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  1. /*
  2. DayZ Lock Safe
  3. Usage: [_obj] spawn player_unlockVault;
  4. Made for DayZ Epoch please ask permission to use/edit/distrubute email vbawol@veteranbastards.com.
  5. */
  6. private ["_objectID","_objectUID","_obj","_ownerID","_dir","_pos","_holder","_weapons","_magazines","_backpacks","_objWpnTypes","_objWpnQty","_countr","_alreadyPacking","_playerNear","_playerID","_claimedBy","_unlockedClass","_text","_nul","_objType","_characterID","_playerUID"];
  7.  
  8. if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_21") , "PLAIN DOWN"]; };
  9. DZE_ActionInProgress = true;
  10.  
  11. {player removeAction _x} count s_player_combi;s_player_combi = [];
  12. s_player_unlockvault = 1;
  13.  
  14. _obj = _this;
  15. _objType = typeOf _obj;
  16.  
  17. if (!(_objType in DZE_LockedStorage)) exitWith {
  18. s_player_unlockvault = -1;
  19. DZE_ActionInProgress = false;
  20. };
  21.  
  22. _playerNear = _obj call dze_isnearest_player;
  23. if(_playerNear) exitWith { DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_20") , "PLAIN DOWN"]; };
  24.  
  25. // Silently exit if object no longer exists || alive
  26. if(isNull _obj || !(alive _obj)) exitWith { DZE_ActionInProgress = false; };
  27.  
  28. _unlockedClass = getText (configFile >> "CfgVehicles" >> _objType >> "unlockedClass");
  29. _text = getText (configFile >> "CfgVehicles" >> _objType >> "displayName");
  30.  
  31. _alreadyPacking = _obj getVariable["packing",0];
  32. _claimedBy = _obj getVariable["claimed","0"];
  33. _characterID = _obj getVariable["CharacterID","0"];
  34. _ownerID = _obj getVariable["ownerPUID","0"];;
  35.  
  36. _playerID = [player] call FNC_GetPlayerUID;
  37.  
  38. if (_alreadyPacking == 1) exitWith {DZE_ActionInProgress = false; cutText [format[(localize "str_epoch_player_124"),_text], "PLAIN DOWN"]};
  39.  
  40. // Prompt user for password if _ownerID != _playerID
  41. if ((_characterID == dayz_combination) || (_ownerID == _playerID)) then {
  42.  
  43. // Check if any players are nearby if not allow player to claim item.
  44. _playerNear = {isPlayer _x} count (player nearEntities ["CAManBase", 6]) > 1;
  45. _playerID = getPlayerUID player;
  46.  
  47. // Only allow if not already claimed.
  48. if (_claimedBy == "0" || !_playerNear) then {
  49. // Since item was not claimed proceed with claiming it.
  50. _obj setVariable["claimed",_playerID,true];
  51. };
  52.  
  53. _dir = direction _obj;
  54. _pos = _obj getVariable["OEMPos",(getposATL _obj)];
  55. _objectID = _obj getVariable["ObjectID","0"];
  56. _objectUID = _obj getVariable["ObjectUID","0"];
  57. _objMoney = _obj getVariable["bankMoney",0];
  58. _claimedBy = _obj getVariable["claimed","0"];
  59.  
  60. if (_claimedBy == _playerID) then {
  61.  
  62. if(!isNull _obj && alive _obj) then {
  63.  
  64. PVDZE_log_lockUnlock = [player, _obj, false];
  65. publicVariableServer "PVDZE_log_lockUnlock";
  66.  
  67. _obj setVariable["packing",1];
  68. [1,1] call dayz_HungerThirst;
  69. _weapons = _obj getVariable["WeaponCargo",[]];
  70. _magazines = _obj getVariable["MagazineCargo",[]];
  71. _backpacks = _obj getVariable["BackpackCargo",[]];
  72. player playActionNow "Medic";
  73. sleep 1;
  74. [player,"tentpack",0,false] call dayz_zombieSpeak;
  75. sleep 5;
  76.  
  77. _holder = createVehicle [_unlockedClass,_pos,[], 0, "CAN_COLLIDE"];
  78. // Remove locked vault
  79. deleteVehicle _obj;
  80. _holder setdir _dir;
  81. _holder setPosATL _pos;
  82. player reveal _holder;
  83.  
  84. _holder setVariable["CharacterID",_characterID,true];
  85. _holder setVariable["ObjectID",_objectID,true];
  86. _holder setVariable["ObjectUID",_objectUID,true];
  87. _holder setVariable ["OEMPos", _pos, true];
  88. _holder setVariable ["bankMoney", _objMoney, true];
  89. _holder setVariable ["ownerPUID", _ownerID , true];
  90. if (count _weapons > 0) then {
  91. //Add weapons
  92. _objWpnTypes = _weapons select 0;
  93. _objWpnQty = _weapons select 1;
  94. _countr = 0;
  95. {
  96. _holder addweaponcargoGlobal [_x,(_objWpnQty select _countr)];
  97. _countr = _countr + 1;
  98. } count _objWpnTypes;
  99. };
  100.  
  101. if (count _magazines > 0) then {
  102. //Add Magazines
  103. _objWpnTypes = _magazines select 0;
  104. _objWpnQty = _magazines select 1;
  105. _countr = 0;
  106. {
  107. if( _x != "CSGAS" ) then
  108. {
  109. _holder addmagazinecargoGlobal [_x,(_objWpnQty select _countr)];
  110. _countr = _countr + 1;
  111. };
  112. } count _objWpnTypes;
  113. };
  114.  
  115. if (count _backpacks > 0) then {
  116. //Add Backpacks
  117. _objWpnTypes = _backpacks select 0;
  118. _objWpnQty = _backpacks select 1;
  119. _countr = 0;
  120. {
  121. _holder addbackpackcargoGlobal [_x,(_objWpnQty select _countr)];
  122. _countr = _countr + 1;
  123. } count _objWpnTypes;
  124. };
  125.  
  126. cutText [format[(localize "str_epoch_player_125"),_text], "PLAIN DOWN"];
  127. };
  128. } else {
  129. DZE_ActionInProgress = false;
  130. cutText [format[(localize "str_player_beinglooted"),_text] , "PLAIN DOWN"];
  131. };
  132. } else {
  133. [10,10] call dayz_HungerThirst;
  134. player playActionNow "Medic";
  135. sleep 1;
  136. [player,"repair",0,false] call dayz_zombieSpeak;
  137. [player,25,true,(getPosATL player)] spawn player_alertZombies;
  138. sleep 5;
  139. cutText [format[(localize "str_epoch_player_126"),_text], "PLAIN DOWN"];
  140. };
  141. s_player_unlockvault = -1;
  142. DZE_ActionInProgress = false;
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