Files
DayZ-Epoch/SQF/dayz_code/actions/object_upgradebuilding.sqf
ebaydayz 4bd9a9aa0b Update public variables
It makes no sense to rename the identical DayZ PVs to have an E in their
name. I don't see any good reason it was done in the first place. All it
accomplishes is breaking script compatibility between the two mods and
requiring different publicvariable.txt filters. The only time it makes
sense is for custom Epoch variables that aren't used in vanilla.

All admins have to do to update custom scripts is swap the names
according to the change log.

Note I've submitted a pull request to replace PVDZ_veh_Save with
PVDZ_obj_Save in official too because they are duplicates.
2016-03-18 21:39:22 -04:00

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/*
This script is not part of dayz permission must be given to use. r4z0r49@gmail.com or skype me R4Z0R49.
Simple class system to use this script.
class Upgrade {
requiredTools[] = {"ItemToolbox"};
requiredParts[] = {"equip_crate","PartWoodPile"};
create = "TentStorage1";
};
debugged by facoptere@gmail.com
*/
//systemchat str _this;
if (!isnil "faco_object_upgradeBuilding") exitWith { _this call faco_object_upgradeBuilding };
_cursorTarget = _this select 3;
// ArmaA2 bug workaround: sometimes the object is null
if ((isNil "_cursorTarget") or {(isNull _cursorTarget)}) then {
_cursorTarget = nearestObjects [ player modelToWorld [0,1.5,0] , ["DZ_buildables","BuiltItems"], 1.5];
_cursorTarget = if (count _cursorTarget == 0) then { objNull } else { _cursorTarget select 0 };
};
if (isNull _cursorTarget) exitWith {};
player removeAction s_player_building;
s_player_building = -1;
_type = typeof _cursorTarget;
_class = configFile >> "CfgVehicles" >> _type;
_requiredTools = getArray (_class >> "Upgrade" >> "requiredTools");
_requiredParts = getArray (_class >> "Upgrade" >> "requiredParts");
_upgradeType = getText (_class >> "Upgrade" >> "create");
_producedParts = getArray (_class >> "Upgrade" >> "produce");
//Allow random choice of items if specified.
if (isArray(configFile >> "CfgVehicles" >> _type >> "Upgrade" >> "randomcreate")) then {
_randomCreate = getArray (_class >> "Upgrade" >> "randomcreate");
_upgradeType = _randomCreate call BIS_fnc_selectRandom;
};
_upgradeClass = configFile >> "CfgVehicles" >> _upgradeType;
if (!isClass _upgradeClass) exitWith {
//cutText [localize "str_upgradeNoOption", "PLAIN DOWN"];
_msg = localize "str_upgradeNoOption";
_msg call dayz_rollingMessages;
};
_onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
_isWater = (surfaceIsWater (getPosATL player)) or dayz_isSwimming;
if(_isWater or _onLadder) exitWith {
//systemchat[localize "str_CannotUpgrade"];
_msg = localize "str_CannotUpgrade";
_msg call dayz_rollingMessages;
};
// lets check player has requiredTools for upgrade
_ok = true;
_missing = "";
{
if (!(_x IN items player)) exitWith {
//systemchat("Missing tools for upgrade." +str());
_missing = getText (configFile >> "CfgWeapons" >> _x >> "displayName");
_ok = false;
};
} count _requiredTools;
if (!_ok) exitWith {
//systemChat format[localize "str_upgradeMissingTool", _missing]; //"Missing %1 to upgrade building."
_msg = format [localize "str_upgradeMissingTool", _missing];
_msg call dayz_rollingMessages;
};
// lets check player has requiredParts for upgrade
_ok = true;
_upgradeParts = [];
{
if (!(_x IN magazines player)) exitWith {
_missing = getText (configFile >> "CfgMagazines" >> _x >> "displayName");
_ok = false;
};
if (_x IN magazines player) then {
_upgradeParts set [count _upgradeParts, _x];
player removeMagazine _x;
};
} count _requiredParts;
if (!_ok) exitWith {
{ player addMagazine _x; } foreach _upgradeParts;
//systemChat format[localize "str_upgradeMissingPart", _missing]; //"Missing %1 to upgrade building."
_msg = format [localize "str_upgradeMissingPart", _missing];
_msg call dayz_rollingMessages;
};
//Upgrade Started
if ((player getVariable["alreadyBuilding",0]) == 1) exitWith {
{ player addMagazine _x; } foreach _upgradeParts;
//cutText [localize "str_upgradeInProgress" , "PLAIN DOWN"]
_msg = localize "str_upgradeInProgress";
_msg call dayz_rollingMessages;
};
player setVariable["alreadyBuilding",1];
//play animation
player playActionNow "Medic";
_dis=20;
[player,"tentpack",0,false,_dis] call dayz_zombieSpeak;
[player,_dis,true,(getPosATL player)] call player_alertZombies;
// Added Nutrition-Factor for work
["Working",0,[100,15,5,0]] call dayz_NutritionSystem;
//wait animation end
waitUntil {getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "disableWeapons") == 1};
waitUntil {getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "disableWeapons") == 0};
//get data from old building.
_characterID = _cursorTarget getVariable ["characterID","0"];
_objectID = _cursorTarget getVariable ["ObjectID","0"];
_objectUID = _cursorTarget getVariable ["ObjectUID","0"];
//Person who owns the fence can be disa,abled by this person.
_ownerArray = _cursorTarget getVariable ["ownerArray",[]];
//Get passcode of fence.
_ownerPasscode = _cursorTarget getVariable ["padlockCombination",[]];
_dir = round getDir _cursorTarget;
_vector = [vectorDir _cursorTarget,vectorUp _cursorTarget];
_pos = getposATL _cursorTarget;
//diag_log [ "dir/angle/pos", _dir, _vector, _pos];
if (abs(((_vector select 1) select 2) - 1) > 0.001) then { _pos set [2,0]; };
//diag_log [ "dir/angle/pos - reset elevation if angle is straight", _dir, _vector, _pos];
_object = createVehicle [_upgradeType, getMarkerpos "respawn_west", [], 0, "CAN_COLLIDE"];
if (_object isKindOf "DZ_buildables") then { _object allowDamage false; };
_object setVectorDirAndUp _vector;
_object setPosATL _pos;
_puid = getPlayerUID player;
/*
if (!(_puid in _clanArray)) then {
_clanArray set [ count _clanArray, _puid ];
};
*/
_object setVariable ["ownerArray",_ownerArray,true];
_object setVariable ["padlockCombination",_ownerPasscode,true];
_object setVariable ["characterID",_characterID,true];
//remove old object
deleteVehicle _cursorTarget;
_activatingPlayer = player;
PVDZ_obj_Destroy = [_objectID,_objectUID, _activatingPlayer];
publicVariableServer "PVDZ_obj_Destroy";
// create a weaponholder with dismissed parts
_wh = "WeaponHolder" createVehicle (getPosATL player);
{
if (isClass (configFile >> "CfgMagazines" >> _x))
then { _wh addMagazineCargoGlobal [_x, 1]; }
else { _wh addWeaponCargoGlobal [_x, 1]; };
} forEach _producedParts;
//publish new object
_variables = [["ownerArray", _ownerArray],["padlockCombination", _ownerPasscode]];
PVDZ_obj_Publish = [dayz_characterID,_object,[_dir, _pos],_variables];
publicVariableServer "PVDZ_obj_Publish";
diag_log [diag_ticktime, __FILE__, "New Networked object, request to save to hive. PVDZ_obj_Publish:", PVDZ_obj_Publish];
/*
//Send maintenance info
PVDZ_veh_Save = [_object,"maintenance"];
publicVariableServer "PVDZ_veh_Save";
if (isServer) then {
PVDZ_veh_Save call server_updateObject;
};*/
//Make sure player knows about the new object
player reveal _object;
//Make sure its unlocked
player setVariable["alreadyBuilding",0];
//cutText [localize "str_upgradeDone", "PLAIN DOWN"];
_msg = localize "str_upgradeDone";
_msg call dayz_rollingMessages;