mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-14 04:02:37 +03:00
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.
100 lines
2.9 KiB
Plaintext
100 lines
2.9 KiB
Plaintext
/*
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[_obj] call player_packTent;
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*/
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if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_13") , "PLAIN DOWN"]; };
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DZE_ActionInProgress = true;
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_obj = _this;
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_ownerID = _obj getVariable["CharacterID","0"];
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_objectID = _obj getVariable["ObjectID","0"];
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_objectUID = _obj getVariable["ObjectUID","0"];
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_pickup = false;
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_activatingPlayer = player;
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_packobj = getText (configFile >> "CfgVehicles" >> typeOf _obj >> "pack");
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player playActionNow "Medic";
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player removeAction s_player_packtent;
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s_player_packtent = -1;
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player removeAction s_player_packtentinfected;
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s_player_packtentinfected = -1;
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if(_objectID == "0" && _objectUID == "0") exitWith {DZE_ActionInProgress = false; s_player_packtent = -1; cutText [(localize "str_epoch_player_14"), "PLAIN DOWN"];};
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if(_ownerID != dayz_characterID) exitWith {DZE_ActionInProgress = false; s_player_packtent = -1; cutText [localize "str_fail_tent_pack", "PLAIN DOWN"];};
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_alreadyPacking = _obj getVariable["packing",0];
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if (_alreadyPacking == 1) exitWith {DZE_ActionInProgress = false; s_player_packtent = -1; s_player_packtentinfected = -1; cutText [format[(localize "str_player_beingpacked")] , "PLAIN DOWN"]};
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_campitems = ["IC_DomeTent","IC_Tent"];
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if (_ownerID == dayz_characterID or (typeOf _obj in _campitems)) then { _pickup = true; };
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if(_pickup) then {
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_obj setVariable["packing",1];
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_dir = direction _obj;
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_pos = getposATL _obj;
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_dis=20;
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_sfx = "tentpack";
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[player,_sfx,0,false,_dis] call dayz_zombieSpeak;
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[player,_dis,true,(getPosATL player)] call player_alertZombies;
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uiSleep 3;
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//place tent (local)
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_bag = createVehicle [_packobj,_pos,[], 0, "CAN_COLLIDE"];
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_bag setdir _dir;
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player reveal _bag;
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_holder = createVehicle ["WeaponHolder", _pos, [], 0, "CAN_COLLIDE"];
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_weapons = getWeaponCargo _obj;
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_magazines = getMagazineCargo _obj;
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_backpacks = getBackpackCargo _obj;
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//["PVDZ_obj_Delete",[_objectID,_objectUID]] call callRpcProcedure;
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_activatingPlayer = player;
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PVDZ_obj_Destroy = [_objectID,_objectUID, _activatingPlayer];
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publicVariableServer "PVDZ_obj_Destroy";
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if (isServer) then {
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PVDZ_obj_Destroy call server_deleteObj;
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};
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deleteVehicle _obj;
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//Add weapons
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_objWpnTypes = _weapons select 0;
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_objWpnQty = _weapons select 1;
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_countr = 0;
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{
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_holder addweaponcargoGlobal [_x,(_objWpnQty select _countr)];
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_countr = _countr + 1;
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} forEach _objWpnTypes;
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//Add Magazines
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_objWpnTypes = _magazines select 0;
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_objWpnQty = _magazines select 1;
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_countr = 0;
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{
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_holder addmagazinecargoGlobal [_x,(_objWpnQty select _countr)];
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_countr = _countr + 1;
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} forEach _objWpnTypes;
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//Add Backpacks
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_objWpnTypes = _backpacks select 0;
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_objWpnQty = _backpacks select 1;
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_countr = 0;
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{
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_holder addbackpackcargoGlobal [_x,(_objWpnQty select _countr)];
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_countr = _countr + 1;
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} forEach _objWpnTypes;
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cutText [localize "str_success_tent_pack", "PLAIN DOWN"];
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} else {
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cutText [localize "str_fail_tent_pack", "PLAIN DOWN"];
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};
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s_player_packtent = -1;
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DZE_ActionInProgress = false; |