Files
DayZ-Epoch/SQF/dayz_code/actions/player_buildingDowngrade.sqf
ebaydayz 835d750c0c Use single config variable for Plot for Life and Plot Management
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the 1.0.6 versions, so outdated information there will likely confuse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).
2016-06-12 12:54:46 -04:00

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/*
DayZ Base Building Upgrades
Made for DayZ Epoch please ask permission to use/edit/distrubute email vbawol@veteranbastards.com.
*/
private ["_location","_dir","_classname","_text","_object","_objectID","_objectUID","_newclassname","_refund","_obj","_upgrade","_objectCharacterID","_canBuildOnPlot","_friendlies","_nearestPole","_ownerID","_distance","_needText","_findNearestPoles","_findNearestPole","_IsNearPlot","_i","_invResult","_itemOut","_countOut","_abortInvAdd","_addedItems"];
if (DZE_ActionInProgress) exitWith {localize "str_epoch_player_48" call dayz_rollingMessages;};
DZE_ActionInProgress = true;
player removeAction s_player_downgrade_build;
s_player_downgrade_build = 1;
_distance = DZE_PlotPole select 0;
_needText = localize "str_epoch_player_246";
_playerUID = [player] call FNC_GetPlayerUID;
_canBuildOnPlot = false;
_plotcheck = [player, false] call FNC_find_plots;
_distance = _plotcheck select 0;
_IsNearPlot = _plotcheck select 1;
_nearestPole = _plotcheck select 2;
if(_IsNearPlot == 0) then {
_canBuildOnPlot = true;
} else {
_ownerID = _nearestPole getVariable["CharacterID","0"];
if(dayz_characterID == _ownerID) then {
_canBuildOnPlot = true;
} else {
if (DZE_permanentPlot) then {
_buildcheck = [player, _nearestPole] call FNC_check_owner;
_isowner = _buildcheck select 0;
_isfriendly = _buildcheck select 1;
if (_isowner || _isfriendly) then {
_canBuildOnPlot = true;
};
} else {
_friendlies = player getVariable ["friendlyTo",[]];
if(_ownerID in _friendlies) then {
_canBuildOnPlot = true;
};
};
};
};
// exit if not allowed due to plot pole
if(!_canBuildOnPlot) exitWith { DZE_ActionInProgress = false; format[localize "str_epoch_player_141",_needText,_distance] call dayz_rollingMessages; };
// get cursortarget from addaction
_obj = _this select 3;
// Current charID
_objectCharacterID = _obj getVariable ["CharacterID","0"];
if (DZE_Lock_Door != _objectCharacterID) exitWith {DZE_ActionInProgress = false; localize "str_epoch_player_49" call dayz_rollingMessages;};
// Find objectID
_objectID = _obj getVariable ["ObjectID","0"];
// Find objectUID
_objectUID = _obj getVariable ["ObjectUID","0"];
if (_objectID == "0" && _objectUID == "0") exitWith {DZE_ActionInProgress = false; s_player_upgrade_build = -1; localize "str_epoch_player_50" call dayz_rollingMessages;};
// Get classname
_classname = typeOf _obj;
// Find display name
_text = getText (configFile >> "CfgVehicles" >> _classname >> "displayName");
// Find next upgrade
_upgrade = getArray (configFile >> "CfgVehicles" >> _classname >> "downgradeBuilding");
if ((count _upgrade) > 0) then {
_newclassname = _upgrade select 0;
_refund = _upgrade select 1;
["Working",0,[20,40,15,0]] call dayz_NutritionSystem;
player playActionNow "Medic";
[player,20,true,(getPosATL player)] spawn player_alertZombies;
_invResult = false;
_abortInvAdd = false;
_i = 0;
_addedItems = [];
//Remove melee magazines (BIS_fnc_invAdd fix)
{player removeMagazines _x} count MeleeMagazines;
{
_itemOut = _x select 0;
_countOut = _x select 1;
for "_x" from 1 to _countOut do {
_invResult = [player,_itemOut] call BIS_fnc_invAdd;
if(!_invResult) exitWith {
_abortInvAdd = true;
};
if(_invResult) then {
_i = _i + 1;
_addedItems set [(count _addedItems),[_itemOut,1]];
};
};
if (_abortInvAdd) exitWith {};
} count _refund;
// all parts added proceed
if(_i != 0) then {
// Get position
_location = _obj getVariable["OEMPos",(getposATL _obj)];
// Get direction
_dir = getDir _obj;
_vector = [(vectorDir _obj),(vectorUp _obj)];
// Reset the character ID on locked doors before they inherit the newclassname
if (_classname in DZE_DoorsLocked) then {
_obj setVariable ["CharacterID",dayz_characterID,true];
_objectCharacterID = dayz_characterID;
};
_classname = _newclassname;
// Create new object
_object = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"];
// Set direction
_object setDir _dir;
_object setVariable["memDir",_dir,true];
// Set vector
_object setVectorDirAndUp _vector;
// Set location
_object setPosATL _location;
format[localize "str_epoch_player_142",_text] call dayz_rollingMessages;
PVDZE_obj_Swap = [_objectCharacterID,_object,[_dir,_location, _vector],_classname,_obj,player];
if (DZE_permanentPlot) then {
PVDZE_obj_Swap = [_objectCharacterID,_object,[_dir,_location,_playerUID, _vector],_classname,_obj,player];
};
publicVariableServer "PVDZE_obj_Swap";
player reveal _object;
} else {
format[localize "str_epoch_player_143",_i,getText(configFile >> "CfgMagazines" >> _itemOut >> "displayName")] call dayz_rollingMessages;
{
[player,(_x select 0),(_x select 1)] call BIS_fnc_invRemove;
} count _addedItems;
};
} else {
localize "str_epoch_player_51" call dayz_rollingMessages;
};
DZE_ActionInProgress = false;
s_player_downgrade_build = -1;