mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-13 19:52:38 +03:00
563 lines
21 KiB
Plaintext
563 lines
21 KiB
Plaintext
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//
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// delete object from db with extra waiting by [VB]AWOL
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//
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// Modified by: Victor the Cleaner
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// Date: August 2021
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//
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// - Will now accept array parameter: [_obj, _actionContext, _isModular]
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//
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// * _obj is the object to be removed
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// * _actionContext is a unique ID referencing either remove or deconstruct actions
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// * _isModular is for handling refunds of modular objects only
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//
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// - Script now adds colored helpers to modular objects when removing or deconstructing.
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//
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// * Green: Refund one kit
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// * Blue: Refund entire recipe of parts (multiple items)
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// * Red: No refund will be given. Either because the object is too damaged, or the refund feature is disabled
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//
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// - Refunds for non-modular objects are handled by their respective config settings.
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//
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// - Removed non-lockable storage objects will now refund their contents.
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//
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// * The corresponding storage kit will be refunded.
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// * If there is room outdoors, backpacks will be arranged in a neat circle close to the refund point.
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// * If the spawn point is too close to a building, backpacks will spawn at the player's location.
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//
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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if (dayz_actionInProgress) exitWith {localize "str_player_actionslimit" call dayz_rollingMessages;};
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dayz_actionInProgress = true;
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local _p = _this select 3; // get addAction parameter
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local _obj = _p; // object
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local _actionContext = 2; // default to remove action
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local _isModular = false; // for removal of non-modular objects
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if (typeName _p == "ARRAY") then { // allow for remove/deconstruct array to be passed
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_obj = _p select 0; // object
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_actionContext = _p select 1; // remove or deconstruct
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_isModular = _p select 2; // isModular or isModularDoor
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};
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if (isNull _obj) exitWith {
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dayz_actionInProgress = false;
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systemChat localize "str_cursorTargetNotFound"; // You must be looking at the item to interact with it.
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};
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if (_obj getVariable ["GeneratorRunning", false]) exitWith {
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dayz_actionInProgress = false;
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localize "str_epoch_player_89" call dayz_rollingMessages; // Cannot remove a running generator.
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};
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local _objType = typeOf _obj; // object's classname
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local _bbObject = boundingBox _obj select 1; // positive x,y dimensions
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if (_objType in DZE_DoorsLocked && !(_objType in ["WoodenGate_1_DZ","WoodenGate_2_DZ","WoodenGate_3_DZ","WoodenGate_4_DZ"])) exitWith {
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dayz_actionInProgress = false;
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localize "STR_EPOCH_ACTIONS_20" call dayz_rollingMessages; // You must remove the lock to delete this item!
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};
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// prevent player actions appearing during animation cycle
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player removeAction s_player_deleteBuild;
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player removeAction s_player_deconstruct;
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player removeAction s_player_upgrade_build;
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player removeAction s_player_maint_build;
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s_player_deleteBuild = 1;
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s_player_deconstruct = 1;
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s_player_upgrade_build = 1;
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s_player_maint_build = 1;
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local _objOwnerID = _obj getVariable["ownerPUID","0"];
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local _isOwnerOfObj = (_objOwnerID == dayz_playerUID);
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local _objectID = _obj getVariable ["ObjectID","0"];
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local _objectUID = _obj getVariable ["ObjectUID","0"];
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local _hasNoID = (_objectID == "0" && _objectUID == "0");
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local _isDestructable = _obj isKindOf "BuiltItems";
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local _isWreck = _objType in DZE_isWreck;
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local _isRemovable = _objType in DZE_isRemovable;
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local _isWreckBuilding = _objType in DZE_isWreckBuilding;
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local _isMine = _objType in ["Land_iron_vein_wreck","Land_silver_vein_wreck","Land_gold_vein_wreck"];
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local _isAmmoSupplyWreck= _objType == "Land_ammo_supply_wreck";
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local _isPlotPole = _objType == "Plastic_Pole_EP1_DZ";
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local _isFireBarrel = _objType == "FireBarrel_DZ";
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local _isStorageItem = _objType in DZE_refundStorageItemContents; // non-lockable storage (sheds, crates etc.)
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local _playerNear = {isPlayer _x} count (([_obj] call FNC_GetPos) nearEntities ["CAManBase", 12]) > 1;
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if (_playerNear && (_isMine or _isAmmoSupplyWreck)) exitWith {
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dayz_actionInProgress = false;
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localize "str_pickup_limit_5" call dayz_rollingMessages; // Another player is nearby. Only one player can be near to perform this action.
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};
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///////////////////////////////////////////////////////////////////////////////////////////////////
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local _limit = 3;
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if (DZE_StaticConstructionCount > 0) then {
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_limit = DZE_StaticConstructionCount;
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} else {
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if (isNumber (configFile >> "CfgVehicles" >> _objType >> "constructioncount")) then {
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_limit = getNumber(configFile >> "CfgVehicles" >> _objType >> "constructioncount");
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};
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};
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local _plotCheck = [player, false] call FNC_find_plots;
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local _isNearPlot = _plotCheck select 1;
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local _nearestPole = _plotCheck select 2;
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if (_isNearPlot > 0) then {
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// Since there are plot poles nearby we need to check ownership && friend status
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local _accessCheck = [player, _nearestPole] call FNC_check_access;
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local _isowner = _accessCheck select 0;
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local _isfriendly = ((_accessCheck select 1) or (_accessCheck select 3));
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if (!_isowner && !_isfriendly) then {
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_limit = round(_limit * 2);
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};
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};
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///////////////////////////////////////////////////////////////////////////////////////////////////
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//
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// Added functionality to display helpers on modular objects
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//
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///////////////////////////////////////////////////////////////////////////////////////////////////
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local _modularRefund = false;
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local _isEnabled = false;
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local _refund = []; // can be either STRING or ARRAY
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local _helperTexture = DZE_removeTexture; // default helper color: green
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if (_isModular) then {
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{
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if (_objType == _x select 1) exitWith { // find matching class
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_isEnabled = _x select 0; // is refund enabled?
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_refund = _x select _actionContext; // get refund array
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};
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} count DZE_modularConfig;
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if (_actionContext == 2) then { // if singular kit
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_refund = [[_refund, 1]]; // reformat array
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};
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_modularRefund = (DZE_refundModular && _isEnabled && !((DZE_RefundDamageLimit > 0) && (damage _obj > DZE_RefundDamageLimit)));
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if (_actionContext == 3) then { // if deconstruct
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_helperTexture = DZE_deconstructTexture; // blue helpers
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};
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if (!_modularRefund) then { // if no refunds are to be given
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localize "STR_EPOCH_ACTIONS_21" call dayz_rollingMessages; // notify player - Deconstructing modular buildables will not refund any components.
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_helperTexture = DZE_NoRefundTexture; // red helpers
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};
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};
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[_obj, _helperTexture] call fn_displayHelpers; // create helpers
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///////////////////////////////////////////////////////////////////////////////////////////////////
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//
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// Begin Removal
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//
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///////////////////////////////////////////////////////////////////////////////////////////////////
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local _nameVehicle = getText(configFile >> "CfgVehicles" >> _objType >> "displayName");
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//format[localize "str_epoch_player_162", _nameVehicle] call dayz_rollingMessages; // Starting de-construction of %1.
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local _brokenTool = false;
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local _counter = 0;
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local _isOk = true;
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local _proceed = false;
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[player, 50, true, (getPosATL player)] spawn player_alertZombies; // Alert zombies once
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// Start de-construction loop
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while {_isOk} do {
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// if object no longer exists this should return true
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if (isNull _obj) exitWith {
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_isOk = false;
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_proceed = false;
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};
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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.
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[player, (getPosATL player), 25, "repair"] spawn fnc_alertZombies;
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local _finished = ["Medic", 1] call fn_loopAction;
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if (!_finished) exitWith {
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_isOk = false;
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_proceed = false;
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};
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if (_finished) then {
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_counter = _counter + 1;
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if (dayz_toolBreaking) then {
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if ((_isDestructable || _isRemovable) && !_isOwnerOfObj) then {
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if ([0.04] call fn_chance) then { // 4% chance to break a required tool each pass
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_brokenTool = true;
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};
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};
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};
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};
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if (_brokenTool) exitWith {
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_isOk = false;
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_proceed = false;
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};
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if (_counter == _limit) exitWith {
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_isOk = false;
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_proceed = true;
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};
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};
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[] call fn_displayHelpers; // delete helpers
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///////////////////////////////////////////////////////////////////////////////////////////////////
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//
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// tool breakage
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//
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///////////////////////////////////////////////////////////////////////////////////////////////////
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local _success = true;
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if (_brokenTool) then {
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_success = false;
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local _removeTool = if (_isWreck) then {"ItemToolbox"} else {["ItemCrowbar","ItemToolbox"] call BIS_fnc_selectRandom};
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if (_removeTool == "ItemCrowbar" && !("ItemCrowbar" in items player)) then {
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if ("MeleeCrowbar" in weapons player) then {
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player removeWeapon "MeleeCrowbar";
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_success = true;
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} else {
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if (dayz_onBack == "MeleeCrowbar") then {
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dayz_onBack = ""; // Remove item
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player setVariable ["dayz_onBack", dayz_onBack, true];
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_success = true;
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if (!isNull (findDisplay 106)) then {((findDisplay 106) displayCtrl 1209) ctrlSetText "";};
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};
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};
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} else {
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if (([player, _removeTool, 1] call BIS_fnc_invRemove) > 0) then {_success = true;};
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};
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if (_success) then {
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format[localize "str_epoch_player_164", getText(configFile >> "CfgWeapons" >> _removeTool >> "displayName"), _nameVehicle] call dayz_rollingMessages; // %1 broke, cannot remove %2.
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};
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};
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///////////////////////////////////////////////////////////////////////////////////////////////////
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//
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// find refund depending on object category
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//
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Remove only if player waited AND tool was successfully removed if broken
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if (_proceed && _success) then {
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// Double check that object is not null
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if !(isNull _obj) then {
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local _objectPos = getPosATL _obj; // copy now before object deleted
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local _iPos = _objectPos; // default refund position
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local _iDir = getDir _obj; // default refund direction
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local _selectedRemoveOutput = []; // initialize refund array
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local _preventRefund = false; // in case object has no id
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local _bpTotal = 0; // total number of backpacks to refund
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call {
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///////////////////////////////////////////////////////////////////////////
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//
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// dynamic debris wreckage
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//
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///////////////////////////////////////////////////////////////////////////
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if (_isWreck) exitWith {
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// Find one random part to refund
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local _refundpart = ["PartEngine","PartGeneric","PartFueltank","PartWheel","PartGlass","ItemJerrycan"] call BIS_fnc_selectRandom;
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_selectedRemoveOutput = [[_refundpart, 1]];
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};
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local _lootGroupIndex = dz_loot_groups find _objType;
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local _output = [];
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///////////////////////////////////////////////////////////////////////////
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//
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// metal vein wreck
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//
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///////////////////////////////////////////////////////////////////////////
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if (_isMine) exitWith {
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_output = [_lootGroupIndex, 3] call dz_fn_loot_select;
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{_selectedRemoveOutput set [count _selectedRemoveOutput, [_x select 1, [_x select 2, _x select 3]]]} forEach _output;
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// chance of gem occurrence
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if ([0.4] call fn_chance) then {
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local _gems = [];
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local _weights = [];
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{
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_gems set [count _gems, _x select 0];
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_weights set [count _weights, _x select 1];
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} count DZE_GemOccurance;
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local _gemSelected = [_gems, _weights] call BIS_fnc_selectRandomWeighted;
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_selectedRemoveOutput set [count _selectedRemoveOutput, [_gemSelected, 1]];
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};
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};
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///////////////////////////////////////////////////////////////////////////
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//
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// roadside ammo crate
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//
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///////////////////////////////////////////////////////////////////////////
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if (_isAmmoSupplyWreck) exitWith {
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_output = [_lootGroupIndex, 5] call dz_fn_loot_select;
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{_selectedRemoveOutput set [count _selectedRemoveOutput, [_x select 1, 1, _x select 0]]} forEach _output;
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};
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///////////////////////////////////////////////////////////////////////////
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//
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// wrecked modular object
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//
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///////////////////////////////////////////////////////////////////////////
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if (_isWreckBuilding) exitWith {
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_selectedRemoveOutput = getArray (configFile >> "CfgVehicles" >> _objType >> "removeoutput");
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};
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///////////////////////////////////////////////////////////////////////////
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//
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// modular object
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//
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///////////////////////////////////////////////////////////////////////////
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if (_modularRefund) exitWith {
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{_selectedRemoveOutput set [count _selectedRemoveOutput, _x]} forEach _refund;
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_preventRefund = _hasNoID;
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};
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///////////////////////////////////////////////////////////////////////////
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//
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// non-lockable storage item
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//
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///////////////////////////////////////////////////////////////////////////
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if (_isStorageItem) exitWith {
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if (!_hasNoID) then {
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_selectedRemoveOutput = getArray (configFile >> "CfgVehicles" >> _objType >> "removeoutput"); // refund config array
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};
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local _weapons = getWeaponCargo _obj;
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local _magazines = getMagazineCargo _obj;
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local _backpacks = getBackpackCargo _obj;
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if ((count _weapons > 0 || {count _magazines > 0 || {count _backpacks > 0}})) then { // has storage items
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// reformat cargo arrays into [class, count, type] and append to _selectedRemoveOutput
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local _format = [[_weapons,2],[_magazines,3],[_backpacks,5]];
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{
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local _class = _x select 0 select 0; // weapon, magazine, or backpack
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local _total = _x select 0 select 1; // count array
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local _type = _x select 1; // item type
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local _array = [];
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{
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_count = _total select _forEachIndex;
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_array = [_x, _count, _type]; // format array
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_selectedRemoveOutput set [count _selectedRemoveOutput, _array]; // append to output
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if (_type == 5) then {_bpTotal = _bpTotal + _count}; // update backpack count
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} forEach _class;
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} count _format;
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};
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};
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///////////////////////////////////////////////////////////////////////////
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//
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// All other removable objects
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//
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///////////////////////////////////////////////////////////////////////////
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_selectedRemoveOutput = getArray (configFile >> "CfgVehicles" >> _objType >> "removeoutput"); // refund config array
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_preventRefund = _hasNoID;
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};
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call {
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///////////////////////////////////////////////////////////////////////////
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//
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// check if plot pole helpers remain
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//
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///////////////////////////////////////////////////////////////////////////
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if (_isPlotPole) exitWith {
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if (!isNil "PP_Marks") then {
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{deleteVehicle _x;} count PP_Marks;
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PP_Marks = nil;
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};
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};
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///////////////////////////////////////////////////////////////////////////
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//
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// check if fire barrel was left burning
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//
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///////////////////////////////////////////////////////////////////////////
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if (_isFireBarrel) exitWith {
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local _flame = nearestObjects [_obj, ["flamable_DZ"], 1]; // check for inflamed objects
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if (count _flame > 0) then { // if any
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_flame = (_flame select 0); // get nearest (typeName changes from "ARRAY" to "OBJECT")
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_flame inflame false; // extinguish flame
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deleteVehicle _flame; // delete proxy object
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};
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};
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};
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///////////////////////////////////////////////////////////////////////////////////
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//
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// delete object from database
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//
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///////////////////////////////////////////////////////////////////////////////////
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if (!_isWreck && !_isWreckBuilding) then {
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// Server performs deleteVehicle
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PVDZ_obj_Destroy = [_objectID, _objectUID, player, _obj, dayz_authKey];
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publicVariableServer "PVDZ_obj_Destroy";
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} else {
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deleteVehicle _obj;
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};
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if (_isWreckBuilding) then {
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PVDZ_send = [player, "RemoveObject", _objectPos, [_objectPos, dayz_authKey, player]];
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publicVariableServer "PVDZ_send";
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};
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//format[localize "str_epoch_player_165", _nameVehicle] call dayz_rollingMessages; // De-constructing %1.
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["Working",0,[3,2,4,0]] call dayz_NutritionSystem;
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///////////////////////////////////////////////////////////////////////////////////
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//
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// prepare refund and backpack array
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//
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///////////////////////////////////////////////////////////////////////////////////
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if (!_preventRefund && {count _selectedRemoveOutput > 0}) then {
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local _item = "WeaponHolder" createVehicle [0,0,0];
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_item setDir _iDir;
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if ((player distance _objectPos) > 1.5) then { // if player was not close to the object
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_iDir = [player, _objectPos] call BIS_fnc_dirTo; // update direction
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_iPos = [player, 1.5, _iDir] call BIS_fnc_relPos; // update position
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};
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_iPos set [2, ((getPosATL player) select 2) max 0]; // Match refund height to player height, or place on ground
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local _bpDir = floor(random 360); // backpack rotation angle around refund point
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local _bpArc = 360 / (_bpTotal max 1); // angle between each backpack (prevents divide by zero)
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local _bbMin = ((_bbObject select 0) min (_bbObject select 1)) * 0.5; // 50% of storage object's smallest x,y dimension
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local _bpDist = (_bbMin max 0.3) min 0.75; // clamp min/max radial distance from WeaponHolder to backpack pivot point
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local _playerPos= getPosATL player;
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local _isInside = { // procedure to check whether the supplied position is inside a building's bounding box
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local _pos = _this;
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local _inside = false;
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{
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local _building = _x;
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if (_building != _item) then { // exclude WeaponHolder when placing backpacks
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local _relPos = _building worldToModel _pos;
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local _max = (boundingBox _building) select 1;
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local _px = _max select 0;
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local _py = _max select 1;
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local _pz = _max select 2;
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local _myX = abs (_relPos select 0);
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local _myY = abs (_relPos select 1);
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local _myZ = abs (_relPos select 2);
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if ((_myX < _px) && {(_myY < _py) && {(_myZ < _pz)}}) then {
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_inside = true;
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};
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};
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if (_inside) exitWith {};
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} forEach (nearestObjects [_pos, ["Building"], 50]); // scan every "Building" class within 50m
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_inside;
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};
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if (_isStorageItem && (_iPos call _isInside)) then {
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_iPos = _playerPos;
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_bpDist = 0.1;
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};
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///////////////////////////////////////////////////////////////////////////
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//
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// refund items
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//
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///////////////////////////////////////////////////////////////////////////
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local _totalCount = 0; // total number of refunded items
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{
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local _itemOut = _x select 0; // item to refund
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local _countOut = _x select 1; // how many
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if (typeName _countOut == "ARRAY") then { // check for random refund range
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local _min = _countOut select 0;
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local _max = _countOut select 1;
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local _range = (abs (_max - _min)) + 1; // add 1 because range is numerically inclusive
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_countOut = (floor (random _range)) + _min; // randomize
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};
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_totalCount = _totalCount + _countOut; // running total of items
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if (count _x > 2) then { // if array item has 3 elements
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local _type = _x select 2; // get corresponding cargo type
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call {
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if (_type == 2) exitWith {_item addWeaponCargoGlobal [_itemOut, _countOut]};
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if (_type == 3) exitWith {_item addMagazineCargoGlobal [_itemOut, _countOut]};
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if (_type == 5) exitWith {
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for "_i" from 1 to _countOut do {
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local _bpObj = _itemOut createVehicle [0,0,0]; // create backpack
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local _bpPos = [_iPos, _bpDist, _bpDir] call BIS_fnc_relPos; // position it a short distance away from the spawn point
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_bpObj setVectorDirAndUp [
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[0, 0, -1], // lay it flat
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[[0, 1, 0], -_bpDir] call BIS_fnc_rotateVector2D // align to holder
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];
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_bpPos set [2, ((_bpPos select 2) max 0) - 0.15]; // match holder height or place on ground (lowered slightly)
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if (_bpPos call _isInside) then {
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_bpObj setPosATL _playerPos; // prevent backpack from spawning inside an unenterable building
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} else {
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_bpObj setPosATL _bpPos; // location is good
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};
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_bpDir = (_bpDir + _bpArc) % 360; // arrange backpacks evenly
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};
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};
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};
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} else {
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_item addMagazineCargoGlobal [_itemOut, _countOut]; // default magazine cargo
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};
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} count _selectedRemoveOutput;
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if (_totalCount > 0) then { // Only reveal refund if there is something there. Random ranges can produce zero results.
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_item setPosATL _iPos;
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player reveal _item;
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DZE_GearCheckBypass = true; // Bypass gear menu checks since dialogue will always open on item
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player action ["Gear", _item];
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};
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} else {
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[localize "str_epoch_player_90", 1] call dayz_rollingMessages; // No parts were found.
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};
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} else {
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localize "str_epoch_player_91" call dayz_rollingMessages; // Failed, object no longer exists.
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};
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};
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dayz_actionInProgress = false;
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s_player_deleteBuild = -1;
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s_player_deconstruct = -1;
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s_player_upgrade_build = -1;
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s_player_maint_build = -1; |