Files
DayZ-Epoch/SQF/dayz_code/actions/vault_pitch.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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/*
DayZ Safe
Made for DayZ Epoch please ask permission to use/edit/distrubute email vbawol@veteranbastards.com.
*/
private ["_tent","_location","_isOk","_cancel","_location3","_location4","_location1","_location2","_counter","_pondPos","_isPond","_ppos","_hastentitem","_dir","_building","_isBuilding","_playerPos","_item","_offset_x","_offset_y","_offset_z","_offset_z_attach","_config","_text","_tmpvault","_vault_location","_objectsPond","_combination_1","_combination_2","_combination_3","_combination_4","_combination","_removed"];
//check if can pitch here
if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_108") , "PLAIN DOWN"]; };
DZE_ActionInProgress = true;
//disableSerialization;
_playerPos = getPosATL player;
_item = _this;
_hastentitem = _this in magazines player;
_offset_x = 0;
_offset_y = 1.5;
_offset_z = 0;
_offset_z_attach = 0.5;
_location = player modeltoworld [_offset_x,_offset_y,_offset_z];
// Allow placement anywhere.
_isOk = true;
//diag_log ("Pitch Tent: " + str(_isok) );
_config = configFile >> "CfgMagazines" >> _item;
_text = getText (_config >> "displayName");
if (!_hastentitem) exitWith {cutText [format[(localize "str_player_31"),_text,"pitch"] , "PLAIN DOWN"]};
// blocked
// Allow on concrete since we dont force to ground.
// if (["concrete",dayz_surfaceType] call fnc_inString) then { _isOk = true; diag_log ("surface concrete"); };
//diag_log ("Pitch Tent: " + str(_isok) );
_dir = getDir player;
// Start Preview loop
_tmpvault = createVehicle ["VaultStorageLocked", _location, [], 0, "CAN_COLLIDE"];
_tmpvault setdir _dir;
_tmpvault attachTo [player,[_offset_x,_offset_y,_offset_z_attach]];
_cancel = false;
_counter = 0;
while {_isOk} do {
if(_counter == 0) then {
cutText [(localize "str_epoch_player_109"), "PLAIN DOWN"];
uiSleep 5;
_location1 = getPosATL player;
uiSleep 5;
_location2 = getPosATL player;
if(_location1 distance _location2 < 0.1) exitWith {
cutText [(localize "str_epoch_player_109"), "PLAIN DOWN"];
_location3 = getPosATL player;
uiSleep 5;
_location4 = getPosATL player;
if(_location3 distance _location4 > 0.1) exitWith {
_isOk = false;
_cancel = true;
};
_isOk = false;
};
};
if(_counter >= 1) exitWith {
_isOk = false;
_cancel = true;
};
_counter = _counter + 1;
};
detach _tmpvault;
_vault_location = (getPosATL _tmpvault);
// Make sure vault is not placed on road.
if (isOnRoad _vault_location) then { _isOk = true; };
// Make sure vault is not placed in trader citys
if(!canbuild) then { _isOk = true; };
//Block Tents in pounds
_objectsPond = nearestObjects [_playerPos, [], 10];
{
_isPond = ["pond",str(_x),false] call fnc_inString;
if (_isPond) then {
_pondPos = (_x worldToModel _playerPos) select 2;
if (_pondPos < 0) then {
_isOk = true;
};
};
} count _objectsPond;
deleteVehicle _tmpvault;
if(!_cancel) then {
if (!_isOk) then {
//remove safe
_hastentitem = _this in magazines player;
if (!_hastentitem) exitWith {cutText [format[(localize "str_player_31"),_text,"pitch"] , "PLAIN DOWN"]};
_removed = ([player,_item] call BIS_fnc_invRemove);
if(_removed == 1) then {
//call dayz_forceSave;
_dir = round(direction player);
[1,1] call dayz_HungerThirst;
//wait a bit
player playActionNow "Medic";
uiSleep 1;
[player,"tentunpack",0,false] call dayz_zombieSpeak;
[player,50,true,(getPosATL player)] spawn player_alertZombies;
_building = nearestObject [(vehicle player), "HouseBase"];
_isBuilding = [(vehicle player),_building] call fnc_isInsideBuilding;
if(_isBuilding) then {
_ppos = _building worldToModel _vault_location;
_location = _building modelToWorld _ppos;
} else {
_location = player modelToWorld [_offset_x,_offset_y,_offset_z];
};
uiSleep 5;
//place tent (local)
_tent = createVehicle ["VaultStorageLocked", _location, [], 0, "CAN_COLLIDE"];
_tent setdir _dir;
_tent setpos _location;
player reveal _tent;
// Generate Combination
_combination_1 = floor(random 10);
_combination_2 = floor(random 10);
_combination_3 = floor(random 10);
_combination_4 = floor(random 10);
// Format Combination
_combination = format["%1%2%3%4",_combination_1,_combination_2,_combination_3,_combination_4];
_tent setVariable ["CharacterID",_combination,true];
_tent setVariable ["OEMPos",_location,true];
//["PVDZ_obj_Publish",[_combination,_tent,[_dir,_location],"VaultStorageLocked"]] call callRpcProcedure;
PVDZ_obj_Publish = [_combination,_tent,[_dir,_location],"VaultStorageLocked"];
publicVariableServer "PVDZ_obj_Publish";
cutText [format[(localize "str_epoch_player_179"),_combination], "PLAIN DOWN", 5];
};
} else {
cutText [(localize "str_epoch_player_110"), "PLAIN DOWN"];
};
} else {
cutText [(localize "str_epoch_player_111"), "PLAIN DOWN"];
};
DZE_ActionInProgress = false;