///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // // delete object from db with extra waiting by [VB]AWOL // // Modified by: Victor the Cleaner // Date: August 2021 // // - Will now accept array parameter: [_obj, _actionContext, _isModular] // // * _obj is the object to be removed // * _actionContext is a unique ID referencing either remove or deconstruct actions // * _isModular is for handling refunds of modular objects only // // - Script now adds colored helpers to modular objects when removing or deconstructing. // // * Green: Refund one kit // * Blue: Refund entire recipe of parts (multiple items) // * Red: No refund will be given. Either because the object is too damaged, or the refund feature is disabled // // - Refunds for non-modular objects are handled by their respective config settings. // // - Removed non-lockable storage objects will now refund their contents. // // * The corresponding storage kit will be refunded. // * If there is room outdoors, backpacks will be arranged in a neat circle close to the refund point. // * If the spawn point is too close to a building, backpacks will spawn at the player's location. // ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// if (dayz_actionInProgress) exitWith {localize "str_player_actionslimit" call dayz_rollingMessages;}; dayz_actionInProgress = true; local _p = _this select 3; // get addAction parameter local _obj = _p; // object local _actionContext = 2; // default to remove action local _isModular = false; // for removal of non-modular objects if (typeName _p == "ARRAY") then { // allow for remove/deconstruct array to be passed _obj = _p select 0; // object _actionContext = _p select 1; // remove or deconstruct _isModular = _p select 2; // isModular or isModularDoor }; if (isNull _obj) exitWith { dayz_actionInProgress = false; systemChat localize "str_cursorTargetNotFound"; // You must be looking at the item to interact with it. }; if (_obj getVariable ["GeneratorRunning", false]) exitWith { dayz_actionInProgress = false; localize "str_epoch_player_89" call dayz_rollingMessages; // Cannot remove a running generator. }; local _objType = typeOf _obj; // object's classname local _bbObject = boundingBox _obj select 1; // positive x,y dimensions if (_objType in DZE_DoorsLocked && !(_objType in DZE_LockedGates)) exitWith { dayz_actionInProgress = false; localize "STR_EPOCH_ACTIONS_20" call dayz_rollingMessages; // You must remove the lock to delete this item! }; /////////////////////////////////////////////////////////////////////////////////////////////////// // prevent player actions appearing during animation cycle player removeAction s_player_deleteBuild; player removeAction s_player_deconstruct; player removeAction s_player_upgrade_build; player removeAction s_player_maint_build; s_player_deleteBuild = 1; s_player_deconstruct = 1; s_player_upgrade_build = 1; s_player_maint_build = 1; local _objOwnerID = _obj getVariable["ownerPUID","0"]; local _isOwnerOfObj = (_objOwnerID == dayz_playerUID); local _isDestructable = _obj isKindOf "BuiltItems"; local _isWreck = _objType in DZE_isWreck; local _isRemovable = _objType in DZE_isRemovable; local _isWreckBuilding = _objType in DZE_isWreckBuilding; local _isMine = _objType in ["Land_iron_vein_wreck","Land_silver_vein_wreck","Land_gold_vein_wreck"]; local _isAmmoSupplyWreck= _objType == "Land_ammo_supply_wreck"; local _isPlotPole = _objType == "Plastic_Pole_EP1_DZ"; local _isFireBarrel = _objType == "FireBarrel_DZ"; local _isStorageItem = _objType in DZE_refundStorageItemContents; // non-lockable storage (sheds, crates etc.) local _playerNear = {isPlayer _x} count (([_obj] call FNC_GetPos) nearEntities ["CAManBase", 12]) > 1; if (_playerNear && (_isMine or _isAmmoSupplyWreck)) exitWith { dayz_actionInProgress = false; localize "str_pickup_limit_5" call dayz_rollingMessages; // Another player is nearby. Only one player can be near to perform this action. }; /////////////////////////////////////////////////////////////////////////////////////////////////// local _limit = 3; if (DZE_StaticConstructionCount > 0) then { _limit = DZE_StaticConstructionCount; } else { if (isNumber (configFile >> "CfgVehicles" >> _objType >> "constructioncount")) then { _limit = getNumber(configFile >> "CfgVehicles" >> _objType >> "constructioncount"); }; }; local _plotCheck = [player, false] call FNC_find_plots; local _isNearPlot = _plotCheck select 1; local _nearestPole = _plotCheck select 2; if (_isNearPlot > 0) then { // Since there are plot poles nearby we need to check ownership && friend status local _accessCheck = [player, _nearestPole] call FNC_check_access; local _isowner = _accessCheck select 0; local _isfriendly = ((_accessCheck select 1) or (_accessCheck select 3)); if (!_isowner && !_isfriendly) then { _limit = round(_limit * 2); }; }; /////////////////////////////////////////////////////////////////////////////////////////////////// // // Added functionality to display helpers on modular objects // /////////////////////////////////////////////////////////////////////////////////////////////////// local _modularRefund = false; local _isEnabled = false; local _refund = []; // can be either STRING or ARRAY local _helperTexture = DZE_removeTexture; // default helper color: green if (_isModular) then { { if (_objType == _x select 1) exitWith { // find matching class _isEnabled = _x select 0; // is refund enabled? _refund = _x select _actionContext; // get refund array }; } count DZE_modularConfig; if (_actionContext == 2) then { // if singular kit _refund = [[_refund, 1]]; // reformat array }; _modularRefund = (DZE_refundModular && _isEnabled && !((DZE_RefundDamageLimit > 0) && (damage _obj > DZE_RefundDamageLimit))); if (_actionContext == 3) then { // if deconstruct _helperTexture = DZE_deconstructTexture; // blue helpers }; if (!_modularRefund) then { // if no refunds are to be given localize "STR_EPOCH_ACTIONS_21" call dayz_rollingMessages; // notify player - Deconstructing modular buildables will not refund any components. _helperTexture = DZE_NoRefundTexture; // red helpers }; }; [_obj, _helperTexture] call fn_displayHelpers; // create helpers /////////////////////////////////////////////////////////////////////////////////////////////////// // // Begin Removal // /////////////////////////////////////////////////////////////////////////////////////////////////// local _nameVehicle = getText(configFile >> "CfgVehicles" >> _objType >> "displayName"); //format[localize "str_epoch_player_162", _nameVehicle] call dayz_rollingMessages; // Starting de-construction of %1. local _brokenTool = false; local _counter = 0; local _isOk = true; local _proceed = false; [player, 50, true, (getPosATL player)] spawn player_alertZombies; // Alert zombies once // Start de-construction loop while {_isOk} do { // if object no longer exists this should return true if (isNull _obj) exitWith { _isOk = false; _proceed = false; }; format[localize "str_epoch_player_163", _nameVehicle, (_counter + 1), _limit] call dayz_rollingMessages; // De-constructing %1, stage %2 of %3 walk away at anytime to cancel. [player, (getPosATL player), 25, "repair"] spawn fnc_alertZombies; local _finished = ["Medic", 1] call fn_loopAction; if (!_finished) exitWith { _isOk = false; _proceed = false; }; if (_finished) then { _counter = _counter + 1; if (dayz_toolBreaking) then { if ((_isDestructable || _isRemovable) && !_isOwnerOfObj) then { if ([DZE_toolBreakChance] call fn_chance) then { _brokenTool = true; }; }; }; }; if (_brokenTool) exitWith { _isOk = false; _proceed = false; }; if (_counter == _limit) exitWith { _isOk = false; _proceed = true; }; }; [] call fn_displayHelpers; // delete helpers /////////////////////////////////////////////////////////////////////////////////////////////////// // // tool breakage // /////////////////////////////////////////////////////////////////////////////////////////////////// local _success = true; if (_brokenTool) then { _success = false; local _removeTool = if (_isWreck) then {"ItemToolbox"} else {["ItemCrowbar","ItemToolbox"] call BIS_fnc_selectRandom}; if (_removeTool == "ItemCrowbar" && !("ItemCrowbar" in items player)) then { if ("MeleeCrowbar" in weapons player) then { player removeWeapon "MeleeCrowbar"; _success = true; } else { if (dayz_onBack == "MeleeCrowbar") then { dayz_onBack = ""; // Remove item player setVariable ["dayz_onBack", dayz_onBack, true]; _success = true; if (!isNull (findDisplay 106)) then {((findDisplay 106) displayCtrl 1209) ctrlSetText "";}; }; }; } else { if (([player, _removeTool, 1] call BIS_fnc_invRemove) > 0) then {_success = true;}; }; if (_success) then { format[localize "str_epoch_player_164", getText(configFile >> "CfgWeapons" >> _removeTool >> "displayName"), _nameVehicle] call dayz_rollingMessages; // %1 broke, cannot remove %2. }; }; /////////////////////////////////////////////////////////////////////////////////////////////////// // // find refund depending on object category // /////////////////////////////////////////////////////////////////////////////////////////////////// // Remove only if player waited AND tool was successfully removed if broken if (_proceed && _success) then { // Double check that object is not null if !(isNull _obj) then { local _objectPos = getPosATL _obj; // copy now before object deleted local _iPos = _objectPos; // default refund position local _iDir = getDir _obj; // default refund direction local _selectedRemoveOutput = []; // initialize refund array local _bpTotal = 0; // total number of backpacks to refund call { /////////////////////////////////////////////////////////////////////////// // // dynamic debris wreckage // /////////////////////////////////////////////////////////////////////////// if (_isWreck) exitWith { // Find one random part to refund local _refundpart = DZE_debrisRefundParts call BIS_fnc_selectRandom; _selectedRemoveOutput = [[_refundpart, 1]]; }; local _lootGroupIndex = dz_loot_groups find _objType; local _output = []; /////////////////////////////////////////////////////////////////////////// // // metal vein wreck // /////////////////////////////////////////////////////////////////////////// if (_isMine) exitWith { _output = [_lootGroupIndex, 3] call dz_fn_loot_select; {_selectedRemoveOutput set [count _selectedRemoveOutput, [_x select 1, [_x select 2, _x select 3]]]} forEach _output; // chance of gem occurrence if ([DZE_GemChance] call fn_chance) then { local _gems = []; local _weights = []; { _gems set [count _gems, _x select 0]; _weights set [count _weights, _x select 1]; } count DZE_GemOccurance; local _gemSelected = [_gems, _weights] call BIS_fnc_selectRandomWeighted; _selectedRemoveOutput set [count _selectedRemoveOutput, [_gemSelected, 1]]; }; }; /////////////////////////////////////////////////////////////////////////// // // roadside ammo crate // /////////////////////////////////////////////////////////////////////////// if (_isAmmoSupplyWreck) exitWith { _output = [_lootGroupIndex, 5] call dz_fn_loot_select; {_selectedRemoveOutput set [count _selectedRemoveOutput, [_x select 1, 1, _x select 0]]} forEach _output; }; /////////////////////////////////////////////////////////////////////////// // // wrecked modular object // /////////////////////////////////////////////////////////////////////////// if (_isWreckBuilding) exitWith { _selectedRemoveOutput = getArray (configFile >> "CfgVehicles" >> _objType >> "removeoutput"); }; /////////////////////////////////////////////////////////////////////////// // // modular object // /////////////////////////////////////////////////////////////////////////// if (_modularRefund) exitWith { {_selectedRemoveOutput set [count _selectedRemoveOutput, _x]} forEach _refund; }; /////////////////////////////////////////////////////////////////////////// // // non-lockable storage item // /////////////////////////////////////////////////////////////////////////// if (_isStorageItem) exitWith { _selectedRemoveOutput = getArray (configFile >> "CfgVehicles" >> _objType >> "removeoutput"); // refund config array local _weapons = getWeaponCargo _obj; local _magazines = getMagazineCargo _obj; local _backpacks = getBackpackCargo _obj; if ((count _weapons > 0 || {count _magazines > 0 || {count _backpacks > 0}})) then { // has storage items // reformat cargo arrays into [class, count, type] and append to _selectedRemoveOutput local _format = [[_weapons,2],[_magazines,3],[_backpacks,5]]; { local _class = _x select 0 select 0; // weapon, magazine, or backpack local _total = _x select 0 select 1; // count array local _type = _x select 1; // item type local _array = []; { _count = _total select _forEachIndex; _array = [_x, _count, _type]; // format array _selectedRemoveOutput set [count _selectedRemoveOutput, _array]; // append to output if (_type == 5) then {_bpTotal = _bpTotal + _count}; // update backpack count } forEach _class; } count _format; }; }; /////////////////////////////////////////////////////////////////////////// // // All other removable objects // /////////////////////////////////////////////////////////////////////////// _selectedRemoveOutput = getArray (configFile >> "CfgVehicles" >> _objType >> "removeoutput"); // refund config array }; call { /////////////////////////////////////////////////////////////////////////// // // check if plot pole helpers remain // /////////////////////////////////////////////////////////////////////////// if (_isPlotPole) exitWith { if (!isNil "PP_Marks") then { {deleteVehicle _x;} count PP_Marks; PP_Marks = nil; }; }; /////////////////////////////////////////////////////////////////////////// // // check if fire barrel was left burning // /////////////////////////////////////////////////////////////////////////// if (_isFireBarrel) exitWith { local _flame = nearestObjects [_obj, ["flamable_DZ"], 1]; // check for inflamed objects if (count _flame > 0) then { // if any _flame = (_flame select 0); // get nearest (typeName changes from "ARRAY" to "OBJECT") _flame inflame false; // extinguish flame deleteVehicle _flame; // delete proxy object }; }; }; /////////////////////////////////////////////////////////////////////////////////// // // delete object from database // /////////////////////////////////////////////////////////////////////////////////// if (!_isWreck && !_isWreckBuilding) then { // Server performs deleteVehicle PVDZ_obj_Destroy = [netID player,netID _obj, dayz_authKey]; publicVariableServer "PVDZ_obj_Destroy"; } else { deleteVehicle _obj; }; if (_isWreckBuilding) then { PVDZ_send = [player, "RemoveObject", _objectPos, [_objectPos, dayz_authKey, player]]; publicVariableServer "PVDZ_send"; }; //format[localize "str_epoch_player_165", _nameVehicle] call dayz_rollingMessages; // De-constructing %1. ["Working",0,[3,2,4,0]] call dayz_NutritionSystem; /////////////////////////////////////////////////////////////////////////////////// // // prepare refund and backpack array // /////////////////////////////////////////////////////////////////////////////////// if (count _selectedRemoveOutput > 0) then { local _item = "WeaponHolder" createVehicle [0,0,0]; _item setDir _iDir; if ((player distance _objectPos) > 1.5) then { // if player was not close to the object _iDir = [player, _objectPos] call BIS_fnc_dirTo; // update direction _iPos = [player, 1.5, _iDir] call BIS_fnc_relPos; // update position }; _iPos set [2, ((getPosATL player) select 2) max 0]; // Match refund height to player height, or place on ground local _bpDir = floor(random 360); // backpack rotation angle around refund point local _bpArc = 360 / (_bpTotal max 1); // angle between each backpack (prevents divide by zero) local _bbMin = ((_bbObject select 0) min (_bbObject select 1)) * 0.5; // 50% of storage object's smallest x,y dimension local _bpDist = (_bbMin max 0.3) min 0.75; // clamp min/max radial distance from WeaponHolder to backpack pivot point local _playerPos= getPosATL player; local _isInside = { // procedure to check whether the supplied position is inside a building's bounding box local _pos = _this; local _inside = false; { local _building = _x; if (_building != _item) then { // exclude WeaponHolder when placing backpacks local _relPos = _building worldToModel _pos; local _max = (boundingBox _building) select 1; local _px = _max select 0; local _py = _max select 1; local _pz = _max select 2; local _myX = abs (_relPos select 0); local _myY = abs (_relPos select 1); local _myZ = abs (_relPos select 2); if ((_myX < _px) && {(_myY < _py) && {(_myZ < _pz)}}) then { _inside = true; }; }; if (_inside) exitWith {}; } forEach (nearestObjects [_pos, ["Building"], 50]); // scan every "Building" class within 50m _inside; }; if (_isStorageItem && (_iPos call _isInside)) then { _iPos = _playerPos; _bpDist = 0.1; }; /////////////////////////////////////////////////////////////////////////// // // refund items // /////////////////////////////////////////////////////////////////////////// local _totalCount = 0; // total number of refunded items { local _itemOut = _x select 0; // item to refund local _countOut = _x select 1; // how many if (typeName _countOut == "ARRAY") then { // check for random refund range local _min = _countOut select 0; local _max = _countOut select 1; local _range = (abs (_max - _min)) + 1; // add 1 because range is numerically inclusive _countOut = (floor (random _range)) + _min; // randomize }; _totalCount = _totalCount + _countOut; // running total of items if (count _x > 2) then { // if array item has 3 elements local _type = _x select 2; // get corresponding cargo type call { if (_type == 2) exitWith {_item addWeaponCargoGlobal [_itemOut, _countOut]}; if (_type == 3) exitWith {_item addMagazineCargoGlobal [_itemOut, _countOut]}; if (_type == 5) exitWith { for "_i" from 1 to _countOut do { local _bpObj = _itemOut createVehicle [0,0,0]; // create backpack local _bpPos = [_iPos, _bpDist, _bpDir] call BIS_fnc_relPos; // position it a short distance away from the spawn point _bpObj setVectorDirAndUp [ [0, 0, -1], // lay it flat [[0, 1, 0], -_bpDir] call BIS_fnc_rotateVector2D // align to holder ]; _bpPos set [2, ((_bpPos select 2) max 0) - 0.15]; // match holder height or place on ground (lowered slightly) if (_bpPos call _isInside) then { _bpObj setPosATL _playerPos; // prevent backpack from spawning inside an unenterable building } else { _bpObj setPosATL _bpPos; // location is good }; _bpDir = (_bpDir + _bpArc) % 360; // arrange backpacks evenly }; }; }; } else { _item addMagazineCargoGlobal [_itemOut, _countOut]; // default magazine cargo }; } count _selectedRemoveOutput; if (_totalCount > 0) then { // Only reveal refund if there is something there. Random ranges can produce zero results. _item setPosATL _iPos; player reveal _item; DZE_GearCheckBypass = true; // Bypass gear menu checks since dialogue will always open on item player action ["Gear", _item]; }; } else { [localize "str_epoch_player_90", 1] call dayz_rollingMessages; // No parts were found. }; } else { localize "str_epoch_player_91" call dayz_rollingMessages; // Failed, object no longer exists. }; }; dayz_actionInProgress = false; s_player_deleteBuild = -1; s_player_deconstruct = -1; s_player_upgrade_build = -1; s_player_maint_build = -1;