mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-13 19:52:38 +03:00
add DZE_DamageBeforeMaint default now 0.09 instead of 0.1
Also exit with message if no maintainable objects are found
This commit is contained in:
@@ -18,7 +18,7 @@ _objects = nearestObjects [_target, _objectClasses, _range];
|
||||
//filter to only those that have 10% damage
|
||||
_objects_filtered = [];
|
||||
{
|
||||
if (damage _x >= 0.1) then {
|
||||
if (damage _x >= DZE_DamageBeforeMaint) then {
|
||||
_objects_filtered set [count _objects_filtered, _x];
|
||||
};
|
||||
} forEach _objects;
|
||||
@@ -26,6 +26,14 @@ _objects = _objects_filtered;
|
||||
|
||||
// TODO dynamic requirements based on used building parts?
|
||||
_count = count _objects;
|
||||
|
||||
if (_count == 0) exitWith {
|
||||
cutText [format[(localize "STR_EPOCH_ACTIONS_22"), _count], "PLAIN DOWN"];
|
||||
DZE_ActionInProgress = false;
|
||||
s_player_maintain_area = -1;
|
||||
s_player_maintain_area_preview = -1;
|
||||
};
|
||||
|
||||
_requirements = [];
|
||||
switch true do {
|
||||
case (_count <= 20): {_requirements = [["ItemGoldBar10oz",2]]};
|
||||
@@ -39,9 +47,12 @@ switch true do {
|
||||
case (_count > 700): {_requirements = [["ItemBriefcase100oz",7]]};
|
||||
};
|
||||
|
||||
|
||||
|
||||
_option = _this select 3;
|
||||
switch _option do {
|
||||
case "maintain": {
|
||||
|
||||
_missing = "";
|
||||
_missingQty = 0;
|
||||
_proceed = true;
|
||||
|
||||
@@ -650,7 +650,7 @@ if (!isNull cursorTarget and !_inVehicle and !_isPZombie and (player distance cu
|
||||
};
|
||||
|
||||
// inplace maintenance tool
|
||||
if((_cursorTarget isKindOf "ModularItems" or _cursorTarget isKindOf "DZE_Housebase" or _typeOfCursorTarget in DZE_ExtraMaintain) and (damage _cursorTarget >= 0.1)) then {
|
||||
if((_cursorTarget isKindOf "ModularItems" or _cursorTarget isKindOf "DZE_Housebase" or _typeOfCursorTarget in DZE_ExtraMaintain) and (damage _cursorTarget >= DZE_DamageBeforeMaint)) then {
|
||||
if ((s_player_lastTarget select 2) != _cursorTarget) then {
|
||||
if (s_player_maint_build > 0) then {
|
||||
player removeAction s_player_maint_build;
|
||||
|
||||
@@ -495,6 +495,10 @@ if(isNil "DZE_LootSpawnTimer") then {
|
||||
if(isNil "DZE_HeliLift") then {
|
||||
DZE_HeliLift = true;
|
||||
};
|
||||
if(isNil "DZE_DamageBeforeMaint") then {
|
||||
DZE_DamageBeforeMaint = 0.09;
|
||||
};
|
||||
|
||||
|
||||
// needed on server
|
||||
if(isNil "DZE_PlotPole") then {
|
||||
|
||||
@@ -6646,7 +6646,17 @@
|
||||
<French>Le démontage de la construction ne rendra pas de composants.</French>
|
||||
<Czech>Demontáž budovy nevrátí žádné její komponenty.</Czech>
|
||||
</Key>
|
||||
<Key ID="STR_EPOCH_BULK_NAME">
|
||||
<Key ID="STR_EPOCH_ACTIONS_22">
|
||||
<Original>%1 building parts in range.</Original>
|
||||
<English>%1 building parts in range.</English>
|
||||
<!-- <German></German> -->
|
||||
<Russian>В радиусе %1 частей зданий.</Russian>
|
||||
<!-- <Spanish></Spanish> -->
|
||||
<Dutch></Dutch>
|
||||
<French>%1 constructions à portée.</French>
|
||||
<Czech>%1 částí staveb v okruhu.</Czech>
|
||||
</Key>
|
||||
<Key ID="STR_EPOCH_BULK_NAME">
|
||||
<Original>Supply Crate</Original>
|
||||
<English>Supply Crate</English>
|
||||
<German>Versorgungskiste</German>
|
||||
|
||||
@@ -11,7 +11,7 @@ _targetObj = _this select 2;
|
||||
if (_option == 1) then {
|
||||
_objects = nearestObjects [_targetObj, DZE_maintainClasses, DZE_maintainRange];
|
||||
{
|
||||
if (damage _x >= 0.1) then {
|
||||
if (damage _x >= DZE_DamageBeforeMaint) then {
|
||||
_objectID = _x getVariable ["ObjectID","0"];
|
||||
if (_objectID == "0") then {
|
||||
_objectUID = _x getVariable ["ObjectUID","0"];
|
||||
@@ -31,7 +31,7 @@ if (_option == 1) then {
|
||||
diag_log format ["MAINTAIN AREA BY %1 - %2 Objects at %3", name _player, count _objects, position _player];
|
||||
};
|
||||
if (_option == 2) then {
|
||||
if (damage _targetObj >= 0.1) then {
|
||||
if (damage _targetObj >= DZE_DamageBeforeMaint) then {
|
||||
_objectID = _targetObj getVariable ["ObjectID","0"];
|
||||
if (_objectID == "0") then {
|
||||
_objectUID = _targetObj getVariable ["ObjectUID","0"];
|
||||
|
||||
Reference in New Issue
Block a user