mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-14 04:02:37 +03:00
155 lines
4.2 KiB
Plaintext
155 lines
4.2 KiB
Plaintext
/*
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DayZ Base Building Upgrades
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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 ["_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"];
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if(TradeInprogress) exitWith { cutText ["Downgrade already in progress." , "PLAIN DOWN"]; };
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TradeInprogress = true;
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player removeAction s_player_downgrade_build;
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s_player_downgrade_build = 1;
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_distance = 30;
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_needText = "Plot Pole";
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// check for near plot
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_findNearestPoles = nearestObjects [(vehicle player), ["Plastic_Pole_EP1_DZ"], _distance];
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_findNearestPole = [];
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{
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if (alive _x) then {
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_findNearestPole set [(count _findNearestPole),_x];
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};
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} foreach _findNearestPoles;
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_IsNearPlot = count (_findNearestPole);
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_canBuildOnPlot = false;
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if(_IsNearPlot == 0) then {
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_canBuildOnPlot = true;
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} else {
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// check nearby plots ownership and then for friend status
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_nearestPole = _findNearestPole select 0;
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// Find owner
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_ownerID = _nearestPole getVariable["CharacterID","0"];
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// diag_log format["DEBUG BUILDING: %1 = %2", dayz_characterID, _ownerID];
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// check if friendly to owner
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if(dayz_characterID == _ownerID) then {
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_canBuildOnPlot = true;
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} else {
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_friendlies = player getVariable ["friendlyTo",[]];
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// check if friendly to owner
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if(_ownerID in _friendlies) then {
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_canBuildOnPlot = true;
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};
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};
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};
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// exit if not allowed due to plot pole
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if(!_canBuildOnPlot) exitWith { TradeInprogress = false; cutText [format["Unable to downgrade %1 nearby.",_needText,_distance] , "PLAIN DOWN"]; };
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// get cursortarget from addaction
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_obj = _this select 3;
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// Current charID
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_objectCharacterID = _obj getVariable ["CharacterID","0"];
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if(DZE_Lock_Door != _objectCharacterID) exitWith { TradeInprogress = false; cutText ["Unable to downgrade you do not know the combination." , "PLAIN DOWN"]; };
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// Find objectID
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_objectID = _obj getVariable ["ObjectID","0"];
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// Find objectUID
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_objectUID = _obj getVariable ["ObjectUID","0"];
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if(_objectID == "0" && _objectUID == "0") exitWith {TradeInprogress = false; s_player_upgrade_build = -1; cutText ["Not setup yet.", "PLAIN DOWN"];};
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// Get classname
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_classname = typeOf _obj;
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// Find display name
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_text = getText (configFile >> "CfgVehicles" >> _classname >> "displayName");
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// Find next upgrade
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_upgrade = getArray (configFile >> "CfgVehicles" >> _classname >> "downgradeBuilding");
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if ((count _upgrade) > 0) then {
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_newclassname = _upgrade select 0;
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_refund = _upgrade select 1;
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player playActionNow "Medic";
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[player,20,true,(getPosATL player)] spawn player_alertZombies;
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_invResult = false;
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_abortInvAdd = false;
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_i = 0;
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_addedItems = [];
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{
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_itemOut = _x select 0;
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_countOut = _x select 1;
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for "_x" from 1 to _countOut do {
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_invResult = [player,_itemOut] call BIS_fnc_invAdd;
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if(!_invResult) exitWith {
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_abortInvAdd = true;
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};
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if(_invResult) then {
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_i = _i + 1;
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_addedItems set [(count _addedItems),[_itemOut,1]];
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};
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};
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if (_abortInvAdd) exitWith {};
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} forEach _refund;
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// all parts added proceed
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if(_i != 0) then {
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// Get position
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_location = _obj getVariable["OEMPos",(getposATL _obj)];
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// Get direction
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_dir = getDir _obj;
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_classname = _newclassname;
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// Create new object
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_object = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"];
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// Set direction
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_object setDir _dir;
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// Set location
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_object setPosATL _location;
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cutText [format["You have downgraded %1.",_text], "PLAIN DOWN", 5];
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PVDZE_obj_Swap = [_objectCharacterID,_object,[_dir,_location],_classname,_obj,_objectID,_objectUID];
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publicVariableServer "PVDZE_obj_Swap";
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player reveal _object;
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} else {
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cutText [format["\n\n%1 of %2 could not be added to your inventory. (not enough room?)", _i,_itemOut], "PLAIN DOWN"];
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{
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[player,(_x select 0),(_x select 1)] call BIS_fnc_invRemove;
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} forEach _addedItems;
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};
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} else {
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cutText ["No downgrades available", "PLAIN DOWN"];
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};
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TradeInprogress = false;
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s_player_downgrade_build = -1; |