private["_vehicle","_part","_hitpoint","_type","_selection","_array"]; _id = _this select 2; _array = _this select 3; _vehicle = _array select 0; _part = _array select 1; _hitpoint = _array select 2; _type = typeOf _vehicle; // _hasToolbox = "ItemToolbox" in items player; _section = _part in magazines player; // moving this here because we need to know which part needed if we don't have it _nameType = getText(configFile >> "cfgVehicles" >> _type >> "displayName"); _namePart = getText(configFile >> "cfgMagazines" >> _part >> "displayName"); if (_section and _hasToolbox) then { _damage = [_vehicle,_hitpoint] call object_getHit; _vehicle removeAction _id; //dont waste loot on undamaged parts if (_damage > 0) then { player removeMagazine _part; //Fix the part _selection = getText(configFile >> "cfgVehicles" >> _type >> "HitPoints" >> _hitpoint >> "name"); dayzSetFix = [_vehicle,_selection,0]; publicVariable "dayzSetFix"; if (local _vehicle) then { dayzSetFix call object_setFixServer; }; player playActionNow "Medic"; sleep 1; [player,"repair",0,false] call dayz_zombieSpeak; null = [player,50,true,(getPosATL player)] spawn player_alertZombies; sleep 5; _vehicle setvelocity [0,0,1]; //Success! cutText [format["You have successfully attached %1 to the %2",_namePart,_nameType], "PLAIN DOWN"]; }; } else { cutText [format["You need %1 to repair this",_namePart], "PLAIN DOWN"]; }; {dayz_myCursorTarget removeAction _x} forEach s_player_repairActions;s_player_repairActions = []; dayz_myCursorTarget = objNull; //check if repaired fully _hitpoints = _vehicle call vehicle_getHitpoints; _allFixed = true; { _damage = [_vehicle,_x] call object_getHit; if (_damage > 0) exitWith { _allFixed = false; }; } forEach _hitpoints; //update if repaired if (_allFixed) then { _vehicle setDamage 0; dayzUpdateVehicle = [_vehicle,"repair"]; if (isServer) then { if (allowConnection) then { dayzUpdateVehicle call server_updateObject; }; } else { publicVariable "dayzUpdateVehicle"; }; };