private ["_item","_config","_onLadder","_create","_started","_finished","_animState","_isMedic","_qty","_box","_num_removed","_text","_haskey","_hastoolweapon","_isNear","_hasTinBar"]; 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 magazines player; 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; if(_finished) then { _num_removed = ([player,"ItemTinBar"] call BIS_fnc_invRemove); if(_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"]; }; } else { r_interrupt = false; if (vehicle player == player) then { [objNull, player, rSwitchMove,""] call RE; player playActionNow "stop"; }; cutText ["Canceled Key Crafting." , "PLAIN DOWN"]; }; TradeInprogress = false;