/* DayZ Lock Safe Usage: [_obj] spawn player_unlockVault; Made for DayZ Epoch please ask permission to use/edit/distrubute email vbawol@veteranbastards.com. */ private ["_obj","_ownerID","_alreadyPacking","_text","_playerNear","_ComboMatch","_objType"]; if (dayz_actionInProgress) exitWith {localize "str_epoch_player_10" call dayz_rollingMessages;}; dayz_actionInProgress = true; player removeAction s_player_lockvault; s_player_lockvault = 1; _obj = _this; _objType = typeOf _obj; _lockedClass = getText (configFile >> "CfgVehicles" >> _objType >> "lockedClass"); _text = getText (configFile >> "CfgVehicles" >> _objType >> "displayName"); // Silently exit if object no longer exists if (isNull _obj) exitWith { dayz_actionInProgress = false; }; ["Working",0,[3,2,8,0]] call dayz_NutritionSystem; player playActionNow "Medic"; uiSleep 1; [player,"tentpack",0,false] call dayz_zombieSpeak; uiSleep 5; _playerNear = _obj call dze_isnearest_player; if (_playerNear) exitWith {dayz_actionInProgress = false; localize "str_epoch_player_11" call dayz_rollingMessages;}; _ownerID = _obj getVariable["CharacterID","0"]; _ComboMatch = (_ownerID == dayz_combination); if (DZE_permanentPlot) then {_ownerID = _obj getVariable["ownerPUID","0"];}; if (!_ComboMatch && (_ownerID != dayz_playerUID)) exitWith {dayz_actionInProgress = false; s_player_lockvault = -1; format[localize "str_epoch_player_115",_text] call dayz_rollingMessages; }; _alreadyPacking = _obj getVariable["packing",0]; if (_alreadyPacking == 1) exitWith {dayz_actionInProgress = false; s_player_lockvault = -1; format[localize "str_epoch_player_116",_text] call dayz_rollingMessages;}; _obj setVariable["packing",1]; if (!isNull _obj) then { disableUserInput true; // Make sure player can not modify gear while it is being saved (findDisplay 106) closeDisplay 0; // Close gear dze_waiting = nil; [_lockedClass,objNull] call fn_waitForObject; PVDZE_handleSafeGear = [player,_obj,1]; publicVariableServer "PVDZE_handleSafeGear"; //wait for response from server to verify safe was logged and saved before proceeding waitUntil {!isNil "dze_waiting"}; disableUserInput false; // Safe is done saving now format[localize "str_epoch_player_117",_text] call dayz_rollingMessages; }; s_player_lockvault = -1; dayz_actionInProgress = false;