/* delete object from db with extra waiting by [VB]AWOL parameters: _obj */ private ["_obj","_objectID","_objectUID","_started","_finished","_animState","_isMedic","_isOk","_proceed","_counter","_limit","_id","_objType","_sfx","_dis","_itemOut","_countOut","_textCreate","_selectedRemoveOutput"]; if(TradeInprogress) exitWith { cutText ["Remove already in progress." , "PLAIN DOWN"]; }; TradeInprogress = true; _obj = _this select 3; if(_obj getVariable ["GeneratorRunning", false]) exitWith {TradeInprogress = false; cutText ["Cannot remove running generator.", "PLAIN DOWN"];}; _objectID = _obj getVariable ["ObjectID","0"]; _objectUID = _obj getVariable ["ObjectUID","0"]; _isOk = true; _proceed = false; _objType = typeOf _obj; _limit = 5; if(isNumber (configFile >> "CfgVehicles" >> _objType >> "constructioncount")) then { _limit = getNumber(configFile >> "CfgVehicles" >> _objType >> "constructioncount"); }; _findNearestPoles = nearestObjects[player, ["Plastic_Pole_EP1_DZ"], 30]; _findNearestPole = []; {if (alive _x) then {_findNearestPole set [(count _findNearestPole),_x];};} foreach _findNearestPoles; _IsNearPlot = count (_findNearestPole); if(_IsNearPlot >= 1) then { _nearestPole = _findNearestPole select 0; // Find owner _ownerID = _nearestPole getVariable["CharacterID","0"]; // check if friendly to owner if(dayz_characterID != _ownerID) then { _friendlies = player getVariable ["friendlyTo",[]]; // check if friendly to owner if(!(_ownerID in _friendlies)) then { _limit = round(_limit*2); }; }; }; cutText [format["Starting de-construction of %1.",_objType], "PLAIN DOWN"]; // Alert zombies once. [player,50,true,(getPosATL player)] spawn player_alertZombies; // Start de-construction loop _counter = 0; while {_isOk} do { // if object no longer exits this should return true. if(isNull(_obj)) exitWith { _isOk = false; _proceed = false; }; player playActionNow "Medic"; _dis=20; [player,_dis,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; _sfx = "repair"; [player,_sfx,0,false,_dis] call dayz_zombieSpeak; }; if (r_interrupt) then { r_doLoop = false; }; sleep 0.1; }; if(!_finished) exitWith { _isOk = false; _proceed = false; }; if(_finished) then { _counter = _counter + 1; }; cutText [format["De-constructing %1 stage %2 of %3 walk away at anytime to cancel.",_objType, _counter,_limit], "PLAIN DOWN"]; if(_counter == _limit) exitWith { _isOk = false; _proceed = true; }; }; // Remove only if player waited if (_proceed) then { // Double check that object is not null if(!isNull(_obj)) then { cutText [format["De-constructing %1.",_objType], "PLAIN DOWN"]; // TODO add hideobject to have it sink into ground then delete dayzHideObject = _obj; hideObject _obj; // local player publicVariable "dayzHideObject"; // remote player sleep 5; //["dayzDeleteObj",[_objectID,_objectUID]] call callRpcProcedure; dayzDeleteObj = [_objectID,_objectUID]; publicVariableServer "dayzDeleteObj"; _isWreck = (typeOf _obj) in ["SKODAWreck","HMMWVWreck","UralWreck","datsun01Wreck","hiluxWreck","datsun02Wreck","UAZWreck","Land_Misc_Garb_Heap_EP1","Fort_Barricade_EP1","Rubbish2"]; deleteVehicle _obj; _selectedRemoveOutput = []; if(_isWreck) then { // Find one random part to give back _refundpart = ["PartEngine","PartGeneric","PartFueltank","PartWheel","PartGlass","ItemJerrycan"] call BIS_fnc_selectRandom; _selectedRemoveOutput set [count _selectedRemoveOutput,[_refundpart,1]]; } else { _selectedRemoveOutput = getArray (configFile >> "CfgVehicles" >> _objType >> "removeoutput"); }; // give refund items if((count _selectedRemoveOutput) > 0) then { // Put itemsg { _itemOut = _x select 0; _countOut = _x select 1; for "_x" from 1 to _countOut do { player addMagazine _itemOut; }; } forEach _selectedRemoveOutput; cutText ["De-constructed parts are now in your inventory.", "PLAIN DOWN"]; }; } else { cutText ["Failed object not longer exists.", "PLAIN DOWN"]; }; } else { r_interrupt = false; [objNull, player, rSwitchMove,""] call RE; player playActionNow "stop"; }; TradeInprogress = false;