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https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-17 17:20:26 +03:00
+ [FIXED] Testing some dupe fixes now require that no player is nearby
when selling vehicles, safe actions, and "take" items.
This commit is contained in:
@@ -6,6 +6,10 @@ if(player isKindOf "PZombie_VB") exitWith {};
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if(TradeInprogress) exitWith { cutText ["Take item already in progress." , "PLAIN DOWN"]; };
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if(TradeInprogress) exitWith { cutText ["Take item already in progress." , "PLAIN DOWN"]; };
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TradeInprogress = true;
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TradeInprogress = true;
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// Test cannot lock while another player is nearby
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_playerNear = {isPlayer _x} count (player nearEntities ["CAManBase", 6]) > 1;
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if(_playerNear) exitWith { TradeInprogress = false; cutText ["Cannot take item while another player is nearby." , "PLAIN DOWN"]; };
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_array = _this select 3;
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_array = _this select 3;
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_type = _array select 0;
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_type = _array select 0;
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_classname = _array select 1;
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_classname = _array select 1;
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@@ -3,6 +3,10 @@ private ["_veh","_location","_isOk","_part_out","_part_in","_qty_out","_qty_in",
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if(TradeInprogress) exitWith { cutText ["Trade already in progress." , "PLAIN DOWN"]; };
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if(TradeInprogress) exitWith { cutText ["Trade already in progress." , "PLAIN DOWN"]; };
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TradeInprogress = true;
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TradeInprogress = true;
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// Test cannot lock while another player is nearby
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_playerNear = {isPlayer _x} count (player nearEntities ["CAManBase", 12]) > 1;
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if(_playerNear) exitWith { TradeInprogress = false; cutText ["Cannot trade while another player is nearby." , "PLAIN DOWN"]; };
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// [part_out,part_in, qty_out, qty_in, loc];
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// [part_out,part_in, qty_out, qty_in, loc];
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_activatingPlayer = _this select 1;
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_activatingPlayer = _this select 1;
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@@ -3,6 +3,10 @@ private ["_veh","_location","_isOk","_part_out","_part_in","_qty_out","_qty_in",
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if(TradeInprogress) exitWith { cutText ["Trade already in progress." , "PLAIN DOWN"]; };
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if(TradeInprogress) exitWith { cutText ["Trade already in progress." , "PLAIN DOWN"]; };
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TradeInprogress = true;
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TradeInprogress = true;
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// Test cannot lock while another player is nearby
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_playerNear = {isPlayer _x} count (player nearEntities ["CAManBase", 12]) > 1;
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if(_playerNear) exitWith { TradeInprogress = false; cutText ["Cannot trade while another player is nearby." , "PLAIN DOWN"]; };
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// [part_out,part_in, qty_out, qty_in, loc];
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// [part_out,part_in, qty_out, qty_in, loc];
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_activatingPlayer = _this select 1;
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_activatingPlayer = _this select 1;
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@@ -12,6 +12,10 @@ _obj = _this;
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// Silently exit if object no longer exists
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// Silently exit if object no longer exists
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if(isNull _obj) exitWith { TradeInprogress = false; };
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if(isNull _obj) exitWith { TradeInprogress = false; };
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// Test cannot lock while another player is nearby
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_playerNear = {isPlayer _x} count (player nearEntities ["CAManBase", 12]) > 1;
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if(_playerNear) exitWith { TradeInprogress = false; cutText ["Cannot lock vault while another player is nearby." , "PLAIN DOWN"]; };
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_ownerID = _obj getVariable["CharacterID","0"];
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_ownerID = _obj getVariable["CharacterID","0"];
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_objectID = _obj getVariable["ObjectID","0"];
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_objectID = _obj getVariable["ObjectID","0"];
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_objectUID = _obj getVariable["ObjectUID","0"];
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_objectUID = _obj getVariable["ObjectUID","0"];
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@@ -9,7 +9,11 @@ TradeInprogress = true;
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_obj = _this;
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_obj = _this;
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// Silently exit if object no longer exists
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// Silently exit if object no longer exists
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if(isNull _obj) exitWith { TradeInprogress = false; };
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if(isNull _obj or !(alive _obj)) exitWith { TradeInprogress = false; };
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// Test cannot lock while another player is nearby
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_playerNear = {isPlayer _x} count (player nearEntities ["CAManBase", 12]) > 1;
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if(_playerNear) exitWith { TradeInprogress = false; cutText ["Cannot pack vault while another player is nearby." , "PLAIN DOWN"]; };
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_ownerID = _obj getVariable["CharacterID","0"];
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_ownerID = _obj getVariable["CharacterID","0"];
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_objectID = _obj getVariable["ObjectID","0"];
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_objectID = _obj getVariable["ObjectID","0"];
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@@ -36,38 +40,37 @@ if(_location1 distance _location2 > 0.1) exitWith {
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_obj setVariable["packing",0];
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_obj setVariable["packing",0];
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};
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};
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player playActionNow "Medic";
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_dir = direction _obj;
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_dir = direction _obj;
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_pos = _obj getVariable["OEMPos",(getposATL _obj)];
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_pos = _obj getVariable["OEMPos",(getposATL _obj)];
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if(!isNull _obj and alive _obj) then {
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player playActionNow "Medic";
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[player,"tentpack",0,false] call dayz_zombieSpeak;
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[player,"tentpack",0,false] call dayz_zombieSpeak;
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sleep 3;
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sleep 3;
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if(!isNull _obj) then {
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//place tent (local)
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_bag = createVehicle ["WeaponHolder_ItemVault",_pos,[], 0, "CAN_COLLIDE"];
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_bag setdir _dir;
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_bag setpos _pos;
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player reveal _bag;
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_holder = "WeaponHolder" createVehicle _pos;
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_weapons = getWeaponCargo _obj;
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_weapons = getWeaponCargo _obj;
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_magazines = getMagazineCargo _obj;
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_magazines = getMagazineCargo _obj;
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_backpacks = getBackpackCargo _obj;
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_backpacks = getBackpackCargo _obj;
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//["dayzDeleteObj",[_objectID,_objectUID]] call callRpcProcedure;
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// Remove from database
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dayzDeleteObj = [_objectID,_objectUID];
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dayzDeleteObj = [_objectID,_objectUID];
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publicVariableServer "dayzDeleteObj";
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publicVariableServer "dayzDeleteObj";
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if (isServer) then {
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dayzDeleteObj call server_deleteObj;
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};
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// Set down vault "take" item
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_bag = createVehicle ["WeaponHolder_ItemVault",_pos,[], 0, "CAN_COLLIDE"];
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// Delete original
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deleteVehicle _obj;
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deleteVehicle _obj;
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_bag setdir _dir;
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_bag setpos _pos;
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player reveal _bag;
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// Empty weapon holder
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_holder = "WeaponHolder" createVehicle _pos;
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//Add weapons
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//Add weapons
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_objWpnTypes = _weapons select 0;
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_objWpnTypes = _weapons select 0;
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_objWpnQty = _weapons select 1;
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_objWpnQty = _weapons select 1;
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@@ -95,7 +98,6 @@ if(!isNull _obj) then {
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_countr = _countr + 1;
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_countr = _countr + 1;
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} forEach _objWpnTypes;
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} forEach _objWpnTypes;
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cutText ["Your Safe has been packed", "PLAIN DOWN"];
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cutText ["Your Safe has been packed", "PLAIN DOWN"];
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s_player_packvault = -1;
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s_player_packvault = -1;
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@@ -6,41 +6,64 @@ private ["_objectID","_objectUID","_obj","_ownerID","_dir","_pos","_holder","_we
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if(TradeInprogress) exitWith { cutText ["Unlock already in progress." , "PLAIN DOWN"]; };
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if(TradeInprogress) exitWith { cutText ["Unlock already in progress." , "PLAIN DOWN"]; };
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TradeInprogress = true;
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TradeInprogress = true;
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// Test cannot lock while another player is nearby
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_playerNear = {isPlayer _x} count (player nearEntities ["CAManBase", 12]) > 1;
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if(_playerNear) exitWith { TradeInprogress = false; cutText ["Cannot unlock vault while another player is nearby." , "PLAIN DOWN"]; };
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_obj = _this;
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_alreadyPacking = _obj getVariable["packing",0];
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_claimedBy = _holder getVariable["claimed","0"];
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{player removeAction _x} forEach s_player_combi;s_player_combi = [];
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{player removeAction _x} forEach s_player_combi;s_player_combi = [];
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s_player_unlockvault = 1;
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s_player_unlockvault = 1;
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_obj = _this;
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// Silently exit if object no longer exists or alive
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if(isNull _obj or !(alive _obj)) exitWith { TradeInprogress = false; };
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// Silently exit if object no longer exists
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if(isNull _obj) exitWith { TradeInprogress = false; };
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_ownerID = _obj getVariable["CharacterID","0"];
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_ownerID = _obj getVariable["CharacterID","0"];
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_objectID = _obj getVariable["ObjectID","0"];
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_objectUID = _obj getVariable["ObjectUID","0"];
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player playActionNow "Medic";
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_alreadyPacking = _obj getVariable["packing",0];
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if (_alreadyPacking == 1) exitWith {TradeInprogress = false; cutText ["That Safe is already being unlocked." , "PLAIN DOWN"]};
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if (_alreadyPacking == 1) exitWith {TradeInprogress = false; s_player_unlockvault = -1; cutText ["That Safe is already being unlocked." , "PLAIN DOWN"]};
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// Promt user for password if _ownerID != dayz_playerUID
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// Promt user for password if _ownerID != dayz_playerUID
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if ((_ownerID == dayz_combination) or (_ownerID == dayz_playerUID)) then {
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if ((_ownerID == dayz_combination) or (_ownerID == dayz_playerUID)) then {
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// Check if any players are nearby if not allow player to claim item.
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_playerNear = {isPlayer _x} count (player nearEntities ["CAManBase", 6]) > 1;
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_playerID = getPlayerUID player;
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// Only allow if not already claimed.
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if (_claimedBy == "0" or !_playerNear) then {
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// Since item was not claimed proceed with claiming it.
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_holder setVariable["claimed",_playerID,true];
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};
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_dir = direction _obj;
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_pos = _obj getVariable["OEMPos",(getposATL _obj)];
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_objectID = _obj getVariable["ObjectID","0"];
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_objectUID = _obj getVariable["ObjectUID","0"];
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_claimedBy = _holder getVariable["claimed","0"];
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if (_claimedBy != _playerID) then {
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if(!isNull _obj and alive _obj) then {
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_obj setVariable["packing",1];
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_obj setVariable["packing",1];
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_dir = direction _obj;
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_weapons = _obj getVariable["WeaponCargo",[]];
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// _pos = getposATL _obj;
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_magazines = _obj getVariable["MagazineCargo",[]];
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_pos = _obj getVariable["OEMPos",(getposATL _obj)];
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_backpacks = _obj getVariable["BackpackCargo",[]];
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//player playActionNow "Medic";
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//player playActionNow "Medic";
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sleep 1;
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sleep 1;
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[player,"tentpack",0,false] call dayz_zombieSpeak;
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[player,"tentpack",0,false] call dayz_zombieSpeak;
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sleep 5;
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sleep 5;
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if(!isNull _obj) then {
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//place tent (local)
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//place tent (local)
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_holder = createVehicle ["VaultStorage",_pos,[], 0, "CAN_COLLIDE"];
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_holder = createVehicle ["VaultStorage",_pos,[], 0, "CAN_COLLIDE"];
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// Remove locked vault
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deleteVehicle _obj;
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_holder setdir _dir;
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_holder setdir _dir;
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_holder setpos _pos;
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_holder setpos _pos;
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player reveal _holder;
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player reveal _holder;
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@@ -50,14 +73,6 @@ if ((_ownerID == dayz_combination) or (_ownerID == dayz_playerUID)) then {
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_holder setVariable["ObjectUID",_objectUID,true];
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_holder setVariable["ObjectUID",_objectUID,true];
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_holder setVariable ["OEMPos", _pos, true];
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_holder setVariable ["OEMPos", _pos, true];
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_weapons = _obj getVariable["WeaponCargo",[]];
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_magazines = _obj getVariable["MagazineCargo",[]];
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_backpacks = _obj getVariable["BackpackCargo",[]];
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// Remove locked vault
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deleteVehicle _obj;
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if (count _weapons > 0) then {
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if (count _weapons > 0) then {
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//Add weapons
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//Add weapons
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_objWpnTypes = _weapons select 0;
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_objWpnTypes = _weapons select 0;
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@@ -93,9 +108,13 @@ if ((_ownerID == dayz_combination) or (_ownerID == dayz_playerUID)) then {
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cutText ["Safe has been unlocked.", "PLAIN DOWN"];
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cutText ["Safe has been unlocked.", "PLAIN DOWN"];
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};
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};
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} else {
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TradeInprogress = false;
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cutText [format[(localize "str_player_beinglooted"),"Safe"] , "PLAIN DOWN"];
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};
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} else {
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} else {
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player playActionNow "Medic";
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player playActionNow "Medic";
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sleep 3;
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sleep 1;
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[player,"repair",0,false] call dayz_zombieSpeak;
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[player,"repair",0,false] call dayz_zombieSpeak;
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null = [player,25,true,(getPosATL player)] spawn player_alertZombies;
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null = [player,25,true,(getPosATL player)] spawn player_alertZombies;
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sleep 5;
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sleep 5;
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