private ["_vehicle","_started","_finished","_animState","_isMedic","_soundSource"]; if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_24") , "PLAIN DOWN"] }; DZE_ActionInProgress = true; player removeAction s_player_fillgen; s_player_fillgen = 1; // Use target from addaction _vehicle = _this select 3; [1,1] call dayz_HungerThirst; // force animation player playActionNow "Medic"; r_interrupt = false; _animState = animationState player; r_doLoop = true; _started = false; _finished = false; cutText [(localize "str_epoch_player_25"), "PLAIN DOWN"]; [player,50,true,(getPosATL player)] spawn player_alertZombies; while {r_doLoop} do { _animState = animationState player; _isMedic = ["medic",_animState] call fnc_inString; if (_isMedic) then { _started = true; }; if (_started && !_isMedic) then { r_doLoop = false; _finished = true; }; if (r_interrupt) then { r_doLoop = false; }; sleep 0.1; }; r_doLoop = false; if(!_finished) then { r_interrupt = false; if (vehicle player == player) then { [objNull, player, rSwitchMove,""] call RE; player playActionNow "stop"; }; cutText [(localize "str_epoch_player_26") , "PLAIN DOWN"] }; if (_finished) then { // take jerry can && replace with empty if(!(_vehicle getVariable ["GeneratorFilled", false]) && ("ItemJerrycan" in magazines player)) then { if(([player,"ItemJerrycan"] call BIS_fnc_invRemove) == 1) then { player addMagazine "ItemJerrycanEmpty"; // mark as once filled _vehicle setVariable ["GeneratorFilled", true,true]; // Start generator _vehicle setVariable ["GeneratorRunning", true,true]; // Sound_Generator1 // Looks like this was the entended way of making the sound, lets test _soundSource = createSoundSource ["Sound_Generator1", getPosATL player, [], 0]; _vehicle setVariable ["GeneratorSound", _soundSource,true]; cutText [(localize "str_epoch_player_28"), "PLAIN DOWN"]; }; } else { // Start generator _vehicle setVariable ["GeneratorRunning", true,true]; // Sound_Generator1 // Looks like this was the entended way of making the sound, lets test _soundSource = createSoundSource ["Sound_Generator1", getPosATL player, [], 0]; _vehicle setVariable ["GeneratorSound", _soundSource,true]; cutText [(localize "str_epoch_player_28"), "PLAIN DOWN"]; }; }; DZE_ActionInProgress = false; s_player_fillgen = -1;