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https://github.com/EpochModTeam/DayZ-Epoch.git
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179
SQF/dayz_code/actions/object_upgradebuilding.sqf
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179
SQF/dayz_code/actions/object_upgradebuilding.sqf
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/*
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This script is not part of dayz permission must be given to use. r4z0r49@gmail.com or skype me R4Z0R49.
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Simple class system to use this script.
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class Upgrade {
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requiredTools[] = {"ItemToolbox"};
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requiredParts[] = {"equip_crate","PartWoodPile"};
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create = "TentStorage1";
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};
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debugged by facoptere@gmail.com
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*/
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//systemchat str _this;
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if (!isnil "faco_object_upgradeBuilding") exitWith { _this call faco_object_upgradeBuilding };
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_cursorTarget = _this select 3;
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// ArmaA2 bug workaround: sometimes the object is null
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if ((isNil "_cursorTarget") or {(isNull _cursorTarget)}) then {
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_cursorTarget = nearestObjects [ player modelToWorld [0,1.5,0] , ["DZ_buildables","BuiltItems"], 1.5];
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_cursorTarget = if (count _cursorTarget == 0) then { objNull } else { _cursorTarget select 0 };
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};
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if (isNull _cursorTarget) exitWith {};
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player removeAction s_player_building;
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s_player_building = -1;
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_type = typeof _cursorTarget;
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_class = configFile >> "CfgVehicles" >> _type;
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_requiredTools = getArray (_class >> "Upgrade" >> "requiredTools");
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_requiredParts = getArray (_class >> "Upgrade" >> "requiredParts");
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_upgradeType = getText (_class >> "Upgrade" >> "create");
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_producedParts = getArray (_class >> "Upgrade" >> "produce");
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//Allow random choice of items if specified.
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if (isArray(configFile >> "CfgVehicles" >> _type >> "Upgrade" >> "randomcreate")) then {
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_randomCreate = getArray (_class >> "Upgrade" >> "randomcreate");
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_upgradeType = _randomCreate call BIS_fnc_selectRandom;
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};
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_upgradeClass = configFile >> "CfgVehicles" >> _upgradeType;
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if (!isClass _upgradeClass) exitWith {
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//cutText [localize "str_upgradeNoOption", "PLAIN DOWN"];
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_msg = localize "str_upgradeNoOption";
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_msg call dayz_rollingMessages;
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};
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_onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
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_isWater = (surfaceIsWater (getPosATL player)) or dayz_isSwimming;
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if(_isWater or _onLadder) exitWith {
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//systemchat[localize "str_CannotUpgrade"];
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_msg = localize "str_CannotUpgrade";
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_msg call dayz_rollingMessages;
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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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//systemChat format[localize "str_upgradeMissingTool", _missing]; //"Missing %1 to upgrade building."
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_msg = format [localize "str_upgradeMissingTool", _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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} count _requiredParts;
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if (!_ok) exitWith {
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{ player addMagazine _x; } foreach _upgradeParts;
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//systemChat format[localize "str_upgradeMissingPart", _missing]; //"Missing %1 to upgrade building."
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_msg = format [localize "str_upgradeMissingPart", _missing];
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_msg call dayz_rollingMessages;
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};
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//Upgrade Started
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if ((player getVariable["alreadyBuilding",0]) == 1) exitWith {
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{ player addMagazine _x; } foreach _upgradeParts;
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//cutText [localize "str_upgradeInProgress" , "PLAIN DOWN"]
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_msg = localize "str_upgradeInProgress";
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_msg call dayz_rollingMessages;
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};
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player setVariable["alreadyBuilding",1];
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//play animation
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player playActionNow "Medic";
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_dis=20;
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[player,"tentpack",0,false,_dis] call dayz_zombieSpeak;
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[player,_dis,true,(getPosATL player)] call player_alertZombies;
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// Added Nutrition-Factor for work
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["Working",0,[100,15,5,0]] call dayz_NutritionSystem;
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//wait animation end
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waitUntil {getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "disableWeapons") == 1};
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waitUntil {getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "disableWeapons") == 0};
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//get data from old building.
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_characterID = _cursorTarget getVariable ["characterID","0"];
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_objectID = _cursorTarget getVariable ["ObjectID","0"];
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_objectUID = _cursorTarget getVariable ["ObjectUID","0"];
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//Person who owns the fence can be disa,abled by this person.
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_ownerArray = _cursorTarget getVariable ["ownerArray",[]];
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//Get passcode of fence.
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_ownerPasscode = _cursorTarget getVariable ["padlockCombination",[]];
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_dir = round getDir _cursorTarget;
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_vector = [vectorDir _cursorTarget,vectorUp _cursorTarget];
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_pos = getposATL _cursorTarget;
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//diag_log [ "dir/angle/pos", _dir, _vector, _pos];
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if (abs(((_vector select 1) select 2) - 1) > 0.001) then { _pos set [2,0]; };
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//diag_log [ "dir/angle/pos - reset elevation if angle is straight", _dir, _vector, _pos];
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_object = createVehicle [_upgradeType, getMarkerpos "respawn_west", [], 0, "CAN_COLLIDE"];
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if (_object isKindOf "DZ_buildables") then { _object allowDamage false; };
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_object setVectorDirAndUp _vector;
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_object setPosATL _pos;
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_puid = getPlayerUID player;
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/*
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if (!(_puid in _clanArray)) then {
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_clanArray set [ count _clanArray, _puid ];
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};
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*/
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_object setVariable ["ownerArray",_ownerArray,true];
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_object setVariable ["padlockCombination",_ownerPasscode,true];
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_object setVariable ["characterID",_characterID,true];
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//remove old object
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deleteVehicle _cursorTarget;
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PVDZ_obj_Destroy = [_objectID,_objectUID];
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publicVariableServer "PVDZ_obj_Destroy";
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// create a weaponholder with dismissed parts
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_wh = "WeaponHolder" createVehicle (getPosATL player);
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{
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if (isClass (configFile >> "CfgMagazines" >> _x))
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then { _wh addMagazineCargoGlobal [_x, 1]; }
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else { _wh addWeaponCargoGlobal [_x, 1]; };
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} forEach _producedParts;
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//publish new object
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_variables = [["ownerArray", _ownerArray],["padlockCombination", _ownerPasscode]];
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PVDZ_obj_Publish = [dayz_characterID,_object,[_dir, _pos],_variables];
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publicVariableServer "PVDZ_obj_Publish";
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diag_log [diag_ticktime, __FILE__, "New Networked object, request to save to hive. PVDZ_obj_Publish:", PVDZ_obj_Publish];
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/*
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//Send maintenance info
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PVDZ_veh_Save = [_object,"maintenance"];
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publicVariableServer "PVDZ_veh_Save";
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if (isServer) then {
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PVDZ_veh_Save call server_updateObject;
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};*/
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//Make sure player knows about the new object
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player reveal _object;
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//Make sure its unlocked
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player setVariable["alreadyBuilding",0];
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//cutText [localize "str_upgradeDone", "PLAIN DOWN"];
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_msg = localize "str_upgradeDone";
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_msg call dayz_rollingMessages;
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