Files
DayZ-Epoch/SQF/dayz_code/compile/player_unlockVault.sqf
ebaydayz 835d750c0c Use single config variable for Plot for Life and Plot Management
Plot for Life and Plot Management work best together. They essentially
provide the same functionality. Both let you keep your plot after death
by using UID instead of CharacterID. Plot Management doesn't even have
an option to save characterID, so by default it is always keeping all
friends and the owner permanently until they are removed. The only major
difference between them is Plot For Life also adds permanent ownership
of built items on the plot, which is behavior most people expect. It
doesn't make sense to keep ownership of the plot after death but not the
other objects built on it. The other functionality it adds (take
ownership) can be toggled with a config variable.

It is rare that someone would want Plot For Life enabled, but Plot
Management disabled or vice versa. If they really want that they can
still do it manually, but consolidating them to a single config option
greatly simplifies things for everyone else.

I removed links to mod githubs because many changes have been made to
the 1.0.6 versions, so outdated information there will likely confuse
people. Authors are already credited in the README and change log.

In variables.sqf "DZ_storage_base" is now the parent class which
includes all tents and stashes. DZE_checkNearbyRadius variable is not
used (identical to DZE_PlotPole select 0).
2016-06-12 12:54:46 -04:00

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/*
DayZ Lock Safe
Usage: [_obj] spawn player_unlockVault;
Made for DayZ Epoch please ask permission to use/edit/distrubute email vbawol@veteranbastards.com.
*/
private ["_objectID","_objectUID","_obj","_ownerID","_dir","_pos","_holder","_weapons","_magazines","_backpacks","_objWpnTypes","_objWpnQty","_countr","_alreadyPacking","_playerNear","_playerID","_claimedBy","_unlockedClass","_text","_objType","_combination","_ComboMatch","_vector","_characterID"];
if (DZE_ActionInProgress) exitWith {localize "str_epoch_player_21" call dayz_rollingMessages;};
DZE_ActionInProgress = true;
{player removeAction _x} count s_player_combi;
s_player_combi = [];
s_player_unlockvault = 1;
_obj = _this;
_objType = typeOf _obj;
if !(_objType in DZE_LockedStorage) exitWith {
s_player_unlockvault = -1;
DZE_ActionInProgress = false;
};
_playerNear = _obj call dze_isnearest_player;
if (_playerNear) exitWith {DZE_ActionInProgress = false; localize "str_epoch_player_20" call dayz_rollingMessages;};
// Silently exit if object no longer exists || alive
if (isNull _obj || !(alive _obj)) exitWith { DZE_ActionInProgress = false; };
_unlockedClass = getText (configFile >> "CfgVehicles" >> _objType >> "unlockedClass");
_text = getText (configFile >> "CfgVehicles" >> _objType >> "displayName");
_alreadyPacking = _obj getVariable["packing",0];
_claimedBy = _obj getVariable["claimed","0"];
_ownerID = _obj getVariable["CharacterID","0"];
_characterID = _ownerID;
_ComboMatch = (_ownerID == dayz_combination);
if (DZE_permanentPlot) then {
_combination = _obj getVariable["characterID","0"];
_ownerID = _obj getVariable["ownerPUID","0"];
_ComboMatch = (_combination == dayz_combination);
};
if (_alreadyPacking == 1) exitWith {DZE_ActionInProgress = false; format[localize "str_epoch_player_124",_text] call dayz_rollingMessages;};
// Promt user for password if _ownerID != dayz_playerUID
if (_ComboMatch || (_ownerID == dayz_playerUID)) then {
// Check if any players are nearby if not allow player to claim item.
_playerNear = {isPlayer _x} count (player nearEntities ["CAManBase", 6]) > 1;
_playerID = [player] call FNC_GetPlayerUID;
// Only allow if not already claimed.
if (_claimedBy == "0" || !_playerNear) then {
// Since item was not claimed proceed with claiming it.
_obj setVariable["claimed",_playerID,true];
};
_dir = direction _obj;
_vector = [(vectorDir _obj),(vectorUp _obj)];
_pos = _obj getVariable["OEMPos",getPosATL _obj];
_objectID = _obj getVariable["ObjectID","0"];
_objectUID = _obj getVariable["ObjectUID","0"];
_claimedBy = _obj getVariable["claimed","0"];
if (_claimedBy == _playerID) then {
if(!isNull _obj && alive _obj) then {
dze_waiting = nil;
PVDZE_log_lockUnlock = [player, _obj, false];
publicVariableServer "PVDZE_log_lockUnlock";
//wait for response from server to verify safe was logged before proceeding
waitUntil {!isNil "dze_waiting"};
_obj setVariable["packing",1];
["Working",0,[3,2,8,0]] call dayz_NutritionSystem;
_weapons = _obj getVariable["WeaponCargo",[]];
_magazines = _obj getVariable["MagazineCargo",[]];
_backpacks = _obj getVariable["BackpackCargo",[]];
player playActionNow "Medic";
uiSleep 1;
[player,"tentpack",0,false] call dayz_zombieSpeak;
uiSleep 5;
_holder = createVehicle [_unlockedClass,_pos,[], 0, "CAN_COLLIDE"];
// Remove locked vault
deleteVehicle _obj;
_holder setdir _dir;
_holder setVariable["memDir",_dir,true];
_holder setVectorDirAndUp _vector;
_holder setPosATL _pos;
player reveal _holder;
_holder setVariable["CharacterID",_characterID,true];
_holder setVariable["ObjectID",_objectID,true];
_holder setVariable["ObjectUID",_objectUID,true];
_holder setVariable ["OEMPos", _pos, true];
if (DZE_permanentPlot) then {
_holder setVariable ["ownerPUID", _ownerID , true];
};
if (count _weapons > 0) then {
//Add weapons
_objWpnTypes = _weapons select 0;
_objWpnQty = _weapons select 1;
_countr = 0;
{
_holder addweaponcargoGlobal [_x,(_objWpnQty select _countr)];
_countr = _countr + 1;
} count _objWpnTypes;
};
if (count _magazines > 0) then {
//Add Magazines
_objWpnTypes = _magazines select 0;
_objWpnQty = _magazines select 1;
_countr = 0;
{
if (_x != "CSGAS") then
{
_holder addmagazinecargoGlobal [_x,(_objWpnQty select _countr)];
_countr = _countr + 1;
};
} count _objWpnTypes;
};
if (count _backpacks > 0) then {
//Add Backpacks
_objWpnTypes = _backpacks select 0;
_objWpnQty = _backpacks select 1;
_countr = 0;
{
_holder addbackpackcargoGlobal [_x,(_objWpnQty select _countr)];
_countr = _countr + 1;
} count _objWpnTypes;
};
format[localize "str_epoch_player_125",_text] call dayz_rollingMessages;
};
} else {
DZE_ActionInProgress = false;
format[localize "str_player_beinglooted",_text] call dayz_rollingMessages;
};
} else {
["Working",0,[100,15,10,0]] call dayz_NutritionSystem;
player playActionNow "Medic";
uiSleep 1;
[player,"repair",0,false] call dayz_zombieSpeak;
[player,25,true,(getPosATL player)] spawn player_alertZombies;
uiSleep 5;
format[localize "str_epoch_player_126",_text] call dayz_rollingMessages;
};
s_player_unlockvault = -1;
DZE_ActionInProgress = false;