hybridfury Posted August 20, 2014 Report Share Posted August 20, 2014 The script I currently use: http://www.opendayz.net/threads/release-epoch-all-salvage-vehicles-script-v-1-0-german-english.13386/ allows for locked vehicles to be salvaged. How can I make it so locked vehicles can't be salvaged? Here is the salvage_vehicle.sqf file: private ["_part","_cancel","_color","_percent","_string","_handle","_damage","_cmpt","_vehicle","_hitpoints"]; // [ _trader_id, _category, _action ]; // _activatingPlayer = _this select 1; _vehicle = _this select 3; {dayz_myCursorTarget removeAction _x} forEach s_player_repairActions;s_player_repairActions = []; // dayz_myCursorTarget = _vehicle; //_allFixed = true; _hitpoints = _vehicle call vehicle_getHitpoints; //diag_log format["DEBUG SALVAGE: %1", _hitpoints]; { _damage = [_vehicle,_x] call object_getHit; _part = "PartGeneric"; //change "HitPart" to " - Part" rather than complicated string replace _cmpt = toArray (_x); _cmpt set [0,20]; _cmpt set [1,toArray ("-") select 0]; _cmpt set [2,20]; _cmpt = toString _cmpt; if(["Engine",_x,false] call fnc_inString) then { _part = "PartEngine"; }; if(["HRotor",_x,false] call fnc_inString) then { _part = "PartVRotor"; //yes you need PartVRotor to fix HRotor LOL }; if(["Fuel",_x,false] call fnc_inString) then { _part = "PartFueltank"; }; if(["Wheel",_x,false] call fnc_inString) then { _part = "PartWheel"; }; if(["Glass",_x,false] call fnc_inString) then { _part = "PartGlass"; }; // allow removal of any lightly damaged parts if (_damage < 1 ) then { // Do not allow removal of engine or fueltanks if( _part == "PartGlass" or _part == "PartWheel" or _part == "PartEngine" or _part == "PartVRotor" or _part == "PartFueltank" or _part == "PartGeneric" ) then { _color = "color='#ffff00'"; //yellow if (_damage >= 0.5) then {_color = "color='#ff8800'";}; //orange if (_damage >= 0.9) then {_color = "color='#ff0000'";}; //red _percent = round(_damage*100); _string = format["<t %2>Remove%1 (%3 %4)</t>",_cmpt,_color,_percent,"%"]; //Remove - Part _handle = dayz_myCursorTarget addAction [_string, "\z\addons\dayz_code\actions\salvage.sqf",[_vehicle,_part,_x], 0, false, true, "",""]; s_player_repairActions set [count s_player_repairActions,_handle]; }; }; } forEach _hitpoints; if(count _hitpoints > 0 ) then { _cancel = dayz_myCursorTarget addAction ["Cancel", "\z\addons\dayz_code\actions\repair_cancel.sqf","repair", 0, true, false, "",""]; s_player_repairActions set [count s_player_repairActions,_cancel]; s_player_repair_crtl = 1; }; Link to comment Share on other sites More sharing options...
0 Uro Posted August 21, 2014 Report Share Posted August 21, 2014 See this post / thread hybridfury 1 Link to comment Share on other sites More sharing options...
0 hybridfury Posted August 21, 2014 Author Report Share Posted August 21, 2014 See this post / thread TY SIR! Uro 1 Link to comment Share on other sites More sharing options...
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hybridfury
The script I currently use: http://www.opendayz.net/threads/release-epoch-all-salvage-vehicles-script-v-1-0-german-english.13386/ allows for locked vehicles to be salvaged. How can I make it so locked vehicles can't be salvaged? Here is the salvage_vehicle.sqf file:
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