private ["_isOk","_i","_objName","_objInfo","_lenInfo","_started","_finished","_animState","_isMedic","_proceed","_counter","_itemOut","_countOut","_tree","_distance2d","_distance3d","_trees","_findNearestTree"]; if(TradeInprogress) exitWith { cutText ["Harvest wood already in progress." , "PLAIN DOWN"]; }; TradeInprogress = true; // allowed trees list move this later _trees = ["t_pyrus2s.p3d","str_briza_kriva.p3d","dd_borovice.p3d","les_singlestrom_b.p3d","les_singlestrom.p3d","smrk_velky.p3d","smrk_siroky.p3d","smrk_maly.p3d","les_buk.p3d","str krovisko vysoke.p3d","str_fikovnik_ker.p3d","str_fikovnik.p3d","str vrba.p3d","hrusen2.p3d","str dub jiny.p3d","str lipa.p3d","str briza.p3d","p_akat02s.p3d","jablon.p3d","p_buk.p3d","str_topol.p3d","str_topol2.p3d","p_osika.p3d","t_picea3f.p3d","t_picea2s.p3d","t_picea1s.p3d","t_fagus2w.p3d","t_fagus2s.p3d","t_fagus2f.p3d","t_betula1f.p3d","t_betula2f.p3d","t_betula2s.p3d","t_betula2w.p3d","t_alnus2s.p3d","t_acer2s.p3d","t_populus3s.p3d","t_quercus2f.p3d","t_sorbus2s.p3d","t_malus1s.p3d","t_salix2s.p3d","t_picea1s_w.p3d","t_picea2s_w.p3d","t_ficusb2s_ep1.p3d","t_populusb2s_ep1.p3d","t_populusf2s_ep1.p3d","t_amygdalusc2s_ep1.p3d","t_ficusb2s_ep1.p3d","t_pistacial2s_ep1.p3d","t_pinuse2s_ep1.p3d","t_pinuss3s_ep1.p3d","t_prunuss2s_ep1.p3d","t_pinusn2s.p3d","t_pinusn1s.p3d","t_pinuss2f.p3d","t_poplar2f_dead_pmc.p3d","misc_torzotree_pmc.p3d","misc_burnspruce_pmc.p3d","brg_cocunutpalm8.p3d","brg_umbrella_acacia01b.p3d","brg_jungle_tree_canopy_1.p3d","brg_jungle_tree_canopy_2.p3d","brg_cocunutpalm4.p3d","brg_cocunutpalm3.p3d","palm_01.p3d","palm_02.p3d","palm_03.p3d","palm_04.p3d","palm_09.p3d","palm_10.p3d","brg_cocunutpalm2.p3d","brg_jungle_tree_antiaris.p3d","brg_cocunutpalm1.p3d"]; //_item = _this; call gear_ui_init; _findNearestTree = []; { if("" == typeOf _x) then { if (alive _x) then { _objInfo = toArray(str(_x)); _lenInfo = count _objInfo - 1; _objName = []; _i = 0; // determine where the object name starts { if (58 == _objInfo select _i) exitWith {}; _i = _i + 1; } forEach _objInfo; _i = _i + 2; // skip the ": " part for "_k" from _i to _lenInfo do { _objName = _objName + [_objInfo select _k]; }; _objName = toLower(toString(_objName)); // Exit since we found a tree if (_objName in _trees) exitWith { _findNearestTree set [(count _findNearestTree),_x]; }; }; }; } foreach nearestObjects [getPos player, [], 20]; diag_log format["DEBUG TREES: %1", _findNearestTree]; if (count(_findNearestTree) >= 1) then { _tree = _findNearestTree select 0; // get 2d distance _distance2d = [player, _tree] call BIS_fnc_distance2D; _distance3d = player distance _tree; if(_distance2d <= 5) then { _countOut = ceil(_distance3d-_distance2d); diag_log format["DEBUG TREE DISTANCE: %1 - %2 = %3", _distance3d,_distance2d,(_distance3d-_distance2d)]; // Start chop tree loop _counter = 0; _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) then { _counter = _counter + 1; }; cutText ["Chopping down tree, walk away at anytime to cancel.", "PLAIN DOWN"]; if(_counter == _countOut) exitWith { _isOk = false; _proceed = true; }; }; if (_proceed) then { _itemOut = "PartWoodPile"; for "_x" from 1 to _countOut do { player addMagazine _itemOut; }; // chop down tree if("" == typeOf _tree) then { _tree setDamage 1; }; diag_log format["DEBUG TREE DAMAGE: %1", _tree]; cutText [format["%1 piles of wood has been successfully added to your inventory.", _countOut], "PLAIN DOWN"]; } else { r_interrupt = false; [objNull, player, rSwitchMove,""] call RE; player playActionNow "stop"; cutText ["Canceled Harvesting Wood.", "PLAIN DOWN"]; }; } else { cutText [localize "str_player_23", "PLAIN DOWN"]; }; } else { cutText [localize "str_player_23", "PLAIN DOWN"]; }; TradeInprogress = false;