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https://github.com/EpochModTeam/DayZ-Epoch.git
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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 I removed links to mod githubs because many changes have been made to the 1.0.6 versions, so outdated information there will likely confuse people.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).
89 lines
3.3 KiB
Plaintext
89 lines
3.3 KiB
Plaintext
/*
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DayZ Lock Safe
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Usage: [_obj] spawn player_unlockVault;
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Made for DayZ Epoch please ask permission to use/edit/distrubute email vbawol@veteranbastards.com.
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*/
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private ["_objectID","_objectUID","_obj","_ownerID","_dir","_pos","_holder","_weapons","_magazines","_backpacks","_alreadyPacking","_lockedClass","_text","_playerNear","_combination","_ComboMatch","_objType","_charID","_vector"];
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if (DZE_ActionInProgress) exitWith {localize "str_epoch_player_10" call dayz_rollingMessages;};
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DZE_ActionInProgress = true;
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player removeAction s_player_lockvault;
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s_player_lockvault = 1;
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_obj = _this;
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_objType = typeOf _obj;
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_lockedClass = getText (configFile >> "CfgVehicles" >> _objType >> "lockedClass");
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_text = getText (configFile >> "CfgVehicles" >> _objType >> "displayName");
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// Silently exit if object no longer exists
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if(isNull _obj) exitWith { DZE_ActionInProgress = false; };
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["Working",0,[3,2,8,0]] call dayz_NutritionSystem;
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player playActionNow "Medic";
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uiSleep 1;
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[player,"tentpack",0,false] call dayz_zombieSpeak;
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uiSleep 5;
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_playerNear = _obj call dze_isnearest_player;
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if (_playerNear) exitWith {DZE_ActionInProgress = false; localize "str_epoch_player_11" call dayz_rollingMessages;};
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_ownerID = _obj getVariable["CharacterID","0"];
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_charID = _ownerID;
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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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if(!_ComboMatch && (_ownerID != dayz_playerUID)) exitWith {DZE_ActionInProgress = false; s_player_lockvault = -1; format[localize "str_epoch_player_115",_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_lockvault = -1; format[localize "str_epoch_player_116",_text] call dayz_rollingMessages;};
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_obj setVariable["packing",1];
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_dir = direction _obj;
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_vector = [(vectorDir _obj),(vectorUp _obj)];
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_pos = _obj getVariable["OEMPos",(getposATL _obj)];
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if (!isNull _obj) then {
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dze_waiting = nil;
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PVDZE_log_lockUnlock = [player, _obj,true];
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publicVariableServer "PVDZE_log_lockUnlock";
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//wait for response from server to verify safe was logged and saved before proceeding
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waitUntil {!isNil "dze_waiting"};
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//place vault
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_holder = createVehicle [_lockedClass,_pos,[], 0, "CAN_COLLIDE"];
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_holder setdir _dir;
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_holder setVariable["memDir",_dir,true];
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_holder setVectorDirAndUp _vector;
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_holder setPosATL _pos;
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player reveal _holder;
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_holder setVariable["CharacterID",_charID,true];
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_holder setVariable["ObjectID",_objectID,true];
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_holder setVariable["ObjectUID",_objectUID,true];
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_holder setVariable ["OEMPos", _pos, true];
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if (DZE_permanentPlot) then {
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_holder setVariable ["ownerPUID", _ownerID , true];
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};
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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 vault
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deleteVehicle _obj;
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// Fill variables with loot
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_holder setVariable ["WeaponCargo", _weapons, true];
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_holder setVariable ["MagazineCargo", _magazines, true];
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_holder setVariable ["BackpackCargo", _backpacks, true];
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format[localize "str_epoch_player_117",_text] call dayz_rollingMessages;
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};
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s_player_lockvault = -1;
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DZE_ActionInProgress = false;
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