/* [_obj] spawn player_unlockVault; Lock Safe - DayZ Epoch - [VB]AWOL */ private ["_objectID","_objectUID","_obj","_ownerID","_dir","_pos","_holder","_weapons","_magazines","_backpacks","_alreadyPacking"]; if(TradeInprogress) exitWith { cutText ["Lock already in progress." , "PLAIN DOWN"]; }; TradeInprogress = true; _obj = _this; // Silently exit if object no longer exists if(isNull _obj) exitWith { TradeInprogress = false; }; _ownerID = _obj getVariable["CharacterID","0"]; _objectID = _obj getVariable["ObjectID","0"]; _objectUID = _obj getVariable["ObjectUID","0"]; player playActionNow "Medic"; player removeAction s_player_lockvault; s_player_lockvault = 1; if((_ownerID != dayz_combination) and (_ownerID != dayz_playerUID)) exitWith {TradeInprogress = false; s_player_lockvault = -1; cutText ["You cannot lock this Safe, you do not know the combination", "PLAIN DOWN"]; }; _alreadyPacking = _obj getVariable["packing",0]; if (_alreadyPacking == 1) exitWith {TradeInprogress = false; s_player_lockvault = -1; cutText ["That Safe is already being locked." , "PLAIN DOWN"]}; _obj setVariable["packing",1]; _dir = direction _obj; // _pos = getposATL _obj; _pos = _obj getVariable["OEMPos",(getposATL _obj)]; [player,"tentpack",0,false] call dayz_zombieSpeak; sleep 3; if(!isNull _obj) then { // force vault save just before locking dayzUpdateVehicle = [_obj,"gear"]; publicVariableServer "dayzUpdateVehicle"; //place tent (local) _holder = createVehicle ["VaultStorageLocked",_pos,[], 0, "CAN_COLLIDE"]; _holder setdir _dir; _holder setpos _pos; player reveal _holder; _holder setVariable["CharacterID",_ownerID,true]; _holder setVariable["ObjectID",_objectID,true]; _holder setVariable["ObjectUID",_objectUID,true]; _holder setVariable ["OEMPos", _pos, true]; _weapons = getWeaponCargo _obj; _magazines = getMagazineCargo _obj; _backpacks = getBackpackCargo _obj; // remove vault deleteVehicle _obj; // Fill variables with loot if (count _weapons > 0) then { _holder setVariable ["WeaponCargo", _weapons, true]; }; if (count _magazines > 0) then { _holder setVariable ["MagazineCargo", _magazines, true]; }; if (count _backpacks > 0) then { _holder setVariable ["BackpackCargo", _backpacks, true]; }; cutText ["Your Safe has been locked", "PLAIN DOWN"]; s_player_lockvault = -1; }; TradeInprogress = false;