mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-19 10:02:02 +03:00
The hive call in server_publishObject is the same between vanilla and Epoch. The only difference is vanilla uses the _inventory area for owner, lock code, etc. variables where as modular Epoch items just store an empty array there. The object classname does not need to be sent in the PV because it can be obtained on the server. PVDZE_veh_Publish was not used.
176 lines
4.7 KiB
Plaintext
176 lines
4.7 KiB
Plaintext
/*
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DayZ Safe
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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 ["_tent","_location","_isOk","_cancel","_location3","_location4","_location1","_location2","_counter","_pondPos","_isPond","_ppos","_hastentitem","_dir","_building","_isBuilding","_playerPos","_item","_offset_x","_offset_y","_offset_z","_offset_z_attach","_config","_text","_tmpvault","_vault_location","_objectsPond","_combination_1","_combination_2","_combination_3","_combination_4","_combination","_removed"];
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//check if can pitch here
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if (DZE_ActionInProgress) exitWith {cutText [localize "str_epoch_player_108","PLAIN DOWN"];};
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DZE_ActionInProgress = true;
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//disableSerialization;
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_playerPos = getPosATL player;
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_item = _this;
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_hastentitem = _this in magazines player;
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_offset_x = 0;
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_offset_y = 1.5;
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_offset_z = 0;
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_offset_z_attach = 0.5;
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_location = player modeltoworld [_offset_x,_offset_y,_offset_z];
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// Allow placement anywhere.
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_isOk = true;
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//diag_log ("Pitch Tent: " + str(_isok) );
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_config = configFile >> "CfgMagazines" >> _item;
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_text = getText (_config >> "displayName");
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if (!_hastentitem) exitWith {cutText [format[(localize "str_player_31"),_text,"pitch"] , "PLAIN DOWN"]};
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// blocked
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// Allow on concrete since we dont force to ground.
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// if (["concrete",dayz_surfaceType] call fnc_inString) then { _isOk = true; diag_log ("surface concrete"); };
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//diag_log ("Pitch Tent: " + str(_isok) );
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_dir = getDir player;
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// Start Preview loop
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_tmpvault = createVehicle ["VaultStorageLocked", _location, [], 0, "CAN_COLLIDE"];
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_tmpvault setdir _dir;
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_tmpvault attachTo [player,[_offset_x,_offset_y,_offset_z_attach]];
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_cancel = false;
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_counter = 0;
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while {_isOk} do {
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if(_counter == 0) then {
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cutText [localize "str_epoch_player_109","PLAIN DOWN"];
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uiSleep 5;
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_location1 = getPosATL player;
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uiSleep 5;
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_location2 = getPosATL player;
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if(_location1 distance _location2 < 0.1) exitWith {
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cutText [localize "str_epoch_player_109","PLAIN DOWN"];
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_location3 = getPosATL player;
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uiSleep 5;
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_location4 = getPosATL player;
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if(_location3 distance _location4 > 0.1) exitWith {
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_isOk = false;
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_cancel = true;
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};
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_isOk = false;
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};
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};
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if(_counter >= 1) exitWith {
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_isOk = false;
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_cancel = true;
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};
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_counter = _counter + 1;
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};
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detach _tmpvault;
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_vault_location = (getPosATL _tmpvault);
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// Make sure vault is not placed on road.
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if (isOnRoad _vault_location) then { _isOk = true; };
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// Make sure vault is not placed in trader citys
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if(!canbuild) then { _isOk = true; };
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//Block Tents in pounds
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_objectsPond = nearestObjects [_playerPos, [], 10];
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{
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_isPond = ["pond",str(_x),false] call fnc_inString;
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if (_isPond) then {
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_pondPos = (_x worldToModel _playerPos) select 2;
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if (_pondPos < 0) then {
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_isOk = true;
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};
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};
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} count _objectsPond;
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deleteVehicle _tmpvault;
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if(!_cancel) then {
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if (!_isOk) then {
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//remove safe
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_hastentitem = _this in magazines player;
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if (!_hastentitem) exitWith {cutText [format[(localize "str_player_31"),_text,"pitch"] , "PLAIN DOWN"]};
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_removed = ([player,_item] call BIS_fnc_invRemove);
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if(_removed == 1) then {
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//call dayz_forceSave;
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_dir = round(direction player);
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["Working",0,[20,40,15,0]] call dayz_NutritionSystem;
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//wait a bit
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player playActionNow "Medic";
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uiSleep 1;
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[player,"tentunpack",0,false] call dayz_zombieSpeak;
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[player,50,true,(getPosATL player)] spawn player_alertZombies;
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_building = nearestObject [(vehicle player), "HouseBase"];
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_isBuilding = [(vehicle player),_building] call fnc_isInsideBuilding;
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if(_isBuilding) then {
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_ppos = _building worldToModel _vault_location;
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_location = _building modelToWorld _ppos;
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} else {
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_location = player modelToWorld [_offset_x,_offset_y,_offset_z];
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};
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uiSleep 5;
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//place tent (local)
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_tent = createVehicle ["VaultStorageLocked", _location, [], 0, "CAN_COLLIDE"];
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_tent setdir _dir;
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_tent setpos _location;
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player reveal _tent;
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// Generate Combination
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_combination_1 = floor(random 10);
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_combination_2 = floor(random 10);
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_combination_3 = floor(random 10);
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_combination_4 = floor(random 10);
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// Format Combination
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_combination = format["%1%2%3%4",_combination_1,_combination_2,_combination_3,_combination_4];
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_tent setVariable ["CharacterID",_combination,true];
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_tent setVariable ["OEMPos",_location,true];
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PVDZ_obj_Publish = [_combination,_tent,[_dir,_location],[]];
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publicVariableServer "PVDZ_obj_Publish";
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cutText [format[(localize "str_epoch_player_179"),_combination], "PLAIN DOWN", 5];
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};
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} else {
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cutText [localize "str_epoch_player_110","PLAIN DOWN"];
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};
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} else {
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cutText [localize "str_epoch_player_111","PLAIN DOWN"];
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};
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DZE_ActionInProgress = false; |