mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-13 19:52:38 +03:00
Add global DZE_BuryOnRoad also fix non localized butcher on road message
This commit is contained in:
@@ -4,7 +4,7 @@
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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;};
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dayz_actionInProgress = true;
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dayz_actionInProgress = true;
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private ["_action","_backPackMag","_backPackWpn","_crate","_corpse","_cross","_gain","_isBury","_grave","_name","_playerNear","_backPack","_position","_sound","_notOnRoad"];
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private ["_action","_backPackMag","_backPackWpn","_crate","_corpse","_cross","_gain","_isBury","_grave","_name","_playerNear","_backPack","_position","_sound"];
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_corpse = (_this select 3) select 0;
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_corpse = (_this select 3) select 0;
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if (isNull _corpse) exitWith {dayz_actionInProgress = false; systemChat localize "str_cursorTargetNotFound";};
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if (isNull _corpse) exitWith {dayz_actionInProgress = false; systemChat localize "str_cursorTargetNotFound";};
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@@ -13,7 +13,6 @@ _playerNear = {isPlayer _x} count (([_corpse] call FNC_GetPos) nearEntities ["CA
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if (_playerNear) exitWith {dayz_actionInProgress = false; localize "str_pickup_limit_5" call dayz_rollingMessages;};
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if (_playerNear) exitWith {dayz_actionInProgress = false; localize "str_pickup_limit_5" call dayz_rollingMessages;};
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_action = (_this select 3) select 1;
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_action = (_this select 3) select 1;
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_notOnRoad = false; // Restrict burying/butchering on roads?
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player removeAction s_player_bury_human;
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player removeAction s_player_bury_human;
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s_player_bury_human = -1;
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s_player_bury_human = -1;
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@@ -23,7 +22,7 @@ s_player_butcher_human = -1;
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_position = getPosATL _corpse;
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_position = getPosATL _corpse;
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_isBury = _action == "bury";
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_isBury = _action == "bury";
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if (_notOnRoad && {isOnRoad _position}) exitWith {dayz_actionInProgress = false; format[localize "STR_CL_BA_ROAD",if (_isBury) then {localize "STR_CL_BA_BURY1"} else {"STR_CL_BA_BUTCHER1"}] call dayz_rollingMessages;};
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if (!DZE_BuryOnRoad && {isOnRoad _position}) exitWith {dayz_actionInProgress = false; format[localize "STR_CL_BA_ROAD",if (_isBury) then {localize "STR_CL_BA_BURY1"} else {localize "STR_CL_BA_BUTCHER1"}] call dayz_rollingMessages;};
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_finished = ["Medic",1] call fn_loopAction;
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_finished = ["Medic",1] call fn_loopAction;
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if (!_finished) exitWith {dayz_actionInProgress = false;localize "str_epoch_player_26" call dayz_rollingMessages;};
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if (!_finished) exitWith {dayz_actionInProgress = false;localize "str_epoch_player_26" call dayz_rollingMessages;};
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@@ -420,9 +420,11 @@ if (!isDedicated) then {
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// Bury and Butcher Bodies
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// Bury and Butcher Bodies
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if (DZE_Bury_Body) then {
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if (DZE_Bury_Body) then {
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DZE_Bury_Body_Value = 30;// Amount of humanity to gain for burying a body.
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DZE_Bury_Body_Value = 30;// Amount of humanity to gain for burying a body.
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DZE_BuryOnRoad = false; // Restrict burying/butchering on roads?
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};
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};
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if (DZE_Butcher_Body) then {
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if (DZE_Butcher_Body) then {
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DZE_Butcher_Body_Value = -30;// Amount of humanity to lose for butchering a body.
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DZE_Butcher_Body_Value = -30;// Amount of humanity to lose for butchering a body.
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DZE_BuryOnRoad = false; // Restrict burying/butchering on roads?
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};
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};
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// Take Clothes
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// Take Clothes
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@@ -420,9 +420,11 @@ if (!isDedicated) then {
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// Bury and Butcher Bodies
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// Bury and Butcher Bodies
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if (DZE_Bury_Body) then {
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if (DZE_Bury_Body) then {
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DZE_Bury_Body_Value = 30;// Amount of humanity to gain for burying a body.
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DZE_Bury_Body_Value = 30;// Amount of humanity to gain for burying a body.
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DZE_BuryOnRoad = false; // Restrict burying/butchering on roads?
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};
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};
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if (DZE_Butcher_Body) then {
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if (DZE_Butcher_Body) then {
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DZE_Butcher_Body_Value = -30;// Amount of humanity to lose for butchering a body.
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DZE_Butcher_Body_Value = -30;// Amount of humanity to lose for butchering a body.
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DZE_BuryOnRoad = false; // Restrict burying/butchering on roads?
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};
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};
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// Take Clothes
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// Take Clothes
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@@ -420,9 +420,11 @@ if (!isDedicated) then {
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// Bury and Butcher Bodies
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// Bury and Butcher Bodies
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if (DZE_Bury_Body) then {
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if (DZE_Bury_Body) then {
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DZE_Bury_Body_Value = 30;// Amount of humanity to gain for burying a body.
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DZE_Bury_Body_Value = 30;// Amount of humanity to gain for burying a body.
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DZE_BuryOnRoad = false; // Restrict burying/butchering on roads?
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};
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};
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if (DZE_Butcher_Body) then {
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if (DZE_Butcher_Body) then {
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DZE_Butcher_Body_Value = -30;// Amount of humanity to lose for butchering a body.
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DZE_Butcher_Body_Value = -30;// Amount of humanity to lose for butchering a body.
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DZE_BuryOnRoad = false; // Restrict burying/butchering on roads?
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};
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};
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// Take Clothes
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// Take Clothes
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@@ -420,9 +420,11 @@ if (!isDedicated) then {
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// Bury and Butcher Bodies
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// Bury and Butcher Bodies
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if (DZE_Bury_Body) then {
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if (DZE_Bury_Body) then {
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DZE_Bury_Body_Value = 30;// Amount of humanity to gain for burying a body.
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DZE_Bury_Body_Value = 30;// Amount of humanity to gain for burying a body.
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DZE_BuryOnRoad = false; // Restrict burying/butchering on roads?
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};
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};
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if (DZE_Butcher_Body) then {
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if (DZE_Butcher_Body) then {
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DZE_Butcher_Body_Value = -30;// Amount of humanity to lose for butchering a body.
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DZE_Butcher_Body_Value = -30;// Amount of humanity to lose for butchering a body.
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DZE_BuryOnRoad = false; // Restrict burying/butchering on roads?
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};
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};
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// Take Clothes
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// Take Clothes
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@@ -420,9 +420,11 @@ if (!isDedicated) then {
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// Bury and Butcher Bodies
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// Bury and Butcher Bodies
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if (DZE_Bury_Body) then {
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if (DZE_Bury_Body) then {
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DZE_Bury_Body_Value = 30;// Amount of humanity to gain for burying a body.
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DZE_Bury_Body_Value = 30;// Amount of humanity to gain for burying a body.
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DZE_BuryOnRoad = false; // Restrict burying/butchering on roads?
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};
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};
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if (DZE_Butcher_Body) then {
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if (DZE_Butcher_Body) then {
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DZE_Butcher_Body_Value = -30;// Amount of humanity to lose for butchering a body.
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DZE_Butcher_Body_Value = -30;// Amount of humanity to lose for butchering a body.
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DZE_BuryOnRoad = false; // Restrict burying/butchering on roads?
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};
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};
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// Take Clothes
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// Take Clothes
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@@ -420,9 +420,11 @@ if (!isDedicated) then {
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// Bury and Butcher Bodies
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// Bury and Butcher Bodies
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if (DZE_Bury_Body) then {
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if (DZE_Bury_Body) then {
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DZE_Bury_Body_Value = 30;// Amount of humanity to gain for burying a body.
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DZE_Bury_Body_Value = 30;// Amount of humanity to gain for burying a body.
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DZE_BuryOnRoad = false; // Restrict burying/butchering on roads?
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};
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};
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if (DZE_Butcher_Body) then {
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if (DZE_Butcher_Body) then {
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DZE_Butcher_Body_Value = -30;// Amount of humanity to lose for butchering a body.
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DZE_Butcher_Body_Value = -30;// Amount of humanity to lose for butchering a body.
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DZE_BuryOnRoad = false; // Restrict burying/butchering on roads?
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};
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};
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// Take Clothes
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// Take Clothes
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@@ -420,9 +420,11 @@ if (!isDedicated) then {
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// Bury and Butcher Bodies
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// Bury and Butcher Bodies
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if (DZE_Bury_Body) then {
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if (DZE_Bury_Body) then {
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DZE_Bury_Body_Value = 30;// Amount of humanity to gain for burying a body.
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DZE_Bury_Body_Value = 30;// Amount of humanity to gain for burying a body.
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DZE_BuryOnRoad = false; // Restrict burying/butchering on roads?
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};
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};
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if (DZE_Butcher_Body) then {
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if (DZE_Butcher_Body) then {
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DZE_Butcher_Body_Value = -30;// Amount of humanity to lose for butchering a body.
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DZE_Butcher_Body_Value = -30;// Amount of humanity to lose for butchering a body.
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DZE_BuryOnRoad = false; // Restrict burying/butchering on roads?
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};
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};
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// Take Clothes
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// Take Clothes
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@@ -420,9 +420,11 @@ if (!isDedicated) then {
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// Bury and Butcher Bodies
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// Bury and Butcher Bodies
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if (DZE_Bury_Body) then {
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if (DZE_Bury_Body) then {
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DZE_Bury_Body_Value = 30;// Amount of humanity to gain for burying a body.
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DZE_Bury_Body_Value = 30;// Amount of humanity to gain for burying a body.
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DZE_BuryOnRoad = false; // Restrict burying/butchering on roads?
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};
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};
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if (DZE_Butcher_Body) then {
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if (DZE_Butcher_Body) then {
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DZE_Butcher_Body_Value = -30;// Amount of humanity to lose for butchering a body.
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DZE_Butcher_Body_Value = -30;// Amount of humanity to lose for butchering a body.
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DZE_BuryOnRoad = false; // Restrict burying/butchering on roads?
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};
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};
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// Take Clothes
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// Take Clothes
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@@ -420,9 +420,11 @@ if (!isDedicated) then {
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// Bury and Butcher Bodies
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// Bury and Butcher Bodies
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if (DZE_Bury_Body) then {
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if (DZE_Bury_Body) then {
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DZE_Bury_Body_Value = 30;// Amount of humanity to gain for burying a body.
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DZE_Bury_Body_Value = 30;// Amount of humanity to gain for burying a body.
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DZE_BuryOnRoad = false; // Restrict burying/butchering on roads?
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};
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};
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if (DZE_Butcher_Body) then {
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if (DZE_Butcher_Body) then {
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DZE_Butcher_Body_Value = -30;// Amount of humanity to lose for butchering a body.
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DZE_Butcher_Body_Value = -30;// Amount of humanity to lose for butchering a body.
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DZE_BuryOnRoad = false; // Restrict burying/butchering on roads?
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};
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};
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// Take Clothes
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// Take Clothes
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@@ -420,9 +420,11 @@ if (!isDedicated) then {
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// Bury and Butcher Bodies
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// Bury and Butcher Bodies
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if (DZE_Bury_Body) then {
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if (DZE_Bury_Body) then {
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DZE_Bury_Body_Value = 30;// Amount of humanity to gain for burying a body.
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DZE_Bury_Body_Value = 30;// Amount of humanity to gain for burying a body.
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DZE_BuryOnRoad = false; // Restrict burying/butchering on roads?
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};
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};
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if (DZE_Butcher_Body) then {
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if (DZE_Butcher_Body) then {
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DZE_Butcher_Body_Value = -30;// Amount of humanity to lose for butchering a body.
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DZE_Butcher_Body_Value = -30;// Amount of humanity to lose for butchering a body.
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DZE_BuryOnRoad = false; // Restrict burying/butchering on roads?
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};
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};
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// Take Clothes
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// Take Clothes
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@@ -420,9 +420,11 @@ if (!isDedicated) then {
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// Bury and Butcher Bodies
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// Bury and Butcher Bodies
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if (DZE_Bury_Body) then {
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if (DZE_Bury_Body) then {
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DZE_Bury_Body_Value = 30;// Amount of humanity to gain for burying a body.
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DZE_Bury_Body_Value = 30;// Amount of humanity to gain for burying a body.
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DZE_BuryOnRoad = false; // Restrict burying/butchering on roads?
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};
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};
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if (DZE_Butcher_Body) then {
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if (DZE_Butcher_Body) then {
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DZE_Butcher_Body_Value = -30;// Amount of humanity to lose for butchering a body.
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DZE_Butcher_Body_Value = -30;// Amount of humanity to lose for butchering a body.
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DZE_BuryOnRoad = false; // Restrict burying/butchering on roads?
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};
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};
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// Take Clothes
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// Take Clothes
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@@ -420,9 +420,11 @@ if (!isDedicated) then {
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// Bury and Butcher Bodies
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// Bury and Butcher Bodies
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if (DZE_Bury_Body) then {
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if (DZE_Bury_Body) then {
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DZE_Bury_Body_Value = 30;// Amount of humanity to gain for burying a body.
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DZE_Bury_Body_Value = 30;// Amount of humanity to gain for burying a body.
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DZE_BuryOnRoad = false; // Restrict burying/butchering on roads?
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};
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};
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if (DZE_Butcher_Body) then {
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if (DZE_Butcher_Body) then {
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DZE_Butcher_Body_Value = -30;// Amount of humanity to lose for butchering a body.
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DZE_Butcher_Body_Value = -30;// Amount of humanity to lose for butchering a body.
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DZE_BuryOnRoad = false; // Restrict burying/butchering on roads?
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};
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};
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// Take Clothes
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// Take Clothes
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@@ -420,9 +420,11 @@ if (!isDedicated) then {
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// Bury and Butcher Bodies
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// Bury and Butcher Bodies
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if (DZE_Bury_Body) then {
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if (DZE_Bury_Body) then {
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DZE_Bury_Body_Value = 30;// Amount of humanity to gain for burying a body.
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DZE_Bury_Body_Value = 30;// Amount of humanity to gain for burying a body.
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DZE_BuryOnRoad = false; // Restrict burying/butchering on roads?
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};
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};
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if (DZE_Butcher_Body) then {
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if (DZE_Butcher_Body) then {
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DZE_Butcher_Body_Value = -30;// Amount of humanity to lose for butchering a body.
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DZE_Butcher_Body_Value = -30;// Amount of humanity to lose for butchering a body.
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DZE_BuryOnRoad = false; // Restrict burying/butchering on roads?
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};
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};
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// Take Clothes
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// Take Clothes
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@@ -420,9 +420,11 @@ if (!isDedicated) then {
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// Bury and Butcher Bodies
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// Bury and Butcher Bodies
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if (DZE_Bury_Body) then {
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if (DZE_Bury_Body) then {
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DZE_Bury_Body_Value = 30;// Amount of humanity to gain for burying a body.
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DZE_Bury_Body_Value = 30;// Amount of humanity to gain for burying a body.
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DZE_BuryOnRoad = false; // Restrict burying/butchering on roads?
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};
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};
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if (DZE_Butcher_Body) then {
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if (DZE_Butcher_Body) then {
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DZE_Butcher_Body_Value = -30;// Amount of humanity to lose for butchering a body.
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DZE_Butcher_Body_Value = -30;// Amount of humanity to lose for butchering a body.
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DZE_BuryOnRoad = false; // Restrict burying/butchering on roads?
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};
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};
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// Take Clothes
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// Take Clothes
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@@ -420,9 +420,11 @@ if (!isDedicated) then {
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// Bury and Butcher Bodies
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// Bury and Butcher Bodies
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if (DZE_Bury_Body) then {
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if (DZE_Bury_Body) then {
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DZE_Bury_Body_Value = 30;// Amount of humanity to gain for burying a body.
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DZE_Bury_Body_Value = 30;// Amount of humanity to gain for burying a body.
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DZE_BuryOnRoad = false; // Restrict burying/butchering on roads?
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};
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};
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if (DZE_Butcher_Body) then {
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if (DZE_Butcher_Body) then {
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DZE_Butcher_Body_Value = -30;// Amount of humanity to lose for butchering a body.
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DZE_Butcher_Body_Value = -30;// Amount of humanity to lose for butchering a body.
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DZE_BuryOnRoad = false; // Restrict burying/butchering on roads?
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};
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};
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// Take Clothes
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// Take Clothes
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@@ -420,9 +420,11 @@ if (!isDedicated) then {
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// Bury and Butcher Bodies
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// Bury and Butcher Bodies
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if (DZE_Bury_Body) then {
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if (DZE_Bury_Body) then {
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DZE_Bury_Body_Value = 30;// Amount of humanity to gain for burying a body.
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DZE_Bury_Body_Value = 30;// Amount of humanity to gain for burying a body.
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DZE_BuryOnRoad = false; // Restrict burying/butchering on roads?
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};
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};
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if (DZE_Butcher_Body) then {
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if (DZE_Butcher_Body) then {
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DZE_Butcher_Body_Value = -30;// Amount of humanity to lose for butchering a body.
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DZE_Butcher_Body_Value = -30;// Amount of humanity to lose for butchering a body.
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DZE_BuryOnRoad = false; // Restrict burying/butchering on roads?
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};
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};
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// Take Clothes
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// Take Clothes
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@@ -420,9 +420,11 @@ if (!isDedicated) then {
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// Bury and Butcher Bodies
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// Bury and Butcher Bodies
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if (DZE_Bury_Body) then {
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if (DZE_Bury_Body) then {
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DZE_Bury_Body_Value = 30;// Amount of humanity to gain for burying a body.
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DZE_Bury_Body_Value = 30;// Amount of humanity to gain for burying a body.
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DZE_BuryOnRoad = false; // Restrict burying/butchering on roads?
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};
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};
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if (DZE_Butcher_Body) then {
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if (DZE_Butcher_Body) then {
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DZE_Butcher_Body_Value = -30;// Amount of humanity to lose for butchering a body.
|
DZE_Butcher_Body_Value = -30;// Amount of humanity to lose for butchering a body.
|
||||||
|
DZE_BuryOnRoad = false; // Restrict burying/butchering on roads?
|
||||||
};
|
};
|
||||||
|
|
||||||
// Take Clothes
|
// Take Clothes
|
||||||
|
|||||||
@@ -420,9 +420,11 @@ if (!isDedicated) then {
|
|||||||
// Bury and Butcher Bodies
|
// Bury and Butcher Bodies
|
||||||
if (DZE_Bury_Body) then {
|
if (DZE_Bury_Body) then {
|
||||||
DZE_Bury_Body_Value = 30;// Amount of humanity to gain for burying a body.
|
DZE_Bury_Body_Value = 30;// Amount of humanity to gain for burying a body.
|
||||||
|
DZE_BuryOnRoad = false; // Restrict burying/butchering on roads?
|
||||||
};
|
};
|
||||||
if (DZE_Butcher_Body) then {
|
if (DZE_Butcher_Body) then {
|
||||||
DZE_Butcher_Body_Value = -30;// Amount of humanity to lose for butchering a body.
|
DZE_Butcher_Body_Value = -30;// Amount of humanity to lose for butchering a body.
|
||||||
|
DZE_BuryOnRoad = false; // Restrict burying/butchering on roads?
|
||||||
};
|
};
|
||||||
|
|
||||||
// Take Clothes
|
// Take Clothes
|
||||||
|
|||||||
Reference in New Issue
Block a user