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https://github.com/EpochModTeam/DayZ-Epoch.git
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Add waiting message for player_upgradeVehicle
This commit is contained in:
@@ -2,11 +2,11 @@
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DayZ Epoch Vehicle Upgrades
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Made for DayZ Unleashed by [VB]AWOL please ask permission to use/edit/distrubute email vbawol@veteranbastards.com.
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*/
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private ["_proceed","_itemIn","_countIn","_missing","_missingQty","_qty","_removed","_tobe_removed_total","_textMissing","_num_removed","_removed_total","_objectID","_objectUID","_location","_dir","_objectCharacterID","_classname","_newclassname","_upgrade","_vehicle","_findNearestVehicles","_findNearestVehicle","_IsNearVehicle","_finished","_temp_removed_array_mag","_temp_removed_array_wep"];
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if (dayz_actionInProgress) exitWith {localize "STR_EPOCH_PLAYER_52" call dayz_rollingMessages;};
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dayz_actionInProgress = true;
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private ["_proceed","_itemIn","_countIn","_missing","_missingQty","_qty","_removed","_tobe_removed_total","_textMissing","_num_removed","_removed_total","_objectID","_objectUID","_location","_dir","_objectCharacterID","_classname","_newclassname","_upgrade","_vehicle","_findNearestVehicles","_findNearestVehicle","_IsNearVehicle","_finished","_temp_removed_array_mag","_temp_removed_array_wep","_notNearestPlayer","_requirementsWeapon","_requirementsMagazine"];
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// This is used to find correct upgrade based what upgrades was called allows multiple upgrades per vehicle.
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_upgrade = _this;
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@@ -16,7 +16,7 @@ if (vehicle player != player) exitWith {dayz_actionInProgress = false; localize
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_findNearestVehicles = player nearEntities [["LandVehicle"],10];
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_findNearestVehicle = [];
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{
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if (alive _x && (count (crew _x)) == 0) exitWith {
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if (alive _x && {(count (crew _x)) == 0}) exitWith {
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_findNearestVehicle set [(count _findNearestVehicle),_x];
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};
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} count _findNearestVehicles;
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@@ -28,14 +28,14 @@ if (_IsNearVehicle >= 1) then {
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_notNearestPlayer = _vehicle call dze_isnearest_player;
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if (!isNull _vehicle && local _vehicle && !_notNearestPlayer) then {
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if (!isNull _vehicle && {local _vehicle} && {!_notNearestPlayer}) then {
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_classname = typeOf _vehicle;
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// lookup vehicle and find if any upgrades are available
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_upgrade = getArray (configFile >> "CfgVehicles" >> _classname >> "Upgrades" >> _upgrade);
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if (!isNil "_upgrade" && (count _upgrade) > 0) then {
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if (!isNil "_upgrade" && {(count _upgrade) > 0}) then {
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_newclassname = _upgrade select 0;
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_requirementsWeapon = _upgrade select 1;
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@@ -50,13 +50,13 @@ if (_IsNearVehicle >= 1) then {
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_countIn = _x select 1;
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_qty = { (_x == _itemIn) || (configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn) } count magazines player;
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if(_qty < _countIn) exitWith { _missing = _itemIn; _missingQty = (_countIn - _qty); _proceed = false; };
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} forEach _requirementsMagazine;
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} count _requirementsMagazine;
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{
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_itemIn = _x select 0;
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_countIn = _x select 1;
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_qty = { (_x == _itemIn) || (configName(inheritsFrom(configFile >> "cfgWeapons" >> _x)) == _itemIn) } count weapons player;
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if(_qty < _countIn) exitWith { _missing = _itemIn; _missingQty = (_countIn - _qty); _proceed = false; };
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} forEach _requirementsWeapon;
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} count _requirementsWeapon;
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if (_proceed) then {
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[player,20,true,(getPosATL player)] spawn player_alertZombies;
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@@ -76,7 +76,7 @@ if (_IsNearVehicle >= 1) then {
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_tobe_removed_total = _tobe_removed_total + _countIn;
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{
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if( (_removed < _countIn) && ((_x == _itemIn) || configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn)) then {
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if( (_removed < _countIn) && {(_x == _itemIn) || {configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn}}) then {
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_num_removed = ([player,_x] call BIS_fnc_invRemove);
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_removed = _removed + _num_removed;
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_removed_total = _removed_total + _num_removed;
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@@ -84,7 +84,7 @@ if (_IsNearVehicle >= 1) then {
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_temp_removed_array_mag set [count _temp_removed_array_mag,_x];
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};
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};
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} forEach magazines player;
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} count magazines player;
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} forEach _requirementsMagazine;
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{
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@@ -95,7 +95,7 @@ if (_IsNearVehicle >= 1) then {
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_tobe_removed_total = _tobe_removed_total + _countIn;
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{
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if( (_removed < _countIn) && ((_x == _itemIn) || configName(inheritsFrom(configFile >> "cfgWeapons" >> _x)) == _itemIn)) then {
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if( (_removed < _countIn) && {(_x == _itemIn) || {configName(inheritsFrom(configFile >> "cfgWeapons" >> _x)) == _itemIn}}) then {
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_num_removed = ([player,_x] call BIS_fnc_invRemove);
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_removed = _removed + _num_removed;
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_removed_total = _removed_total + _num_removed;
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@@ -103,7 +103,7 @@ if (_IsNearVehicle >= 1) then {
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_temp_removed_array_wep set [count _temp_removed_array_wep,_x];
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};
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};
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} forEach weapons player;
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} count weapons player;
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} forEach _requirementsWeapon;
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// all parts removed proceed
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@@ -112,7 +112,7 @@ if (_IsNearVehicle >= 1) then {
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_objectID = _vehicle getVariable ["ObjectID","0"];
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_objectUID = _vehicle getVariable ["ObjectUID","0"];
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if(_objectID == "0" && _objectUID == "0") then {
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if(_objectID == "0" && {_objectUID == "0"}) then {
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localize "str_epoch_player_50" call dayz_rollingMessages;
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}
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else {
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@@ -124,7 +124,7 @@ if (_IsNearVehicle >= 1) then {
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// Current charID
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_objectCharacterID = _vehicle getVariable ["CharacterID","0"];
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localize "STR_EPOCH_VEHUP_IN_PROGRESS" call dayz_rollingMessages;
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[_newclassname,objNull] call fn_waitForObject;
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dze_waiting = nil;
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PVDZE_veh_Upgrade = [_vehicle,[_dir,_location],_newclassname,true,_objectCharacterID,player,dayz_authKey];
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@@ -19281,7 +19281,11 @@
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<German>Installationsanleitung für die Fahrzeugbewaffnung.</German>
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<Russian>Руководство по установке оружия.</Russian>
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<Czech>Návod na instalaci zbraně na vozidlo.</Czech>
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</Key>
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</Key>,
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<Key ID="STR_EPOCH_VEHUP_IN_PROGRESS">
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<English>Vehicle Upgrade in progress, please wait...</English>
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<German>Fahrzeug-Upgrade im Gange, bitte warte...</German>
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</Key>
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<Key ID="STR_EPOCH_VEHUP_SUCCESS">
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<English>Vehicle Upgrade Successful.</English>
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<German>Fahrzeug-Upgrade abgeschlossen.</German>
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@@ -23955,9 +23959,9 @@
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<Russian>Вы снова присоединились к группе %1.</Russian>
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</Key>
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<Key ID="STR_EPOCH_INVITE_NEW">
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<English>New group invite - Press F5 to view</English>
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<German>Neue Gruppeneinladung - Drücke F5 um sie dir anzusehen</German>
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<Russian>Приглашение от другой группы, нажмите F5 чтобы посмотреть</Russian>
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<English>New group invite from %1 - Press F5 to view</English>
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<German>Neue Gruppeneinladung von %1 - Drücke F5 um sie dir anzusehen</German>
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<Russian>Групповое приглашение от %1, нажмите F5 чтобы посмотреть</Russian>
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</Key>
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<Key ID="STR_EPOCH_INVITE_PENDING">
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<English>This player already has a pending invite.</English>
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@@ -25079,18 +25083,10 @@
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<English>A small stash on the ground to store some items.</English>
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<German>Ein kleines Versteck in der Erde, um Gegenstände zu verstauen.</German>
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</Key>
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<Key ID="STR_VEH_NAME_STASH_MEDIUM_DESC">
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<English>A medium stash on the ground to store some items.</English>
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<German>Ein mittelgroßes Versteck in der Erde, um Gegenstände zu verstauen.</German>
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</Key>
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<Key ID="STR_EPOCH_CRAFT_SMALL_STASH">
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<English>Craft Small Stash</English>
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<German>Kleine Lagergrube herstellen</German>
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</Key>
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<Key ID="STR_EPOCH_CRAFT_MEDIUM_STASH">
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<English>Craft Medium Stash</English>
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<German>Mittlere Lagergrube herstellen</German>
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</Key>
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<Key ID="STR_EQUIP_SOLDER">
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<English>Portable Solder</English>
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<German>Tragbarer Lötkolben</German>
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@@ -25408,7 +25404,11 @@
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<English>Needed items:</English>
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<German>Benötigte Gegenstände:</German>
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</Key>
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<Key ID="STR_CRAFTING_NEEDED_TOOLS_SHOVEL_ETOOL">
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<English>%1 or %2</English>
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<German>%1 oder %2</German>
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</Key>
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<!--Fix for missing strings from the buildings3.pbo, this is just a placeholder-->
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<Key ID="STR_FAL_Street_Sign">
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<English>Street Sign</English>
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