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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 I removed links to mod githubs because many changes have been made to the 1.0.6 versions, so outdated information there will likely confuse people.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).
86 lines
2.5 KiB
Plaintext
86 lines
2.5 KiB
Plaintext
/*
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[_obj] call player_packTent;
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*/
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if (DZE_ActionInProgress) exitWith {localize "str_player_beingpacked" call dayz_rollingMessages;};
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DZE_ActionInProgress = true;
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_obj = _this;
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_ownerID = _obj getVariable["CharacterID","0"];
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_objectID = _obj getVariable["ObjectID","0"];
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_objectUID = _obj getVariable["ObjectUID","0"];
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if (DZE_permanentPlot) then {
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_ownerID = _obj getVariable["ownerPUID","0"];
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};
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_pickup = false;
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_packobj = getText (configFile >> "CfgVehicles" >> typeOf _obj >> "pack");
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_activatingPlayer = player;
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player playActionNow "Medic";
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player removeAction s_player_packtent;
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s_player_packtent = -1;
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player removeAction s_player_packtentinfected;
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s_player_packtentinfected = -1;
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_campItems = ["IC_DomeTent","IC_Tent"];
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if (_ownerID == dayz_characterID or (typeOf _obj in _campItems)) then { _pickup = true; };
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if (_pickup) then {
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_alreadyPacking = _obj getVariable["packing",0];
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if (_alreadyPacking == 1) exitWith {localize "str_player_beingpacked" call dayz_rollingMessages; DZE_ActionInProgress = false;};
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_obj setVariable["packing",1];
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_dir = direction _obj;
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_pos = getPosATL _obj;
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[player,"tentpack",0,false,20] call dayz_zombieSpeak;
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[player,20,true,getPosATL player] call player_alertZombies;
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uiSleep 3;
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//place tent (local)
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_bag = createVehicle [_packobj, _pos, [], 0, "CAN_COLLIDE"];
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_bag setDir _dir;
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player reveal _bag;
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_holder = createVehicle ["WeaponHolder", _pos, [], 0, "CAN_COLLIDE"];
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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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PVDZ_obj_Destroy = [_objectID,_objectUID,_activatingPlayer];
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publicVariableServer "PVDZ_obj_Destroy";
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if (isServer) then {PVDZ_obj_Destroy call server_deleteObj;};
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deleteVehicle _obj;
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//Add weapons
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_objWpnTypes = _weapons select 0;
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_objWpnQty = _weapons select 1;
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_countr = 0;
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{
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_holder addWeaponCargoGlobal [_x,(_objWpnQty select _countr)];
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_countr = _countr + 1;
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} count _objWpnTypes;
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//Add Magazines
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_objWpnTypes = _magazines select 0;
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_objWpnQty = _magazines select 1;
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_countr = 0;
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{
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_holder addMagazineCargoGlobal [_x,(_objWpnQty select _countr)];
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_countr = _countr + 1;
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} count _objWpnTypes;
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//Add Backpacks
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_objWpnTypes = _backpacks select 0;
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_objWpnQty = _backpacks select 1;
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_countr = 0;
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{
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_holder addBackpackCargoGlobal [_x,(_objWpnQty select _countr)];
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_countr = _countr + 1;
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} count _objWpnTypes;
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localize "str_success_tent_pack" call dayz_rollingMessages;
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} else {
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localize "str_fail_tent_pack" call dayz_rollingMessages;
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};
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DZE_ActionInProgress = false; |