1.0.1 RC1 cont.

+ [ADDED] Keymakers Kit including the tools required to smelt, mold and
shape keys, as rare drop on industrial and supermarket.
+ [FIXED] Keymaker kit model and icon.
Special thanks goes out to Sequisha for all the hard work on models,
textures, and brainstorming!
This commit is contained in:
vbawol
2013-05-23 16:41:02 -05:00
parent b1e9d05177
commit c09142d125
13 changed files with 144 additions and 11 deletions

View File

@@ -0,0 +1,68 @@
private["_item","_config","_onLadder","_create","_isOk","_config2","_consume"];
if(TradeInprogress) exitWith { cutText ["Copy key already in progress." , "PLAIN DOWN"]; };
TradeInprogress = true;
_item = _this;
_config = configFile >> "cfgWeapons" >> _item;
_onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
if (_onLadder) exitWith {TradeInprogress = false; cutText [(localize "str_player_21") , "PLAIN DOWN"]};
_text = getText (_config >> "displayName");
_haskey = _this in weapons player;
if (!_haskey) exitWith {TradeInprogress = false; cutText [format[(localize "str_player_30"),_text] , "PLAIN DOWN"]};
_hastoolweapon = "ItemKeyKit" in weapons player;
if (!_hastoolweapon) exitWith {TradeInprogress = false; cutText ["Need Keymakers kit to make a copy of a key." , "PLAIN DOWN"]};
_isNear = {inflamed _x} count (position player nearObjects 2);
if(_isNear == 0) exitWith {TradeInprogress = false; cutText ["Key crafting needs a fire within 2 meters." , "PLAIN DOWN"]};
call gear_ui_init;
// require one tin bar per key
_hasTinBar = "ItemTinBar" in _magazinesPlayer;
if(!_hasTinBar) exitWith {TradeInprogress = false; cutText ["Key crafting requires a 1oz Tin Bar." , "PLAIN DOWN"]};
player playActionNow "Medic";
[player,"repair",0,false] call dayz_zombieSpeak;
[player,50,true,(getPosATL player)] spawn player_alertZombies;
r_interrupt = false;
_animState = animationState player;
r_doLoop = true;
_started = false;
_finished = false;
while {r_doLoop} do {
_animState = animationState player;
_isMedic = ["medic",_animState] call fnc_inString;
if (_isMedic) then {
_started = true;
};
if (_started and !_isMedic) then {
r_doLoop = false;
_finished = true;
};
if (r_interrupt) then {
r_doLoop = false;
};
sleep 0.1;
};
r_doLoop = false;
_num_removed = ([player,"ItemTinBar"] call BIS_fnc_invRemove);
if(_finished and _num_removed == 1) then {
// output key to backpack if space
_create = _item;
_qty = 1;
_box = unitBackpack player;
_box addWeaponCargoGlobal [_create,_qty];
cutText ["Copied key has been added to your backpack." , "PLAIN DOWN"];
} else {
cutText ["Canceled Key Crafting." , "PLAIN DOWN"];
};
TradeInprogress = false;