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- /*
- DayZ Base Building
- Made for DayZ Epoch please ask permission to use/edit/distrubute email vbawol@veteranbastards.com.
- */
- private ["_helperColor","_objectHelper","_objectHelperDir","_objectHelperPos","_canDo", "_pos", "_cnt",
- "_location","_dir","_classname","_item","_hasrequireditem","_missing","_hastoolweapon","_cancel","_reason","_started","_finished","_animState","_isMedic","_dis","_sfx","_hasbuilditem","_tmpbuilt","_onLadder","_isWater","_require","_text","_offset","_IsNearPlot","_isOk","_location1","_location2","_counter","_limit","_proceed","_num_removed","_position","_object","_canBuildOnPlot","_friendlies","_nearestPole","_ownerID","_findNearestPoles","_findNearestPole","_distance","_classnametmp","_ghost","_isPole","_needText","_lockable","_zheightchanged","_rotate","_combination_1","_combination_2","_combination_3","_combination_4","_combination","_combination_1_Display","_combinationDisplay","_zheightdirection","_abort","_isNear","_need","_needNear","_vehicle","_inVehicle","_requireplot","_objHDiff","_isLandFireDZ","_isTankTrap","_vector","_buildOffset","_vUp"];
- if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_40") , "PLAIN DOWN"]; };
- DZE_ActionInProgress = true;
- //snap vars -- temporary fix for errors so variables.sqf can be skipped
- if (isNil "snapProVariables") then {
- if (isNil "DZE_snapExtraRange") then {
- DZE_snapExtraRange = 0;
- };
- if (isNil "DZE_checkNearbyRadius") then {
- DZE_checkNearbyRadius = 30;
- };
- s_player_toggleSnap = -1;
- s_player_toggleSnapSelect = -1;
- s_player_toggleSnapSelectPoint=[];
- snapActions = -1;
- snapGizmos = [];
- snapGizmosNearby = [];
- snapProVariables = true; // will skip this statement from now on.
- };
- if(isNil "vectorBuildVariables") then{
- s_player_toggleDegree = -1;
- s_player_toggleDegrees=[];
- degreeActions = -1;
- s_player_toggleVector = -1;
- s_player_toggleVectors=[];
- vectorActions = -1;
- vectorBuildVariables = true;
- };
- // snap vars
- // disallow building if too many objects are found within (30m by default) add DZE_checkNearbyRadius = 30; to your init.sqf to change
- _pos = [player] call FNC_GetPos;
- _cnt = count (_pos nearObjects ["All",DZE_checkNearbyRadius]);
- if (_cnt >= DZE_BuildingLimit) exitWith { //end script if too many objects nearby
- DZE_ActionInProgress = false;
- cutText [(localize "str_epoch_player_41"), "PLAIN DOWN"];
- };
- _onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
- _isWater = dayz_isSwimming;
- _cancel = false;
- _reason = "";
- _canBuildOnPlot = false;
- _vehicle = vehicle player;
- _inVehicle = (_vehicle != player);
- helperDetach = false;
- _canDo = (!r_drag_sqf and !r_player_unconscious);
- DZE_Q = false;
- DZE_Z = false;
- DZE_Q_alt = false;
- DZE_Z_alt = false;
- DZE_Q_ctrl = false;
- DZE_Z_ctrl = false;
- DZE_5 = false;
- DZE_4 = false;
- DZE_6 = false;
- DZE_F = false;
- DZE_cancelBuilding = false;
- DZE_updateVec = false;
- DZE_memDir = 0;
- DZE_memForBack = 0;
- DZE_memLeftRight = 0;
- call gear_ui_init;
- closeDialog 1;
- if (_isWater) exitWith {DZE_ActionInProgress = false; cutText [localize "str_player_26", "PLAIN DOWN"];};
- if (_inVehicle) exitWith {DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_42"), "PLAIN DOWN"];};
- if (_onLadder) exitWith {DZE_ActionInProgress = false; cutText [localize "str_player_21", "PLAIN DOWN"];};
- if (player getVariable["combattimeout", 0] >= time) exitWith {DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_43"), "PLAIN DOWN"];};
- _item = _this;
- // Need Near Requirements
- _abort = false;
- _reason = "";
- _needNear = getArray (configFile >> "CfgMagazines" >> _item >> "ItemActions" >> "Build" >> "neednearby");
- {
- switch(_x) do{
- case "fire":
- {
- _distance = 3;
- _isNear = {inflamed _x} count (_pos nearObjects _distance);
- if(_isNear == 0) then {
- _abort = true;
- _reason = "fire";
- };
- };
- case "workshop":
- {
- _distance = 3;
- _isNear = count (nearestObjects [_pos, ["Wooden_shed_DZ","WoodShack_DZ","WorkBench_DZ"], _distance]);
- if(_isNear == 0) then {
- _abort = true;
- _reason = "workshop";
- };
- };
- case "fueltank":
- {
- _distance = 30;
- _isNear = count (nearestObjects [_pos, dayz_fuelsources, _distance]);
- if(_isNear == 0) then {
- _abort = true;
- _reason = "fuel tank";
- };
- };
- };
- } forEach _needNear;
- if(_abort) exitWith {
- cutText [format[(localize "str_epoch_player_135"),_reason,_distance], "PLAIN DOWN"];
- DZE_ActionInProgress = false;
- };
- _classname = getText (configFile >> "CfgMagazines" >> _item >> "ItemActions" >> "Build" >> "create");
- _classnametmp = _classname;
- _require = getArray (configFile >> "cfgMagazines" >> _this >> "ItemActions" >> "Build" >> "require");
- _text = getText (configFile >> "CfgVehicles" >> _classname >> "displayName");
- _ghost = getText (configFile >> "CfgVehicles" >> _classname >> "ghostpreview");
- _lockable = 0;
- if(isNumber (configFile >> "CfgVehicles" >> _classname >> "lockable")) then {
- _lockable = getNumber(configFile >> "CfgVehicles" >> _classname >> "lockable");
- };
- _requireplot = DZE_requireplot;
- if(isNumber (configFile >> "CfgVehicles" >> _classname >> "requireplot")) then {
- _requireplot = getNumber(configFile >> "CfgVehicles" >> _classname >> "requireplot");
- };
- _isAllowedUnderGround = 1;
- if(isNumber (configFile >> "CfgVehicles" >> _classname >> "nounderground")) then {
- _isAllowedUnderGround = getNumber(configFile >> "CfgVehicles" >> _classname >> "nounderground");
- };
- _offset = getArray (configFile >> "CfgVehicles" >> _classname >> "offset");
- if((count _offset) <= 0) then {
- _offset = [0,1.5,0];
- };
- _isPole = (_classname == "Plastic_Pole_EP1_DZ");
- _isLandFireDZ = (_classname == "Land_Fire_DZ");
- _distance = DZE_PlotPole select 0;
- _needText = localize "str_epoch_player_246";
- if(_isPole) then {
- _distance = DZE_PlotPole select 1;
- };
- // check for near plot
- _findNearestPoles = nearestObjects [(vehicle player), ["Plastic_Pole_EP1_DZ"], _distance];
- _findNearestPole = [];
- {
- if (alive _x) then {
- _findNearestPole set [(count _findNearestPole),_x];
- };
- } count _findNearestPoles;
- _IsNearPlot = count (_findNearestPole);
- // If item is plot pole && another one exists within 45m
- if(_isPole && _IsNearPlot > 0) exitWith { DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_44") , "PLAIN DOWN"]; };
- if(_IsNearPlot == 0) then {
- // Allow building of plot
- if(_requireplot == 0 || _isLandFireDZ) then {
- _canBuildOnPlot = true;
- };
- } else {
- // Since there are plots nearby we check for ownership && then for friend status
- // check nearby plots ownership && then for friend status
- _nearestPole = _findNearestPole select 0;
- // Find owner
- _ownerID = _nearestPole getVariable ["CharacterID","0"];
- // diag_log format["DEBUG BUILDING: %1 = %2", dayz_characterID, _ownerID];
- // check if friendly to owner
- if(dayz_characterID == _ownerID) then { //Keep ownership
- // owner can build anything within his plot except other plots
- if(!_isPole) then {
- _canBuildOnPlot = true;
- };
- } else {
- // disallow building plot
- if(!_isPole) then {
- _friendlies = _nearestPole getVariable ["plotfriends",[]];
- _fuid = [];
- {
- _friendUID = _x select 0;
- _fuid = _fuid + [_friendUID];
- } forEach _friendlies;
- _builder = getPlayerUID player;
- // check if friendly to owner
- if(_builder in _fuid) then {
- _canBuildOnPlot = true;
- };
- };
- };
- };
- // _message
- if(!_canBuildOnPlot) exitWith { DZE_ActionInProgress = false; cutText [format[(localize "STR_EPOCH_PLAYER_135"),_needText,_distance] , "PLAIN DOWN"]; };
- _missing = "";
- _hasrequireditem = true;
- {
- _hastoolweapon = _x in weapons player;
- if(!_hastoolweapon) exitWith { _hasrequireditem = false; _missing = getText (configFile >> "cfgWeapons" >> _x >> "displayName"); };
- } count _require;
- _hasbuilditem = _this in magazines player;
- if (!_hasbuilditem) exitWith {DZE_ActionInProgress = false; cutText [format[(localize "str_player_31"),_text,"build"] , "PLAIN DOWN"]; };
- if (!_hasrequireditem) exitWith {DZE_ActionInProgress = false; cutText [format[(localize "str_epoch_player_137"),_missing] , "PLAIN DOWN"]; };
- if (_hasrequireditem) then {
- _location = [0,0,0];
- _isOk = true;
- // get inital players position
- _location1 = [player] call FNC_GetPos;
- _dir = getDir player;
- // if ghost preview available use that instead
- if (_ghost != "") then {
- _classname = _ghost;
- };
- _object = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"];
- //Build gizmo
- _objectHelper = "Sign_sphere10cm_EP1" createVehicle _location;
- _helperColor = "#(argb,8,8,3)color(0,0,0,0,ca)";
- _objectHelper setobjecttexture [0,_helperColor];
- _objectHelper attachTo [player,_offset];
- _object attachTo [_objectHelper,[0,0,0]];
- _position = [_objectHelper] call FNC_GetPos;
- _objHDiff = 0;
- if (isClass (missionConfigFile >> "SnapBuilding" >> _classname)) then {
- ["","","",["Init",_object,_classname,_objectHelper]] spawn snap_build;
- };
- if !(_item in DZE_noRotate) then{
- ["","","",["Init","Init",0]] spawn build_vectors;
- };
- while {_isOk} do {
- _zheightchanged = false;
- _zheightdirection = "";
- _rotate = false;
- if (DZE_Q) then {
- DZE_Q = false;
- _zheightdirection = "up";
- _zheightchanged = true;
- };
- if (DZE_Z) then {
- DZE_Z = false;
- _zheightdirection = "down";
- _zheightchanged = true;
- };
- if (DZE_Q_alt) then {
- DZE_Q_alt = false;
- _zheightdirection = "up_alt";
- _zheightchanged = true;
- };
- if (DZE_Z_alt) then {
- DZE_Z_alt = false;
- _zheightdirection = "down_alt";
- _zheightchanged = true;
- };
- if (DZE_Q_ctrl) then {
- DZE_Q_ctrl = false;
- _zheightdirection = "up_ctrl";
- _zheightchanged = true;
- };
- if (DZE_Z_ctrl) then {
- DZE_Z_ctrl = false;
- _zheightdirection = "down_ctrl";
- _zheightchanged = true;
- };
- if (DZE_4) then {
- _rotate = true;
- DZE_4 = false;
- if(DZE_dirWithDegrees) then{
- DZE_memDir = DZE_memDir - DZE_curDegree;
- }else{
- DZE_memDir = DZE_memDir - 45;
- };
- };
- if (DZE_6) then {
- _rotate = true;
- DZE_6 = false;
- if(DZE_dirWithDegrees) then{
- DZE_memDir = DZE_memDir + DZE_curDegree;
- }else{
- DZE_memDir = DZE_memDir + 45;
- };
- };
- if(DZE_updateVec) then{
- [_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw;
- DZE_updateVec = false;
- };
- if (DZE_F and _canDo) then {
- if (helperDetach) then {
- _objectHelper attachTo [player];
- DZE_memDir = DZE_memDir-(getDir player);
- helperDetach = false;
- [_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw;
- } else {
- _objectHelperPos = getPosATL _objectHelper;
- detach _objectHelper;
- DZE_memDir = getDir _objectHelper;
- [_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw;
- _objectHelper setPosATL _objectHelperPos;
- _objectHelper setVelocity [0,0,0]; //fix sliding glitch
- helperDetach = true;
- };
- DZE_F = false;
- };
- if(_rotate) then {
- [_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw;
- };
- if(_zheightchanged) then {
- if (!helperDetach) then {
- detach _objectHelper;
- _objectHelperDir = getDir _objectHelper;
- };
- _position = [_objectHelper] call FNC_GetPos;
- if(_zheightdirection == "up") then {
- _position set [2,((_position select 2)+0.1)];
- _objHDiff = _objHDiff + 0.1;
- };
- if(_zheightdirection == "down") then {
- _position set [2,((_position select 2)-0.1)];
- _objHDiff = _objHDiff - 0.1;
- };
- if(_zheightdirection == "up_alt") then {
- _position set [2,((_position select 2)+1)];
- _objHDiff = _objHDiff + 1;
- };
- if(_zheightdirection == "down_alt") then {
- _position set [2,((_position select 2)-1)];
- _objHDiff = _objHDiff - 1;
- };
- if(_zheightdirection == "up_ctrl") then {
- _position set [2,((_position select 2)+0.01)];
- _objHDiff = _objHDiff + 0.01;
- };
- if(_zheightdirection == "down_ctrl") then {
- _position set [2,((_position select 2)-0.01)];
- _objHDiff = _objHDiff - 0.01;
- };
- if((_isAllowedUnderGround == 0) && ((_position select 2) < 0)) then {
- _position set [2,0];
- };
- if (surfaceIsWater _position) then {
- _objectHelper setPosASL _position;
- } else {
- _objectHelper setPosATL _position;
- };
- if (!helperDetach) then {
- _objectHelper attachTo [player];
- };
- [_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw;
- };
- sleep 0.5;
- _location2 = [player] call FNC_GetPos;
- _objectHelperPos = [_objectHelper] call FNC_GetPos;
- if(DZE_5) exitWith {
- _isOk = false;
- _position = [_object] call FNC_GetPos;
- detach _object;
- _dir = getDir _object;
- _vector = [(vectorDir _object),(vectorUp _object)];
- deleteVehicle _object;
- detach _objectHelper;
- deleteVehicle _objectHelper;
- };
- if(_location1 distance _location2 > 10) exitWith {
- _isOk = false;
- _cancel = true;
- _reason = "You've moved to far away from where you started building (within 10 meters)";
- detach _object;
- deleteVehicle _object;
- detach _objectHelper;
- deleteVehicle _objectHelper;
- };
- if(_location1 distance _objectHelperPos > 10) exitWith {
- _isOk = false;
- _cancel = true;
- _reason = "Object is placed to far away from where you started building (within 10 meters)";
- detach _object;
- deleteVehicle _object;
- detach _objectHelper;
- deleteVehicle _objectHelper;
- };
- if(abs(_objHDiff) > 10) exitWith {
- _isOk = false;
- _cancel = true;
- _reason = "Cannot move up or down more than 10 meters";
- detach _object;
- deleteVehicle _object;
- detach _objectHelper;
- deleteVehicle _objectHelper;
- };
- if (player getVariable["combattimeout", 0] >= time) exitWith {
- _isOk = false;
- _cancel = true;
- _reason = (localize "str_epoch_player_43");
- detach _object;
- deleteVehicle _object;
- detach _objectHelper;
- deleteVehicle _objectHelper;
- };
- if (DZE_cancelBuilding) exitWith {
- _isOk = false;
- _cancel = true;
- _reason = "Cancelled building.";
- detach _object;
- deleteVehicle _object;
- detach _objectHelper;
- deleteVehicle _objectHelper;
- };
- };
- //No building on roads unless toggled
- if (!DZE_BuildOnRoads) then {
- if (isOnRoad _position) then { _cancel = true; _reason = "Cannot build on a road."; };
- };
- // No building in trader zones
- if(!canbuild) then { _cancel = true; _reason = "Cannot build in a city."; };
- if(!_cancel) then {
- _classname = _classnametmp;
- // Start Build
- _tmpbuilt = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"];
- _tmpbuilt setdir _dir;
- _tmpbuilt setVariable["memDir",_dir,true];
- // Get position based on object
- _location = _position;
- if((_isAllowedUnderGround == 0) && ((_location select 2) < 0)) then {
- _location set [2,0];
- };
- _tmpbuilt setVectorDirAndUp _vector;
- _buildOffset = [0,0,0];
- _vUp = _vector select 1;
- switch (_classname) do {
- case "MetalFloor_DZ": { _buildOffset = [(_vUp select 0) * .148, (_vUp select 1) * .148,0]; };
- };
- _location = [
- (_location select 0) - (_buildOffset select 0),
- (_location select 1) - (_buildOffset select 1),
- (_location select 2) - (_buildOffset select 2)
- ];
- if (surfaceIsWater _location) then {
- _tmpbuilt setPosASL _location;
- _location = ASLtoATL _location; //Database uses ATL
- } else {
- _tmpbuilt setPosATL _location;
- };
- cutText [format[(localize "str_epoch_player_138"),_text], "PLAIN DOWN"];
- _limit = 3;
- if (DZE_StaticConstructionCount > 0) then {
- _limit = DZE_StaticConstructionCount;
- }
- else {
- if (isNumber (configFile >> "CfgVehicles" >> _classname >> "constructioncount")) then {
- _limit = getNumber(configFile >> "CfgVehicles" >> _classname >> "constructioncount");
- };
- };
- _isOk = true;
- _proceed = false;
- _counter = 0;
- while {_isOk} do {
- [10,10] call dayz_HungerThirst;
- player playActionNow "Medic";
- _dis=20;
- _sfx = "repair";
- [player,_sfx,0,false,_dis] call dayz_zombieSpeak;
- [player,_dis,true,(getPosATL player)] spawn player_alertZombies;
- r_interrupt = false;
- r_doLoop = true;
- _started = false;
- _finished = false;
- while {r_doLoop} do {
- _animState = animationState player;
- _isMedic = ["medic",_animState] call fnc_inString;
- if (_isMedic) then {
- _started = true;
- };
- if (_started && !_isMedic) then {
- r_doLoop = false;
- _finished = true;
- };
- if (r_interrupt || (player getVariable["combattimeout", 0] >= time)) then {
- r_doLoop = false;
- };
- if (DZE_cancelBuilding) exitWith {
- r_doLoop = false;
- };
- sleep 0.1;
- };
- r_doLoop = false;
- if(!_finished) exitWith {
- _isOk = false;
- _proceed = false;
- };
- if(_finished) then {
- _counter = _counter + 1;
- };
- cutText [format[(localize "str_epoch_player_139"),_text, _counter,_limit], "PLAIN DOWN"];
- if(_counter == _limit) exitWith {
- _isOk = false;
- _proceed = true;
- };
- };
- if (_proceed) then {
- _num_removed = ([player,_item] call BIS_fnc_invRemove);
- if(_num_removed == 1) then {
- cutText [format[localize "str_build_01",_text], "PLAIN DOWN"];
- if (_isPole) then {
- [] spawn player_plotPreview;
- };
- _tmpbuilt setVariable ["OEMPos",_location,true];
- if(_lockable > 1) then {
- _combinationDisplay = "";
- switch (_lockable) do {
- case 2: { // 2 lockbox
- _combination_1 = (floor(random 3)) + 100; // 100=red,101=green,102=blue
- _combination_2 = floor(random 10);
- _combination_3 = floor(random 10);
- _combination = format["%1%2%3",_combination_1,_combination_2,_combination_3];
- dayz_combination = _combination;
- if (_combination_1 == 100) then {
- _combination_1_Display = "Red";
- };
- if (_combination_1 == 101) then {
- _combination_1_Display = "Green";
- };
- if (_combination_1 == 102) then {
- _combination_1_Display = "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];
- PVDZE_obj_Publish = [_combination,_tmpbuilt,[_dir,_location,_vector],_classname];
- publicVariableServer "PVDZE_obj_Publish";
- cutText [format[(localize "str_epoch_player_140"),_combinationDisplay,_text], "PLAIN DOWN", 5];
- } else {
- _tmpbuilt setVariable ["CharacterID",dayz_characterID,true];
- // fire?
- if(_tmpbuilt isKindOf "Land_Fire_DZ") then {
- _tmpbuilt spawn player_fireMonitor;
- } else {
- PVDZE_obj_Publish = [dayz_characterID,_tmpbuilt,[_dir,_location,_vector],_classname];
- publicVariableServer "PVDZE_obj_Publish";
- };
- };
- } else {
- deleteVehicle _tmpbuilt;
- cutText [(localize "str_epoch_player_46") , "PLAIN DOWN"];
- };
- } else {
- r_interrupt = false;
- if (vehicle player == player) then {
- [objNull, player, rSwitchMove,""] call RE;
- player playActionNow "stop";
- };
- deleteVehicle _tmpbuilt;
- cutText [(localize "str_epoch_player_46") , "PLAIN DOWN"];
- };
- } else {
- cutText [format[(localize "str_epoch_player_47"),_text,_reason], "PLAIN DOWN"];
- };
- };
- DZE_ActionInProgress = false;
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