/* DayZ Harvest Plant Usage: spawn player_harvestPlant; Made for DayZ Epoch please ask permission to use/edit/distrubute email vbawol@veteranbastards.com. */ private ["_isOk","_i","_objName","_started","_finished","_animState","_isMedic","_proceed","_itemOut","_countOut","_tree","_trees","_findNearestTree","_index","_invResult","_treesOutput","_text"]; if(TradeInprogress) exitWith { cutText ["\n\nHarvest already in progress." , "PLAIN DOWN"]; }; TradeInprogress = true; // allowed trees list move this later _trees = ["pumpkin.p3d","p_helianthus.p3d","p_fiberplant_ep1.p3d"]; _treesOutput = ["FoodPumpkin","FoodSunFlowerSeed","ItemKiloHemp"]; //_item = _this; call gear_ui_init; _countOut = 0; _findNearestTree = []; { if("" == typeOf _x) then { if (alive _x) then { _objName = _x call DZE_getModelName; // Exit since we found a tree if (_objName in _trees) exitWith { _findNearestTree set [(count _findNearestTree),_x]; _index = _trees find _objName; _itemOut = _treesOutput select _index; _countOut = 1; }; }; }; } foreach nearestObjects [getPos player, [], 10]; //diag_log format["DEBUG TREES: %1", _findNearestTree]; if (count(_findNearestTree) >= 1) then { _tree = _findNearestTree select 0; // Start chop tree loop _isOk = true; _proceed = false; while {_isOk} do { player playActionNow "Medic"; [player,20,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; [player,"chopwood",0,false] call dayz_zombieSpeak; }; if (r_interrupt) then { r_doLoop = false; }; sleep 0.1; }; if(!_finished) exitWith { _isOk = false; _proceed = false; }; if(_finished) exitWith { _isOk = false; _proceed = true; }; }; if (_proceed) then { _invResult = false; _i = 0; for "_x" from 1 to _countOut do { _invResult = [player,_itemOut] call BIS_fnc_invAdd; if(_invResult) then { _i = _i + 1; }; }; _text = getText (configFile >> "CfgMagazines" >> _itemOut >> "displayName"); if(_i != 0) then { // chop down tree if("" == typeOf _tree) then { _tree setDamage 1; }; //diag_log format["DEBUG TREE DAMAGE: %1", _tree]; cutText [format["\n\n%1 of %2 has been successfully added to your inventory.", _i,_text], "PLAIN DOWN"]; } else { cutText [format["\n\n%1 of %2 could not be added to your inventory. (not enough room?)", _i,_text], "PLAIN DOWN"]; }; } else { r_interrupt = false; if (vehicle player == player) then { [objNull, player, rSwitchMove,""] call RE; player playActionNow "stop"; }; cutText ["\n\nCanceled Harvesting.", "PLAIN DOWN"]; }; } else { cutText ["\n\nYou must be close to a plant to harvest.", "PLAIN DOWN"]; }; TradeInprogress = false;