Files
DayZ-Epoch/SQF/dayz_code/actions/object_upgradeStorage.sqf
ebaydayz 77e760fe73 Update private tags
From
e69f8d5306

Moved dog files to the \dog\ folder and pzombie files to the \pzombie\
folder. Also removed some legacy files that are no longer used.

The actions\ and compile\ folders are fully up to date now
2016-03-30 14:55:45 -04:00

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/*
This script is not part of dayz permission must be given to use. r4z0r49@gmail.com or skype me R4Z0R49.
Simple class system to use this script.
class Upgrade {
requiredTools[] = {"ItemToolbox"};
requiredParts[] = {"equip_crate","PartWoodPile"};
create = "TentStorage1";
};
*/
private ["_objclass","_cursorTarget","_item","_classname","_requiredTools","_requiredParts","_upgrade","_upgradeConfig",
"_upgradeDisplayname","_onLadder","_isWater","_upgradeParts","_startUpgrade","_missingPartsConfig","_textMissingParts","_dis",
"_sfx","_ownerID","_objectID","_objectUID","_alreadyupgrading","_dir","_weapons","_magazines","_backpacks","_object",
"_objWpnTypes","_objWpnQty","_countr","_itemName","_msg","_vector"];
_objclass = _this;
_cursorTarget = _this select 3;
_item = typeof _cursorTarget;
//diag_log (str(_item));
//remove action menu
player removeAction s_player_upgradestroage;
s_player_upgradestroage = -1;
//Not needed
//_itemName = getText (configFile >> "CfgVehicles" >> _item >> "displayName");
////diag_log (str(_itemName));
//Get tools needed
_classname = configFile >> "CfgVehicles" >> _item;
_requiredTools = getArray (_classname >> "Upgrade" >> "requiredTools");
//diag_log (str(_requiredTools));
//get parts needed
_requiredParts = getArray (_classname >> "Upgrade" >> "requiredParts");
//diag_log (str(_requiredParts));
//get item to create
_upgrade = getText (_classname >> "Upgrade" >> "create");
//diag_log (str(_upgrade));
//Display name of upgrade part
_upgradeConfig = configFile >> "CfgVehicles" >> _upgrade;
//diag_log (str(_upgradeConfig));
_upgradeDisplayname = getText (_upgradeConfig >> "displayName");
//diag_log (str(_upgradeDisplayname));
//Normal blocked stuff
_onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
_isWater = (surfaceIsWater (getPosATL player)) or dayz_isSwimming;
_upgradeParts = [];
_startUpgrade = true;
if(_isWater or _onLadder) exitWith {
//cutText ["unable to upgrade at this time", "PLAIN DOWN"];
_msg = localize "str_CannotUpgrade";
_msg call dayz_rollingMessages;
};
// lets check player has requiredTools for upgrade
{
if (!(_x IN items player)) exitWith {
_missingPartsConfig = configFile >> "CfgWeapons" >> _x;
_textMissingParts = getText (_missingPartsConfig >> "displayName");
_msg = format ["Missing %1 to upgrade storage.", _textMissingParts];
_msg call dayz_rollingMessages;
_startUpgrade = false;
};
} count _requiredTools;
// lets check player has requiredParts for upgrade
{
if (!(_x IN magazines player)) exitWith {
_missingPartsConfig = configFile >> "CfgMagazines" >> _x;
_textMissingParts = getText (_missingPartsConfig >> "displayName");
_msg = format ["Missing %1 to upgrade storage.", _textMissingParts];
_msg call dayz_rollingMessages;
_startUpgrade = false;
};
if (_x IN magazines player) then {
_upgradeParts set [count _upgradeParts, _x];
};
} count _requiredParts;
//Does object have a upgrade option.
if ((_startUpgrade) AND (isClass(_upgradeConfig))) then {
//play animation
player playActionNow "Medic";
_dis = 20;
_sfx = "tentpack";
[player,_sfx,0,false,_dis] call dayz_zombieSpeak;
[player,_dis,true,(getPosATL player)] call player_alertZombies;
// Added Nutrition-Factor for work
["Working",0,[100,15,5,0]] call dayz_NutritionSystem;
//get ownerID from old tent.
_ownerID = _cursorTarget getVariable ["characterID","0"];
_objectID = _cursorTarget getVariable ["ObjectID","0"];
_objectUID = _cursorTarget getVariable ["ObjectUID","0"];
//Upgrade
_alreadyupgrading = _cursorTarget getVariable["alreadyupgrading",0];
if (_alreadyupgrading == 1) exitWith {
//cutText [localize "str_upgradeInProgress", "PLAIN DOWN"]
_msg = localize "str_upgradeInProgress";
_msg call dayz_rollingMessages;
};
_cursorTarget setVariable["alreadyupgrading",1];
uiSleep 0.03;
//Get location and direction of old item
_dir = round getDir _cursorTarget;
_vector = [vectorDir _cursorTarget,vectorUp _cursorTarget];
//reset orientation before measuring position, otherwise the new object will be placed incorrectly. -foxy
_cursorTarget setDir 0;
_pos = getPosATL _cursorTarget;
diag_log [ "dir/angle/pos", _dir, _vector, _pos];
if (abs(((_vector select 1) select 2) - 1) > 0.001) then { _pos set [2,0]; };
diag_log [ "dir/angle/pos - reset elevation if angle is straight", _dir, _vector, _pos];
//get contents
_weapons = getWeaponCargo _cursorTarget;
_magazines = getMagazineCargo _cursorTarget;
_backpacks = getBackpackCargo _cursorTarget;
//replay animation
player playActionNow "Medic";
//remove old tent
_activatingPlayer = player;
PVDZ_obj_Destroy = [_objectID,_objectUID, _activatingPlayer];
publicVariableServer "PVDZ_obj_Destroy";
if (isServer) then {
PVDZ_obj_Destroy call server_deleteObj;
};
deleteVehicle _cursorTarget;
// remove parts from players inventory before creation of new tent.
{
player removeMagazine _x;
_upgradeParts = _upgradeParts - [_x];
} count _upgradeParts;
//create new tent
_object = createVehicle [_upgrade, getMarkerpos "respawn_west", [], 0, "CAN_COLLIDE"];
//reseting orientation to make sure the object goes where it's supposed to -foxy
_object setDir 0;
_object setPosATL _pos;
_object setVectorDirAndUp _vector;
//set ownerID from old tent.
_object setVariable ["characterID",_ownerID];
//Make sure player knows about the new object
player reveal _object;
//Add contents back
//Add Weapons
_objWpnTypes = _weapons select 0;
_objWpnQty = _weapons select 1;
_countr = 0;
{
_object addweaponcargoGlobal [_x,(_objWpnQty select _countr)];
_countr = _countr + 1;
} count _objWpnTypes;
//Add Magazines
_objWpnTypes = _magazines select 0;
_objWpnQty = _magazines select 1;
_countr = 0;
{
_object addmagazinecargoGlobal [_x,(_objWpnQty select _countr)];
_countr = _countr + 1;
} count _objWpnTypes;
//Add Backpacks
_objWpnTypes = _backpacks select 0;
_objWpnQty = _backpacks select 1;
_countr = 0;
{
_object addbackpackcargoGlobal [_x,(_objWpnQty select _countr)];
_countr = _countr + 1;
} count _objWpnTypes;
uiSleep 3;
//publish new tent
PVDZ_obj_Publish = [dayz_characterID,_object,[_dir, _pos],[_weapons,_magazines,_backpacks]];
publicVariableServer "PVDZ_obj_Publish";
diag_log [diag_ticktime, __FILE__, "New Networked object, request to save to hive. PVDZ_obj_Publish:", PVDZ_obj_Publish];
//cutText [localize "str_upgradeDone", "PLAIN DOWN"];
_msg = localize "str_upgradeDone";
_msg call dayz_rollingMessages;
/*
} else {
cutText ["Object has no upgrade option.", "PLAIN DOWN"];
*/
};