Make minor change to fn_waitForObject.sqf

This commit is contained in:
ebaydayz
2016-08-23 17:49:53 -04:00
parent 134a614255
commit a323f453d2
12 changed files with 39 additions and 46 deletions

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@@ -1,7 +1,6 @@
private ["_weaponsToBuy","_backpacksToBuy","_toolsToBuy","_sidearmToBuy","_primaryToBuy","_priceToBuy"
,"_enoughMoney","_myMoney","_canBuy","_moneyInfo","_count","_success","_toolClasses","_itemsToLog"
,"_tCost","_bTotal","_backpack","_pistolMagsToBuy","_regularMagsToBuy","_hasPrimary","_p","_toolAmounts"
,"_near"];
,"_tCost","_bTotal","_backpack","_pistolMagsToBuy","_regularMagsToBuy","_hasPrimary","_p","_toolAmounts"];
if (count Z_BuyingArray < 1) exitWith { systemChat localize "STR_EPOCH_TRADE_BUY_NO_ITEMS"; };
@@ -149,8 +148,7 @@ if (_enoughMoney) then {
_sign = "Sign_arrow_down_large_EP1" createVehicleLocal _location;
_location = [_sign] call FNC_GetPos;
_near = nearestObjects [player,[_part_out],50];
[_part_out,_sign,_near] spawn fn_waitForObject;
[_part_out,_sign] call fn_waitForObject;
if (_buyingType in DZE_tradeVehicleKeyless) then {
PVDZE_veh_Publish2 = [[_dir,_location],_part_out,true,"0",_activatingPlayer];

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@@ -1,4 +1,4 @@
private ["_sign","_location","_isOk","_part_out","_part_in","_qty_out","_qty_in","_qty","_buy_o_sell","_obj","_objectID","_objectUID","_bos","_started","_finished","_animState","_isMedic","_dir","_helipad","_keyColor","_keyNumber","_keySelected","_isKeyOK","_config","_damage","_tireDmg","_tires","_okToSell","_hitpoints","_needed","_activatingPlayer","_textPartIn","_textPartOut","_traderID","_canAfford","_trade_total","_total_currency","_return_change","_done","_near"];
private ["_sign","_location","_isOk","_part_out","_part_in","_qty_out","_qty_in","_qty","_buy_o_sell","_obj","_objectID","_objectUID","_bos","_started","_finished","_animState","_isMedic","_dir","_helipad","_keyColor","_keyNumber","_keySelected","_isKeyOK","_config","_damage","_tireDmg","_tires","_okToSell","_hitpoints","_needed","_activatingPlayer","_textPartIn","_textPartOut","_traderID","_canAfford","_trade_total","_total_currency","_return_change","_done"];
if (DZE_ActionInProgress) exitWith {localize "str_epoch_player_103" call dayz_rollingMessages;};
DZE_ActionInProgress = true;
@@ -129,8 +129,7 @@ if (_finished) then {
//place vehicle spawn marker (local)
_sign = "Sign_arrow_down_large_EP1" createVehicleLocal _location;
_location = [_sign] call FNC_GetPos;
_near = nearestObjects [player,[_part_out],50];
[_part_out,_sign,_near] spawn fn_waitForObject;
[_part_out,_sign] call fn_waitForObject;
PVDZE_veh_Publish2 = [[_dir,_location],_part_out,true,dayz_characterID,_activatingPlayer];
publicVariableServer "PVDZE_veh_Publish2";

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@@ -1,4 +1,4 @@
private ["_sign","_location","_part_out","_part_in","_qty_out","_qty_in","_qty","_buy_o_sell","_obj","_objectID","_objectUID","_bos","_started","_finished","_animState","_isMedic","_dir","_helipad","_removed","_damage","_tireDmg","_tires","_okToSell","_hitpoints","_needed","_activatingPlayer","_textPartIn","_textPartOut","_traderID","_playerNear","_near"];
private ["_sign","_location","_part_out","_part_in","_qty_out","_qty_in","_qty","_buy_o_sell","_obj","_objectID","_objectUID","_bos","_started","_finished","_animState","_isMedic","_dir","_helipad","_removed","_damage","_tireDmg","_tires","_okToSell","_hitpoints","_needed","_activatingPlayer","_textPartIn","_textPartOut","_traderID","_playerNear"];
if (DZE_ActionInProgress) exitWith {localize "str_epoch_player_103" call dayz_rollingMessages;};
DZE_ActionInProgress = true;
@@ -106,8 +106,7 @@ if (_qty >= _qty_in) then {
//place vehicle spawn marker (local)
_sign = "Sign_arrow_down_large_EP1" createVehicleLocal _location;
_location = [_sign] call FNC_GetPos;
_near = nearestObjects [player,[_part_out],50];
[_part_out,_sign,_near] spawn fn_waitForObject;
[_part_out,_sign] call fn_waitForObject;
PVDZE_veh_Publish2 = [[_dir,_location],_part_out,true,dayz_characterID,_activatingPlayer];
publicVariableServer "PVDZE_veh_Publish2";

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@@ -1,4 +1,4 @@
private ["_sign","_location","_result","_part_out","_part_in","_qty_out","_qty_in","_qty","_buy_o_sell","_obj","_objectID","_objectUID","_bos","_started","_finished","_animState","_isMedic","_dir","_helipad","_damage","_tireDmg","_tires","_okToSell","_hitpoints","_needed","_activatingPlayer","_textPartIn","_textPartOut","_traderID","_canAfford","_trade_total","_total_currency","_return_change","_done","_near"];
private ["_sign","_location","_result","_part_out","_part_in","_qty_out","_qty_in","_qty","_buy_o_sell","_obj","_objectID","_objectUID","_bos","_started","_finished","_animState","_isMedic","_dir","_helipad","_damage","_tireDmg","_tires","_okToSell","_hitpoints","_needed","_activatingPlayer","_textPartIn","_textPartOut","_traderID","_canAfford","_trade_total","_total_currency","_return_change","_done"];
if (DZE_ActionInProgress) exitWith {localize "str_epoch_player_103" call dayz_rollingMessages;};
DZE_ActionInProgress = true;
@@ -134,8 +134,7 @@ if (_finished) then {
//place vehicle spawn marker (local)
_sign = "Sign_arrow_down_large_EP1" createVehicleLocal _location;
_location = [_sign] call FNC_GetPos;
_near = nearestObjects [player,[_part_out],50];
[_part_out,_sign,_near] spawn fn_waitForObject;
[_part_out,_sign] call fn_waitForObject;
PVDZE_veh_Publish2 = [[_dir,_location],_part_out,false,_result select 1,_activatingPlayer];
publicVariableServer "PVDZE_veh_Publish2";

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@@ -1,4 +1,4 @@
private ["_sign","_location","_result","_part_out","_part_in","_qty_out","_qty_in","_qty","_buy_o_sell","_obj","_objectID","_objectUID","_bos","_started","_finished","_animState","_isMedic","_dir","_helipad","_removed","_okToSell","_needed","_activatingPlayer","_textPartIn","_textPartOut","_traderID","_playerNear","_near"];
private ["_sign","_location","_result","_part_out","_part_in","_qty_out","_qty_in","_qty","_buy_o_sell","_obj","_objectID","_objectUID","_bos","_started","_finished","_animState","_isMedic","_dir","_helipad","_removed","_okToSell","_needed","_activatingPlayer","_textPartIn","_textPartOut","_traderID","_playerNear"];
if (DZE_ActionInProgress) exitWith {localize "str_epoch_player_103" call dayz_rollingMessages;};
DZE_ActionInProgress = true;
@@ -112,8 +112,7 @@ if (_qty >= _qty_in) then {
//place vehicle spawn marker (local)
_sign = "Sign_arrow_down_large_EP1" createVehicleLocal _location;
_location = [_sign] call FNC_GetPos;
_near = nearestObjects [player,[_part_out],50];
[_part_out,_sign,_near] spawn fn_waitForObject;
[_part_out,_sign] call fn_waitForObject;
PVDZE_veh_Publish2 = [[_dir,_location],_part_out,false,_result select 1,_activatingPlayer];
publicVariableServer "PVDZE_veh_Publish2";

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@@ -1,4 +1,4 @@
private ["_sign","_location","_result","_part_out","_part_in","_qty_out","_qty_in","_qty","_buy_o_sell","_obj","_objectID","_objectUID","_bos","_started","_finished","_animState","_isMedic","_dir","_helipad","_keyColor","_damage","_tireDmg","_tires","_okToSell","_temp_keys","_hitpoints","_needed","_activatingPlayer","_textPartIn","_textPartOut","_traderID","_canAfford","_trade_total","_total_currency","_return_change","_done","_near"];
private ["_sign","_location","_result","_part_out","_part_in","_qty_out","_qty_in","_qty","_buy_o_sell","_obj","_objectID","_objectUID","_bos","_started","_finished","_animState","_isMedic","_dir","_helipad","_keyColor","_damage","_tireDmg","_tires","_okToSell","_temp_keys","_hitpoints","_needed","_activatingPlayer","_textPartIn","_textPartOut","_traderID","_canAfford","_trade_total","_total_currency","_return_change","_done"];
if (DZE_ActionInProgress) exitWith {localize "str_epoch_player_103" call dayz_rollingMessages;};
DZE_ActionInProgress = true;
@@ -133,8 +133,7 @@ if (_finished) then {
//place vehicle spawn marker (local)
_sign = "Sign_arrow_down_large_EP1" createVehicleLocal _location;
_location = [_sign] call FNC_GetPos;
_near = nearestObjects [player,[_part_out],50];
[_part_out,_sign,_near] spawn fn_waitForObject;
[_part_out,_sign] call fn_waitForObject;
PVDZE_veh_Publish2 = [[_dir,_location],_part_out,false,_result select 1,_activatingPlayer];
publicVariableServer "PVDZE_veh_Publish2";

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@@ -1,4 +1,4 @@
private ["_sign","_location","_part_out","_part_in","_qty_out","_qty_in","_qty","_buy_o_sell","_obj","_objectID","_objectUID","_bos","_started","_finished","_animState","_isMedic","_dir","_helipad","_damage","_tireDmg","_tires","_okToSell","_hitpoints","_needed","_activatingPlayer","_textPartIn","_textPartOut","_traderID","_canAfford","_trade_total","_total_currency","_return_change","_done","_near"];
private ["_sign","_location","_part_out","_part_in","_qty_out","_qty_in","_qty","_buy_o_sell","_obj","_objectID","_objectUID","_bos","_started","_finished","_animState","_isMedic","_dir","_helipad","_damage","_tireDmg","_tires","_okToSell","_hitpoints","_needed","_activatingPlayer","_textPartIn","_textPartOut","_traderID","_canAfford","_trade_total","_total_currency","_return_change","_done"];
if (DZE_ActionInProgress) exitWith {localize "str_epoch_player_103" call dayz_rollingMessages;};
DZE_ActionInProgress = true;
@@ -132,8 +132,7 @@ if (_finished) then {
//place vehicle spawn marker (local)
_sign = "Sign_arrow_down_large_EP1" createVehicleLocal _location;
_location = [_sign] call FNC_GetPos;
_near = nearestObjects [player,[_part_out],50];
[_part_out,_sign,_near] spawn fn_waitForObject;
[_part_out,_sign] call fn_waitForObject;
PVDZE_veh_Publish2 = [[_dir,_location],_part_out,true,0,_activatingPlayer];
publicVariableServer "PVDZE_veh_Publish2";

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@@ -1,4 +1,4 @@
private ["_sign","_location","_result","_part_out","_part_in","_qty_out","_qty_in","_qty","_buy_o_sell","_obj","_objectID","_objectUID","_bos","_started","_finished","_animState","_isMedic","_dir","_helipad","_removed","_damage","_tireDmg","_tires","_okToSell","_hitpoints","_needed","_activatingPlayer","_textPartIn","_textPartOut","_traderID","_playerNear","_near"];
private ["_sign","_location","_result","_part_out","_part_in","_qty_out","_qty_in","_qty","_buy_o_sell","_obj","_objectID","_objectUID","_bos","_started","_finished","_animState","_isMedic","_dir","_helipad","_removed","_damage","_tireDmg","_tires","_okToSell","_hitpoints","_needed","_activatingPlayer","_textPartIn","_textPartOut","_traderID","_playerNear"];
if (DZE_ActionInProgress) exitWith {localize "str_epoch_player_103" call dayz_rollingMessages;};
DZE_ActionInProgress = true;
@@ -119,8 +119,7 @@ if (_qty >= _qty_in) then {
//place vehicle spawn marker (local)
_sign = "Sign_arrow_down_large_EP1" createVehicleLocal _location;
_location = [_sign] call FNC_GetPos;
_near = nearestObjects [player,[_part_out],50];
[_part_out,_sign,_near] spawn fn_waitForObject;
[_part_out,_sign] call fn_waitForObject;
PVDZE_veh_Publish2 = [[_dir,_location],_part_out,false,_result select 1,_activatingPlayer];
publicVariableServer "PVDZE_veh_Publish2";

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@@ -4,25 +4,30 @@
Parameters:
_this select 0: string - object class name to reveal
_this select 1: object - sign object or ObjNull if none
_this select 2: array - result of (nearestObjects [player,[_class],50]) before call to spawn object
_this select 1: object - sign object or objNull if none
["objectClassName", objNull, []] spawn fn_waitForObject;
["objectClassName", objNull] call fn_waitForObject;
*/
private ["_class","_sign","_near"];
_class = _this select 0;
_sign = _this select 1;
_near = _this select 2;
_near = count (nearestObjects [player,[_class],50]);
waitUntil {
uiSleep 1;
(count (nearestObjects [player,[_class],50]) != count _near)
};
[_class,_sign,_near] spawn {
_class = _this select 0;
_sign = _this select 1;
_near = _this select 2;
if (!isNull _sign) then {
deleteVehicle _sign;
};
waitUntil {
uiSleep 1;
(count (nearestObjects [player,[_class],50]) != _near)
};
{player reveal _x;} count (nearestObjects [player,[_class],50]);
if (!isNull _sign) then {
deleteVehicle _sign;
};
{player reveal _x;} count (nearestObjects [player,[_class],50]);
};

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@@ -3,7 +3,7 @@
Usage: [_obj] spawn player_unlockVault;
Made for DayZ Epoch please ask permission to use/edit/distrubute email vbawol@veteranbastards.com.
*/
private ["_obj","_ownerID","_alreadyPacking","_text","_playerNear","_ComboMatch","_objType","_near"];
private ["_obj","_ownerID","_alreadyPacking","_text","_playerNear","_ComboMatch","_objType"];
if (DZE_ActionInProgress) exitWith {localize "str_epoch_player_10" call dayz_rollingMessages;};
DZE_ActionInProgress = true;
@@ -42,8 +42,7 @@ if (!isNull _obj) then {
(findDisplay 106) closeDisplay 0; // Close gear
dze_waiting = nil;
_near = nearestObjects [player,[_lockedClass],50];
[_lockedClass,objNull,_near] spawn fn_waitForObject;
[_lockedClass,objNull] call fn_waitForObject;
PVDZE_handleSafeGear = [player,_obj,1];
publicVariableServer "PVDZE_handleSafeGear";

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@@ -1,7 +1,7 @@
/*
[_obj] spawn player_packVault;
*/
private ["_obj","_ownerID","_objectID","_objectUID","_alreadyPacking","_location1","_location2","_packedClass","_text","_playerNear","_near"];
private ["_obj","_ownerID","_objectID","_objectUID","_alreadyPacking","_location1","_location2","_packedClass","_text","_playerNear"];
if (DZE_ActionInProgress) exitWith {localize "str_epoch_player_15" call dayz_rollingMessages;};
DZE_ActionInProgress = true;
@@ -56,8 +56,7 @@ if (!isNull _obj && alive _obj) then {
(findDisplay 106) closeDisplay 0; // Close gear
dze_waiting = nil;
_near = nearestObjects [player,[_packedClass],50];
[_packedClass,objNull,_near] spawn fn_waitForObject;
[_packedClass,objNull] call fn_waitForObject;
PVDZE_handleSafeGear = [player,_obj,2];
publicVariableServer "PVDZE_handleSafeGear";

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@@ -3,7 +3,7 @@
Usage: [_obj] spawn player_unlockVault;
Made for DayZ Epoch please ask permission to use/edit/distrubute email vbawol@veteranbastards.com.
*/
private ["_obj","_ownerID","_alreadyPacking","_playerNear","_claimedBy","_text","_objType","_ComboMatch","_near"];
private ["_obj","_ownerID","_alreadyPacking","_playerNear","_claimedBy","_text","_objType","_ComboMatch"];
if (DZE_ActionInProgress) exitWith {localize "str_epoch_player_21" call dayz_rollingMessages;};
DZE_ActionInProgress = true;
@@ -58,8 +58,7 @@ if (_ComboMatch || (_ownerID == dayz_playerUID)) then {
(findDisplay 106) closeDisplay 0; // Close gear
dze_waiting = nil;
_near = nearestObjects [player,[_unlockedClass],50];
[_unlockedClass,objNull,_near] spawn fn_waitForObject;
[_unlockedClass,objNull] call fn_waitForObject;
PVDZE_handleSafeGear = [player,_obj,0];
publicVariableServer "PVDZE_handleSafeGear";