructionContext set [ 1, _angleRef];
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};
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if (_dir > 75) then {
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_angleRef = floor(((getDir player) + 75)/5)*5;
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Dayz_constructionContext set [ 1, _angleRef];
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};
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// move object according to player position
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if ((abs(([_object, player] call BIS_fnc_distance2D) - _safeDistance) > (if (_best select 0 < 0.50) then {0.50} else {0.05}))
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or (abs([player, _object] call BIS_fnc_relativeDirTo) > (if (_best select 0 < 0.50) then {5} else {1})) or (r_interrupt)) then {
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r_interrupt = false;
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_object setDir _angleRef;
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_tmp = player modelToWorld [0, _safeDistance,0];
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if (Dayz_constructionContext select 5 or _keepOnSlope) then {
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_tmp set [2, 0];
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_object setVectorUp surfaceNormal _tmp;
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}
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else {
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_tmp set [2, _position select 2];
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_object setVectorUp [0,0,1];
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};
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_position = +(_tmp);
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_object setPosATL _position;
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};
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//Need to add config based bypass checks array.
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if (!_isCollisionBypass) then {
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// check now that ghost is not colliding
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call _checkBuildingCollision;
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//diag_log ("Collision Test");
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// force the angle so that the ghost is showing always the same side
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_angleRef=Dayz_constructionContext select 1;
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_dir = _angleRef - (getDir player);
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if (_dir > 180) then {_dir = _dir - 360};
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if (_dir < -180) then {_dir = _dir + 360};
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if (_dir < -75) then {
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_angleRef = ceil(((getDir player) - 75)/5)*5;
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Dayz_constructionContext set [ 1, _angleRef];
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};
|
||||
if (_dir > 75) then {
|
||||
_angleRef = floor(((getDir player) + 75)/5)*5;
|
||||
Dayz_constructionContext set [ 1, _angleRef];
|
||||
};
|
||||
|
||||
// try to dock a beam from current ghost to another beams nearby
|
||||
call _checkBeam2Magnet;
|
||||
// move object according to player position
|
||||
if ((abs(([_object, player] call BIS_fnc_distance2D) - _safeDistance) > (if (_best select 0 < 0.50) then {0.50} else {0.05}))
|
||||
or (abs([player, _object] call BIS_fnc_relativeDirTo) > (if (_best select 0 < 0.50) then {5} else {1})) or (r_interrupt)) then {
|
||||
r_interrupt = false;
|
||||
_object setDir _angleRef;
|
||||
_tmp = player modelToWorld [0, _safeDistance,0];
|
||||
|
||||
if (Dayz_constructionContext select 5 or _keepOnSlope) then {
|
||||
_tmp set [2, 0];
|
||||
_object setVectorUp surfaceNormal _tmp;
|
||||
}
|
||||
else {
|
||||
_tmp set [2, _position select 2];
|
||||
_object setVectorUp [0,0,1];
|
||||
};
|
||||
_position = +(_tmp);
|
||||
_object setPosATL _position;
|
||||
};
|
||||
|
||||
if (_best select 0 < 0.50) then {
|
||||
_position = [
|
||||
(_position select 0) + ((_best select 2) select 0) - ((_best select 1) select 0),
|
||||
(_position select 1) + ((_best select 2) select 1) - ((_best select 1) select 1),
|
||||
_position select 2
|
||||
];
|
||||
_object setPosATL _position;
|
||||
};
|
||||
//Check collisions
|
||||
call _checkBuildingCollision;
|
||||
|
||||
// try to dock a beam from current ghost to another beams nearby
|
||||
call _checkBeam2Magnet;
|
||||
|
||||
if (_best select 0 < 0.50) then {
|
||||
_position = [
|
||||
(_position select 0) + ((_best select 2) select 0) - ((_best select 1) select 0),
|
||||
(_position select 1) + ((_best select 2) select 1) - ((_best select 1) select 1),
|
||||
_position select 2
|
||||
];
|
||||
_object setPosATL _position;
|
||||
};
|
||||
|
||||
if (Dayz_constructionContext select 5 or _keepOnSlope) then {
|
||||
_maxplanting = 0;
|
||||
_position set [2, 0];
|
||||
}
|
||||
else {
|
||||
// adjust the elevation of the object according to slope and beams to keep them visible (straight placement only)
|
||||
call _checkNotBuried;
|
||||
};
|
||||
_object setPosATL _position;
|
||||
if (Dayz_constructionContext select 5 or _keepOnSlope) then {
|
||||
_maxplanting = 0;
|
||||
_position set [2, 0];
|
||||
}
|
||||
else {
|
||||
// adjust the elevation of the object according to slope and beams to keep them visible (straight placement only)
|
||||
call _checkNotBuried;
|
||||
};
|
||||
_object setPosATL _position;
|
||||
|
||||
if ((((vehicle player) != player or _posReference distance player > 20 or 0 != player getVariable["startcombattimer",0]) or {(!alive player)}) or {((call _onLadder) or {(call _isWater)})}) exitWith {
|
||||
[[],[],[],[_object, _requiredParts , _classname, _text, false, 0, "none"]] call object_build;
|
||||
};
|
||||
if ((((vehicle player) != player or _posReference distance player > 20 or 0 != player getVariable["startcombattimer",0]) or {(!alive player)}) or {((call _onLadder) or {(call _isWater)})}) exitWith {
|
||||
[[],[],[],[_object, _requiredParts , _classname, _text, false, 0, "none"]] call object_build;
|
||||
};
|
||||
|
||||
if (_byPassChecks == "byPassRoadCheck") then {
|
||||
if (isNull _objColliding and _maxplanting <= _emergingLevel) then { // placement is fine, enable "Build" in the menu
|
||||
@@ -348,17 +384,17 @@ while {dayz_actionInProgress && Dayz_constructionContext select 4} do {
|
||||
};
|
||||
};
|
||||
};
|
||||
uiSleep 0.03;
|
||||
uiSleep 0.03;
|
||||
};
|
||||
|
||||
if (!_actionBuildHidden) then { // player can't build until all is fine
|
||||
_actionBuildHidden = true;
|
||||
player removeAction _actionBuild;
|
||||
_actionBuildHidden = true;
|
||||
player removeAction _actionBuild;
|
||||
};
|
||||
player removeAction _actionCancel;
|
||||
|
||||
if (Dayz_constructionContext select 3) then { // "build" camera was on, switch it off
|
||||
call fn_buildCamera;
|
||||
call fn_buildCamera;
|
||||
};
|
||||
|
||||
Dayz_constructionContext = [];
|
||||
|
||||
Reference in New Issue
Block a user