Files
DayZ-Epoch/SQF/dayz_code/compile/player_packVault.sqf
A Man 58c4a4d1f7 Update remove/deconstruct, add helpers
Removing and Deconstructing Objects

- Now adds colored helpers to modular objects.
- Green: Refund one kit.
- Blue:  Refund entire recipe of parts (multiple items).
- Red:	 No refund will be given. Either because the object is too damaged, or the refund feature is disabled.
- If the object has a door open while selected, no helper will display/float in the open door space.
- The gear panel will only open if a refund is available.
- If a lit fire barrel is removed, the flame will now be extinguished.
- If a plot pole is removed, plot boundary helpers will now be deleted.
- Refunds for non-modular objects are handled by their respective config settings.
- Removed non-lockable storage objects will now refund their contents.
- The corresponding storage kit will be refunded.
- If there is room outdoors, backpacks will be arranged in a neat circle close to the refund point.
- If the spawn point is too close to a building, backpacks will spawn at the player's location.
- Helpers will now appear on wrecked/ruined modular objects.
- Helper color arrays were changed to helper transparency values only, to make it easier (and safer) for server owners.

Upgrading, Downgrading, Maintaining and Packing Objects

- Now includes colored helper spheres for improved player experience.
- Reapply damage to upgraded/downgraded object if necessary.

Changes made by @Victor-the-Cleaner
2021-09-19 18:50:14 +02:00

95 lines
3.6 KiB
Plaintext

///////////////////////////////////////////////////////////////////////////////////////////////////
//
// _obj spawn player_packVault;
//
// Updated by: Victor the Cleaner
// Date: September 2021
//
// - Now includes helper spheres for improved player experience
//
///////////////////////////////////////////////////////////////////////////////////////////////////
if (dayz_actionInProgress) exitWith {localize "str_player_actionslimit" call dayz_rollingMessages;}; // Wait for the previous action to complete to perform another!
dayz_actionInProgress = true;
local _obj = _this;
local _typeOf = typeOf _obj;
local _text = getText (configFile >> "CfgVehicles" >> _typeOf >> "displayName");
local _packedClass = getText (configFile >> "CfgVehicles" >> _typeOf >> "packedClass");
if (isNull _obj || !(alive _obj)) exitWith {dayz_actionInProgress = false;};
local _playerNear = {isPlayer _x} count (([_obj] call FNC_GetPos) nearEntities ["CAManBase", 10]) > 1;
if (_playerNear) exitWith {
dayz_actionInProgress = false;
localize "str_pickup_limit_5" call dayz_rollingMessages; // Another player is nearby. Only one player can be near to perform this action.
};
local _ownerID = _obj getVariable["CharacterID","0"];
local _objectID = _obj getVariable["ObjectID","0"];
local _objectUID = _obj getVariable["ObjectUID","0"];
local _ComboMatch = (_ownerID == dayz_combination);
if (DZE_permanentPlot) then {_ownerID = _obj getVariable["ownerPUID","0"];};
if (_objectID == "0" && _objectUID == "0") exitWith {
dayz_actionInProgress = false;
// s_player_packvault = -1;
format[localize "str_epoch_player_118", _text] call dayz_rollingMessages; // %1 not setup yet.
};
if (!_ComboMatch && (_ownerID != dayz_playerUID)) exitWith {
dayz_actionInProgress = false;
// s_player_packvault = -1;
format[localize "str_epoch_player_119", _text] call dayz_rollingMessages; // You cannot pack this %1, you do not know the combination.
};
if (isNull _obj && {!alive _obj}) exitWith { // object has been destroyed or deleted
// s_player_packvault = -1;
dayz_actionInProgress = false;
};
player removeAction s_player_packvault;
s_player_packvault = 1;
format[localize "str_epoch_player_121", _text] call dayz_rollingMessages; // Packing %1, move from this position to cancel within 5 seconds.
[_obj, DZE_NoRefundTexture] call fn_displayHelpers; // create helpers (red)
[player,(getPosATL player),20,"tentpack"] spawn fnc_alertZombies; // make noise
local _finished = ["Medic",1] call fn_loopAction; // animation
[] call fn_displayHelpers; // delete helpers
if (isNull _obj || !_finished) exitWith {
s_player_packvault = -1;
dayz_actionInProgress = false;
};
(findDisplay 106) closeDisplay 0; // Close gear
_playerNear = {isPlayer _x} count (([_obj] call FNC_GetPos) nearEntities ["CAManBase", 10]) > 1; // if another player has approached during the packing animation
if (_playerNear) exitWith {
dayz_actionInProgress = false;
localize "str_pickup_limit_5" call dayz_rollingMessages; // Another player is nearby. Only one player can be near to perform this action.
};
["Working",0,[3,2,4,0]] call dayz_NutritionSystem;
dze_waiting = nil;
[_packedClass, objNull] call fn_waitForObject;
local _code = [_obj getVariable["CharacterID","0"],dayz_combination] select (_ComboMatch);
PVDZE_handleSafeGear = [player,_obj,2,_code,dayz_authKey];
publicVariableServer "PVDZE_handleSafeGear";
waitUntil {!isNil "dze_waiting"}; // wait for response from server to verify pack was logged and gear added before proceeding
format[localize "str_epoch_player_123", _text] call dayz_rollingMessages; // Your %1 has been packed
s_player_packvault = -1;
dayz_actionInProgress = false;