Update Snap and Vector build

- pre compile all snap and vector functions, it was only pre compiled if got started from modular_build before but not if it got called from the action menu
- localize snap and vector building
- clean up the code
- remove old Cinderwall vector fix, it looks like it is not needed anymore
- Update modular_build and player_build
This commit is contained in:
A Man
2020-03-08 14:08:45 +01:00
parent 267136beae
commit fe1d7fb48d
11 changed files with 880 additions and 700 deletions

View File

@@ -21,76 +21,76 @@ class SnapBuilding {
};
class Land_HBarrier5Preview: Barrier{ //fix for broken offsets in ghost
points[] = {
{0,0,0,"Pivot"},
{0,-0.75,0.1,"Back"},
{0,0.75,0.1,"Front"},
{-2.85,0,0.1,"Left"},
{2.85,0,0.1,"Right"},
{0,0,0.9,"Top"}
{0,0,0,$STR_EPOCH_ACTION_SNAP_PIVOT},
{0,-0.75,0.1,$STR_EPOCH_ACTION_SNAP_BACK},
{0,0.75,0.1,$STR_EPOCH_ACTION_SNAP_FRONT},
{-2.85,0,0.1,$STR_EPOCH_ACTION_SNAP_LEFT},
{2.85,0,0.1,$STR_EPOCH_ACTION_SNAP_RIGHT},
{0,0,0.9,$STR_EPOCH_ACTION_SNAP_TOP}
};
};
class Land_HBarrier5_DZ: Land_HBarrier5Preview {
points[] = {
{0,0,0,"Pivot"},
{0,-0.75,0,"Back"},
{0,0.75,0,"Front"},
{-2.85,0,0,"Left"},
{2.85,0,0,"Right"},
{0,0,0.9,"Top"}
{0,0,0,$STR_EPOCH_ACTION_SNAP_PIVOT},
{0,-0.75,0,$STR_EPOCH_ACTION_SNAP_BACK},
{0,0.75,0,$STR_EPOCH_ACTION_SNAP_FRONT},
{-2.85,0,0,$STR_EPOCH_ACTION_SNAP_LEFT},
{2.85,0,0,$STR_EPOCH_ACTION_SNAP_RIGHT},
{0,0,0.9,$STR_EPOCH_ACTION_SNAP_TOP}
};
};
class Land_HBarrier3ePreview: Barrier { //whitelist inheritance
points[] = {
{0,0,0,"Pivot"},
{0,-0.75,0,"Back"},
{0,0.75,0,"Front"},
{-1.7,0,0,"Left"},
{1.7,0,0,"Right"},
{0,0,0.9,"Top"}
{0,0,0,$STR_EPOCH_ACTION_SNAP_PIVOT},
{0,-0.75,0,$STR_EPOCH_ACTION_SNAP_BACK},
{0,0.75,0,$STR_EPOCH_ACTION_SNAP_FRONT},
{-1.7,0,0,$STR_EPOCH_ACTION_SNAP_LEFT},
{1.7,0,0,$STR_EPOCH_ACTION_SNAP_RIGHT},
{0,0,0.9,$STR_EPOCH_ACTION_SNAP_TOP}
};
};
class Land_HBarrier3_DZ: Land_HBarrier3ePreview{}; //point inheritance
class Land_HBarrier1Preview: Barrier {
points[] = {
{0,0,0,"Pivot"},
{0,-0.75,0,"Back"},
{0,0.75,0,"Front"},
{-0.6,0,0,"Left"},
{0.6,0,0,"Right"},
{0,0,0.9,"Top"}
{0,0,0,$STR_EPOCH_ACTION_SNAP_PIVOT},
{0,-0.75,0,$STR_EPOCH_ACTION_SNAP_BACK},
{0,0.75,0,$STR_EPOCH_ACTION_SNAP_FRONT},
{-0.6,0,0,$STR_EPOCH_ACTION_SNAP_LEFT},
{0.6,0,0,$STR_EPOCH_ACTION_SNAP_RIGHT},
{0,0,0.9,$STR_EPOCH_ACTION_SNAP_TOP}
};
};
class Land_HBarrier1_DZ: Land_HBarrier1Preview{};
class Fort_RazorWirePreview: Barrier {
points[] = {
{0,0,0,"Pivot"},
{0,-0.95,-0.3,"Back"},
{0,0.95,-0.3,"Front"},
{-4.1,0,-0.3,"Left"},
{4.1,0,-0.3,"Right"},
{0,0,1,"Top"}
{0,0,0,$STR_EPOCH_ACTION_SNAP_PIVOT},
{0,-0.95,-0.3,$STR_EPOCH_ACTION_SNAP_BACK},
{0,0.95,-0.3,$STR_EPOCH_ACTION_SNAP_FRONT},
{-4.1,0,-0.3,$STR_EPOCH_ACTION_SNAP_LEFT},
{4.1,0,-0.3,$STR_EPOCH_ACTION_SNAP_RIGHT},
{0,0,1,$STR_EPOCH_ACTION_SNAP_TOP}
};
};
class Fort_RazorWire: Fort_RazorWirePreview {};
class Sandbag1_DZ: Barrier {
points[] = {
{0,0,0,"Pivot"},
{-1.5,0,0,"Left"},
{1.5,0,0,"Right"},
{0,0,0.4,"Top"}
{0,0,0,$STR_EPOCH_ACTION_SNAP_PIVOT},
{-1.5,0,0,$STR_EPOCH_ACTION_SNAP_LEFT},
{1.5,0,0,$STR_EPOCH_ACTION_SNAP_RIGHT},
{0,0,0.4,$STR_EPOCH_ACTION_SNAP_TOP}
};
};
class BagFenceRound_DZ: Barrier {
points[] = {
{0,0,0,"Pivot"},
{-1.295,0.38,0,"Left"},
{1.295,0.38,0,"Right"},
{0,0,0.4,"Top"}
{0,0,0,$STR_EPOCH_ACTION_SNAP_PIVOT},
{-1.295,0.38,0,$STR_EPOCH_ACTION_SNAP_LEFT},
{1.295,0.38,0,$STR_EPOCH_ACTION_SNAP_RIGHT},
{0,0,0.4,$STR_EPOCH_ACTION_SNAP_TOP}
};
};
@@ -130,50 +130,50 @@ class SnapBuilding {
class WoodFloorQuarter_Preview_DZ: FloorsWallsStairs { //fix for broken offsets in ghost
points[] = {
{0,0,0,"Pivot"},
{0,-1.23,0,"Back"},
{0,1.23,0,"Front"},
{-1.24,0,0,"Left"},
{1.24,0,0,"Right"}
{0,0,0,$STR_EPOCH_ACTION_SNAP_PIVOT},
{0,-1.23,0,$STR_EPOCH_ACTION_SNAP_BACK},
{0,1.23,0,$STR_EPOCH_ACTION_SNAP_FRONT},
{-1.24,0,0,$STR_EPOCH_ACTION_SNAP_LEFT},
{1.24,0,0,$STR_EPOCH_ACTION_SNAP_RIGHT}
};
};
class WoodFloorQuarter_DZ: FloorsWallsStairs {
points[] = {
{0,0,0,"Pivot"},
{0,-1.23,0.137726,"Back"},
{0,1.23,0.137726,"Front"},
{-1.24,0,0.137726,"Left"},
{1.24,0,0.137726,"Right"}
{0,0,0,$STR_EPOCH_ACTION_SNAP_PIVOT},
{0,-1.23,0.137726,$STR_EPOCH_ACTION_SNAP_BACK},
{0,1.23,0.137726,$STR_EPOCH_ACTION_SNAP_FRONT},
{-1.24,0,0.137726,$STR_EPOCH_ACTION_SNAP_LEFT},
{1.24,0,0.137726,$STR_EPOCH_ACTION_SNAP_RIGHT}
};
};
class WoodFloorHalf_Preview_DZ: FloorsWallsStairs { //fix for broken offsets in ghost
points[] = {
{0,0,0,"Pivot"},
{0,-2.34,0,"Back"},
{0,2.34,0,"Front"},
{-1.25,0,0,"Left"},
{1.25,0,0,"Right"}
{0,0,0,$STR_EPOCH_ACTION_SNAP_PIVOT},
{0,-2.34,0,$STR_EPOCH_ACTION_SNAP_BACK},
{0,2.34,0,$STR_EPOCH_ACTION_SNAP_FRONT},
{-1.25,0,0,$STR_EPOCH_ACTION_SNAP_LEFT},
{1.25,0,0,$STR_EPOCH_ACTION_SNAP_RIGHT}
};
};
class WoodFloorHalf_DZ: FloorsWallsStairs{
points[] = {
{0,0,0,"Pivot"},
{0,-2.34,0.1407,"Back"},
{0,2.34,0.1407,"Front"},
{-1.25,0,0.1407,"Left"},
{1.25,0,0.1407,"Right"}
{0,0,0,$STR_EPOCH_ACTION_SNAP_PIVOT},
{0,-2.34,0.1407,$STR_EPOCH_ACTION_SNAP_BACK},
{0,2.34,0.1407,$STR_EPOCH_ACTION_SNAP_FRONT},
{-1.25,0,0.1407,$STR_EPOCH_ACTION_SNAP_LEFT},
{1.25,0,0.1407,$STR_EPOCH_ACTION_SNAP_RIGHT}
};
};
class WoodFloor_Preview_DZ: FloorsWallsStairs {
points[] = {
{0,0,0,"Pivot"},
{0,-2.33,0.130,"Back"},
{0,2.33,0.130,"Front"},
{-2.495,0,0.130,"Left"},
{2.495,0,0.130,"Right"}
{0,0,0,$STR_EPOCH_ACTION_SNAP_PIVOT},
{0,-2.33,0.130,$STR_EPOCH_ACTION_SNAP_BACK},
{0,2.33,0.130,$STR_EPOCH_ACTION_SNAP_FRONT},
{-2.495,0,0.130,$STR_EPOCH_ACTION_SNAP_LEFT},
{2.495,0,0.130,$STR_EPOCH_ACTION_SNAP_RIGHT}
};
radius = 10;
};
@@ -181,11 +181,11 @@ class SnapBuilding {
class Stairs_DZE: FloorsWallsStairs {
points[] = {
{0,0,0,"Pivot"},
{1.56055,-0.78,1.5,"Back"},
{1.56055,0.78,1.5,"Front"},
{1.73926,0.05,2.9,"Top"},
{-1.73926,0.05,0,"Bottom"}
{0,0,0,$STR_EPOCH_ACTION_SNAP_PIVOT},
{1.56055,-0.78,1.5,$STR_EPOCH_ACTION_SNAP_BACK},
{1.56055,0.78,1.5,$STR_EPOCH_ACTION_SNAP_FRONT},
{1.73926,0.05,2.9,$STR_EPOCH_ACTION_SNAP_TOP},
{-1.73926,0.05,0,$STR_EPOCH_ACTION_SNAP_BOTTOM}
};
};
class WoodStairs_DZ: Stairs_DZE {};
@@ -195,10 +195,10 @@ class SnapBuilding {
class WoodSmall_DZE: FloorsWallsStairs { // Small wood walls
points[] = {
{0,0,0,"Pivot"},
{-2.285, 0, 1.5,"Left"},
{2.285, 0, 1.5,"Right"},
{0, 0, 3,"Top"}
{0,0,0,$STR_EPOCH_ACTION_SNAP_PIVOT},
{-2.285, 0, 1.5,$STR_EPOCH_ACTION_SNAP_LEFT},
{2.285, 0, 1.5,$STR_EPOCH_ACTION_SNAP_RIGHT},
{0, 0, 3,$STR_EPOCH_ACTION_SNAP_TOP}
};
};
class WoodSmallWallDoor_Preview_DZ: WoodSmall_DZE {};
@@ -213,10 +213,10 @@ class SnapBuilding {
class WoodLarge_DZE: FloorsWallsStairs { //Large wood walls
points[] = {
{0,0,0,"Pivot"},
{-2.45, 0, 1.5,"Left"},
{2.45, 0, 1.5,"Right"},
{0, 0, 3,"Top"}
{0,0,0,$STR_EPOCH_ACTION_SNAP_PIVOT},
{-2.45, 0, 1.5,$STR_EPOCH_ACTION_SNAP_LEFT},
{2.45, 0, 1.5,$STR_EPOCH_ACTION_SNAP_RIGHT},
{0, 0, 3,$STR_EPOCH_ACTION_SNAP_TOP}
};
};
class WoodLargeWall_Preview_DZ: WoodLarge_DZE {};
@@ -224,10 +224,10 @@ class SnapBuilding {
class WoodLargeWallDoor_Preview_DZ: WoodLarge_DZE {};
class WoodSmallWallThird_Preview_DZ: WoodLarge_DZE {
points[] = {
{0,0,0,"Pivot"},
{-2.445, 0, 1.5,"Left"},
{2.445, 0, 1.5,"Right"},
{0, 0, 1.17,"Top"}
{0,0,0,$STR_EPOCH_ACTION_SNAP_PIVOT},
{-2.445, 0, 1.5,$STR_EPOCH_ACTION_SNAP_LEFT},
{2.445, 0, 1.5,$STR_EPOCH_ACTION_SNAP_RIGHT},
{0, 0, 1.17,$STR_EPOCH_ACTION_SNAP_TOP}
};
};
class WoodSmallWallThird_DZ: WoodSmallWallThird_Preview_DZ{};
@@ -243,41 +243,33 @@ class SnapBuilding {
class Cinder_DZE: FloorsWallsStairs { //All cinder walls and doors
points[] = {
{0,0,0,"Pivot"},
{-2.64, 0, 1.685,"Left"},
{2.64, 0, 1.685,"Right"},
{0, 0, 3.37042,"Top"}
{0,0,0,$STR_EPOCH_ACTION_SNAP_BOTTOM},
{-2.64, 0, 1.685,$STR_EPOCH_ACTION_SNAP_LEFT},
{2.64, 0, 1.685,$STR_EPOCH_ACTION_SNAP_RIGHT},
{0, 0, 3.37042,$STR_EPOCH_ACTION_SNAP_TOP}
};
radius = 10;
};
class CinderWall_Preview_DZ: Cinder_DZE {
points[] = {
{0,0,0,"Pivot"},
{-2.64, 0, -0.009,"Left"},
{2.64, 0, -0.009,"Right"},
{0, 0, 1.685,"Top"},
{0,0,-1.685,"Bottom"}
};
};
class CinderWallDoorway_Preview_DZ: Cinder_DZE {};
class CinderWallSmallDoorway_Preview_DZ: Cinder_DZE {};
class CinderWallHalf_Preview_DZ: Cinder_DZE {
points[] = {
{0,0,0,"Pivot"},
{-2.64, 0, 1.685,"Left"},
{2.64, 0, 1.685,"Right"},
{0, 0, 1.5,"Top"}
{0,0,0,$STR_EPOCH_ACTION_SNAP_BOTTOM},
{-2.64, 0, 1.685,$STR_EPOCH_ACTION_SNAP_LEFT},
{2.64, 0, 1.685,$STR_EPOCH_ACTION_SNAP_RIGHT},
{0, 0, 1.5,$STR_EPOCH_ACTION_SNAP_TOP}
};
};
class CinderWall_DZ: Cinder_DZE {
points[] = {
{0,0,0,"Pivot"},
{-2.64, 0, 1.685,"Left"},
{2.64, 0, 1.685,"Right"},
{0, 0, 3.37042,"Top"},
{0,0,-1.685,"Bottom"}
{0,0,0,$STR_EPOCH_ACTION_SNAP_BOTTOM},
{-2.64, 0, 1.685,$STR_EPOCH_ACTION_SNAP_LEFT},
{2.64, 0, 1.685,$STR_EPOCH_ACTION_SNAP_RIGHT},
{0, 0, 3.37042,$STR_EPOCH_ACTION_SNAP_TOP}
};
};
class CinderWall_Preview_DZ: CinderWall_DZ {};
class CinderWallDoorway_DZ: Cinder_DZE {};
class CinderWallDoorLocked_DZ: Cinder_DZE {};
class CinderWallDoor_DZ: Cinder_DZE {};
@@ -285,35 +277,27 @@ class SnapBuilding {
class CinderWallDoorSmallLocked_DZ: Cinder_DZE {};
class CinderWallHalf_DZ: Cinder_DZE {
points[] = {
{0,0,0,"Pivot"},
{-2.64, 0, 1.685,"Left"},
{2.64, 0, 1.685,"Right"},
{0, 0, 1.5,"Top"}
{0,0,0,$STR_EPOCH_ACTION_SNAP_PIVOT},
{-2.64, 0, 1.685,$STR_EPOCH_ACTION_SNAP_LEFT},
{2.64, 0, 1.685,$STR_EPOCH_ACTION_SNAP_RIGHT},
{0, 0, 1.5,$STR_EPOCH_ACTION_SNAP_TOP}
};
};
class CinderWallDoorSmall_DZ: Cinder_DZE {};
class MetalFloor_Preview_DZ: FloorsWallsStairs {
points[] = {
{0,0,0.011,"Pivot"},
{0, -2.64, 0.025,"Back"},
{0, 2.64, 0.025,"Front"},
{-2.64, 0, 0.025,"Left"},
{2.64, 0, 0.025,"Right"}
};
radius = 12;
};
class MetalFloor_DZ: FloorsWallsStairs{
points[] = {
{0,0,0,"Pivot"},
{0, -2.64, 0.166,"Back"},
{0, 2.64, 0.166,"Front"},
{-2.64, 0, 0.166,"Left"},
{2.64, 0, 0.166,"Right"}
{0,0,0,$STR_EPOCH_ACTION_SNAP_PIVOT},
{0, -2.64, 0.025,$STR_EPOCH_ACTION_SNAP_BACK},
{0, 2.64, 0.025,$STR_EPOCH_ACTION_SNAP_FRONT},
{-2.64, 0, 0.025,$STR_EPOCH_ACTION_SNAP_LEFT},
{2.64, 0, 0.025,$STR_EPOCH_ACTION_SNAP_RIGHT}
};
radius = 12;
};
class MetalFloor_Preview_DZ: MetalFloor_DZ {};
//Non essential Items that only snap to themselves, do whitelist inheritance if you want these to snap
class WoodCrate_DZ {
snapTo[] = {
@@ -321,12 +305,12 @@ class SnapBuilding {
};
radius = 5;
points[] = {
{0,0,0,"Pivot"},
{0,-0.47,0,"Back"},
{0,0.47,0,"Front"},
{-0.47,0,0,"Left"},
{0.47,0,0,"Right"},
{0,0,0.47,"Top"}
{0,0,0,$STR_EPOCH_ACTION_SNAP_PIVOT},
{0,-0.47,0,$STR_EPOCH_ACTION_SNAP_BACK},
{0,0.47,0,$STR_EPOCH_ACTION_SNAP_FRONT},
{-0.47,0,0,$STR_EPOCH_ACTION_SNAP_LEFT},
{0.47,0,0,$STR_EPOCH_ACTION_SNAP_RIGHT},
{0,0,0.47,$STR_EPOCH_ACTION_SNAP_TOP}
};
};
@@ -336,9 +320,9 @@ class SnapBuilding {
};
radius = 5;
points[] = {
{0,0,0,"Pivot"},
{-1.5,0,0,"Left"},
{1.5,0,0,"Right"}
{0,0,0,$STR_EPOCH_ACTION_SNAP_PIVOT},
{-1.5,0,0,$STR_EPOCH_ACTION_SNAP_LEFT},
{1.5,0,0,$STR_EPOCH_ACTION_SNAP_RIGHT}
};
};
@@ -348,8 +332,8 @@ class SnapBuilding {
};
radius = 5;
points[] = {
{0,0,0,"Pivot"},
{-4.1,0,0,"Left"}
{0,0,0,$STR_EPOCH_ACTION_SNAP_PIVOT},
{-4.1,0,0,$STR_EPOCH_ACTION_SNAP_LEFT}
};
};
@@ -359,9 +343,9 @@ class SnapBuilding {
};
radius = 10;
points[] = {
{0,0,0,"Pivot"},
{-2.95,0,0.3,"Left"},
{2.95,0,0.3,"Right"}
{0,0,0,$STR_EPOCH_ACTION_SNAP_PIVOT},
{-2.95,0,0.3,$STR_EPOCH_ACTION_SNAP_LEFT},
{2.95,0,0.3,$STR_EPOCH_ACTION_SNAP_RIGHT}
};
};
@@ -371,9 +355,9 @@ class SnapBuilding {
};
radius = 10;
points[] = {
{0,0,0,"Pivot"},
{-1.95,0,0.88,"Left"},
{1.95,0,0.88,"Right"}
{0,0,0,$STR_EPOCH_ACTION_SNAP_PIVOT},
{-1.95,0,0.88,$STR_EPOCH_ACTION_SNAP_LEFT},
{1.95,0,0.88,$STR_EPOCH_ACTION_SNAP_RIGHT}
};
};
@@ -383,10 +367,10 @@ class SnapBuilding {
};
radius = 7;
points[] = {
{0,0,0,"Pivot"},
{0.65,-1.7,1.2,"Back"},
{0.65,1.5,1.2,"Front"},
{3.34,-0.115,2.82,"Top"}
{0,0,0,$STR_EPOCH_ACTION_SNAP_PIVOT},
{0.65,-1.7,1.2,$STR_EPOCH_ACTION_SNAP_BACK},
{0.65,1.5,1.2,$STR_EPOCH_ACTION_SNAP_FRONT},
{3.34,-0.115,2.82,$STR_EPOCH_ACTION_SNAP_TOP}
};
};
class WoodRamp_DZ: WoodRamp_Preview_DZ{};
@@ -397,9 +381,9 @@ class SnapBuilding {
};
radius = 5;
points[] = {
{0,0,0,"Pivot"},
{-0.4,0,1.725,"Left"},
{0.4,0,1.725,"Right"}
{0,0,0,$STR_EPOCH_ACTION_SNAP_PIVOT},
{-0.4,0,1.725,$STR_EPOCH_ACTION_SNAP_LEFT},
{0.4,0,1.725,$STR_EPOCH_ACTION_SNAP_RIGHT}
};
};
class WoodLadder_DZ: WoodLadder_Preview_DZ{};
@@ -411,11 +395,11 @@ class SnapBuilding {
};
radius = 5;
points[] = {
{0,0,0,"Pivot"},
{0,0.284,0.615,"Back"},
{0,0,1.23,"Top"},
{-0.362,0,0.615,"Left"},
{0.362,0,0.615,"Right"}
{0,0,0,$STR_EPOCH_ACTION_SNAP_PIVOT},
{0,0.284,0.615,$STR_EPOCH_ACTION_SNAP_BACK},
{0,0,1.23,$STR_EPOCH_ACTION_SNAP_TOP},
{-0.362,0,0.615,$STR_EPOCH_ACTION_SNAP_LEFT},
{0.362,0,0.615,$STR_EPOCH_ACTION_SNAP_RIGHT}
};
};

View File

@@ -67,7 +67,7 @@ class CinderWallHalf_DZ: ModularItems {
scope = public;
destrType = "DestructBuilding";
cost = 100;
offset[] = {0,1.5,0};
offset[] = {0,2,0};
model="\z\addons\dayz_epoch\models\cinder_wall_half.p3d";
icon = "\ca\data\data\Unknown_object.paa";
mapSize = 2;
@@ -93,7 +93,7 @@ class CinderWall_DZ: ModularItems {
scope = public;
destrType = "DestructBuilding";
cost = 100;
offset[] = {0,1.5,1.65};
offset[] = {0,2,0};
model="\z\addons\dayz_epoch\models\cinder_wall_full.p3d";
icon = "\ca\data\data\Unknown_object.paa";
mapSize = 2;

View File

@@ -1,8 +1,8 @@
private ["_abort","_reason","_distance","_isNear","_lockable","_isAllowedUnderGround","_offset","_classname","_zheightdirection","_zheightchanged","_rotate","_objectHelperPos","_objectHelperDir","_objHDiff","_position","_isOk","_dir","_vector","_cancel","_location2","_buildOffset","_location","_limit","_finished","_proceed","_counter","_dis","_sfx","_combination_1_Display","_combination_1","_combination_2","_combination_3","_combination","_combinationDisplay","_combination_4","_num_removed","_tmpbuilt","_vUp","_classnametmp","_text","_ghost","_ghost2","_VectorWorkAround","_objectHelper","_location1","_object","_object2","_helperColor","_canDo","_pos","_onLadder","_vehicle","_inVehicle","_needNear","_canBuild"];
if (dayz_actionInProgress) exitWith {localize "str_epoch_player_40" call dayz_rollingMessages;};
dayz_actionInProgress = true;
private ["_abort","_reason","_distance","_isNear","_lockable","_isAllowedUnderGround","_offset","_classname","_zheightdirection","_zheightchanged","_rotate","_objectHelperPos","_objHDiff","_position","_isOk","_dir","_vector","_cancel","_location2","_buildOffset","_location","_limit","_finished","_proceed","_counter","_dis","_sfx","_combination_1_Display","_combination_1","_combination_2","_combination_3","_combination","_combinationDisplay","_combination_4","_num_removed","_tmpbuilt","_vUp","_classnametmp","_text","_ghost","_objectHelper","_location1","_object","_helperColor","_canDo","_pos","_onLadder","_vehicle","_inVehicle","_needNear","_canBuild","_friendsArr"];
_pos = [player] call FNC_GetPos;
_onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
@@ -48,36 +48,33 @@ _reason = "";
_needNear = getArray (configFile >> "CfgMagazines" >> DZE_buildItem >> "ItemActions" >> "Build" >> "neednearby");
{
switch(_x) do{
case "fire":
{
call {
if (_x == "fire") exitwith {
_distance = 3;
_isNear = {inflamed _x} count (_pos nearObjects _distance);
if(_isNear == 0) then {
if (_isNear == 0) then {
_abort = true;
_reason = localize "STR_EPOCH_FIRE";
};
};
case "workshop":
{
if (_x == "workshop") exitwith {
_distance = 3;
_isNear = count (nearestObjects [_pos, ["Wooden_shed_DZ","WoodShack_DZ","WorkBench_DZ"], _distance]);
if(_isNear == 0) then {
if (_isNear == 0) then {
_abort = true;
_reason = localize "STR_EPOCH_WORKBENCH_NEARBY";
};
};
case "fueltank":
{
if (_x == "fueltank") exitwith {
_distance = 30;
_isNear = count (nearestObjects [_pos, dayz_fuelsources, _distance]);
if(_isNear == 0) then {
if (_isNear == 0) then {
_abort = true;
_reason = localize "STR_EPOCH_VEHUP_TNK";
};
};
};
} forEach _needNear;
} count _needNear;
if (_abort) exitWith {
format[localize "str_epoch_player_135",_reason,_distance] call dayz_rollingMessages;
@@ -96,41 +93,28 @@ if (_canBuild select 0) then {
_ghost = getText (configFile >> "CfgVehicles" >> _classname >> "ghostpreview");
_lockable = 0;
if(isNumber (configFile >> "CfgVehicles" >> _classname >> "lockable")) then {
if (isNumber (configFile >> "CfgVehicles" >> _classname >> "lockable")) then {
_lockable = getNumber(configFile >> "CfgVehicles" >> _classname >> "lockable");
};
_isAllowedUnderGround = 1;
if(isNumber (configFile >> "CfgVehicles" >> _classname >> "nounderground")) then {
if (isNumber (configFile >> "CfgVehicles" >> _classname >> "nounderground")) then {
_isAllowedUnderGround = getNumber(configFile >> "CfgVehicles" >> _classname >> "nounderground");
};
_offset = getArray (configFile >> "CfgVehicles" >> _classname >> "offset");
_offset = getArray (configFile >> "CfgVehicles" >> _classname >> "offset");
_objectHelper = objNull;
_isOk = true;
_location1 = [player] call FNC_GetPos;
_dir = getDir player;
_ghost2 = "";
_VectorWorkAround = false;
if (_classname == "CinderWall_DZ") then {
_ghost2 = _ghost;
_ghost = "CinderWallHalf_Preview_DZ";
_VectorWorkAround = true;
};
if (_ghost != "") then {
_classname = _ghost;
};
_object = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"];
_object2 = ObjNull;
if (_VectorWorkAround) then {
_object2 = _ghost2 createVehicleLocal [0,0,0];
hideObject _object;
};
if((count _offset) <= 0) then {
if ((count _offset) <= 0) then {
_offset = [0,(abs(((boundingBox _object)select 0) select 1)),0];
};
@@ -138,14 +122,9 @@ if (_canBuild select 0) then {
_helperColor = "#(argb,8,8,3)color(0,0,0,0,ca)";
_objectHelper setobjecttexture [0,_helperColor];
_objectHelper attachTo [player,_offset];
if (_VectorWorkAround) then {
_object attachTo [_objectHelper,[0,0,-1.65]];
_object2 attachTo [_object,[0,0,1.65]];
} else {
_object attachTo [_objectHelper,[0,0,0]];
};
_object attachTo [_objectHelper,[0,0,0]];
if (isClass (configFile >> "SnapBuilding" >> _classname)) then {
if (isClass (configFile >> "SnapBuilding" >> _classname)) then {
["","","",["Init",_object,_classname,_objectHelper]] spawn snap_build;
};
@@ -153,12 +132,12 @@ if (_canBuild select 0) then {
["","","",["Init","Init",0]] spawn build_vectors;
};
_objHDiff = 0;
_objHDiff = 0;
_cancel = false;
_reason = "";
helperDetach = false;
_canDo = (!r_drag_sqf and !r_player_unconscious);
_canDo = (!r_drag_sqf && {!r_player_unconscious});
_position = [_objectHelper] call FNC_GetPos;
while {_isOk} do {
@@ -200,7 +179,7 @@ if (_canBuild select 0) then {
if (DZE_4) then {
_rotate = true;
DZE_4 = false;
if(DZE_dirWithDegrees) then{
if (DZE_dirWithDegrees) then{
DZE_memDir = DZE_memDir - DZE_curDegree;
}else{
DZE_memDir = DZE_memDir - 45;
@@ -209,27 +188,27 @@ if (_canBuild select 0) then {
if (DZE_6) then {
_rotate = true;
DZE_6 = false;
if(DZE_dirWithDegrees) then{
if (DZE_dirWithDegrees) then{
DZE_memDir = DZE_memDir + DZE_curDegree;
}else{
DZE_memDir = DZE_memDir + 45;
};
};
if(DZE_updateVec) then{
if (DZE_updateVec) then{
[_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw;
DZE_updateVec = false;
};
if (DZE_F and _canDo) then {
if (helperDetach) then {
_objectHelper attachTo [player];
DZE_memDir = DZE_memDir-(getDir player);
helperDetach = false;
[_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw;
} else {
} else {
_objectHelperPos = getPosATL _objectHelper;
detach _objectHelper;
detach _objectHelper;
DZE_memDir = getDir _objectHelper;
[_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw;
_objectHelper setPosATL _objectHelperPos;
@@ -239,46 +218,45 @@ if (_canBuild select 0) then {
DZE_F = false;
};
if(_rotate) then {
if (_rotate) then {
[_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw;
};
if(_zheightchanged) then {
if (_zheightchanged) then {
if (!helperDetach) then {
detach _objectHelper;
_objectHelperDir = getDir _objectHelper;
detach _objectHelper;
};
_position = [_objectHelper] call FNC_GetPos;
if(_zheightdirection == "up") then {
if (_zheightdirection == "up") then {
_position set [2,((_position select 2)+0.1)];
_objHDiff = _objHDiff + 0.1;
};
if(_zheightdirection == "down") then {
if (_zheightdirection == "down") then {
_position set [2,((_position select 2)-0.1)];
_objHDiff = _objHDiff - 0.1;
};
if(_zheightdirection == "up_alt") then {
if (_zheightdirection == "up_alt") then {
_position set [2,((_position select 2)+1)];
_objHDiff = _objHDiff + 1;
};
if(_zheightdirection == "down_alt") then {
if (_zheightdirection == "down_alt") then {
_position set [2,((_position select 2)-1)];
_objHDiff = _objHDiff - 1;
};
if(_zheightdirection == "up_ctrl") then {
if (_zheightdirection == "up_ctrl") then {
_position set [2,((_position select 2)+0.01)];
_objHDiff = _objHDiff + 0.01;
};
if(_zheightdirection == "down_ctrl") then {
if (_zheightdirection == "down_ctrl") then {
_position set [2,((_position select 2)-0.01)];
_objHDiff = _objHDiff - 0.01;
};
if((_isAllowedUnderGround == 0) && ((_position select 2) < 0)) then {
if ((_isAllowedUnderGround == 0) && {(_position select 2) < 0}) then {
_position set [2,0];
};
@@ -289,7 +267,7 @@ if (_canBuild select 0) then {
};
if (!helperDetach) then {
_objectHelper attachTo [player];
_objectHelper attachTo [player];
};
[_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw;
};
@@ -298,74 +276,54 @@ if (_canBuild select 0) then {
_location2 = [player] call FNC_GetPos;
_objectHelperPos = [_objectHelper] call FNC_GetPos;
if(DZE_5) exitWith {
if (DZE_5) exitWith {
_isOk = false;
_position = [_object] call FNC_GetPos;
detach _object;
_dir = getDir _object;
_vector = [(vectorDir _object),(vectorUp _object)];
_vector = [(vectorDir _object),(vectorUp _object)];
deleteVehicle _object;
if (_VectorWorkAround) then {
detach _object2;
deleteVehicle _object2;
};
detach _objectHelper;
deleteVehicle _objectHelper;
};
if(_location1 distance _location2 > DZE_buildMaxMoveDistance) exitWith {
if (_location1 distance _location2 > DZE_buildMaxMoveDistance) exitWith {
_isOk = false;
_cancel = true;
_reason = format[localize "STR_EPOCH_BUILD_FAIL_MOVED",DZE_buildMaxMoveDistance];
detach _object;
deleteVehicle _object;
if (_VectorWorkAround) then {
detach _object2;
deleteVehicle _object2;
};
detach _objectHelper;
deleteVehicle _objectHelper;
};
if(_location1 distance _objectHelperPos > DZE_buildMaxMoveDistance) exitWith {
if (_location1 distance _objectHelperPos > DZE_buildMaxMoveDistance) exitWith {
_isOk = false;
_cancel = true;
_reason = format[localize "STR_EPOCH_BUILD_FAIL_TOO_FAR",DZE_buildMaxMoveDistance];
detach _object;
deleteVehicle _object;
if (_VectorWorkAround) then {
detach _object2;
deleteVehicle _object2;
};
detach _objectHelper;
deleteVehicle _objectHelper;
};
if(abs(_objHDiff) > DZE_buildMaxHeightDistance) exitWith {
if (abs(_objHDiff) > DZE_buildMaxHeightDistance) exitWith {
_isOk = false;
_cancel = true;
_reason = format[localize "STR_EPOCH_BUILD_FAIL_HEIGHT",DZE_buildMaxHeightDistance];
detach _object;
deleteVehicle _object;
if (_VectorWorkAround) then {
detach _object2;
deleteVehicle _object2;
};
detach _objectHelper;
deleteVehicle _objectHelper;
};
if (DZE_BuildHeightLimit > 0 && {_position select 2 > DZE_BuildHeightLimit}) exitWith {
_isOk = false;
_cancel = true;
_reason = format[localize "STR_EPOCH_PLAYER_168",DZE_BuildHeightLimit];
detach _object;
deleteVehicle _object;
if (_VectorWorkAround) then {
detach _object2;
deleteVehicle _object2;
};
detach _objectHelper;
deleteVehicle _objectHelper;
};
@@ -376,10 +334,6 @@ if (_canBuild select 0) then {
_reason = localize "str_epoch_player_43";
detach _object;
deleteVehicle _object;
if (_VectorWorkAround) then {
detach _object2;
deleteVehicle _object2;
};
detach _objectHelper;
deleteVehicle _objectHelper;
};
@@ -390,15 +344,11 @@ if (_canBuild select 0) then {
_reason = localize "STR_EPOCH_PLAYER_46";
detach _object;
deleteVehicle _object;
if (_VectorWorkAround) then {
detach _object2;
deleteVehicle _object2;
};
detach _objectHelper;
deleteVehicle _objectHelper;
};
};
_isOk = true;
_proceed = false;
_counter = 0;
@@ -407,33 +357,33 @@ if (_canBuild select 0) then {
if (!DZE_BuildOnRoads) then {
if (isOnRoad _position) then { _cancel = true; _reason = localize "STR_EPOCH_BUILD_FAIL_ROAD"; };
};
if(!canbuild) then { _cancel = true; _reason = format[localize "STR_EPOCH_PLAYER_136",localize "STR_EPOCH_TRADER"]; };
if (!canbuild) then { _cancel = true; _reason = format[localize "STR_EPOCH_PLAYER_136",localize "STR_EPOCH_TRADER"]; };
if(!_cancel) then {
if (!_cancel) then {
_classname = _classnametmp;
_tmpbuilt = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"];
_tmpbuilt setdir _dir;
_tmpbuilt setVariable["memDir",_dir,true];
_location = _position;
if((_isAllowedUnderGround == 0) && ((_location select 2) < 0)) then {
if ((_isAllowedUnderGround == 0) && {(_location select 2) < 0}) then {
_location set [2,0];
};
_tmpbuilt setVectorDirAndUp _vector;
_buildOffset = [0,0,0];
_vUp = _vector select 1;
switch (_classname) do {
case "MetalFloor_DZ": { _buildOffset = [(_vUp select 0) * .148, (_vUp select 1) * .148,0]; };
};
_location = [
(_location select 0) - (_buildOffset select 0),
(_location select 1) - (_buildOffset select 1),
(_location select 2) - (_buildOffset select 2)
];
if (surfaceIsWater _location) then {
_tmpbuilt setPosASL _location;
_location = ASLtoATL _location;
@@ -461,19 +411,19 @@ if (_canBuild select 0) then {
_sfx = "repair";
[player,_sfx,0,false,_dis] call dayz_zombieSpeak;
[player,_dis,true,(getPosATL player)] spawn player_alertZombies;
_finished = ["Medic",1,{player getVariable["combattimeout",0] >= diag_tickTime or DZE_cancelBuilding}] call fn_loopAction;
if(!_finished) exitWith {
if (!_finished) exitWith {
_isOk = false;
_proceed = false;
};
if(_finished) then {
if (_finished) then {
_counter = _counter + 1;
};
if(_counter == _limit) exitWith {
if (_counter == _limit) exitWith {
_isOk = false;
_proceed = true;
};
@@ -482,14 +432,14 @@ if (_canBuild select 0) then {
if (_proceed) then {
_num_removed = ([player,DZE_buildItem] call BIS_fnc_invRemove); //remove item's magazine from inventory
if(_num_removed == 1) then {
if (_num_removed == 1) then {
["Working",0,[20,10,5,0]] call dayz_NutritionSystem;
call player_forceSave;
[format[localize "str_build_01",_text],1] call dayz_rollingMessages;
_tmpbuilt setVariable ["OEMPos",_location,true]; //store original location as a variable
if(_lockable > 1) then { //if item has code lock on it
if (_lockable > 1) then { //if item has code lock on it
_combinationDisplay = ""; //define new display
@@ -576,7 +526,7 @@ if (_canBuild select 0) then {
};
if (DZE_GodModeBase && {!(_classname in DZE_GodModeBaseExclude)}) then {
_tmpbuilt addEventHandler ["HandleDamage",{false}];
};
};
} else { //if magazine was not removed, cancel publish
deleteVehicle _tmpbuilt;
localize "str_epoch_player_46" call dayz_rollingMessages;

View File

@@ -2,17 +2,14 @@
DayZ Base Building
Made for DayZ Epoch please ask permission to use/edit/distrubute email vbawol@veteranbastards.com.
*/
private ["_location","_pos","_dir","_classname","_item","_cancel","_reason","_finished","_dis","_sfx","_tmpbuilt","_onLadder","_require","_text","_offset","_isOk","_location1","_location2","_counter","_limit","_proceed","_num_removed","_position","_object","_canBuildOnPlot","_distance","_classnametmp","_ghost","_lockable","_zheightchanged","_rotate","_combination_1","_combination_2","_combination_3","_combination_4","_combination","_combination_1_Display","_combinationDisplay","_zheightdirection","_abort","_isNear","_needNear","_vehicle","_inVehicle","_objHDiff","_isAllowedUnderGround","_canBuild"];
if (dayz_actionInProgress) exitWith {localize "str_epoch_player_40" call dayz_rollingMessages;};
dayz_actionInProgress = true;
private ["_location","_pos","_dir","_classname","_item","_cancel","_reason","_finished","_dis","_sfx","_tmpbuilt","_onLadder","_text","_offset","_isOk","_location1","_location2","_counter","_limit","_proceed","_num_removed","_position","_object","_distance","_classnametmp","_ghost","_lockable","_zheightchanged","_rotate","_combination_1","_combination_2","_combination_3","_combination_4","_combination","_combination_1_Display","_combinationDisplay","_zheightdirection","_abort","_isNear","_needNear","_vehicle","_inVehicle","_objHDiff","_isAllowedUnderGround","_canBuild","_friendsArr","_vector"];
_pos = [player] call FNC_GetPos;
_onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
_cancel = false;
_canBuildOnPlot = false;
_vehicle = vehicle player;
_inVehicle = (_vehicle != player);
@@ -48,39 +45,35 @@ _reason = "";
_needNear = getArray (configFile >> "CfgMagazines" >> _item >> "ItemActions" >> "Build" >> "neednearby");
{
switch(_x) do{
case "fire":
{
call {
if (_x == "fire") exitwith {
_distance = 3;
_isNear = {inflamed _x} count (_pos nearObjects _distance);
if(_isNear == 0) then {
if (_isNear == 0) then {
_abort = true;
_reason = localize "STR_EPOCH_FIRE";
};
};
case "workshop":
{
if (_x == "workshop") exitwith {
_distance = 3;
_isNear = count (nearestObjects [_pos, ["Wooden_shed_DZ","WoodShack_DZ","WorkBench_DZ"], _distance]);
if(_isNear == 0) then {
if (_isNear == 0) then {
_abort = true;
_reason = localize "STR_EPOCH_WORKBENCH_NEARBY";
};
};
case "fueltank":
{
if (_x == "fueltank") exitwith {
_distance = 30;
_isNear = count (nearestObjects [_pos, dayz_fuelsources, _distance]);
if(_isNear == 0) then {
if (_isNear == 0) then {
_abort = true;
_reason = localize "STR_EPOCH_VEHUP_TNK";
};
};
};
} forEach _needNear;
} count _needNear;
if(_abort) exitWith {
if (_abort) exitWith {
format[localize "str_epoch_player_135",_reason,_distance] call dayz_rollingMessages;
dayz_actionInProgress = false;
};
@@ -89,7 +82,7 @@ _canBuild = [_pos, _item, true] call dze_buildChecks;
if (_canBuild select 0) then {
_classname = getText (configFile >> "CfgMagazines" >> _item >> "ItemActions" >> "Build" >> "create");
_classnametmp = _classname;
_require = getArray (configFile >> "cfgMagazines" >> _this >> "ItemActions" >> "Build" >> "require");
if (isText (configFile >> "CfgMagazines" >> _item >> "ItemActions" >> "Build" >> "buildText")) then {
_text = getText (configFile >> "CfgMagazines" >> _item >> "ItemActions" >> "Build" >> "buildText");
} else {
@@ -98,16 +91,16 @@ if (_canBuild select 0) then {
_ghost = getText (configFile >> "CfgVehicles" >> _classname >> "ghostpreview");
_lockable = 0;
if(isNumber (configFile >> "CfgVehicles" >> _classname >> "lockable")) then {
if (isNumber (configFile >> "CfgVehicles" >> _classname >> "lockable")) then {
_lockable = getNumber(configFile >> "CfgVehicles" >> _classname >> "lockable");
};
_isAllowedUnderGround = 1;
if(isNumber (configFile >> "CfgVehicles" >> _classname >> "nounderground")) then {
if (isNumber (configFile >> "CfgVehicles" >> _classname >> "nounderground")) then {
_isAllowedUnderGround = getNumber(configFile >> "CfgVehicles" >> _classname >> "nounderground");
};
_offset = getArray (configFile >> "CfgVehicles" >> _classname >> "offset");
_offset = getArray (configFile >> "CfgVehicles" >> _classname >> "offset");
_location = [0,0,0];
_isOk = true;
@@ -121,7 +114,7 @@ if (_canBuild select 0) then {
_object = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"];
if((count _offset) <= 0) then {
if ((count _offset) <= 0) then {
_offset = [0,(abs(((boundingBox _object)select 0) select 1)),0];
};
@@ -180,47 +173,47 @@ if (_canBuild select 0) then {
_dir = 0;
};
if(_rotate) then {
if (_rotate) then {
_object setDir _dir;
_object setPosATL _position;
//diag_log format["DEBUG Rotate BUILDING POS: %1", _position];
};
if(_zheightchanged) then {
if (_zheightchanged) then {
detach _object;
_position = getPosATL _object;
if(_zheightdirection == "up") then {
if (_zheightdirection == "up") then {
_position set [2,((_position select 2)+0.1)];
_objHDiff = _objHDiff + 0.1;
};
if(_zheightdirection == "down") then {
if (_zheightdirection == "down") then {
_position set [2,((_position select 2)-0.1)];
_objHDiff = _objHDiff - 0.1;
};
if(_zheightdirection == "up_alt") then {
if (_zheightdirection == "up_alt") then {
_position set [2,((_position select 2)+1)];
_objHDiff = _objHDiff + 1;
};
if(_zheightdirection == "down_alt") then {
if (_zheightdirection == "down_alt") then {
_position set [2,((_position select 2)-1)];
_objHDiff = _objHDiff - 1;
};
if(_zheightdirection == "up_ctrl") then {
if (_zheightdirection == "up_ctrl") then {
_position set [2,((_position select 2)+0.01)];
_objHDiff = _objHDiff + 0.01;
};
if(_zheightdirection == "down_ctrl") then {
if (_zheightdirection == "down_ctrl") then {
_position set [2,((_position select 2)-0.01)];
_objHDiff = _objHDiff - 0.01;
};
_object setDir (getDir _object);
if((_isAllowedUnderGround == 0) && ((_position select 2) < 0)) then {
if ((_isAllowedUnderGround == 0) && {(_position select 2) < 0}) then {
_position set [2,0];
};
@@ -236,16 +229,17 @@ if (_canBuild select 0) then {
_location2 = getPosATL player;
if(DZE_5) exitWith {
if (DZE_5) exitWith {
_isOk = false;
detach _object;
_dir = getDir _object;
_position = getPosATL _object;
_vector = [(vectorDir _object),(vectorUp _object)];
//diag_log format["DEBUG BUILDING POS: %1", _position];
deleteVehicle _object;
};
if(_location1 distance _location2 > DZE_buildMaxMoveDistance) exitWith {
if (_location1 distance _location2 > DZE_buildMaxMoveDistance) exitWith {
_isOk = false;
_cancel = true;
_reason = format[localize "STR_EPOCH_BUILD_FAIL_MOVED",DZE_buildMaxMoveDistance];
@@ -253,14 +247,14 @@ if (_canBuild select 0) then {
deleteVehicle _object;
};
if(abs(_objHDiff) > DZE_buildMaxHeightDistance) exitWith {
if (abs(_objHDiff) > DZE_buildMaxHeightDistance) exitWith {
_isOk = false;
_cancel = true;
_reason = format[localize "STR_EPOCH_BUILD_FAIL_HEIGHT",DZE_buildMaxHeightDistance];
detach _object;
deleteVehicle _object;
};
if (DZE_BuildHeightLimit > 0 && {_position select 2 > DZE_BuildHeightLimit}) exitWith {
_isOk = false;
_cancel = true;
@@ -292,9 +286,9 @@ if (_canBuild select 0) then {
};
// No building in trader zones
if(!canbuild) then { _cancel = true; _reason = format[localize "STR_EPOCH_PLAYER_136",localize "STR_EPOCH_TRADER"]; };
if (!canbuild) then { _cancel = true; _reason = format[localize "STR_EPOCH_PLAYER_136",localize "STR_EPOCH_TRADER"]; };
if(!_cancel) then {
if (!_cancel) then {
_classname = _classnametmp;
@@ -306,7 +300,7 @@ if (_canBuild select 0) then {
// Get position based on object
_location = _position;
if((_isAllowedUnderGround == 0) && ((_location select 2) < 0)) then {
if ((_isAllowedUnderGround == 0) && {(_location select 2) < 0}) then {
_location set [2,0];
};
@@ -339,16 +333,16 @@ if (_canBuild select 0) then {
_finished = ["Medic",1,{player getVariable["combattimeout",0] >= diag_tickTime or DZE_cancelBuilding}] call fn_loopAction;
if(!_finished) exitWith {
if (!_finished) exitWith {
_isOk = false;
_proceed = false;
};
if(_finished) then {
if (_finished) then {
_counter = _counter + 1;
};
if(_counter == _limit) exitWith {
if (_counter == _limit) exitWith {
_isOk = false;
_proceed = true;
};
@@ -357,14 +351,14 @@ if (_canBuild select 0) then {
if (_proceed) then {
_num_removed = ([player,_item] call BIS_fnc_invRemove);
if(_num_removed == 1) then {
if (_num_removed == 1) then {
["Working",0,[20,10,5,0]] call dayz_NutritionSystem;
call player_forceSave;
format[localize "str_build_01",_text] call dayz_rollingMessages;
_tmpbuilt setVariable ["OEMPos",_location,true];
if(_lockable > 1) then {
if (_lockable > 1) then {
_combinationDisplay = "";
@@ -449,7 +443,7 @@ if (_canBuild select 0) then {
};
if (DZE_GodModeBase && {!(_classname in DZE_GodModeBaseExclude)}) then {
_tmpbuilt addEventHandler ["HandleDamage",{false}];
};
};
} else {
deleteVehicle _tmpbuilt;
localize "str_epoch_player_46" call dayz_rollingMessages;

View File

@@ -3,8 +3,8 @@
// July 10 2014 //
/*--------------------------------*/
private ["_object","_objectSnapGizmo","_objColorActive","_objColorInactive","_classname","_whitelist","_points","_radius","_cfg","_cnt","_pos","_findWhitelisted","_nearbyObject","_posNearby","_selectedAction","_newPos","_pointsNearby","_onWater","_waterBase"];
//Args
private ["_object", "_classname", "_objectHelper", "_selectedAction", "_cfg", "_whitelist", "_points", "_radius"];
snapActionState = _this select 3 select 0;
_object = _this select 3 select 1;
_classname = _this select 3 select 2;
@@ -17,274 +17,86 @@ _whitelist = getArray (_cfg >> "snapTo");
_points = getArray (_cfg >> "points");
_radius = getNumber (_cfg >> "radius");
//colors
_objColorActive = "#(argb,8,8,3)color(0,0.92,0.06,1,ca)";
_objColorInactive = "#(argb,8,8,3)color(0.04,0.84,0.92,0.3,ca)";
fnc_snapActionCleanup = {
private ["_s1","_s2","_s3","_cnt"];
_s1 = _this select 0;
_s2 = _this select 1;
_s3 = _this select 2;
player removeAction s_player_toggleSnap; s_player_toggleSnap = -1;
player removeAction s_player_toggleSnapSelect; s_player_toggleSnapSelect = -1;
if (count s_player_toggleSnapSelectPoint != 0) then {{player removeAction _x;} count s_player_toggleSnapSelectPoint; s_player_toggleSnapSelectPoint=[]; snapActions = -1;};
if (_s1 > 0) then {
s_player_toggleSnap = player addaction [format[("<t color=""#ffffff"">" + ("Snap: %1") +"</t>"),snapActionState], "\z\addons\dayz_code\actions\snap_build.sqf",[snapActionState,_object,_classname,_objectHelper],10,false,true];
};
if (_s2 > 0) then {
s_player_toggleSnapSelect = player addaction [format[("<t color=""#ffffff"">" + ("Snap Point: %1") +"</t>"),snapActionStateSelect], "\z\addons\dayz_code\actions\snap_build.sqf",[snapActionStateSelect,_object,_classname,_objectHelper],9,false,true];
};
if (_s3 > 0) then {
s_player_toggleSnapSelectPoint=[];
_cnt = 0;
{snapActions = player addaction [format[("<t color=""#ffffff"">" + ("%1)Select: %2") +"</t>"),_cnt,_x select 3], "\z\addons\dayz_code\actions\snap_build.sqf",["Selected",_object,_classname,_objectHelper,_cnt],8,false,false];
s_player_toggleSnapSelectPoint set [count s_player_toggleSnapSelectPoint,snapActions];
_cnt = _cnt+1;
}count _points;
};
};
fnc_initSnapPoints = {
snapGizmos = [];
{
_objectSnapGizmo = "Sign_sphere10cm_EP1" createVehicleLocal [0,0,0];
_objectSnapGizmo setobjecttexture [0,_objColorInactive];
_objectSnapGizmo attachTo [_object,[_x select 0,_x select 1,_x select 2]];
snapGizmos set [count snapGizmos,_objectSnapGizmo];
} count _points;
};
fnc_initSnapPointsNearby = {
_pos = [_object] call FNC_GetPos;
_findWhitelisted = []; _pointsNearby = [];
_findWhitelisted = nearestObjects [_pos,_whitelist,(_radius + DZE_snapExtraRange)]-[_object];
snapGizmosNearby = [];
{
_nearbyObject = _x;
_pointsNearby = getArray (configFile >> "SnapBuilding" >> (typeOf _x) >> "points");
{
_objectSnapGizmo = "Sign_sphere10cm_EP1" createVehicleLocal [0,0,0];
_objectSnapGizmo setobjecttexture [0,_objColorInactive];
//_objectSnapGizmo setDir (getDir _nearbyObject);
_objectSnapGizmo setDir (_nearbyObject getVariable["memDir",0]);
_posNearby = _nearbyObject modelToWorld [_x select 0,_x select 1,_x select 2];
if (surfaceIsWater _posNearby) then {
_objectSnapGizmo setPosASL [(_posNearby) select 0,(_posNearby) select 1,(getPosASL _nearbyObject select 2) + (_x select 2)];
} else {
_objectSnapGizmo setPosATL _posNearby;
};
snapGizmosNearby set [count snapGizmosNearby,_objectSnapGizmo];
} count _pointsNearby;
} forEach _findWhitelisted;
};
fnc_initSnapPointsCleanup = {
{detach _x;deleteVehicle _x;}count snapGizmos;snapGizmos=[];
{detach _x;deleteVehicle _x;}count snapGizmosNearby;snapGizmosNearby=[];
snapActionState = "OFF";
};
fnc_snapDistanceCheck = {
while {snapActionState != "OFF"} do {
private ["_distClosestPointFound","_distCheck","_distClosest","_distClosestPoint","_testXPos","_testXDir","_distClosestPointFoundPos","_distClosestPointFoundDir","_distClosestAttached","_distCheckAttached","_distClosestAttachedFoundPos"];
_distClosestPointFound = objNull; _distCheck = 0; _distClosest = 10; _distClosestPoint = objNull; _testXPos = []; _distClosestPointFoundPos =[]; _distClosestPointFoundDir = 0;
{
if (_x !=_distClosestPointFound) then {_x setobjecttexture [0,_objColorInactive];};
_testXPos = [_x] call FNC_GetPos;
_distCheck = _objectHelper distance _testXPos;
_distClosestPoint = _x;
if (_distCheck < _distClosest) then {
_distClosest = _distCheck;
_distClosestPointFound setobjecttexture [0,_objColorInactive];
_distClosestPointFound = _x;
_distClosestPointFound setobjecttexture [0,_objColorActive];
};
} count snapGizmosNearby;
if (!isNull _distClosestPointFound) then {
if (snapActionStateSelect == "Manual") then {
if (helperDetach) then {
_onWater = surfaceIsWater position _distClosestPointFound;
_distClosestPointFoundDir = getDir _distClosestPointFound;
if (_onWater) then {
_distClosestPointFoundPos = getPosASL _distClosestPointFound;
_objectHelper setPosASL _distClosestPointFoundPos;
} else {
_distClosestPointFoundPos = getPosATL _distClosestPointFound;
_objectHelper setPosATL _distClosestPointFoundPos;
};
//_objectHelper setDir _distClosestPointFoundDir;
DZE_memDir = _distClosestPointFoundDir;
[_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw;
waitUntil {uiSleep 0.1; !helperDetach};
};
} else {
_distClosestAttached = objNull; _distCheckAttached = 0; _distClosest = 10; _distClosestAttachedFoundPos = [];
{
if (_x !=_distClosestAttached) then {_x setobjecttexture [0,_objColorInactive];};
_testXPos = [_x] call FNC_GetPos;
_distCheckAttached = _distClosestPointFound distance _testXPos;
_distClosestPoint = _x;
if (_distCheckAttached < _distClosest) then {
_distClosest = _distCheckAttached;
_distClosestAttached setobjecttexture [0,_objColorInactive];
_distClosestAttached = _x;
_distClosestAttached setobjecttexture [0,_objColorActive];
};
} count snapGizmos;
if (helperDetach) then {
_distClosestPointFoundDir = getDir _distClosestPointFound;
_onWater = surfaceIsWater position _distClosestPointFound;
if (_onWater) then {
_distClosestPointFoundPos = getPosASL _distClosestPointFound;
_distClosestAttachedFoundPos = getPosASL _distClosestAttached;
detach _object;
_objectHelper setPosASL _distClosestAttachedFoundPos;
_object attachTo [_objectHelper];
_objectHelper setPosASL _distClosestPointFoundPos;
} else {
_distClosestPointFoundPos = getPosATL _distClosestPointFound;
_distClosestAttachedFoundPos = getPosATL _distClosestAttached;
detach _object;
_objectHelper setPosATL _distClosestAttachedFoundPos;
_object attachTo [_objectHelper];
_objectHelper setPosATL _distClosestPointFoundPos;
};
//_objectHelper setDir _distClosestPointFoundDir;
DZE_memDir = _distClosestPointFoundDir;
[_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw;
waitUntil {uiSleep 0.1; !helperDetach};
};
};
};
uiSleep 0.1;
};
};
fnc_initSnapTutorial = {
/*
Shows help dialog for player ONCE per log in, explaining controls.
Add snapTutorial = false; to your init.sqf to disable this tutorial completely.
You can also add this bool to the end of this function to only show tutorial once per player login (not recommended)
*/
private ["_bldTxtSwitch","_bldTxtEnable","_bldTxtClrO","_bldTxtClrW","_bldTxtClrR","_bldTxtClrG","_bldTxtSz","_bldTxtSzT","_bldTxtShdw","_bldTxtAlgnL","_bldTxtUndrln","_bldTxtBold","_bldTxtFinal","_bldTxtStringTitle","_bldTxtStringSD","_bldTxtStringSE","_bldTxtStringSA","_bldTxtStringSM","_bldTxtStringPG","_bldTxtStringAPG","_bldTxtStringCPG","_bldTxtStringQE","_bldTxtStringQEF","_bldTxtStringFD","_bldTxtStringFS"];
if (isNil "snapTutorial") then {
_bldTxtSwitch = _this select 0;
_bldTxtEnable = _this select 1;
_bldTxtClrO = "color='#ff8800'"; //orange
_bldTxtClrW = "color='#ffffff'"; //white
_bldTxtClrR = "color='#fd0a05'"; //red
_bldTxtClrG = "color='#11ef00'"; //green
_bldTxtSz = "size='0.76'"; //Title font size
_bldTxtSzT = "size='0.4'"; //Text font size
_bldTxtShdw = "shadow='1'"; //Font shadow
_bldTxtAlgnL = "align='left'"; //Text align left
_bldTxtUndrln = "underline='true'";
_bldTxtBold = "font='Zeppelin33'"; //Bold text
_bldTxtFinal = "";
//Delete on init
800 cutRsc ["Default", "PLAIN"];
uiSleep 0.1;
//Init Tutorial text
if (_bldTxtEnable) then {
_bldTxtStringTitle = format ["<t %1%2%3%4%6>Epoch<t %5%7> Snap Building</t></t><br />",_bldTxtClrW,_bldTxtSz,_bldTxtShdw,_bldTxtAlgnL,_bldTxtClrO,_bldTxtUndrln,_bldTxtBold];
_bldTxtStringSD = format["<t %1%4%5%6>[Snap]<t %2> Disabled:</t> <t %3>use action menu to enable.</t></t><br /><br />",_bldTxtClrO,_bldTxtClrR,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL];
_bldTxtStringSE = format["<t %1%4%5%6>[Snap]<t %2> Enabled:</t> <t %3>use action menu to disable.</t></t><br /><br />",_bldTxtClrO,_bldTxtClrG,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL];
_bldTxtStringSA = format["<t %1%3%4%5>[Auto]<t %2>: Automatic snap point detection.</t></t><br /><br />",_bldTxtClrO,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL];
_bldTxtStringSM = format["<t %1%3%4%5>[Manual]<t %2>: Select your preferred snap point.</t></t><br /><br />",_bldTxtClrO,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL];
_bldTxtStringPG = format["<t %1%3%4%5>[PgUP / PgDOWN]<t %2>: Adjust height of object by 10cm</t></t><br />",_bldTxtClrO,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL];
_bldTxtStringAPG = format["<t %1%3%4%5>[Alt]+[PgUP / PgDOWN]<t %2>: Adjust height of object by 1m</t></t><br />",_bldTxtClrO,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL];
_bldTxtStringCPG = format["<t %1%3%4%5>[Ctrl]+[PgUP / PgDOWN]<t %2>: Adjust height of object by 1cm</t></t><br />",_bldTxtClrO,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL];
_bldTxtStringQE = format["<t %1%3%4%5>[Q / E]<t %2>: Rotate object 180 degrees while holding.</t></t><br />",_bldTxtClrO,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL];
_bldTxtStringQEF = format["<t %1%3%4%5>[Q / E]<t %2>: Rotate object 45 degrees while dropped or snapped.</t></t><br /><br />",_bldTxtClrO,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL];
_bldTxtStringFD = format["<t %1%3%4%5>[F]<t %2>: Drop / Pick up object.</t></t><br />",_bldTxtClrO,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL];
_bldTxtStringFS = format["<t %1%3%4%5>[F]<t %2>: Snap / Pick up object.</t></t><br />",_bldTxtClrO,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL];
switch (_bldTxtSwitch) do {
case "init": {
_bldTxtFinal = _bldTxtStringTitle + _bldTxtStringSD + _bldTxtStringPG + _bldTxtStringAPG + _bldTxtStringCPG + _bldTxtStringQE + _bldTxtStringQEF + _bldTxtStringFD;
};
case "OnAuto": {
_bldTxtFinal = _bldTxtStringTitle + _bldTxtStringSE + _bldTxtStringSA + _bldTxtStringPG + _bldTxtStringAPG + _bldTxtStringCPG + _bldTxtStringQE + _bldTxtStringQEF + _bldTxtStringFS;
};
case "manual": {
_bldTxtFinal = _bldTxtStringTitle + _bldTxtStringSE + _bldTxtStringSM + _bldTxtStringPG + _bldTxtStringAPG + _bldTxtStringCPG + _bldTxtStringQE + _bldTxtStringQEF + _bldTxtStringFS;
};
};
[
_bldTxtFinal, //structured text
0.73 * safezoneW + safezoneX, //number - x
0.65 * safezoneH + safezoneY, //number - y
30, //number - duration
1, // number - fade in time
0, // number - delta y
800 //number - layer ID
] spawn bis_fnc_dynamicText;
};
};
};
switch (snapActionState) do {
case "Init": {
call {
if (snapActionState == "Init") exitwith {
["init",true] call fnc_initSnapTutorial;
snapActionState = "OFF";
[1,0,0] call fnc_snapActionCleanup;
[] spawn {
while {true} do {
if(!dayz_actionInProgress || DZE_cancelBuilding) exitWith {call fnc_initSnapPointsCleanup;[0,0,0] call fnc_snapActionCleanup; ["",false] call fnc_initSnapTutorial; snapActionState = "OFF";};
uiSleep 2;
snapActionState = localize "STR_EPOCH_ACTION_SNAP_OFF";
[1,0,0,_object,_classname,_objectHelper,_points] call fnc_snapActionCleanup;
[_object,_classname,_objectHelper,_points] spawn {
private ["_object", "_classname", "_objectHelper", "_points"];
_object = _this select 0;
_classname = _this select 1;
_objectHelper = _this select 2;
_points = _this select 3;
while {1==1} do {
if (DZE_cancelBuilding || {!dayz_actionInProgress}) exitWith {
call fnc_initSnapPointsCleanup;
[0,0,0,_object,_classname,_objectHelper,_points] call fnc_snapActionCleanup;
["",false] call fnc_initSnapTutorial;
snapActionState = localize "STR_EPOCH_ACTION_SNAP_OFF";
};
uiSleep 2;
};
};
};
case "OFF": {
if (snapActionState == localize "STR_EPOCH_ACTION_SNAP_OFF") exitwith {
["OnAuto",true] call fnc_initSnapTutorial;
snapActionState = "ON"; snapActionStateSelect = "Auto";
[1,1,0] call fnc_snapActionCleanup;
call fnc_initSnapPoints;
call fnc_initSnapPointsNearby;
snapActionState = localize "STR_EPOCH_ACTION_SNAP_ON";
snapActionStateSelect = "Auto";
[1,1,0,_object,_classname,_objectHelper,_points] call fnc_snapActionCleanup;
[_object,_points] call fnc_initSnapPoints;
[_object,_whitelist,_radius] call fnc_initSnapPointsNearby;
uiSleep 0.25;
call fnc_snapDistanceCheck;
[_object,_objectHelper] call fnc_snapDistanceCheck;
};
case "ON": {
if (snapActionState == localize "STR_EPOCH_ACTION_SNAP_ON") exitwith {
["init",true] call fnc_initSnapTutorial;
snapActionState = "OFF";
[1,0,0] call fnc_snapActionCleanup;
snapActionState = localize "STR_EPOCH_ACTION_SNAP_OFF";
[1,0,0,_object,_classname,_objectHelper,_points] call fnc_snapActionCleanup;
call fnc_initSnapPointsCleanup;
};
case "Auto": {
if (snapActionState == "Auto") exitwith {
["manual",true] call fnc_initSnapTutorial;
snapActionState = "ON";snapActionStateSelect = "Manual";
[1,1,1] call fnc_snapActionCleanup;
snapActionState = localize "STR_EPOCH_ACTION_SNAP_ON";
snapActionStateSelect = localize "STR_EPOCH_ACTION_SNAP_POINT_MANUAL";
[1,1,1,_object,_classname,_objectHelper,_points] call fnc_snapActionCleanup;
};
case "Manual": {
if (snapActionState == localize "STR_EPOCH_ACTION_SNAP_POINT_MANUAL") exitwith {
["OnAuto",true] call fnc_initSnapTutorial;
snapActionState = "ON";snapActionStateSelect = "Auto";
[1,1,0] call fnc_snapActionCleanup;
snapActionState = localize "STR_EPOCH_ACTION_SNAP_ON";
snapActionStateSelect = "Auto";
[1,1,0,_object,_classname,_objectHelper,_points] call fnc_snapActionCleanup;
};
case "Selected": { _cnt = 0; _newPos = [];
{
_x setobjecttexture [0,_objColorInactive];
if (_cnt == _selectedAction) then {
_newPos = [(getPosATL _x select 0),(getPosATL _x select 1),(getPosATL _x select 2)];
detach _object;
detach _objectHelper;
_objectHelper setDir (getDir _object);
_objectHelper setPosATL _newPos;
_object attachTo [_objectHelper];
_x setobjecttexture [0,_objColorActive];
if (!helperDetach) then {_objectHelper attachTo [player]; _objectHelper setDir ((getDir _objectHelper)-(getDir player));};
[_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw;
};
_cnt = _cnt+1;
}count snapGizmos;
if (snapActionState == "Selected") exitwith {
private ["_cnt", "_newPos"];
_cnt = 0;
_newPos = [];
{
_x setobjecttexture [0,"#(argb,8,8,3)color(0.04,0.84,0.92,0.3,ca)"];
if (_cnt == _selectedAction) then {
_newPos = [(getPosATL _x select 0),(getPosATL _x select 1),(getPosATL _x select 2)];
detach _object;
detach _objectHelper;
_objectHelper setDir (getDir _object);
_objectHelper setPosATL _newPos;
_object attachTo [_objectHelper];
_x setobjecttexture [0,"#(argb,8,8,3)color(0,0.92,0.06,1,ca)"];
if (!helperDetach) then {
_objectHelper attachTo [player];
_objectHelper setDir ((getDir _objectHelper)-(getDir player));
};
[_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw;
};
_cnt = _cnt + 1;
} count snapGizmos;
};
};

View File

@@ -1,111 +1,76 @@
/*-----------------------------------*/
// by Raymix //
// July 10 2014 //
// by strikerforce //
/*--------------------------------*/
private ["_object","_objectSnapGizmo","_objColorActive","_objColorInactive","_classname","_whitelist","_radius","_cfg","_cnt","_pos","_findWhitelisted","_nearbyObject","_posNearby","_selectedAction","_newPos","_pointsNearby","_onWater","_waterBase"];
//Args
private ["_todo", "_selected"];
_todo = _this select 3 select 2;
if(_todo == 0) then{
if (_todo == 0) then {
vectorActionState = _this select 3 select 0;
degreeActionState = _this select 3 select 1;
}else{
if(_todo == 1) then{
} else {
if (_todo == 1) then {
vectorActionState = _this select 3 select 0;
}else{
} else {
degreeActionState = _this select 3 select 1;
};
};
_selected = _this select 3 select 3;
_staticRotate = ["Pitch Forward","Pitch Back","Bank Left","Bank Right","Reset"];
fnc_vectorActionCleanup = {
private ["_s1","_s2"];
_s1 = _this select 0;
_s2 = _this select 1;
player removeAction s_player_toggleVector; s_player_toggleVector = -1;
if (count s_player_toggleVectors != 0) then {{player removeAction _x;} count s_player_toggleVectors; s_player_toggleVectors=[]; vectorActions = -1;};
if (_s1 > 0) then {
s_player_toggleVector = player addaction [format[("<t color=""#ff8800"">" + ("Vectors: %1") +"</t>"),vectorActionState],DZE_build_vector_file,[vectorActionState,degreeActionState,1],7,false,false];
};
if (_s2 > 0) then {
s_player_toggleVectors=[];
{
vectorActions = player addaction [format[("<t color=""#ffffff"">" + (" %1") +"</t>"),_x],DZE_build_vector_file,[_x,degreeActionState,1],6,false,false];
s_player_toggleVectors set [count s_player_toggleVectors,vectorActions];
}count _staticRotate;
};
};
fnc_degreeActionCleanup = {
private ["_s1","_s2"];
_s1 = _this select 0;
_s2 = _this select 1;
player removeAction s_player_toggleDegree; s_player_toggleDegree = -1;
if (count s_player_toggleDegrees != 0) then {{player removeAction _x;} count s_player_toggleDegrees; s_player_toggleDegrees=[]; degreeActions = -1;};
if (_s1 > 0) then {
s_player_toggleDegree = player addaction [format[("<t color=""#ff8800"">" + ("Degrees: %1") +"</t>"),degreeActionState],DZE_build_vector_file,[vectorActionState,degreeActionState,2],5,false,false];
};
if (_s2 > 0) then {
s_player_toggleDegrees=[];
{
if(DZE_curDegree == _x) then{
degreeActions = player addaction [format[("<t color=""#ff0000"">" + (" Select: %1") +"</t>"),_x],DZE_build_vector_file,[vectorActionState,"SELECT",2,_x],4,false,false];
}else{
degreeActions = player addaction [format[("<t color=""#ffffff"">" + (" Select: %1") +"</t>"),_x],DZE_build_vector_file,[vectorActionState,"SELECT",2,_x],4,false,false];
};
s_player_toggleDegrees set [count s_player_toggleDegrees,degreeActions];
}count DZE_vectorDegrees;
};
};
if(_todo == 1 || _todo == 0) then{
switch (vectorActionState) do {
case "Init": {
vectorActionState = "OPEN";
if (_todo == 1 || {_todo == 0}) then {
call {
if (vectorActionState == "Init") exitwith {
vectorActionState = localize "STR_EPOCH_VECTORS_OPEN";
[1,0] call fnc_vectorActionCleanup;
[] spawn {
while {true} do {
if(!dayz_actionInProgress || DZE_cancelBuilding) exitWith {[0,0] call fnc_vectorActionCleanup; vectorActionState = "CLOSE";};
sleep 2;
while {1==1} do {
if (DZE_cancelBuilding || {!dayz_actionInProgress}) exitWith {
[0,0] call fnc_vectorActionCleanup;
vectorActionState = localize "STR_EPOCH_VECTORS_CLOSE";
};
uisleep 2;
};
};
};
case "OPEN": {
vectorActionState = "CLOSE";
if (vectorActionState == localize "STR_EPOCH_VECTORS_OPEN") exitwith {
vectorActionState = localize "STR_EPOCH_VECTORS_CLOSE";
[1,1] call fnc_vectorActionCleanup;
};
case "CLOSE":{
vectorActionState = "OPEN";
if (vectorActionState == localize "STR_EPOCH_VECTORS_CLOSE") exitwith {
vectorActionState = localize "STR_EPOCH_VECTORS_OPEN";
[1,0] call fnc_vectorActionCleanup;
};
case "Pitch Forward":{
vectorActionState = "CLOSE";
if (vectorActionState == localize "STR_EPOCH_VECTORS_PITCH_FORWARD") exitwith {
vectorActionState = localize "STR_EPOCH_VECTORS_CLOSE";
[1,1] call fnc_vectorActionCleanup;
DZE_updateVec = true;
DZE_memForBack = DZE_memForBack + (DZE_curDegree * -1);
};
case "Pitch Back":{
vectorActionState = "CLOSE";
if (vectorActionState == localize "STR_EPOCH_VECTORS_PITCH_BACK") exitwith {
vectorActionState = localize "STR_EPOCH_VECTORS_CLOSE";
[1,1] call fnc_vectorActionCleanup;
DZE_updateVec = true;
DZE_memForBack = DZE_memForBack + DZE_curDegree;
};
case "Bank Left":{
vectorActionState = "CLOSE";
if (vectorActionState == localize "STR_EPOCH_VECTORS_BANK_LEFT") exitwith {
vectorActionState = localize "STR_EPOCH_VECTORS_CLOSE";
[1,1] call fnc_vectorActionCleanup;
DZE_updateVec = true;
DZE_memLeftRight = DZE_memLeftRight + (DZE_curDegree * -1);
};
case "Bank Right":{
vectorActionState = "CLOSE";
if (vectorActionState == localize "STR_EPOCH_VECTORS_BANK_RIGHT") exitwith {
vectorActionState = localize "STR_EPOCH_VECTORS_CLOSE";
[1,1] call fnc_vectorActionCleanup;
DZE_updateVec = true;
DZE_memLeftRight = DZE_memLeftRight + DZE_curDegree;
};
case "Reset":{
vectorActionState = "CLOSE";
if (vectorActionState == localize "STR_EPOCH_VECTORS_RESET") exitwith {
vectorActionState = localize "STR_EPOCH_VECTORS_CLOSE";
[1,1] call fnc_vectorActionCleanup;
DZE_memForBack = 0;
DZE_memLeftRight = 0;
@@ -115,29 +80,33 @@ if(_todo == 1 || _todo == 0) then{
};
};
if(_todo == 2 || _todo == 0) then{
switch (degreeActionState) do {
case "Init": {
degreeActionState = "OPEN";
if (_todo == 2 || {_todo == 0}) then{
call {
if (degreeActionState == "Init") exitwith {
degreeActionState = localize "STR_EPOCH_VECTORS_OPEN";
[1,0] call fnc_degreeActionCleanup;
[] spawn {
while {true} do {
if(!dayz_actionInProgress || DZE_cancelBuilding) exitWith {[0,0] call fnc_degreeActionCleanup; degreeActionState = "CLOSE";};
sleep 2;
while {1==1} do {
if (DZE_cancelBuilding || {!dayz_actionInProgress}) exitWith {
[0,0] call fnc_degreeActionCleanup;
degreeActionState = localize "STR_EPOCH_VECTORS_CLOSE";
};
uisleep 2;
};
};
};
case "OPEN": {
degreeActionState = "CLOSE";
if (degreeActionState == localize "STR_EPOCH_VECTORS_OPEN") exitwith {
degreeActionState = localize "STR_EPOCH_VECTORS_CLOSE";
[1,1] call fnc_degreeActionCleanup;
};
case "CLOSE":{
degreeActionState = "OPEN";
if (degreeActionState == localize "STR_EPOCH_VECTORS_CLOSE") exitwith {
degreeActionState = localize "STR_EPOCH_VECTORS_OPEN";
[1,0] call fnc_degreeActionCleanup;
};
case "SELECT":{
degreeActionState = "CLOSE";
if (degreeActionState == "SELECT") exitwith {
degreeActionState = localize "STR_EPOCH_VECTORS_CLOSE";
DZE_curDegree = _selected;
[1,1] call fnc_degreeActionCleanup;
};

View File

@@ -1,46 +0,0 @@
private ["_sinaroundX","_cosaroundX","_dirY","_dirZ","_upY","_upZ","_sinaroundY","_cosaroundY","_dirX","_upX","_sinaroundZ","_cosaroundZ","_dirXTemp","_upXTemp","_object","_rotations","_aroundX","_aroundY","_aroundZ","_dir","_up"];
_object = _this select 0;
_rotations = _this select 1;
_aroundX = _rotations select 0;
_aroundY = _rotations select 1;
_aroundZ = (360 - (_rotations select 2)) - 360;
_dirX = 0;
_dirY = 1;
_dirZ = 0;
_upX = 0;
_upY = 0;
_upZ = 1;
if (_aroundX != 0) then {
_sinaroundX = sin _aroundX;
_cosaroundX = cos _aroundX;
_dirY = _cosaroundX;
_dirZ = _sinaroundX;
_upY = -(_sinaroundX);
_upZ = _cosaroundX;
};
if (_aroundY != 0) then {
_sinaroundY = sin _aroundY;
_cosaroundY = cos _aroundY;
_dirX = _dirZ * _sinaroundY;
_dirZ = _dirZ * _cosaroundY;
_upX = _upZ * _sinaroundY;
_upZ = _upZ * _cosaroundY;
};
if (_aroundZ != 0) then {
_sinaroundZ = sin _aroundZ;
_cosaroundZ = cos _aroundZ;
_dirXTemp = _dirX;
_dirX = (_dirXTemp * _cosaroundZ) - (_dirY * _sinaroundZ);
_dirY = (_dirY * _cosaroundZ) + (_dirXTemp * _sinaroundZ);
_upXTemp = _upX;
_upX = (_upXTemp * _cosaroundZ) - (_upY * _sinaroundZ);
_upY = (_upY * _cosaroundZ) + (_upXTemp * _sinaroundZ);
};
_dir = [_dirX, _dirY, _dirZ];
_up = [_upX, _upY, _upZ];
_object setVectorDirAndUp [_dir, _up];

View File

@@ -0,0 +1,113 @@
/*-----------------------------------*/
// by strikerforce //
/*--------------------------------*/
fnc_vectorActionCleanup = {
private ["_s1","_s2","_staticRotate","_vector"];
_s1 = _this select 0;
_s2 = _this select 1;
_staticRotate = ["STR_EPOCH_VECTORS_PITCH_FORWARD","STR_EPOCH_VECTORS_PITCH_BACK","STR_EPOCH_VECTORS_BANK_LEFT","STR_EPOCH_VECTORS_BANK_RIGHT","STR_EPOCH_VECTORS_RESET"];
player removeAction s_player_toggleVector;
s_player_toggleVector = -1;
if (count s_player_toggleVectors != 0) then {
{player removeAction _x;} count s_player_toggleVectors;
s_player_toggleVectors = [];
vectorActions = -1;
};
if (_s1 > 0) then {
s_player_toggleVector = player addaction [format["<t color=""#ff8800"">" + localize "STR_EPOCH_ACTION_VECTORS" + " %1" +"</t>",vectorActionState],"\z\addons\dayz_code\compile\BuildVectors\build_vectors.sqf",[vectorActionState,degreeActionState,1],7,false,false];
};
if (_s2 > 0) then {
s_player_toggleVectors = [];
{
_vector = localize _x;
vectorActions = player addaction [format["<t color=""#ffffff"">" + " %1" +"</t>",_vector],"\z\addons\dayz_code\compile\BuildVectors\build_vectors.sqf",[_vector,degreeActionState,1],6,false,false];
s_player_toggleVectors set [count s_player_toggleVectors,vectorActions];
} count _staticRotate;
};
};
fnc_degreeActionCleanup = {
private ["_s1","_s2"];
_s1 = _this select 0;
_s2 = _this select 1;
player removeAction s_player_toggleDegree;
s_player_toggleDegree = -1;
if (count s_player_toggleDegrees != 0) then {
{player removeAction _x;} count s_player_toggleDegrees;
s_player_toggleDegrees = [];
degreeActions = -1;
};
if (_s1 > 0) then {
s_player_toggleDegree = player addaction [format["<t color=""#ff8800"">" + localize "STR_EPOCH_VECTORS_DEGREES" + " %1" +"</t>",degreeActionState],"\z\addons\dayz_code\compile\BuildVectors\build_vectors.sqf",[vectorActionState,degreeActionState,2],5,false,false];
};
if (_s2 > 0) then {
s_player_toggleDegrees = [];
{
if (DZE_curDegree == _x) then {
degreeActions = player addaction [format["<t color=""#ff0000"">" + " " + localize "STR_EPOCH_ACTION_SNAP_SELECT" + " %1" +"</t>",_x],"\z\addons\dayz_code\compile\BuildVectors\build_vectors.sqf",[vectorActionState,"SELECT",2,_x],4,false,false];
} else {
degreeActions = player addaction [format["<t color=""#ffffff"">" + " " + localize "STR_EPOCH_ACTION_SNAP_SELECT" + " %1" +"</t>",_x],"\z\addons\dayz_code\compile\BuildVectors\build_vectors.sqf",[vectorActionState,"SELECT",2,_x],4,false,false];
};
s_player_toggleDegrees set [count s_player_toggleDegrees,degreeActions];
} count DZE_vectorDegrees;
};
};
fnc_SetPitchBankYaw = {
private ["_sinaroundX","_cosaroundX","_dirY","_dirZ","_upY","_upZ","_sinaroundY","_cosaroundY","_dirX","_upX","_sinaroundZ","_cosaroundZ","_dirXTemp","_upXTemp","_object","_rotations","_aroundX","_aroundY","_aroundZ","_dir","_up"];
_object = _this select 0;
_rotations = _this select 1;
_aroundX = _rotations select 0;
_aroundY = _rotations select 1;
_aroundZ = (360 - (_rotations select 2)) - 360;
_dirX = 0;
_dirY = 1;
_dirZ = 0;
_upX = 0;
_upY = 0;
_upZ = 1;
if (_aroundX != 0) then {
_sinaroundX = sin _aroundX;
_cosaroundX = cos _aroundX;
_dirY = _cosaroundX;
_dirZ = _sinaroundX;
_upY = -(_sinaroundX);
_upZ = _cosaroundX;
};
if (_aroundY != 0) then {
_sinaroundY = sin _aroundY;
_cosaroundY = cos _aroundY;
_dirX = _dirZ * _sinaroundY;
_dirZ = _dirZ * _cosaroundY;
_upX = _upZ * _sinaroundY;
_upZ = _upZ * _cosaroundY;
};
if (_aroundZ != 0) then {
_sinaroundZ = sin _aroundZ;
_cosaroundZ = cos _aroundZ;
_dirXTemp = _dirX;
_dirX = (_dirXTemp * _cosaroundZ) - (_dirY * _sinaroundZ);
_dirY = (_dirY * _cosaroundZ) + (_dirXTemp * _sinaroundZ);
_upXTemp = _upX;
_upX = (_upXTemp * _cosaroundZ) - (_upY * _sinaroundZ);
_upY = (_upY * _cosaroundZ) + (_upXTemp * _sinaroundZ);
};
_dir = [_dirX, _dirY, _dirZ];
_up = [_upX, _upY, _upZ];
_object setVectorDirAndUp [_dir, _up];
};

View File

@@ -0,0 +1,255 @@
/*-----------------------------------*/
// by Raymix //
// July 10 2014 //
/*--------------------------------*/
fnc_snapActionCleanup = {
private ["_s1","_s2","_s3","_cnt","_object","_classname","_objectHelper","_points"];
_s1 = _this select 0;
_s2 = _this select 1;
_s3 = _this select 2;
_object = _this select 3;
_classname = _this select 4;
_objectHelper = _this select 5;
_points = _this select 6;
player removeAction s_player_toggleSnap;
s_player_toggleSnap = -1;
player removeAction s_player_toggleSnapSelect;
s_player_toggleSnapSelect = -1;
if (count s_player_toggleSnapSelectPoint != 0) then {
{
player removeAction _x;
} count s_player_toggleSnapSelectPoint;
s_player_toggleSnapSelectPoint = [];
snapActions = -1;
};
if (_s1 > 0) then {
s_player_toggleSnap = player addaction [format["<t color=""#ffffff"">" + "Snap: %1" +"</t>",snapActionState],"\z\addons\dayz_code\actions\snap_build.sqf",[snapActionState,_object,_classname,_objectHelper,0],10,false,true];
};
if (_s2 > 0) then {
s_player_toggleSnapSelect = player addaction [format["<t color=""#ffffff"">" + localize "STR_EPOCH_ACTION_SNAP_POINT" + " %1" +"</t>",snapActionStateSelect],"\z\addons\dayz_code\actions\snap_build.sqf",[snapActionStateSelect,_object,_classname,_objectHelper,0],9,false,true];
};
if (_s3 > 0) then {
s_player_toggleSnapSelectPoint = [];
_cnt = 0;
{
snapActions = player addaction [format["<t color=""#ffffff"">" + " %1. " + localize "STR_EPOCH_ACTION_SNAP_SELECT" + " %2" + "</t>",_cnt+1,_x select 3],"\z\addons\dayz_code\actions\snap_build.sqf",["Selected",_object,_classname,_objectHelper,_cnt],8,false,false];
s_player_toggleSnapSelectPoint set [count s_player_toggleSnapSelectPoint,snapActions];
_cnt = _cnt + 1;
} count _points;
};
};
fnc_initSnapPoints = {
private ["_objectSnapGizmo","_object","_points"];
_object = _this select 0;
_points = _this select 1;
snapGizmos = [];
{
_objectSnapGizmo = "Sign_sphere10cm_EP1" createVehicleLocal [0,0,0];
_objectSnapGizmo setobjecttexture [0,"#(argb,8,8,3)color(0.04,0.84,0.92,0.3,ca)"];
_objectSnapGizmo attachTo [_object,[_x select 0,_x select 1,_x select 2]];
snapGizmos set [count snapGizmos,_objectSnapGizmo];
} count _points;
};
fnc_initSnapPointsNearby = {
private ["_pos","_findWhitelisted","_pointsNearby","_nearbyObject","_objectSnapGizmo","_posNearby","_object","_whitelist","_radius"];
_object = _this select 0;
_whitelist = _this select 1;
_radius = _this select 2;
_pos = [_object] call FNC_GetPos;
_findWhitelisted = [];
_pointsNearby = [];
_findWhitelisted = nearestObjects [_pos,_whitelist,(_radius + DZE_snapExtraRange)]-[_object];
snapGizmosNearby = [];
{
_nearbyObject = _x;
_pointsNearby = getArray (configFile >> "SnapBuilding" >> (typeOf _x) >> "points");
{
_objectSnapGizmo = "Sign_sphere10cm_EP1" createVehicleLocal [0,0,0];
_objectSnapGizmo setobjecttexture [0,"#(argb,8,8,3)color(0.04,0.84,0.92,0.3,ca)"];
_objectSnapGizmo setDir (_nearbyObject getVariable["memDir",0]);
_posNearby = _nearbyObject modelToWorld [_x select 0,_x select 1,_x select 2];
if (surfaceIsWater _posNearby) then {
_objectSnapGizmo setPosASL [(_posNearby) select 0,(_posNearby) select 1,(getPosASL _nearbyObject select 2) + (_x select 2)];
} else {
_objectSnapGizmo setPosATL _posNearby;
};
snapGizmosNearby set [count snapGizmosNearby,_objectSnapGizmo];
} count _pointsNearby;
} forEach _findWhitelisted;
};
fnc_initSnapPointsCleanup = {
{detach _x; deleteVehicle _x;} count snapGizmos;
snapGizmos = [];
{detach _x; deleteVehicle _x;} count snapGizmosNearby;
snapGizmosNearby = [];
snapActionState = localize "STR_EPOCH_ACTION_SNAP_OFF";
};
fnc_snapDistanceCheck = {
private ["_distClosestPointFound","_distCheck","_distClosest","_testXPos","_distClosestPointFoundPos","_distClosestPointFoundDir","_distClosestAttached","_distCheckAttached","_distClosestAttachedFoundPos","_onWater","_objectHelper","_object"];
_object = _this select 0;
_objectHelper = _this select 1;
while {snapActionState != localize "STR_EPOCH_ACTION_SNAP_OFF"} do {
_distClosestPointFound = objNull;
_distCheck = 0;
_distClosest = 10;
_testXPos = [];
_distClosestPointFoundPos =[];
_distClosestPointFoundDir = 0;
{
if (_x !=_distClosestPointFound) then {_x setobjecttexture [0,"#(argb,8,8,3)color(0.04,0.84,0.92,0.3,ca)"];};
_testXPos = [_x] call FNC_GetPos;
_distCheck = _objectHelper distance _testXPos;
if (_distCheck < _distClosest) then {
_distClosest = _distCheck;
_distClosestPointFound setobjecttexture [0,"#(argb,8,8,3)color(0.04,0.84,0.92,0.3,ca)"];
_distClosestPointFound = _x;
_distClosestPointFound setobjecttexture [0,"#(argb,8,8,3)color(0,0.92,0.06,1,ca)"];
};
} count snapGizmosNearby;
if (!isNull _distClosestPointFound) then {
if (snapActionStateSelect == localize "STR_EPOCH_ACTION_SNAP_POINT_MANUAL") then {
if (helperDetach) then {
_onWater = surfaceIsWater position _distClosestPointFound;
_distClosestPointFoundDir = getDir _distClosestPointFound;
if (_onWater) then {
_distClosestPointFoundPos = getPosASL _distClosestPointFound;
_objectHelper setPosASL _distClosestPointFoundPos;
} else {
_distClosestPointFoundPos = getPosATL _distClosestPointFound;
_objectHelper setPosATL _distClosestPointFoundPos;
};
//_objectHelper setDir _distClosestPointFoundDir;
DZE_memDir = _distClosestPointFoundDir;
[_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw;
waitUntil {uiSleep 0.1; !helperDetach};
};
} else {
_distClosestAttached = objNull;
_distCheckAttached = 0;
_distClosest = 10;
_distClosestAttachedFoundPos = [];
{
if (_x !=_distClosestAttached) then {_x setobjecttexture [0,"#(argb,8,8,3)color(0.04,0.84,0.92,0.3,ca)"];};
_testXPos = [_x] call FNC_GetPos;
_distCheckAttached = _distClosestPointFound distance _testXPos;
if (_distCheckAttached < _distClosest) then {
_distClosest = _distCheckAttached;
_distClosestAttached setobjecttexture [0,"#(argb,8,8,3)color(0.04,0.84,0.92,0.3,ca)"];
_distClosestAttached = _x;
_distClosestAttached setobjecttexture [0,"#(argb,8,8,3)color(0,0.92,0.06,1,ca)"];
};
} count snapGizmos;
if (helperDetach) then {
_distClosestPointFoundDir = getDir _distClosestPointFound;
_onWater = surfaceIsWater position _distClosestPointFound;
if (_onWater) then {
_distClosestPointFoundPos = getPosASL _distClosestPointFound;
_distClosestAttachedFoundPos = getPosASL _distClosestAttached;
detach _object;
_objectHelper setPosASL _distClosestAttachedFoundPos;
_object attachTo [_objectHelper];
_objectHelper setPosASL _distClosestPointFoundPos;
} else {
_distClosestPointFoundPos = getPosATL _distClosestPointFound;
_distClosestAttachedFoundPos = getPosATL _distClosestAttached;
detach _object;
_objectHelper setPosATL _distClosestAttachedFoundPos;
_object attachTo [_objectHelper];
_objectHelper setPosATL _distClosestPointFoundPos;
};
//_objectHelper setDir _distClosestPointFoundDir;
DZE_memDir = _distClosestPointFoundDir;
[_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw;
waitUntil {uiSleep 0.1; !helperDetach};
};
};
};
uiSleep 0.1;
};
};
fnc_initSnapTutorial = {
/*
Shows help dialog for player ONCE per log in, explaining controls.
Add snapTutorial = false; to your init.sqf to disable this tutorial completely.
You can also add this bool to the end of this function to only show tutorial once per player login (not recommended)
*/
private ["_bldTxtSwitch","_bldTxtEnable","_bldTxtClrO","_bldTxtClrW","_bldTxtClrR","_bldTxtClrG","_bldTxtSz","_bldTxtSzT","_bldTxtShdw","_bldTxtAlgnL","_bldTxtUndrln","_bldTxtBold","_bldTxtFinal","_bldTxtStringTitle","_bldTxtStringSD","_bldTxtStringSE","_bldTxtStringSA","_bldTxtStringSM","_bldTxtStringPG","_bldTxtStringAPG","_bldTxtStringCPG","_bldTxtStringQE","_bldTxtStringQEF","_bldTxtStringFD","_bldTxtStringFS"];
if (isNil "snapTutorial") then {
_bldTxtSwitch = _this select 0;
_bldTxtEnable = _this select 1;
_bldTxtClrO = "color='#ff8800'"; //orange
_bldTxtClrW = "color='#ffffff'"; //white
_bldTxtClrR = "color='#fd0a05'"; //red
_bldTxtClrG = "color='#11ef00'"; //green
_bldTxtSz = "size='0.76'"; //Title font size
_bldTxtSzT = "size='0.4'"; //Text font size
_bldTxtShdw = "shadow='1'"; //Font shadow
_bldTxtAlgnL = "align='left'"; //Text align left
_bldTxtUndrln = "underline='true'";
_bldTxtBold = "font='Zeppelin33'"; //Bold text
_bldTxtFinal = "";
//Delete on init
800 cutRsc ["Default", "PLAIN"];
uiSleep 0.1;
//Init Tutorial text
if (_bldTxtEnable) then {
_bldTxtStringTitle = format ["<t %1%2%3%4%6>Epoch<t %5%7> Snap Building</t></t><br />",_bldTxtClrW,_bldTxtSz,_bldTxtShdw,_bldTxtAlgnL,_bldTxtClrO,_bldTxtUndrln,_bldTxtBold];
_bldTxtStringSD = format["<t %1%4%5%6>[Snap]<t %2> %7</t> <t %3>%8</t></t><br /><br />",_bldTxtClrO,_bldTxtClrR,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL,localize "STR_EPOCH_SNAP_TUTORIAL_DISABLE",localize "STR_EPOCH_SNAP_TUTORIAL_DISABLE_MSG"];
_bldTxtStringSE = format["<t %1%4%5%6>[Snap]<t %2> %7</t> <t %3>%8</t></t><br /><br />",_bldTxtClrO,_bldTxtClrG,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL,localize "STR_EPOCH_SNAP_TUTORIAL_ENABLE",localize "STR_EPOCH_SNAP_TUTORIAL_ENABLE_MSG"];
_bldTxtStringSA = format["<t %1%3%4%5>[Auto]<t %2>: %6</t></t><br /><br />",_bldTxtClrO,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL,localize "STR_EPOCH_SNAP_TUTORIAL_AUTO_DETECT"];
_bldTxtStringSM = format["<t %1%3%4%5>[%6]<t %2>: %7</t></t><br /><br />",_bldTxtClrO,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL,localize "STR_EPOCH_ACTION_SNAP_POINT_MANUAL",localize "STR_EPOCH_SNAP_TUTORIAL_MANUAL_DETECT"];
_bldTxtStringPG = format["<t %1%3%4%5>%6<t %2>: %7</t></t><br />",_bldTxtClrO,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL,localize "STR_EPOCH_SNAP_TUTORIAL_PGUPPGDOWN",localize "STR_EPOCH_SNAP_TUTORIAL_PGUPPGDOWN_MSG"];
_bldTxtStringAPG = format["<t %1%3%4%5>%6<t %2>: %7</t></t><br />",_bldTxtClrO,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL,localize "STR_EPOCH_SNAP_TUTORIAL_ALT_PGUPPGDOWN",localize "STR_EPOCH_SNAP_TUTORIAL_ALT_PGUPPGDOWN_MSG"];
_bldTxtStringCPG = format["<t %1%3%4%5>%6<t %2>: %7</t></t><br />",_bldTxtClrO,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL,localize "STR_EPOCH_SNAP_TUTORIAL_CTRL_PGUPPGDOWN",localize "STR_EPOCH_SNAP_TUTORIAL_CTRL_PGUPPGDOWN_MSG"];
_bldTxtStringQE = format["<t %1%3%4%5>[Q / E]<t %2>: %6</t></t><br />",_bldTxtClrO,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL,localize "STR_EPOCH_SNAP_TUTORIAL_ROTATE180_MSG"];
_bldTxtStringQEF = format["<t %1%3%4%5>[Q / E]<t %2>: %6</t></t><br /><br />",_bldTxtClrO,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL,localize "STR_EPOCH_SNAP_TUTORIAL_ROTATE45_MSG"];
_bldTxtStringFD = format["<t %1%3%4%5>[F]<t %2>: %6</t></t><br />",_bldTxtClrO,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL,localize "STR_EPOCH_SNAP_TUTORIAL_F_DROP_MSG"];
_bldTxtStringFS = format["<t %1%3%4%5>[F]<t %2>: %6</t></t><br />",_bldTxtClrO,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL,localize "STR_EPOCH_SNAP_TUTORIAL_F_SNAP_MSG"];
switch (_bldTxtSwitch) do {
case "init": {
_bldTxtFinal = _bldTxtStringTitle + _bldTxtStringSD + _bldTxtStringPG + _bldTxtStringAPG + _bldTxtStringCPG + _bldTxtStringQE + _bldTxtStringQEF + _bldTxtStringFD;
};
case "OnAuto": {
_bldTxtFinal = _bldTxtStringTitle + _bldTxtStringSE + _bldTxtStringSA + _bldTxtStringPG + _bldTxtStringAPG + _bldTxtStringCPG + _bldTxtStringQE + _bldTxtStringQEF + _bldTxtStringFS;
};
case "manual": {
_bldTxtFinal = _bldTxtStringTitle + _bldTxtStringSE + _bldTxtStringSM + _bldTxtStringPG + _bldTxtStringAPG + _bldTxtStringCPG + _bldTxtStringQE + _bldTxtStringQEF + _bldTxtStringFS;
};
};
[
_bldTxtFinal, //structured text
0.73 * safezoneW + safezoneX, //number - x
0.65 * safezoneH + safezoneY, //number - y
30, //number - duration
1, // number - fade in time
0, // number - delta y
800 //number - layer ID
] spawn bis_fnc_dynamicText;
};
};
};

View File

@@ -96,13 +96,14 @@ if (!isDedicated) then {
player_mineStone = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_mineStone.sqf";
if (DZE_modularBuild) then {
player_build = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\modular_build.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\snap_functions.sqf";
snap_build = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\snap_build.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BuildVectors\vector_functions.sqf";
build_vectors = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BuildVectors\build_vectors.sqf";
} else {
player_build = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_build.sqf";
};
DZE_build_vector_file = "\z\addons\dayz_code\compile\BuildVectors\build_vectors.sqf";
build_vectors = compile preprocessFileLineNumbers DZE_build_vector_file;
fnc_SetPitchBankYaw = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BuildVectors\fnc_SetPitchBankYaw.sqf";
FNC_find_plots = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_find_plots.sqf";
//player_buildVanilla = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_buildVanilla.sqf";

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@@ -22331,6 +22331,154 @@
<Key ID="STR_EQUIP_APSI_DESC">
<English>APSI (Anti PSI) device, which full purpose is yet unknown.</English>
<German>APSI (Anti PSI) Emitter, dessen vollständige Funktion noch unbekannt ist.</German>
</Key>
<Key ID="STR_EPOCH_SNAP_TUTORIAL_DISABLE">
<English>Disabled:</English>
<German>Deaktiviert:</German>
</Key>
<Key ID="STR_EPOCH_SNAP_TUTORIAL_DISABLE_MSG">
<English>Use action menu to enable.</English>
<German>Benutzte das Scrollmenü zum Aktivieren.</German>
</Key>
<Key ID="STR_EPOCH_SNAP_TUTORIAL_ENABLE">
<English>Enabled:</English>
<German>Aktiviert:</German>
</Key>
<Key ID="STR_EPOCH_SNAP_TUTORIAL_ENABLE_MSG">
<English>Use action menu to disable.</English>
<German>Benutzte das Scrollmenü zum Deaktivieren.</German>
</Key>
<Key ID="STR_EPOCH_SNAP_TUTORIAL_AUTO_DETECT">
<English>Automatic snap point detection.</English>
<German>Das Snapping findet automatisch den nächsten Snap-Punkt.</German>
</Key>
<Key ID="STR_EPOCH_SNAP_TUTORIAL_MANUAL_DETECT">
<English>Select your preferred snap point.</English>
<German>Wähle selbstständig den nächsten Snap-Punkt.</German>
</Key>
<Key ID="STR_EPOCH_SNAP_TUTORIAL_PGUPPGDOWN">
<English>[PgUP / PgDOWN]</English>
<German>[Bild Auf / Bild Ab].</German>
</Key>
<Key ID="STR_EPOCH_SNAP_TUTORIAL_PGUPPGDOWN_MSG">
<English>Adjust height of object by 10cm.</English>
<German>Passt die Höhe des Objektes um 10cm an.</German>
</Key>
<Key ID="STR_EPOCH_SNAP_TUTORIAL_ALT_PGUPPGDOWN">
<English>[Alt] + [PgUP / PgDOWN]</English>
<German>[Alt] + [Bild Auf / Bild Ab].</German>
</Key>
<Key ID="STR_EPOCH_SNAP_TUTORIAL_ALT_PGUPPGDOWN_MSG">
<English>Adjust height of object by 1m.</English>
<German>Passt die Höhe des Objektes um 1m an.</German>
</Key>
<Key ID="STR_EPOCH_SNAP_TUTORIAL_CTRL_PGUPPGDOWN">
<English>[Ctrl] + [PgUP / PgDOWN]</English>
<German>[Strg] + [Bild Auf / Bild Ab].</German>
</Key>
<Key ID="STR_EPOCH_SNAP_TUTORIAL_CTRL_PGUPPGDOWN_MSG">
<English>Adjust height of object by 1cm.</English>
<German>Passt die Höhe des Objektes um 1cm an.</German>
</Key>
<Key ID="STR_EPOCH_SNAP_TUTORIAL_ROTATE180_MSG">
<English>Rotate object 180 degrees while holding.</English>
<German>Dreht das Objekt um 180 Grad.</German>
</Key>
<Key ID="STR_EPOCH_SNAP_TUTORIAL_ROTATE45_MSG">
<English>Rotate object 45 degrees while holding.</English>
<German>Dreht das Objekt um 45 Grad.</German>
</Key>
<Key ID="STR_EPOCH_SNAP_TUTORIAL_F_DROP_MSG">
<English>Drop / Pick up object.</English>
<German>Objekt feststellen / aufnehmen.</German>
</Key>
<Key ID="STR_EPOCH_SNAP_TUTORIAL_F_SNAP_MSG">
<English>Drop / Pick up object.</English>
<German>Objekt snappen / aufnehmen.</German>
</Key>
<Key ID="STR_EPOCH_ACTION_SNAP_ON">
<English>ON</English>
<German>AN</German>
</Key>
<Key ID="STR_EPOCH_ACTION_SNAP_OFF">
<English>OFF</English>
<German>AUS</German>
</Key>
<Key ID="STR_EPOCH_ACTION_SNAP_POINT_MANUAL">
<English>Manual</English>
<German>Manuell</German>
</Key>
<Key ID="STR_EPOCH_ACTION_SNAP_POINT">
<English>Snap Points:</English>
<German>Snap-Punkte:</German>
</Key>
<Key ID="STR_EPOCH_ACTION_SNAP_SELECT">
<English>Select:</English>
<German>Auswahl:</German>
</Key>
<Key ID="STR_EPOCH_ACTION_SNAP_RIGHT">
<English>Right</English>
<German>Rechts</German>
</Key>
<Key ID="STR_EPOCH_ACTION_SNAP_LEFT">
<English>Left</English>
<German>Links</German>
</Key>
<Key ID="STR_EPOCH_ACTION_SNAP_PIVOT">
<English>Pivot</English>
<German>Mittelpunkt</German>
</Key>
<Key ID="STR_EPOCH_ACTION_SNAP_BACK">
<English>Back</English>
<German>Hinten</German>
</Key>
<Key ID="STR_EPOCH_ACTION_SNAP_FRONT">
<English>Front</English>
<German>Vorne</German>
</Key>
<Key ID="STR_EPOCH_ACTION_SNAP_BOTTOM">
<English>Bottom</English>
<German>Boden</German>
</Key>
<Key ID="STR_EPOCH_ACTION_SNAP_TOP">
<English>Top</English>
<German>Spitze</German>
</Key>
<Key ID="STR_EPOCH_ACTION_VECTORS">
<English>Vectors:</English>
<German>Vektoren:</German>
</Key>
<Key ID="STR_EPOCH_VECTORS_PITCH_FORWARD">
<English>Pitch Forward</English>
<German>Nach vorne neigen</German>
</Key>
<Key ID="STR_EPOCH_VECTORS_PITCH_BACK">
<English>Pitch Back</English>
<German>Nach hinten neigen</German>
</Key>
<Key ID="STR_EPOCH_VECTORS_BANK_LEFT">
<English>Bank Left</English>
<German>Nach links neigen</German>
</Key>
<Key ID="STR_EPOCH_VECTORS_BANK_RIGHT">
<English>Bank Right</English>
<German>Nach rechts neigen</German>
</Key>
<Key ID="STR_EPOCH_VECTORS_RESET">
<English>Reset</English>
<German>Zurücksetzen</German>
</Key>
<Key ID="STR_EPOCH_VECTORS_CLOSE">
<English>CLOSE</English>
<German>Schließen</German>
</Key>
<Key ID="STR_EPOCH_VECTORS_OPEN">
<English>OPEN</English>
<German>Öffnen</German>
</Key>
<Key ID="STR_EPOCH_VECTORS_DEGREES">
<English>DEGREES:</English>
<German>Grad:</German>
</Key>
<!--Namalsk compatibility-->