mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-13 19:52:38 +03:00
590 lines
19 KiB
Plaintext
590 lines
19 KiB
Plaintext
// If an array was passed redirect to vanilla player_build (Epoch items pass a string)
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if (!isNil "_this" && {typeName _this == "ARRAY"} && {count _this > 0}) exitWith {_this spawn player_buildVanilla;};
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private ["_abort","_reason","_distance","_isNear","_lockable","_isAllowedUnderGround","_offset","_classname","_zheightdirection","_zheightchanged","_rotate","_objectHelperPos","_objectHelperDir","_objHDiff","_position","_isOk","_dir","_vector","_cancel","_location2","_buildOffset","_location","_limit","_started","_finished","_animState","_isMedic","_proceed","_counter","_dis","_sfx","_combination_1_Display","_combination_1","_combination_2","_combination_3","_combination","_combinationDisplay","_combination_4","_playerUID","_num_removed","_tmpbuilt","_vUp","_classnametmp","_text","_ghost","_objectHelper","_location1","_object","_helperColor","_canDo","_pos","_onLadder","_vehicle","_inVehicle","_needNear","_canBuild"];
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//Check if building already in progress, exit if so.
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if (DZE_ActionInProgress) exitWith {localize "str_epoch_player_40" call dayz_rollingMessages;};
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DZE_ActionInProgress = true;
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_pos = [player] call FNC_GetPos;
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_onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
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_vehicle = vehicle player;
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_inVehicle = (_vehicle != player);
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_playerUID = [player] call FNC_GetPlayerUID;
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DZE_Q = false;
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DZE_Z = false;
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DZE_Q_alt = false;
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DZE_Z_alt = false;
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DZE_Q_ctrl = false;
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DZE_Z_ctrl = false;
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DZE_5 = false;
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DZE_4 = false;
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DZE_6 = false;
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DZE_F = false;
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DZE_cancelBuilding = false;
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DZE_updateVec = false;
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DZE_memDir = 0;
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DZE_memForBack = 0;
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DZE_memLeftRight = 0;
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call gear_ui_init;
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closeDialog 1;
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if (dayz_isSwimming) exitWith {DZE_ActionInProgress = false; localize "str_player_26" call dayz_rollingMessages;};
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if (_inVehicle) exitWith {DZE_ActionInProgress = false; localize "str_epoch_player_42" call dayz_rollingMessages;};
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if (_onLadder) exitWith {DZE_ActionInProgress = false; localize "str_player_21" call dayz_rollingMessages;};
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if (player getVariable["combattimeout",0] >= diag_tickTime) exitWith {DZE_ActionInProgress = false; localize "str_epoch_player_43" call dayz_rollingMessages;};
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DZE_buildItem = _this; //This is a magazine! It's global to allow access to it from outside functions
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// Need Near Requirements
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_abort = false;
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_reason = "";
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_needNear = getArray (configFile >> "CfgMagazines" >> DZE_buildItem >> "ItemActions" >> "Build" >> "neednearby");
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{
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switch(_x) do{
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case "fire":
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{
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_distance = 3;
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_isNear = {inflamed _x} count (_pos nearObjects _distance);
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if(_isNear == 0) then {
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_abort = true;
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_reason = localize "STR_EPOCH_FIRE";
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};
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};
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case "workshop":
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{
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_distance = 3;
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_isNear = count (nearestObjects [_pos, ["Wooden_shed_DZ","WoodShack_DZ","WorkBench_DZ"], _distance]);
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if(_isNear == 0) then {
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_abort = true;
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_reason = localize "STR_BLD_name_ItemWorkshop";
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};
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};
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case "fueltank":
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{
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_distance = 30;
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_isNear = count (nearestObjects [_pos, dayz_fuelsources, _distance]);
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if(_isNear == 0) then {
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_abort = true;
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_reason = localize "STR_EPOCH_VEHUP_TNK";
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};
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};
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};
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} forEach _needNear;
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if (_abort) exitWith {
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format[localize "str_epoch_player_135",_reason,_distance] call dayz_rollingMessages;
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DZE_ActionInProgress = false;
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};
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_canBuild = [_pos, _this, true] call dze_buildChecks;
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if (_canBuild select 0) then {
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_classname = getText (configFile >> "CfgMagazines" >> DZE_buildItem >> "ItemActions" >> "Build" >> "create");
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_classnametmp = _classname;
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_text = getText (configFile >> "CfgVehicles" >> _classname >> "displayName");
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_ghost = getText (configFile >> "CfgVehicles" >> _classname >> "ghostpreview");
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_lockable = 0; //default define if lockable not found in config file below
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if(isNumber (configFile >> "CfgVehicles" >> _classname >> "lockable")) then { //find out if item is lockable object
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_lockable = getNumber(configFile >> "CfgVehicles" >> _classname >> "lockable"); // 2=lockbox, 3=combolock, 4=safe
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};
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_isAllowedUnderGround = 1; //check if allowed to build under terrain
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if(isNumber (configFile >> "CfgVehicles" >> _classname >> "nounderground")) then {
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_isAllowedUnderGround = getNumber(configFile >> "CfgVehicles" >> _classname >> "nounderground");
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};
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_offset = getArray (configFile >> "CfgVehicles" >> _classname >> "offset"); //check default distance offset, define if does not exist
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_objectHelper = objNull;
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_isOk = true;
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_location1 = [player] call FNC_GetPos; // get inital players position
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_dir = getDir player; //required to pass direction when building
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// if ghost preview available use that instead
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if (_ghost != "") then {
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_classname = _ghost;
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};
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_object = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"]; //object preview, not an actual object that will be built
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if((count _offset) <= 0) then {
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_offset = [0,(abs(((boundingBox _object)select 0) select 1)),0];
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};
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_objectHelper = "Sign_sphere10cm_EP1" createVehicle [0,0,0];
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_helperColor = "#(argb,8,8,3)color(0,0,0,0,ca)";
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_objectHelper setobjecttexture [0,_helperColor];
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_objectHelper attachTo [player,_offset];
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_object attachTo [_objectHelper,[0,0,0]];
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if (isClass (configFile >> "SnapBuilding" >> _classname)) then {
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["","","",["Init",_object,_classname,_objectHelper]] spawn snap_build;
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};
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if !(DZE_buildItem in DZE_noRotate) then{
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["","","",["Init","Init",0]] spawn build_vectors;
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};
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_objHDiff = 0;
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_cancel = false;
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_reason = "";
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helperDetach = false;
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_canDo = (!r_drag_sqf and !r_player_unconscious);
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_position = [_objectHelper] call FNC_GetPos;
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while {_isOk} do {
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_zheightchanged = false;
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_zheightdirection = "";
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_rotate = false;
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if (DZE_Q) then {
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DZE_Q = false;
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_zheightdirection = "up";
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_zheightchanged = true;
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};
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if (DZE_Z) then {
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DZE_Z = false;
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_zheightdirection = "down";
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_zheightchanged = true;
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};
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if (DZE_Q_alt) then {
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DZE_Q_alt = false;
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_zheightdirection = "up_alt";
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_zheightchanged = true;
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};
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if (DZE_Z_alt) then {
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DZE_Z_alt = false;
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_zheightdirection = "down_alt";
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_zheightchanged = true;
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};
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if (DZE_Q_ctrl) then {
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DZE_Q_ctrl = false;
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_zheightdirection = "up_ctrl";
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_zheightchanged = true;
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};
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if (DZE_Z_ctrl) then {
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DZE_Z_ctrl = false;
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_zheightdirection = "down_ctrl";
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_zheightchanged = true;
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};
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if (DZE_4) then {
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_rotate = true;
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DZE_4 = false;
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if(DZE_dirWithDegrees) then{
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DZE_memDir = DZE_memDir - DZE_curDegree;
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}else{
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DZE_memDir = DZE_memDir - 45;
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};
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};
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if (DZE_6) then {
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_rotate = true;
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DZE_6 = false;
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if(DZE_dirWithDegrees) then{
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DZE_memDir = DZE_memDir + DZE_curDegree;
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}else{
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DZE_memDir = DZE_memDir + 45;
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};
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};
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if(DZE_updateVec) then{
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[_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw;
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DZE_updateVec = false;
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};
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if (DZE_F and _canDo) then {
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if (helperDetach) then {
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_objectHelper attachTo [player];
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DZE_memDir = DZE_memDir-(getDir player);
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helperDetach = false;
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[_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw;
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} else {
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_objectHelperPos = getPosATL _objectHelper;
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detach _objectHelper;
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DZE_memDir = getDir _objectHelper;
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[_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw;
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_objectHelper setPosATL _objectHelperPos;
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_objectHelper setVelocity [0,0,0]; //fix sliding glitch
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helperDetach = true;
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};
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DZE_F = false;
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};
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if(_rotate) then {
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[_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw;
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};
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if(_zheightchanged) then {
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if (!helperDetach) then {
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detach _objectHelper;
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_objectHelperDir = getDir _objectHelper;
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};
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_position = [_objectHelper] call FNC_GetPos;
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if(_zheightdirection == "up") then {
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_position set [2,((_position select 2)+0.1)];
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_objHDiff = _objHDiff + 0.1;
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};
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if(_zheightdirection == "down") then {
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_position set [2,((_position select 2)-0.1)];
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_objHDiff = _objHDiff - 0.1;
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};
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if(_zheightdirection == "up_alt") then {
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_position set [2,((_position select 2)+1)];
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_objHDiff = _objHDiff + 1;
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};
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if(_zheightdirection == "down_alt") then {
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_position set [2,((_position select 2)-1)];
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_objHDiff = _objHDiff - 1;
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};
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if(_zheightdirection == "up_ctrl") then {
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_position set [2,((_position select 2)+0.01)];
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_objHDiff = _objHDiff + 0.01;
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};
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if(_zheightdirection == "down_ctrl") then {
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_position set [2,((_position select 2)-0.01)];
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_objHDiff = _objHDiff - 0.01;
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};
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if((_isAllowedUnderGround == 0) && ((_position select 2) < 0)) then {
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_position set [2,0];
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};
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if (surfaceIsWater _position) then {
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_objectHelper setPosASL _position;
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} else {
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_objectHelper setPosATL _position;
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};
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if (!helperDetach) then {
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_objectHelper attachTo [player];
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};
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[_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw;
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};
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uiSleep 0.5;
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_location2 = [player] call FNC_GetPos;
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_objectHelperPos = [_objectHelper] call FNC_GetPos;
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if(DZE_5) exitWith {
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_isOk = false;
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_position = [_object] call FNC_GetPos;
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detach _object;
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_dir = getDir _object;
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_vector = [(vectorDir _object),(vectorUp _object)];
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deleteVehicle _object;
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detach _objectHelper;
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deleteVehicle _objectHelper;
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};
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if(_location1 distance _location2 > DZE_buildMaxMoveDistance) exitWith {
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_isOk = false;
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_cancel = true;
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_reason = format[localize "STR_EPOCH_BUILD_FAIL_MOVED",DZE_buildMaxMoveDistance];
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detach _object;
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deleteVehicle _object;
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detach _objectHelper;
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deleteVehicle _objectHelper;
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};
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if(_location1 distance _objectHelperPos > DZE_buildMaxMoveDistance) exitWith {
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_isOk = false;
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_cancel = true;
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_reason = format[localize "STR_EPOCH_BUILD_FAIL_TOO_FAR",DZE_buildMaxMoveDistance];
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detach _object;
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deleteVehicle _object;
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detach _objectHelper;
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deleteVehicle _objectHelper;
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};
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if(abs(_objHDiff) > DZE_buildMaxHeightDistance) exitWith {
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_isOk = false;
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_cancel = true;
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_reason = format[localize "STR_EPOCH_BUILD_FAIL_HEIGHT",DZE_buildMaxHeightDistance];
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detach _object;
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deleteVehicle _object;
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detach _objectHelper;
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deleteVehicle _objectHelper;
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};
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if (player getVariable["combattimeout",0] >= diag_tickTime) exitWith {
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_isOk = false;
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_cancel = true;
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_reason = localize "str_epoch_player_43";
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detach _object;
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deleteVehicle _object;
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detach _objectHelper;
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deleteVehicle _objectHelper;
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};
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if (DZE_cancelBuilding) exitWith {
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_isOk = false;
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_cancel = true;
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_reason = localize "STR_EPOCH_PLAYER_46";
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detach _object;
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deleteVehicle _object;
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detach _objectHelper;
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deleteVehicle _objectHelper;
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};
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};
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_isOk = true;
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_proceed = false;
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_counter = 0;
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_location = [0,0,0];
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//No building on roads unless toggled
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if (!DZE_BuildOnRoads) then {
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if (isOnRoad _position) then { _cancel = true; _reason = localize "STR_EPOCH_BUILD_FAIL_ROAD"; };
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};
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// No building in trader zones
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if(!canbuild) then { _cancel = true; _reason = format[localize "STR_EPOCH_PLAYER_136",localize "STR_EPOCH_TRADER"]; };
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if(!_cancel) then {
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_classname = _classnametmp;
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// Start Build
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_tmpbuilt = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"]; //create actual object that will be published to database
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_tmpbuilt setdir _dir; //set direction inherited from passed args from control
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_tmpbuilt setVariable["memDir",_dir,true];
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// Get position based on object
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_location = _position;
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if((_isAllowedUnderGround == 0) && ((_location select 2) < 0)) then { //check Z axis if not allowed to build underground
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_location set [2,0]; //reset Z axis to zero (above terrain)
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};
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_tmpbuilt setVectorDirAndUp _vector;
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_buildOffset = [0,0,0];
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_vUp = _vector select 1;
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switch (_classname) do {
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case "MetalFloor_DZ": { _buildOffset = [(_vUp select 0) * .148, (_vUp select 1) * .148,0]; };
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};
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_location = [
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(_location select 0) - (_buildOffset select 0),
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(_location select 1) - (_buildOffset select 1),
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(_location select 2) - (_buildOffset select 2)
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];
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if (surfaceIsWater _location) then {
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_tmpbuilt setPosASL _location;
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_location = ASLtoATL _location; //Database uses ATL
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} else {
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_tmpbuilt setPosATL _location;
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};
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format[localize "str_epoch_player_138",_text] call dayz_rollingMessages;
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_limit = 3; //times it takes to build by default
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if (DZE_StaticConstructionCount > 0) then { //if count is manually overridden inside init.sqf, use that instead, else use limits configured in config files
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_limit = DZE_StaticConstructionCount;
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}
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else {
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if (isNumber (configFile >> "CfgVehicles" >> _classname >> "constructioncount")) then {
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_limit = getNumber(configFile >> "CfgVehicles" >> _classname >> "constructioncount");
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};
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};
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while {_isOk} do { //publish phase
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["Working",0,[100,15,10,0]] call dayz_NutritionSystem;
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player playActionNow "Medic"; //animation
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//alert zombies
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_dis=20;
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_sfx = "repair";
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[player,_sfx,0,false,_dis] call dayz_zombieSpeak;
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[player,_dis,true,(getPosATL player)] spawn player_alertZombies;
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r_interrupt = false;
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r_doLoop = true;
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_started = false;
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_finished = false;
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while {r_doLoop} do { //while player is not interrupted, go trough animations
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_animState = animationState player;
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_isMedic = ["medic",_animState] call fnc_inString;
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if (_isMedic) then {
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_started = true;
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};
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if (_started && !_isMedic) then {
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r_doLoop = false;
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_finished = true;
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};
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if (r_interrupt || (player getVariable["combattimeout",0] >= diag_tickTime)) then {
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r_doLoop = false;
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};
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if (DZE_cancelBuilding) exitWith {
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r_doLoop = false;
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};
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uiSleep 0.1;
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};
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r_doLoop = false;
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if(!_finished) exitWith { //exit if interrupted
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_isOk = false;
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_proceed = false;
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};
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if(_finished) then { //if animation finished, add to build count
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_counter = _counter + 1;
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};
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format[localize "str_epoch_player_139",_text, _counter,_limit] call dayz_rollingMessages; //report how many steps are done out of total limit
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if(_counter == _limit) exitWith { //if all steps done proceed with next step, otherwise cancel publish
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_isOk = false;
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_proceed = true;
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};
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};
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if (_proceed) then {
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_num_removed = ([player,DZE_buildItem] call BIS_fnc_invRemove); //remove item's magazine from inventory
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if(_num_removed == 1) then {
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format[localize "str_build_01",_text] call dayz_rollingMessages;
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//if (_canBuild select 1) then { //if item was a plotpole, build a visual radius around it
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//[] spawn player_plotPreview; //handled in fn_SelfActions now
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|
//};
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|
|
|
_tmpbuilt setVariable ["OEMPos",_location,true]; //store original location as a variable
|
|
|
|
if(_lockable > 1) then { //if item has code lock on it
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|
|
|
_combinationDisplay = ""; //define new display
|
|
|
|
switch (_lockable) do { //generate random combinations depending on item type
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|
|
|
case 2: { // 2 lockbox
|
|
_combination_1 = (floor(random 3)) + 100; // 100=red,101=green,102=blue
|
|
_combination_2 = floor(random 10);
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|
_combination_3 = floor(random 10);
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|
_combination = format["%1%2%3",_combination_1,_combination_2,_combination_3];
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|
dayz_combination = _combination;
|
|
if (_combination_1 == 100) then {
|
|
_combination_1_Display = localize "STR_EPOCH_RED";
|
|
};
|
|
if (_combination_1 == 101) then {
|
|
_combination_1_Display = localize "STR_EPOCH_GREEN";
|
|
};
|
|
if (_combination_1 == 102) then {
|
|
_combination_1_Display = localize "STR_EPOCH_BLUE";
|
|
};
|
|
_combinationDisplay = format["%1%2%3",_combination_1_Display,_combination_2,_combination_3];
|
|
};
|
|
|
|
case 3: { // 3 combolock
|
|
_combination_1 = floor(random 10);
|
|
_combination_2 = floor(random 10);
|
|
_combination_3 = floor(random 10);
|
|
_combination = format["%1%2%3",_combination_1,_combination_2,_combination_3];
|
|
dayz_combination = _combination;
|
|
_combinationDisplay = _combination;
|
|
};
|
|
|
|
case 4: { // 4 safe
|
|
_combination_1 = floor(random 10);
|
|
_combination_2 = floor(random 10);
|
|
_combination_3 = floor(random 10);
|
|
_combination_4 = floor(random 10);
|
|
_combination = format["%1%2%3%4",_combination_1,_combination_2,_combination_3,_combination_4];
|
|
dayz_combination = _combination;
|
|
_combinationDisplay = _combination;
|
|
};
|
|
};
|
|
|
|
_tmpbuilt setVariable ["CharacterID",_combination,true]; //set combination as a character ID
|
|
|
|
//call publish precompiled function with given args and send public variable to server to save item to database
|
|
if (DZE_permanentPlot) then {
|
|
_tmpbuilt setVariable ["ownerPUID",_playerUID,true];
|
|
PVDZ_obj_Publish = [_combination,_tmpbuilt,[_dir,_location,_playerUID, _vector], []];
|
|
if (_lockable == 3) then {
|
|
_tmpbuilt setVariable ["doorfriends", [[([player] call FNC_GetPlayerUID),(name player)]], true];
|
|
PVDZ_veh_Save = [_tmpbuilt,"gear"];
|
|
};
|
|
} else {
|
|
PVDZ_obj_Publish = [_combination,_tmpbuilt,[_dir,_location, _vector],[]];
|
|
};
|
|
publicVariableServer "PVDZ_obj_Publish";
|
|
if (!isNil "PVDZ_veh_Save") then {
|
|
publicVariableServer "PVDZ_veh_Save";
|
|
};
|
|
|
|
format[localize "str_epoch_player_140",_combinationDisplay,_text] call dayz_rollingMessages; //display new combination
|
|
systemChat format[localize "str_epoch_player_140",_combinationDisplay,_text];
|
|
|
|
} else { //if not lockable item
|
|
_tmpbuilt setVariable ["CharacterID",dayz_characterID,true];
|
|
// fire?
|
|
if(_tmpbuilt isKindOf "Land_Fire_DZ") then { //if campfire, then spawn, but do not publish to database
|
|
_tmpbuilt spawn player_fireMonitor;
|
|
} else {
|
|
if (DZE_permanentPlot) then {
|
|
_tmpbuilt setVariable ["ownerPUID",_playerUID,true];
|
|
PVDZ_obj_Publish = [dayz_characterID,_tmpbuilt,[_dir,_location,_playerUID, _vector], []];
|
|
if (_canBuild select 1) then {
|
|
_tmpbuilt setVariable ["plotfriends", [[([player] call FNC_GetPlayerUID),(name player)]], true];
|
|
PVDZ_veh_Save = [_tmpbuilt,"gear"];
|
|
};
|
|
} else {
|
|
PVDZ_obj_Publish = [dayz_characterID,_tmpbuilt,[_dir,_location, _vector],[]];
|
|
};
|
|
publicVariableServer "PVDZ_obj_Publish";
|
|
if (!isNil "PVDZ_veh_Save") then {
|
|
publicVariableServer "PVDZ_veh_Save";
|
|
};
|
|
};
|
|
};
|
|
} else { //if magazine was not removed, cancel publish
|
|
deleteVehicle _tmpbuilt;
|
|
localize "str_epoch_player_46" call dayz_rollingMessages;
|
|
};
|
|
|
|
} else { //if player was interrupted, cancel publish and stop build animations
|
|
r_interrupt = false;
|
|
if (vehicle player == player) then {
|
|
[objNull, player, rSwitchMove,""] call RE;
|
|
player playActionNow "stop";
|
|
};
|
|
|
|
deleteVehicle _tmpbuilt;
|
|
|
|
localize "str_epoch_player_46" call dayz_rollingMessages;
|
|
};
|
|
|
|
} else { //cancel build if passed _cancel arg was true or building on roads/trader city
|
|
format[localize "str_epoch_player_47",_text,_reason] call dayz_rollingMessages;
|
|
};
|
|
};
|
|
|
|
DZE_ActionInProgress = false;
|