//Checks if item is near a plot, if the player is plot owner or friendly, if there are too many items, and if the player has required tools private ["_requireplot","_distance","_canBuild","_friendlies","_nearestPole","_ownerID","_pos","_item","_classname","_isPole","_isLandFireDZ","_needText","_findNearestPoles","_findNearestPole","_IsNearPlot","_buildables","_center"]; _pos = _this select 0; _item = _this select 1; _toolCheck = _this select 2; _classname = getText (configFile >> "CfgMagazines" >> _item >> "ItemActions" >> "Build" >> "create"); _requireplot = DZE_requireplot; if(!canbuild) exitWith {DZE_ActionInProgress = false; "Cannot build in a trader city." call dayz_rollingMessages; [false, false];}; if(isNumber (configFile >> "CfgVehicles" >> _classname >> "requireplot")) then { _requireplot = getNumber(configFile >> "CfgVehicles" >> _classname >> "requireplot"); }; _isPole = (_classname == "Plastic_Pole_EP1_DZ"); _isLandFireDZ = (_classname == "Land_Fire_DZ"); _needText = localize "str_epoch_player_246"; _distance = if (_isPole) then {DZE_PlotPole select 1} else {DZE_PlotPole select 0}; _canBuild = false; _nearestPole = objNull; _ownerID = 0; _friendlies = []; _findNearestPoles = nearestObjects [_pos, ["Plastic_Pole_EP1_DZ"], _distance]; _findNearestPole = []; { if (alive _x) then { _findNearestPole set [count _findNearestPole,_x]; }; } count _findNearestPoles; _IsNearPlot = count _findNearestPole; if(_isPole && {_IsNearPlot > 0}) exitWith {DZE_ActionInProgress = false; format[localize "str_epoch_player_44",_distance] call dayz_rollingMessages; [_canBuild, _isPole];}; if(_IsNearPlot == 0) then { if (_requireplot == 0 || _isLandFireDZ) then { _canBuild = true; }; } else { _nearestPole = _findNearestPole select 0; _ownerID = _nearestPole getVariable ["CharacterID","0"]; if(dayz_characterID == _ownerID) then { if (!_isPole) then { _canBuild = true; }; } else { if(!_isPole) then { // plotManagement // if( DZE_plotManagement ) then { _friendlies = _nearestPole getVariable ["plotfriends",[]]; _fuid = []; { _friendUID = _x select 0; _fuid = _fuid + [_friendUID]; } forEach _friendlies; _builder = getPlayerUID player; // check if friendly to owner if(dayz_playerUID in _fuid) then { _canBuild = true; }; } else { // plotManagement // _friendlies = player getVariable ["friendlyTo",[]]; // check if friendly to owner if(_ownerID in _friendlies) then { _canBuild = true; }; // plotManagement // }; // plotManagement // }; }; }; if(!_canBuild) exitWith { DZE_ActionInProgress = false; format[localize "STR_EPOCH_PLAYER_135",_needText,_distance] call dayz_rollingMessages; [_canBuild, _isPole];}; _buildables = DZE_maintainClasses + DZE_LockableStorage + ["DZ_buildables","DZ_storage_base"]; _center = if (isNull _nearestPole) then {_pos} else {_nearestPole}; if ((count (nearestObjects [_center,_buildables,_distance])) >= DZE_BuildingLimit) exitWith {DZE_ActionInProgress = false; format[localize "str_epoch_player_41",_distance] call dayz_rollingMessages; [false, _isPole];}; if (_toolCheck) then { _require = getArray (configFile >> "cfgMagazines" >> _item >> "ItemActions" >> "Build" >> "require"); _classname = getText (configFile >> "CfgMagazines" >> _item >> "ItemActions" >> "Build" >> "create"); _canBuild = [_item, _require, _classname] call dze_requiredItemsCheck; }; //When calling this function in another script use a silent exitWith, unless you have something special to say. i.e. if (!(_canBuild select 0)) exitWith{}; [_canBuild, _isPole];