private ["_vehicle","_started","_finished","_animState","_isMedic","_soundSource","_fuelCan","_emptyCan"]; if (dayz_actionInProgress) exitWith {localize "str_player_actionslimit" call dayz_rollingMessages;}; dayz_actionInProgress = true; player removeAction s_player_fillgen; s_player_fillgen = 1; // Use target from addaction _vehicle = _this select 3; // force animation player playActionNow "Medic"; r_interrupt = false; _animState = animationState player; r_doLoop = true; _started = false; _finished = false; localize "str_epoch_player_25" call dayz_rollingMessages; [player,50,true,(getPosATL player)] spawn player_alertZombies; while {r_doLoop} do { _animState = animationState player; _isMedic = ["medic",_animState] call fnc_inString; if (_isMedic) then { _started = true; }; if (_started && !_isMedic) then { r_doLoop = false; _finished = true; }; if (r_interrupt) then { r_doLoop = false; }; uiSleep 0.1; }; r_doLoop = false; if(!_finished) then { r_interrupt = false; if (vehicle player == player) then { [objNull, player, rSwitchMove,""] call RE; player playActionNow "stop"; }; localize "str_epoch_player_26" call dayz_rollingMessages; }; _fuelCan = nil; { if (_x in magazines player) exitWith { _fuelCan = _x; }; } count DayZ_fuelCans; if (_finished) then { // take fuel can and replace with empty if(!(_vehicle getVariable ["GeneratorFilled", false]) && !isNil "_fuelCan") then { if(([player,_fuelCan] call BIS_fnc_invRemove) == 1) then { _emptyCan = getText (configFile >> "CfgMagazines" >> _fuelCan >> "emptycan"); player addMagazine _emptyCan; // mark as once filled _vehicle setVariable ["GeneratorFilled", true,true]; // Start generator _vehicle setVariable ["GeneratorRunning", true,true]; // Sound_Generator1 // Looks like this was the entended way of making the sound, lets test _soundSource = createSoundSource ["Sound_Generator1", getPosATL player, [], 0]; _vehicle setVariable ["GeneratorSound", _soundSource,true]; localize "str_epoch_player_28" call dayz_rollingMessages; ["Working",0,[0,1,3,0]] call dayz_NutritionSystem; }; } else { // Start generator _vehicle setVariable ["GeneratorRunning", true,true]; // Sound_Generator1 // Looks like this was the entended way of making the sound, lets test _soundSource = createSoundSource ["Sound_Generator1", getPosATL player, [], 0]; _vehicle setVariable ["GeneratorSound", _soundSource,true]; localize "str_epoch_player_28" call dayz_rollingMessages; }; }; dayz_actionInProgress = false; s_player_fillgen = -1;