is there any way to execute the player_built actions rotate, down and rise objets on a script executed out of right click actions?
for example... i deploy this objetc using the scroll menu: (works fine, its writed on db and keep his position... but not have "ghost" preview and cannot choice where put it.)
//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.
};
// snap vars
{
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"]; };
_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;
};
if(_location1 distance _location2 > 15) exitWith {
_isOk = false;
_cancel = true;
_reason = "You've moved too far away from where you started building (within 15 meters)";
detach _object;
deleteVehicle _object;
detach _objectHelper;
deleteVehicle _objectHelper;
};
if(_location1 distance _objectHelperPos > 15) exitWith {
_isOk = false;
_cancel = true;
_reason = "Object is placed to far away from where you started building (within 15 meters)";
detach _object;
deleteVehicle _object;
detach _objectHelper;
deleteVehicle _objectHelper;
};
if(abs(_objHDiff) > 15) exitWith {
_isOk = false;
_cancel = true;
_reason = "Cannot move up or down more than 15 meters";
detach _object;
deleteVehicle _object;
detach _objectHelper;
deleteVehicle _objectHelper;
};
Question
juandayz
is there any way to execute the player_built actions rotate, down and rise objets on a script executed out of right click actions?
for example... i deploy this objetc using the scroll menu: (works fine, its writed on db and keep his position... but not have "ghost" preview and cannot choice where put it.)
private ["_player","_veh","_class","_dir","_pos","_dist","_charID"];
_player = player; //Setting a local variable as player saves resources
_player playActionNow "Medic";
[_player,"repair",0,false,10] call dayz_zombieSpeak;
[_player,10,true,(getPosATL _player)] spawn player_alertZombies;
_class = "MAP_parabola_big";
_dist = 6;
_dir = getDir vehicle _player;
_pos = getPosATL vehicle _player;
_pos = [(_pos select 0)+_dist*sin(_dir),(_pos select 1)+_dist*cos(_dir),0];
_veh = createVehicle [_class, _pos, [], 0, "CAN_COLLIDE"];
_veh setVariable ["MalSar",1,true];
_veh setVariable ["ObjectID", "1", true];
_veh setVariable ["ObjectUID", "1", true];
_veh setVariable ["CharacterID",dayz_characterID,true];
_veh setVariable ["permaLoot",true,true];
// push to database
_charID = dayz_characterID;
PVDZE_veh_Publish = [_veh,[_dir,_pos],_class,true,_charid,_player];
publicVariableServer "PVDZE_veh_Publish";
player reveal _veh;
try it... objet attach to player...can rotate up, down... but when press "space bar" dsnt appear into the world
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","_posrad","_cntrad"];
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.
};
// snap vars
_cancel = false;
_isPerm = false;
_reason = "";
_vehicle = vehicle player;
_inVehicle = (_vehicle != player);
_canDo = call fnc_actionAllowed;
helperDetach = false;
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;
call gear_ui_init;
closeDialog 1;
_classname = "MAP_parabola_big";
_classnametmp = _classname;
_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");
};
_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 1;
_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"]; };
_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;
};
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;
_dir = -45;
};
if (DZE_6) then {
_rotate = true;
DZE_6 = false;
_dir = 45;
};
if (DZE_F and _canDo) then {
if (helperDetach) then {
_objectHelperDir = getDir _objectHelper;
_objectHelper attachTo [player];
_objectHelper setDir _objectHelperDir-(getDir player);
helperDetach = false;
} else {
_objectHelperDir = getDir _objectHelper;
detach _objectHelper;
[_objectHelper] call FNC_GetSetPos;
_objectHelper setVelocity [0,0,0]; //fix sliding glitch
helperDetach = true;
};
DZE_F = false;
};
if(_rotate) then {
if (helperDetach) then {
_objectHelperDir = getDir _objectHelper;
_objectHelper setDir _objectHelperDir+_dir;
[_objectHelper] call FNC_GetSetPos;
} else {
detach _objectHelper;
_objectHelperDir = getDir _objectHelper;
_objectHelper setDir _objectHelperDir+_dir;
[_objectHelper] call FNC_GetSetPos;
_objectHelperDir = getDir _objectHelper;
_objectHelper attachTo [player];
_objectHelper setDir _objectHelperDir-(getDir player);
};
};
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 setDir _objectHelperDir-(getDir player);
};
};
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;
deleteVehicle _object;
detach _objectHelper;
deleteVehicle _objectHelper;
};
if(_location1 distance _location2 > 15) exitWith {
_isOk = false;
_cancel = true;
_reason = "You've moved too far away from where you started building (within 15 meters)";
detach _object;
deleteVehicle _object;
detach _objectHelper;
deleteVehicle _objectHelper;
};
if(_location1 distance _objectHelperPos > 15) exitWith {
_isOk = false;
_cancel = true;
_reason = "Object is placed to far away from where you started building (within 15 meters)";
detach _object;
deleteVehicle _object;
detach _objectHelper;
deleteVehicle _objectHelper;
};
if(abs(_objHDiff) > 15) exitWith {
_isOk = false;
_cancel = true;
_reason = "Cannot move up or down more than 15 meters";
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;
};
};
if(!_cancel) then {
_classname = _classnametmp;
// Start Build
_tmpbuilt = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"];
_tmpbuilt setdir _dir;
_location = _position;
if((_isAllowedUnderGround == 0) && ((_location select 2) < 0)) then {
_location set [2,0];
};
if (surfaceIsWater _location) then {
_tmpbuilt setPosASL _location;
_location = ASLtoATL _location;
} else {
_tmpbuilt setPosATL _location;
};
cutText [format[(localize "str_epoch_player_138"),_text], "PLAIN DOWN"];
//////////////////////////////////////////////////##########
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],_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],_classname];
publicVariableServer "PVDZE_obj_Publish";
};
};
} else {
deleteVehicle _tmpbuilt;
cutText [(localize "str_epoch_player_46") , "PLAIN DOWN"];
};
snapTutorial = false;
[0,0,0] call fnc_snapActionCleanup;
call fnc_initSnapPointsCleanup;
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