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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 I removed links to mod githubs because many changes have been made to the 1.0.6 versions, so outdated information there will likely confuse people.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).
73 lines
3.3 KiB
Plaintext
73 lines
3.3 KiB
Plaintext
//Checks if item is near a plot, if the player is plot owner or friendly, if there are too many items, and if the player has required tools
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private ["_requireplot","_distance","_canBuild","_friendlies","_nearestPole","_ownerID","_pos","_item","_classname","_isPole","_isLandFireDZ","_needText","_findNearestPoles","_findNearestPole","_IsNearPlot","_buildables","_center"];
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_pos = _this select 0;
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_item = _this select 1;
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_toolCheck = _this select 2;
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_classname = getText (configFile >> "CfgMagazines" >> _item >> "ItemActions" >> "Build" >> "create");
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_requireplot = DZE_requireplot;
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// "Unable to build trader nearby."
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if (!canbuild) exitWith {DZE_ActionInProgress = false; format[localize "STR_EPOCH_PLAYER_136",localize "STR_EPOCH_TRADER"] call dayz_rollingMessages; [false, false];};
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if(isNumber (configFile >> "CfgVehicles" >> _classname >> "requireplot")) then {
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_requireplot = getNumber(configFile >> "CfgVehicles" >> _classname >> "requireplot");
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};
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_isPole = (_classname == "Plastic_Pole_EP1_DZ");
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_isLandFireDZ = (_classname == "Land_Fire_DZ");
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_needText = localize "str_epoch_player_246";
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_distance = if (_isPole) then {DZE_PlotPole select 1} else {DZE_PlotPole select 0};
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_canBuild = false;
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_nearestPole = objNull;
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_ownerID = 0;
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_friendlies = [];
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_distance = DZE_PlotPole select 0;
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_needText = localize "str_epoch_player_246";
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_plotcheck = [player, false] call FNC_find_plots;
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_distance = _plotcheck select 0;
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_IsNearPlot = _plotcheck select 1;
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_nearestPole = _plotcheck select 2;
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if(_isPole && {_IsNearPlot > 0}) exitWith {DZE_ActionInProgress = false; format[localize "str_epoch_player_44",_distance] call dayz_rollingMessages; [_canBuild, _isPole];};
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if(_IsNearPlot == 0) then {
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if (_requireplot == 0 || {_isLandFireDZ}) then {
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_canBuild = true;
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};
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} else {
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_ownerID = _nearestPole getVariable["CharacterID","0"];
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if(dayz_characterID == _ownerID) then {
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_canBuild = true;
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} else {
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if (DZE_permanentPlot) then {
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_buildcheck = [player, _nearestPole] call FNC_check_owner;
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_isowner = _buildcheck select 0;
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_isfriendly = _buildcheck select 1;
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if (_isowner || _isfriendly) then {
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_canBuild = true;
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};
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} else {
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_friendlies = player getVariable ["friendlyTo",[]];
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if(_ownerID in _friendlies) then {
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_canBuild = true;
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};
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};
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};
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};
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if(!_canBuild) exitWith { DZE_ActionInProgress = false; format[localize "STR_EPOCH_PLAYER_135",_needText,_distance] call dayz_rollingMessages; [_canBuild, _isPole];};
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_buildables = DZE_maintainClasses + DZE_LockableStorage + ["DZ_buildables","DZ_storage_base"];
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_center = if (isNull _nearestPole) then {_pos} else {_nearestPole};
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if ((count (nearestObjects [_center,_buildables,_distance])) >= DZE_BuildingLimit) exitWith {DZE_ActionInProgress = false; format[localize "str_epoch_player_41",_distance] call dayz_rollingMessages; [false, _isPole];};
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if (_toolCheck) then {
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_require = getArray (configFile >> "cfgMagazines" >> _item >> "ItemActions" >> "Build" >> "require");
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_classname = getText (configFile >> "CfgMagazines" >> _item >> "ItemActions" >> "Build" >> "create");
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_canBuild = [_item, _require, _classname] call dze_requiredItemsCheck;
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};
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//When calling this function in another script use a silent exitWith, unless you have something special to say. i.e. if (!(_canBuild select 0)) exitWith{};
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[_canBuild, _isPole]; |