mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-14 20:13:13 +03:00
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 I removed links to mod githubs because many changes have been made to the 1.0.6 versions, so outdated information there will likely confuse people.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).
129 lines
4.0 KiB
Plaintext
129 lines
4.0 KiB
Plaintext
/*
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[_obj] spawn player_packVault;
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*/
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private ["_activatingPlayer","_obj","_ownerID","_objectID","_objectUID","_alreadyPacking","_location1","_location2","_dir","_pos","_bag","_holder","_weapons","_magazines","_backpacks","_objWpnTypes","_objWpnQty","_countr","_packedClass","_text","_playerNear"];
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if (DZE_ActionInProgress) exitWith {localize "str_epoch_player_15" call dayz_rollingMessages;};
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DZE_ActionInProgress = true;
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_activatingPlayer = player;
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_obj = _this;
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_packedClass = getText (configFile >> "CfgVehicles" >> (typeOf _obj) >> "packedClass");
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_text = getText (configFile >> "CfgVehicles" >> (typeOf _obj) >> "displayName");
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// Silently exit if object no longer exists
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if(isNull _obj || !(alive _obj)) exitWith { DZE_ActionInProgress = false; };
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_playerNear = _obj call dze_isnearest_player;
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if(_playerNear) exitWith {DZE_ActionInProgress = false; localize "str_epoch_player_16" call dayz_rollingMessages;};
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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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_ComboMatch = (_ownerID == dayz_combination);
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if (DZE_permanentPlot) then {
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_combination = _obj getVariable["characterID","0"];
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_ownerID = _obj getVariable["ownerPUID","0"];
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_ComboMatch = (_combination == dayz_combination);
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};
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player removeAction s_player_packvault;
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s_player_packvault = 1;
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if(_objectID == "0" && _objectUID == "0") exitWith {DZE_ActionInProgress = false; s_player_packvault = -1; format[localize "str_epoch_player_118",_text] call dayz_rollingMessages;};
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if(!_ComboMatch && (_ownerID != dayz_playerUID)) exitWith { DZE_ActionInProgress = false; s_player_packvault = -1; format[localize "str_epoch_player_119",_text] call dayz_rollingMessages;};
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_alreadyPacking = _obj getVariable["packing",0];
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if (_alreadyPacking == 1) exitWith {DZE_ActionInProgress = false; s_player_packvault = -1; format[localize "str_epoch_player_120",_text] call dayz_rollingMessages;};
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_obj setVariable["packing",1];
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format[localize "str_epoch_player_121",_text] call dayz_rollingMessages;
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uiSleep 1;
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_location1 = getPosATL player;
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uiSleep 5;
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_location2 = getPosATL player;
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if(_location1 distance _location2 > 0.1) exitWith {
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format[localize "str_epoch_player_122",_text] call dayz_rollingMessages;
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_obj setVariable["packing",0];
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s_player_packvault = -1;
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DZE_ActionInProgress = false;
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};
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_dir = direction _obj;
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_pos = _obj getVariable["OEMPos",(getposATL _obj)];
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if(!isNull _obj && alive _obj) then {
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["Working",0,[20,40,15,0]] call dayz_NutritionSystem;
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player playActionNow "Medic";
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[player,"tentpack",0,false] call dayz_zombieSpeak;
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uiSleep 3;
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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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// Remove from database
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PVDZ_obj_Destroy = [_objectID,_objectUID,_activatingPlayer];
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publicVariableServer "PVDZ_obj_Destroy";
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// Set down vault "take" item
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_bag = createVehicle [_packedClass,_pos,[], 0, "CAN_COLLIDE"];
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// Delete original
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deleteVehicle _obj;
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_bag setdir _dir;
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_bag setposATL _pos;
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player reveal _bag;
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// Empty weapon holder
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_holder = _bag;
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// add seed item
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_itemOut = getText(configFile >> "CfgVehicles" >> _packedClass >> "seedItem");
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_countOut = 1;
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_holder addMagazineCargoGlobal[_itemOut, _countOut];
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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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} count _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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} count _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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} count _objWpnTypes;
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format[localize "str_epoch_player_123",_text] call dayz_rollingMessages;
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player action ["Gear", _holder];
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};
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s_player_packvault = -1;
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DZE_ActionInProgress = false;
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