//private ["_class","_position","_dir","_group","_oldUnit","_newUnit","_currentWpn","_muzzles","_currentAnim","_playerUID","_weapons","_magazines","_primweapon","_secweapon","_newBackpackType","_backpackWpn","_backpackMag","_backpackWpnTypes","_backpackWpnQtys","_countr","_backpackmagTypes","_backpackmagQtys","_display","_createSafePos","_wpnType","_ismelee","_rndx","_rndy"]; private ["_weapons","_backpackWpn","_backpackMag","_currentWpn","_isWeapon","_backpackWpnTypes","_backpackWpnQtys","_countr","_class","_position","_dir","_currentAnim","_playerUID","_countMags","_magazines","_primweapon","_secweapon","_newBackpackType","_muzzles","_oldUnit","_group","_newUnit","_oldGroup","_idc","_display","_switchUnit"]; _class = _this; disableSerialization; //Old location system causes issues with players getting damaged during movement. //_position = getPosATL player; //New system testing needed. _position = player modeltoWorld [0,0,0]; _dir = getDir player; _currentAnim = animationState player; //_currentCamera = cameraView; _playerUID = [player] call FNC_GetPlayerUID; //BackUp Weapons and Mags _weapons = weapons player; _countMags = call player_countMagazinesWBackpack; //magazines player; if (typeName _countMags != "ARRAY") exitWith {localize "str_actions_switchmodel_fail" call dayz_rollingMessages;}; _magazines = _countMags select 0; if ((_playerUID == dayz_playerUID) && (count _magazines == 0) && (count (magazines player) > 0)) exitWith {localize "str_actions_switchmodel_fail" call dayz_rollingMessages;}; _primweapon = primaryWeapon player; _secweapon = secondaryWeapon player; if (!(_primweapon in _weapons) && _primweapon != "") then { _weapons set [count _weapons, _primweapon]; }; if (!(_secweapon in _weapons) && _secweapon != "") then { _weapons set [count _weapons, _secweapon]; }; //BackUp Backpack dayz_myBackpack = unitBackpack player; _newBackpackType = typeOf dayz_myBackpack; if (_newBackpackType != "") then { _backpackWpn = getWeaponCargo unitBackpack player; _backpackMag = _countMags select 1; }; _currentWpn = currentWeapon player; _muzzles = getArray(configFile >> "cfgWeapons" >> _currentWpn >> "muzzles"); if (count _muzzles > 1) then {_currentWpn = currentMuzzle player;}; //Debug Message // diag_log "Attempting to switch model"; // diag_log str(_weapons); // diag_log str(_magazines); // diag_log (str(_backpackWpn)); // diag_log (str(_backpackMag)); //Secure Player for Transformation //player setPosATL dayz_spawnPos; //Prevent client crash _display = findDisplay 106; _display closeDisplay 0; //BackUp Player Object _oldUnit = player; _oldGroup = group player; /***********************************/ //DONT USE player AFTER THIS POINT /***********************************/ //Create New Character //[player] joinSilent grpNull; _group = createGroup west; _newUnit = _group createUnit [_class,getMarkerPos "respawn_west",[],0,"NONE"]; _newUnit setDir _dir; {_newUnit removeMagazine _x;} count magazines _newUnit; removeAllWeapons _newUnit; //Equip New Character { if (typeName _x == "ARRAY") then {if (count _x > 0) then {_newUnit addMagazine [_x select 0,_x select 1]; }; } else { _newUnit addMagazine _x; }; } count _magazines; {_newUnit addWeapon _x;} count _weapons; //Check and Compare it if (str(_weapons) != str(weapons _newUnit)) then { //Get Differecnce {_weapons = _weapons - [_x];} count (weapons _newUnit); //Add the Missing {_newUnit addWeapon _x;} count _weapons; }; if (_primweapon != (primaryWeapon _newUnit)) then { _newUnit addWeapon _primweapon; }; if (_secweapon != (secondaryWeapon _newUnit) && _secweapon != "") then { _newUnit addWeapon _secweapon; }; _switchUnit = { //Make New Unit Playable (1 of these 3 commands causes crashes with gear dialog open) //_oldUnit setPosATL [_position select 0 + cos(_dir) * 2, _position select 1 + sin(_dir) * 2, _position select 2]; addSwitchableUnit _newUnit; setPlayable _newUnit; selectPlayer _newUnit; //Switch the units //_createSafePos = [(getMarkerPos "respawn_west"), 2, 100, 0, 1, 20, 0] call BIS_fnc_findSafePos; _createSafePos = getMarkerPos "respawn_west"; _rndx = floor(random 100); _rndy = floor(random 100); _oldUnit setPosATL [(_createSafePos select 0) + _rndx, (_createSafePos select 1) + _rndy, 0]; _newUnit setPosATL _position; removeAllWeapons _oldUnit; {_oldUnit removeMagazine _x;} count magazines _oldUnit; if !(isNull _oldUnit) then {deleteVehicle _oldUnit;}; deleteGroup _oldGroup; if (_currentWpn != "") then {_newUnit selectWeapon _currentWpn;}; }; //Add and Fill BackPack if (!isNil "_newBackpackType" && {_newBackpackType != ""}) then { _newUnit addBackpack _newBackpackType; //_oldBackpack = dayz_myBackpack; dayz_myBackpack = unitBackpack _newUnit; _backpackWpnTypes = []; _backpackWpnQtys = []; if (count _backpackWpn > 0) then { _backpackWpnTypes = _backpackWpn select 0; _backpackWpnQtys = _backpackWpn select 1; }; call _switchUnit; if (gear_done) then {sleep 0.001;}; ["1"] call gearDialog_create; if (gear_done) then {sleep 0.001;}; _countr = 0; { if (typeName _x != "STRING") then { _isWeapon = isClass (configFile >> "CfgWeapons" >> (_x select 0)); } else { _isWeapon = isClass (configFile >> "CfgWeapons" >> _x); }; if (!_isWeapon) then { _countr = _countr + 1; if (typeName _x != "STRING") then { dayz_myBackpack addMagazineCargoGlobal [_x select 0, 1]; _idc = 4999 + _countr; _idc setIDCAmmoCount (_x select 1); } else { dayz_myBackpack addMagazineCargoGlobal [_x, 1]; }; }; } count _backpackMag; (findDisplay 106) closeDisplay 0; _countr = 0; { dayz_myBackpack addWeaponCargoGlobal [_x,(_backpackWpnQtys select _countr)]; _countr = _countr + 1; } count _backpackWpnTypes; } else { call _switchUnit; }; if (gear_done) then {disableUserInput false;}; //Debug Message diag_log "Swichtable Unit Created. Equipment:"; diag_log format["Weapons: %1",weapons _newUnit]; diag_log format["Magazines: %1",magazines _newUnit]; diag_log format["Backpack weapons: %1",getWeaponCargo unitBackpack _newUnit]; diag_log format["Backpack magazines: %1",getMagazineCargo unitBackpack _newUnit]; //Clear and delete old Unit removeAllWeapons _oldUnit; {_oldUnit removeMagazine _x;} count magazines _oldUnit; if !(isNull _oldUnit) then {deleteVehicle _oldUnit;}; deleteGroup _oldGroup; // player switchCamera = _currentCamera; if (_currentWpn != "") then {_newUnit selectWeapon _currentWpn;}; [objNull, player, rSwitchMove, _currentAnim] call RE; //dayz_originalPlayer attachTo [_newUnit]; player disableConversation true; player setVariable ["BIS_noCoreConversations",true]; // _playerUID=getPlayerUID player; // _playerObjName = format["player%1",_playerUID]; // call compile format["%1 = player;",_playerObjName]; // publicVariable _playerObjName; call dayz_meleeMagazineCheck; {player reveal _x} count (nearestObjects [getPosATL player,["AllVehicles","WeaponHolder","Land_A_tent","BuiltItems","ModularItems","DZE_Base_Object"],75]);