/* This script is not part of dayz permission must be given to use. r4z0r49@gmail.com or skype me R4Z0R49. Simple class system to use this script. class Upgrade { requiredTools[] = {"ItemToolbox"}; requiredParts[] = {"equip_crate","PartWoodPile"}; create = "TentStorage1"; }; */ private ["_objclass","_cursorTarget","_item","_classname","_requiredTools","_requiredParts","_upgrade","_upgradeConfig", "_upgradeDisplayname","_onLadder","_isWater","_upgradeParts","_startUpgrade","_missingPartsConfig","_textMissingParts","_dis", "_sfx","_ownerID","_objectID","_objectUID","_dir","_weapons","_magazines","_backpacks", "_object","_itemName","_vector","_finished"]; _cursorTarget = _this select 0; if ((isNil "_cursorTarget") or {(isNull _cursorTarget)}) then { _cursorTarget = nearestObjects [ player modelToWorld [0,1.5,0] , ["Land_Fire_DZ"], 1.5]; _cursorTarget = if (count _cursorTarget == 0) then { objNull } else { _cursorTarget select 0 }; }; if (isNull _cursorTarget) exitWith {}; if (dayz_actionInProgress) exitWith {localize "str_player_actionslimit" call dayz_rollingMessages;}; dayz_actionInProgress = true; _item = typeof _cursorTarget; //remove action menu player removeAction s_player_upgradestorage; s_player_upgradestorage = -1; //Not needed //_itemName = getText (configFile >> "CfgVehicles" >> _item >> "displayName"); ////diag_log (str(_itemName)); //Get tools needed _classname = configFile >> "CfgVehicles" >> _item; _requiredTools = getArray (_classname >> "Upgrade" >> "requiredTools"); //diag_log (str(_requiredTools)); //get parts needed _requiredParts = getArray (_classname >> "Upgrade" >> "requiredParts"); //diag_log (str(_requiredParts)); //get item to create _upgrade = getText (_classname >> "Upgrade" >> "create"); //diag_log (str(_upgrade)); //Display name of upgrade part _upgradeConfig = configFile >> "CfgVehicles" >> _upgrade; //diag_log (str(_upgradeConfig)); _upgradeDisplayname = getText (_upgradeConfig >> "displayName"); //diag_log (str(_upgradeDisplayname)); //Normal blocked stuff _onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1; _isWater = (surfaceIsWater (getPosATL player)) or dayz_isSwimming; _upgradeParts = []; _startUpgrade = true; if(_isWater or _onLadder) exitWith { localize "str_CannotUpgrade" call dayz_rollingMessages; dayz_actionInProgress = false; }; // lets check player has requiredTools for upgrade { if (!(_x IN items player)) exitWith { _missingPartsConfig = configFile >> "CfgVehicles" >> _x; _textMissingParts = getText (_missingPartsConfig >> "displayName"); //systemChat format["Missing %1 to upgrade storage.", _textMissingParts]; format [localize "str_missing_to_do_this", _textMissingParts] call dayz_rollingMessages; _startUpgrade = false; }; } count _requiredTools; // lets check player has requiredParts for upgrade { if (!(_x IN magazines player)) exitWith { _missingPartsConfig = configFile >> "CfgMagazines" >> _x; _textMissingParts = getText (_missingPartsConfig >> "displayName"); //systemChat format["Missing %1 to upgrade storage.", _textMissingParts]; format [localize "str_missing_to_do_this", _textMissingParts] call dayz_rollingMessages; _startUpgrade = false; }; if (_x IN magazines player) then { _upgradeParts set [count _upgradeParts, _x]; }; } count _requiredParts; //Does object have a upgrade option. if ((_startUpgrade) AND (isClass(_upgradeConfig))) then { _dis = 20; _sfx = "tentpack"; [player,_sfx,0,false,_dis] call dayz_zombieSpeak; [player,_dis,true,(getPosATL player)] call player_alertZombies; _finished = ["Medic",1] call fn_loopAction; //Double check player did not drop required parts if (!_finished or (isNull _cursorTarget) or ({!(_x in magazines player)} count _upgradeParts > 0)) exitWith {}; // Added Nutrition-Factor for work ["Working",0,[100,15,5,0]] call dayz_NutritionSystem; //get ownerID from old tent. _ownerID = _cursorTarget getVariable ["characterID","0"]; _objectID = _cursorTarget getVariable ["ObjectID","0"]; _objectUID = _cursorTarget getVariable ["ObjectUID","0"]; //Get location and direction of old item _dir = round getDir _cursorTarget; _vector = [vectorDir _cursorTarget,vectorUp _cursorTarget]; //reset orientation before measuring position, otherwise the new object will be placed incorrectly. -foxy _cursorTarget setDir 0; _pos = getPosATL _cursorTarget; if (abs(((_vector select 1) select 2) - 1) > 0.001) then { _pos set [2,0]; }; //get contents _magazines = getMagazineCargo _cursorTarget; deleteVehicle _cursorTarget; // remove parts from players inventory before creation of new tent. { player removeMagazine _x; _upgradeParts = _upgradeParts - [_x]; } count _upgradeParts; //create new tent _object = createVehicle [_upgrade, getMarkerpos "respawn_west", [], 0, "CAN_COLLIDE"]; //reseting orientation to make sure the object goes where it's supposed to -foxy _object setDir 0; _object setPosATL _pos; _object setVectorDirAndUp _vector; //set ownerID from old tent. _object setVariable ["characterID",_ownerID]; //Make sure player knows about the new object player reveal _object; [[],_magazines,[],_object] call fn_addCargo; //Light fire [_object,true] call dayz_inflame; _object spawn player_fireMonitor; PVDZ_obj_Publish = [dayz_characterID,_object,[_dir,_pos],[[[],[]],_magazines,[[],[]]],player,dayz_authKey]; publicVariableServer "PVDZ_obj_Publish"; diag_log [diag_ticktime, __FILE__, "New Networked object, request to save to hive. PVDZ_obj_Publish:", PVDZ_obj_Publish]; localize "str_upgradeDone" call dayz_rollingMessages; /* } else { localize "str_upgradeNoOption" call dayz_rollingMessages; */ }; dayz_actionInProgress = false;