/* [_obj] spawn player_packVault; */ private ["_activatingPlayer","_obj","_ownerID","_objectID","_objectUID","_alreadyPacking","_location1","_location2","_dir","_pos","_bag","_holder","_weapons","_magazines","_backpacks","_objWpnTypes","_objWpnQty","_countr","_packedClass","_text","_playerNear"]; if(TradeInprogress) exitWith { cutText ["That is already being packed." , "PLAIN DOWN"]; }; TradeInprogress = true; _activatingPlayer = player; _obj = _this; _packedClass = getText (configFile >> "CfgVehicles" >> (typeOf _obj) >> "packedClass"); _text = getText (configFile >> "CfgVehicles" >> (typeOf _obj) >> "displayName"); // Silently exit if object no longer exists if(isNull _obj or !(alive _obj)) exitWith { TradeInprogress = false; }; // Test cannot lock while another player is nearby _playerNear = {isPlayer _x} count (player nearEntities ["CAManBase", 12]) > 1; if(_playerNear) exitWith { TradeInprogress = false; cutText ["Cannot pack while another player is nearby." , "PLAIN DOWN"]; }; _ownerID = _obj getVariable["CharacterID","0"]; _objectID = _obj getVariable["ObjectID","0"]; _objectUID = _obj getVariable["ObjectUID","0"]; player removeAction s_player_packvault; s_player_packvault = 1; if(_objectID == "0" && _objectUID == "0") exitWith {TradeInprogress = false; s_player_packvault = -1; cutText [format["%1 not setup yet.",_text], "PLAIN DOWN"];}; if((_ownerID != dayz_combination) and (_ownerID != dayz_playerUID)) exitWith { TradeInprogress = false; s_player_packvault = -1; cutText [format["You cannot pack this %1, you do not know the combination.",_text], "PLAIN DOWN"];}; _alreadyPacking = _obj getVariable["packing",0]; if (_alreadyPacking == 1) exitWith {TradeInprogress = false; s_player_packvault = -1; cutText [format["That %1 is already being packed.",_text] , "PLAIN DOWN"]}; _obj setVariable["packing",1]; cutText [format["Packing %1 move from this position to cancel within 5 seconds.",_text], "PLAIN DOWN"]; sleep 1; _location1 = getPosATL player; sleep 5; _location2 = getPosATL player; if(_location1 distance _location2 > 0.1) exitWith { cutText [format["Packing %1 canceled.",_text] , "PLAIN DOWN"]; _obj setVariable["packing",0]; }; _dir = direction _obj; _pos = _obj getVariable["OEMPos",(getposATL _obj)]; if(!isNull _obj and alive _obj) then { player playActionNow "Medic"; [player,"tentpack",0,false] call dayz_zombieSpeak; sleep 3; _weapons = getWeaponCargo _obj; _magazines = getMagazineCargo _obj; _backpacks = getBackpackCargo _obj; // Remove from database PVDZE_obj_Delete = [_objectID,_objectUID,_activatingPlayer]; publicVariableServer "PVDZE_obj_Delete"; // Set down vault "take" item _bag = createVehicle [_packedClass,_pos,[], 0, "CAN_COLLIDE"]; // Delete original deleteVehicle _obj; _bag setdir _dir; _bag setposATL _pos; player reveal _bag; // Empty weapon holder _holder = _bag; //Add weapons _objWpnTypes = _weapons select 0; _objWpnQty = _weapons select 1; _countr = 0; { _holder addweaponcargoGlobal [_x,(_objWpnQty select _countr)]; _countr = _countr + 1; } forEach _objWpnTypes; //Add Magazines _objWpnTypes = _magazines select 0; _objWpnQty = _magazines select 1; _countr = 0; { _holder addmagazinecargoGlobal [_x,(_objWpnQty select _countr)]; _countr = _countr + 1; } forEach _objWpnTypes; //Add Backpacks _objWpnTypes = _backpacks select 0; _objWpnQty = _backpacks select 1; _countr = 0; { _holder addbackpackcargoGlobal [_x,(_objWpnQty select _countr)]; _countr = _countr + 1; } forEach _objWpnTypes; cutText [format["Your %1 has been packed",_text], "PLAIN DOWN"]; player action ["Gear", _holder]; }; s_player_packvault = -1; TradeInprogress = false;