mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-14 04:02:37 +03:00
185 lines
4.8 KiB
Plaintext
185 lines
4.8 KiB
Plaintext
/*
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Created by r4z0r49 exclusively for DayZMod.
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craft from rightclick options.
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text = "Wooden Plank";
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script = "spawn player_craftItem;";
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requiretools[] = {"ItemHatchet"};
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output[] = {{"ItemPlank","CfgMagazines",2}};
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input[] = {{"ItemLog","CfgMagazines",1}};
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failChance = 1;
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*/
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//diag_log("crafting system");
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private["_config","_input","_output","_required","_failChance","_hasInput","_availabeSpace"];
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//diag_log(str(isnil "r_player_crafting"));
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//Process has started
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if( (animationState player) IN [ "ainvpknlmstpslaywrfldnon_medic" ]) exitwith {};
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//Config class of right click item
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_classname = _this;
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//diag_log (str(_classname));
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//Check what class the item is.
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_isClass = switch (1==1) do {
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case (isClass (configFile >> "CfgMagazines" >> _classname)): {"CfgMagazines"};
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case (isClass (configFile >> "CfgWeapons" >> _classname)): {"CfgWeapons"};
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};
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_config = (configFile >> _isClass >> _classname >> "ItemActions" >> "Crafting");
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//Check for normal blocked systems
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_onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
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if(!r_drag_sqf and !r_player_unconscious and !_onLadder) then {
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_input = getArray (_config >> "input");
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//diag_log (str(_input));
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_output = getArray (_config >> "output");
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//diag_log (str(_output));
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_required = getArray (_config >> "requiretools");
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//diag_log (str(_required));
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_failChance = getNumber (_config >> "failChance");
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//diag_log (str(_failChance));
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// lets check player has requiredTools for upgrade
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_hasTools = true;
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{
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if (_x == "ItemHatchet") then {
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if (!("MeleeHatchet" in weapons player)) then {
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if (!(DayZ_onBack == "MeleeHatchet")) then {
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if (!(_x IN items player)) then {
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systemChat format[localize "str_cannotCraft", _x];
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_hasTools = false;
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};
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};
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};
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};
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} count _required;
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if (!_hasTools) exitwith {};
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_hasInput = true;
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{
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private ["_avail"];
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_selection = _x select 1;
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_item = _x select 0;
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_amount = _x select 2;
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switch (_selection) do {
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case "CfgWeapons":
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{
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_avail = {_x == _item} count weapons player;
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};
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case "CfgMagazines":
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{
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_avail = {_x == _item} count magazines player;
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};
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};
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if (_avail < _amount) exitWith {
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_hasInput = false;
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_itemName = getText(configFile >> _selection >> _item >> "displayName");
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cutText [format [localize "str_crafting_missing",(_amount - _avail),_itemName], "PLAIN DOWN"];
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};
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} forEach (_input);
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if (_hasInput) then {
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_freeSlots = [player] call BIS_fnc_invSlotsEmpty;
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{
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_item = _x select 0;
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_amount = _x select 2;
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_slotType = [_item] call BIS_fnc_invSlotType;
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for "_i" from 1 to _amount do {
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for "_j" from 1 to (count _slotType) do {
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if ((_slotType select _j) > 0) then {
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_freeSlots set[_j, ((_freeSlots select _j) + (_slotType select _j))];
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};
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};
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};
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} forEach _input;
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_availabeSpace = true;
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{
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_item = _x select 0;
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_amount = _x select 2;
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_slotType = [_item] call BIS_fnc_invSlotType;
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for "_i" from 1 to _amount do {
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for "_j" from 1 to (count _slotType) do {
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if ((_slotType select _j) > 0) then {
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_freeSlots set[_j, ((_freeSlots select _j) - (_slotType select _j))];
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if (_freeSlots select _j < 0) exitWith {
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_availabeSpace = false;
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cutText [localize "str_crafting_space", "PLAIN DOWN"];
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};
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};
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};
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};
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} forEach _output;
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//uiSleep 1;
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if (_availabeSpace) then {
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//player playActionNow "PutDown";
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call gear_ui_init;
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closeDialog 1;
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player playActionNow "Medic";
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uiSleep 2;
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//setup alert and speak
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_dis=20;
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_sfx = "chopwood";
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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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{
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_item = _x select 0;
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_amount = _x select 2;
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for "_i" from 1 to _amount do {
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_selection = _x select 1;
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switch (_selection) do {
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case "CfgWeapons":
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{
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player removeWeapon _item;
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};
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case "CfgMagazines":
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{
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player removeMagazine _item;
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};
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};
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//uiSleep 0.1;
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};
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} forEach _input;
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uiSleep 3;
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{
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_item = _x select 0;
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_selection = _x select 1;
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_amount = _x select 2;
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_itemName = getText(configFile >> _selection >> _item >> "displayName");
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for "_i" from 1 to _amount do {
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if (random 1 > _failChance) then {
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switch (_selection) do {
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case "CfgWeapons":
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{
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player addWeapon _item;
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};
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case "CfgMagazines":
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{
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player addMagazine _item;
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};
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case "CfgVehicles":
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{
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player addBackpack _item;
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};
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};
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cutText [format [localize "str_crafting_success",_itemName], "PLAIN DOWN"];
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//uiSleep 2;
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} else {
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cutText [format [localize "str_crafting_failed",_itemName], "PLAIN DOWN"];
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//uiSleep 2;
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};
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};
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} forEach _output;
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};
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};
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}; |