Hey after two days of try and try i ask for help :P
I was remaking my workshop for 1.6 everything is fine.. but the code that i used with base on the old player_build dont save anymore the objets crafted to the database.
i was merging it with new modular_build and new player_build.... the objets spawns and can be crafted but after the restart do not get saving.
if (_nearRestr) exitWith {
cutText [format["You cannot build another Workshop in this plot area"], "PLAIN DOWN"];
DZE_ActionInProgress = false;
};
if (!_hasitem) exitWith {cutText
[format["Needs 4x woodlumbers + 4xPlywood"], "PLAIN DOWN"];
DZE_ActionInProgress = false;
};
if (!_hastool) exitWith {cutText
[format["Needs a Toolbox"], "PLAIN DOWN"];
DZE_ActionInProgress = false;
};
if (_hasitem && _hastool) then {
//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 > 25) 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 > 25) 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 anyone knows where i fail.. please ... :) ... ***i was trying it with and without DZE_permanentPlot
also this is not to craft with right click on items... the craft its througt scroll menu
the new modular_build.sqf
Spoiler
// If an array was passed redirect to vanilla player_build (Epoch items pass a string)
if (!isNil "_this" && {typeName _this == "ARRAY"} && {count _this > 0}) exitWith {_this spawn player_buildVanilla;};
private ["_abort","_reason","_distance","_isNear","_lockable","_isAllowedUnderGround","_offset","_classname","_zheightdirection","_zheightchanged","_rotate","_objectHelperPos","_objectHelperDir","_objHDiff","_position","_isOk","_dir","_vector","_cancel","_location2","_buildOffset","_location","_limit","_started","_finished","_animState","_isMedic","_proceed","_counter","_dis","_sfx","_combination_1_Display","_combination_1","_combination_2","_combination_3","_combination","_combinationDisplay","_combination_4","_num_removed","_tmpbuilt","_vUp","_classnametmp","_text","_ghost","_objectHelper","_location1","_object","_helperColor","_canDo","_pos","_onLadder","_vehicle","_inVehicle","_needNear","_canBuild"];
//Check if building already in progress, exit if so.
if (dayz_actionInProgress) exitWith {localize "str_epoch_player_40" call dayz_rollingMessages;};
dayz_actionInProgress = true;
_lockable = 0; //default define if lockable not found in config file below
if(isNumber (configFile >> "CfgVehicles" >> _classname >> "lockable")) then { //find out if item is lockable object
_lockable = getNumber(configFile >> "CfgVehicles" >> _classname >> "lockable"); // 2=lockbox, 3=combolock, 4=safe
};
_isAllowedUnderGround = 1; //check if allowed to build under terrain
if(isNumber (configFile >> "CfgVehicles" >> _classname >> "nounderground")) then {
_isAllowedUnderGround = getNumber(configFile >> "CfgVehicles" >> _classname >> "nounderground");
};
_offset = getArray (configFile >> "CfgVehicles" >> _classname >> "offset"); //check default distance offset, define if does not exist
_objectHelper = objNull;
_isOk = true;
_location1 = [player] call FNC_GetPos; // get inital players position
_dir = getDir player; //required to pass direction when building
// if ghost preview available use that instead
if (_ghost != "") then {
_classname = _ghost;
};
_object = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"]; //object preview, not an actual object that will be built
//No building on roads unless toggled
if (!DZE_BuildOnRoads) then {
if (isOnRoad _position) then { _cancel = true; _reason = localize "STR_EPOCH_BUILD_FAIL_ROAD"; };
};
// No building in trader zones
if(!canbuild) then { _cancel = true; _reason = format[localize "STR_EPOCH_PLAYER_136",localize "STR_EPOCH_TRADER"]; };
if(!_cancel) then {
_classname = _classnametmp;
// Start Build
_tmpbuilt = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"]; //create actual object that will be published to database
_tmpbuilt setdir _dir; //set direction inherited from passed args from control
_tmpbuilt setVariable["memDir",_dir,true];
// Get position based on object
_location = _position;
if((_isAllowedUnderGround == 0) && ((_location select 2) < 0)) then { //check Z axis if not allowed to build underground
_location set [2,0]; //reset Z axis to zero (above terrain)
};
_tmpbuilt setVariable ["CharacterID",_combination,true]; //set combination as a character ID
//call publish precompiled function with given args and send public variable to server to save item to database
if (DZE_permanentPlot) then {
_tmpbuilt setVariable ["ownerPUID",dayz_playerUID,true];
PVDZ_obj_Publish = [_combination,_tmpbuilt,[_dir,_location,dayz_playerUID,_vector],[]];
if (_lockable == 3) then {
_friendsArr = [[dayz_playerUID,toArray (name player)]];
_tmpbuilt setVariable ["doorfriends", _friendsArr, true];
PVDZ_obj_Publish = [_combination,_tmpbuilt,[_dir,_location,dayz_playerUID,_vector],_friendsArr];
};
} else {
PVDZ_obj_Publish = [_combination,_tmpbuilt,[_dir,_location, _vector],[]];
};
publicVariableServer "PVDZ_obj_Publish";
format[localize "str_epoch_player_140",_combinationDisplay,_text] call dayz_rollingMessages; //display new combination
systemChat format[localize "str_epoch_player_140",_combinationDisplay,_text];
} else { //if not lockable item
_tmpbuilt setVariable ["CharacterID",dayz_characterID,true];
// fire?
if(_tmpbuilt isKindOf "Land_Fire_DZ") then { //if campfire, then spawn, but do not publish to database
_tmpbuilt spawn player_fireMonitor;
} else {
if (DZE_permanentPlot) then {
_tmpbuilt setVariable ["ownerPUID",dayz_playerUID,true];
if (_canBuild select 1) then {
_friendsArr = [[dayz_playerUID,toArray (name player)]];
_tmpbuilt setVariable ["plotfriends", _friendsArr, true];
PVDZ_obj_Publish = [dayz_characterID,_tmpbuilt,[_dir,_location,dayz_playerUID,_vector],_friendsArr];
} else {
PVDZ_obj_Publish = [dayz_characterID,_tmpbuilt,[_dir,_location,dayz_playerUID,_vector],[]];
};
} else {
PVDZ_obj_Publish = [dayz_characterID,_tmpbuilt,[_dir,_location, _vector],[]];
};
publicVariableServer "PVDZ_obj_Publish";
};
};
} else { //if magazine was not removed, cancel publish
deleteVehicle _tmpbuilt;
localize "str_epoch_player_46" call dayz_rollingMessages;
};
} else { //if player was interrupted, cancel publish and stop build animations
r_interrupt = false;
if (vehicle player == player) then {
[objNull, player, rSwitchMove,""] call RE;
player playActionNow "stop";
};
} else { //cancel build if passed _cancel arg was true or building on roads/trader city
format[localize "str_epoch_player_47",_text,_reason] call dayz_rollingMessages;
};
};
Question
juandayz
Hey after two days of try and try i ask for help :P
I was remaking my workshop for 1.6 everything is fine.. but the code that i used with base on the old player_build dont save anymore the objets crafted to the database.
i was merging it with new modular_build and new player_build.... the objets spawns and can be crafted but after the restart do not get saving.
hers the code:
private ["_playerPos","_nearRestr","_hastool","_hasitem","_removed",
"_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;
_inventory = items player;
_hastool = "ItemToolbox" in _inventory;
_hasitem = [["PartWoodLumber",4],["PartWoodPlywood",4]] call player_checkItems;
_playerPos = getPosATL player;
_nearRestr = count nearestObjects [_playerPos, ["MAP_kulna"], 45] > 0;
if (_nearRestr) exitWith {
cutText [format["You cannot build another Workshop in this plot area"], "PLAIN DOWN"];
DZE_ActionInProgress = false;
};
if (!_hasitem) exitWith {cutText
[format["Needs 4x woodlumbers + 4xPlywood"], "PLAIN DOWN"];
DZE_ActionInProgress = false;
};
if (!_hastool) exitWith {cutText
[format["Needs a Toolbox"], "PLAIN DOWN"];
DZE_ActionInProgress = false;
};
if (_hasitem && _hastool) then {
//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_kulna";
_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 = [0,5,1];
};
_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 > 25) 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 > 25) 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"];
//////////////////////////////////////////////////##########START TO BUILD AND REMOVE OBJETS
player playActionNow "Medic";
[player,"repair",0,false,10] call dayz_zombieSpeak;
[player,10,true,(getPosATL player)] spawn player_alertZombies;
sleep 3;
_removed = [["PartWoodLumber",4],["PartWoodPlywood",4]] call player_removeItems;
cutText [format[localize "str_build_01",_text], "PLAIN DOWN"];
if (_isPole) then {
[] spawn player_plotPreview;
};
_tmpbuilt setVariable ["OEMPos",_location,true];
_tmpbuilt setVariable ["CharacterID",_combination,true];
//_charID = dayz_characterID;
//_activatingPlayer = player;
//PVDZ_obj_Publish = [dayz_characterID,_tmpbuilt,[_dir,_location],[]];
//PVDZ_ovj_Publish = [_tmpbuilt,[_dir,_location],_classname,true,_charid,_activatingPlayer];
PVDZ_obj_Publish = [dayz_characterID,_tmpbuilt,[_dir,_location,dayz_playerUID],_classname];
publicVariableServer "PVDZ_obj_Publish";
cutText [format["nice!its a workshop"], "PLAIN DOWN",3];
player reveal _tmpbuilt;
DZE_ActionInProgress = false;
} else {
deleteVehicle _tmpbuilt;
cutText [(localize "str_epoch_player_46") , "PLAIN DOWN"];
DZE_ActionInProgress = false;
};
};
DZE_ActionInProgress = false;
snapTutorial = false;
[0,0,0] call fnc_snapActionCleanup;
call fnc_initSnapPointsCleanup;
if anyone knows where i fail.. please ... :) ... ***i was trying it with and without DZE_permanentPlot
also this is not to craft with right click on items... the craft its througt scroll menu
the new modular_build.sqf
// If an array was passed redirect to vanilla player_build (Epoch items pass a string)
if (!isNil "_this" && {typeName _this == "ARRAY"} && {count _this > 0}) exitWith {_this spawn player_buildVanilla;};
private ["_abort","_reason","_distance","_isNear","_lockable","_isAllowedUnderGround","_offset","_classname","_zheightdirection","_zheightchanged","_rotate","_objectHelperPos","_objectHelperDir","_objHDiff","_position","_isOk","_dir","_vector","_cancel","_location2","_buildOffset","_location","_limit","_started","_finished","_animState","_isMedic","_proceed","_counter","_dis","_sfx","_combination_1_Display","_combination_1","_combination_2","_combination_3","_combination","_combinationDisplay","_combination_4","_num_removed","_tmpbuilt","_vUp","_classnametmp","_text","_ghost","_objectHelper","_location1","_object","_helperColor","_canDo","_pos","_onLadder","_vehicle","_inVehicle","_needNear","_canBuild"];
//Check if building already in progress, exit if so.
if (dayz_actionInProgress) exitWith {localize "str_epoch_player_40" call dayz_rollingMessages;};
dayz_actionInProgress = true;
_pos = [player] call FNC_GetPos;
_onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
_vehicle = vehicle player;
_inVehicle = (_vehicle != player);
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 (dayz_isSwimming) exitWith {dayz_actionInProgress = false; localize "str_player_26" call dayz_rollingMessages;};
if (_inVehicle) exitWith {dayz_actionInProgress = false; localize "str_epoch_player_42" call dayz_rollingMessages;};
if (_onLadder) exitWith {dayz_actionInProgress = false; localize "str_player_21" call dayz_rollingMessages;};
if (player getVariable["combattimeout",0] >= diag_tickTime) exitWith {dayz_actionInProgress = false; localize "str_epoch_player_43" call dayz_rollingMessages;};
DZE_buildItem = _this; //This is a magazine! It's global to allow access to it from outside functions
// Need Near Requirements
_abort = false;
_reason = "";
_needNear = getArray (configFile >> "CfgMagazines" >> DZE_buildItem >> "ItemActions" >> "Build" >> "neednearby");
{
switch(_x) do{
case "fire":
{
_distance = 3;
_isNear = {inflamed _x} count (_pos nearObjects _distance);
if(_isNear == 0) then {
_abort = true;
_reason = localize "STR_EPOCH_FIRE";
};
};
case "workshop":
{
_distance = 3;
_isNear = count (nearestObjects [_pos, ["Wooden_shed_DZ","WoodShack_DZ","WorkBench_DZ"], _distance]);
if(_isNear == 0) then {
_abort = true;
_reason = localize "STR_BLD_name_ItemWorkshop";
};
};
case "fueltank":
{
_distance = 30;
_isNear = count (nearestObjects [_pos, dayz_fuelsources, _distance]);
if(_isNear == 0) then {
_abort = true;
_reason = localize "STR_EPOCH_VEHUP_TNK";
};
};
};
} forEach _needNear;
if (_abort) exitWith {
format[localize "str_epoch_player_135",_reason,_distance] call dayz_rollingMessages;
dayz_actionInProgress = false;
};
_canBuild = [_pos, _this, true] call dze_buildChecks;
if (_canBuild select 0) then {
_classname = getText (configFile >> "CfgMagazines" >> DZE_buildItem >> "ItemActions" >> "Build" >> "create");
_classnametmp = _classname;
if (isText (configFile >> "CfgMagazines" >> DZE_buildItem >> "ItemActions" >> "Build" >> "buildText")) then {
_text = getText (configFile >> "CfgMagazines" >> DZE_buildItem >> "ItemActions" >> "Build" >> "buildText");
} else {
_text = getText (configFile >> "CfgVehicles" >> _classname >> "displayName");
};
_ghost = getText (configFile >> "CfgVehicles" >> _classname >> "ghostpreview");
_lockable = 0; //default define if lockable not found in config file below
if(isNumber (configFile >> "CfgVehicles" >> _classname >> "lockable")) then { //find out if item is lockable object
_lockable = getNumber(configFile >> "CfgVehicles" >> _classname >> "lockable"); // 2=lockbox, 3=combolock, 4=safe
};
_isAllowedUnderGround = 1; //check if allowed to build under terrain
if(isNumber (configFile >> "CfgVehicles" >> _classname >> "nounderground")) then {
_isAllowedUnderGround = getNumber(configFile >> "CfgVehicles" >> _classname >> "nounderground");
};
_offset = getArray (configFile >> "CfgVehicles" >> _classname >> "offset"); //check default distance offset, define if does not exist
_objectHelper = objNull;
_isOk = true;
_location1 = [player] call FNC_GetPos; // get inital players position
_dir = getDir player; //required to pass direction when building
// if ghost preview available use that instead
if (_ghost != "") then {
_classname = _ghost;
};
_object = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"]; //object preview, not an actual object that will be built
if((count _offset) <= 0) then {
_offset = [0,(abs(((boundingBox _object)select 0) select 1)),0];
};
_objectHelper = "Sign_sphere10cm_EP1" createVehicle [0,0,0];
_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]];
if (isClass (configFile >> "SnapBuilding" >> _classname)) then {
["","","",["Init",_object,_classname,_objectHelper]] spawn snap_build;
};
if !(DZE_buildItem in DZE_noRotate) then{
["","","",["Init","Init",0]] spawn build_vectors;
};
_objHDiff = 0;
_cancel = false;
_reason = "";
helperDetach = false;
_canDo = (!r_drag_sqf and !r_player_unconscious);
_position = [_objectHelper] call FNC_GetPos;
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;
};
uiSleep 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 > DZE_buildMaxMoveDistance) exitWith {
_isOk = false;
_cancel = true;
_reason = format[localize "STR_EPOCH_BUILD_FAIL_MOVED",DZE_buildMaxMoveDistance];
detach _object;
deleteVehicle _object;
detach _objectHelper;
deleteVehicle _objectHelper;
};
if(_location1 distance _objectHelperPos > DZE_buildMaxMoveDistance) exitWith {
_isOk = false;
_cancel = true;
_reason = format[localize "STR_EPOCH_BUILD_FAIL_TOO_FAR",DZE_buildMaxMoveDistance];
detach _object;
deleteVehicle _object;
detach _objectHelper;
deleteVehicle _objectHelper;
};
if(abs(_objHDiff) > DZE_buildMaxHeightDistance) exitWith {
_isOk = false;
_cancel = true;
_reason = format[localize "STR_EPOCH_BUILD_FAIL_HEIGHT",DZE_buildMaxHeightDistance];
detach _object;
deleteVehicle _object;
detach _objectHelper;
deleteVehicle _objectHelper;
};
if (player getVariable["combattimeout",0] >= diag_tickTime) 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 = localize "STR_EPOCH_PLAYER_46";
detach _object;
deleteVehicle _object;
detach _objectHelper;
deleteVehicle _objectHelper;
};
};
_isOk = true;
_proceed = false;
_counter = 0;
_location = [0,0,0];
//No building on roads unless toggled
if (!DZE_BuildOnRoads) then {
if (isOnRoad _position) then { _cancel = true; _reason = localize "STR_EPOCH_BUILD_FAIL_ROAD"; };
};
// No building in trader zones
if(!canbuild) then { _cancel = true; _reason = format[localize "STR_EPOCH_PLAYER_136",localize "STR_EPOCH_TRADER"]; };
if(!_cancel) then {
_classname = _classnametmp;
// Start Build
_tmpbuilt = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"]; //create actual object that will be published to database
_tmpbuilt setdir _dir; //set direction inherited from passed args from control
_tmpbuilt setVariable["memDir",_dir,true];
// Get position based on object
_location = _position;
if((_isAllowedUnderGround == 0) && ((_location select 2) < 0)) then { //check Z axis if not allowed to build underground
_location set [2,0]; //reset Z axis to zero (above terrain)
};
_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;
};
format[localize "str_epoch_player_138",_text] call dayz_rollingMessages;
_limit = 3; //times it takes to build by default
if (DZE_StaticConstructionCount > 0) then { //if count is manually overridden inside init.sqf, use that instead, else use limits configured in config files
_limit = DZE_StaticConstructionCount;
}
else {
if (isNumber (configFile >> "CfgVehicles" >> _classname >> "constructioncount")) then {
_limit = getNumber(configFile >> "CfgVehicles" >> _classname >> "constructioncount");
};
};
while {_isOk} do { //publish phase
format[localize "str_epoch_player_139",_text, (_counter + 1),_limit] call dayz_rollingMessages; //report how many steps are done out of total limit
["Working",0,[100,15,10,0]] call dayz_NutritionSystem;
player playActionNow "Medic"; //animation
//alert zombies
_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 { //while player is not interrupted, go trough animations
_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] >= diag_tickTime)) then {
r_doLoop = false;
};
if (DZE_cancelBuilding) exitWith {
r_doLoop = false;
};
uiSleep 0.1;
};
r_doLoop = false;
if(!_finished) exitWith { //exit if interrupted
_isOk = false;
_proceed = false;
};
if(_finished) then { //if animation finished, add to build count
_counter = _counter + 1;
};
if(_counter == _limit) exitWith { //if all steps done proceed with next step, otherwise cancel publish
_isOk = false;
_proceed = true;
};
};
if (_proceed) then {
_num_removed = ([player,DZE_buildItem] call BIS_fnc_invRemove); //remove item's magazine from inventory
if(_num_removed == 1) then {
call player_forceSave;
format[localize "str_build_01",_text] call dayz_rollingMessages;
_tmpbuilt setVariable ["OEMPos",_location,true]; //store original location as a variable
if(_lockable > 1) then { //if item has code lock on it
_combinationDisplay = ""; //define new display
switch (_lockable) do { //generate random combinations depending on item type
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 = localize "STR_TEAM_RED";
};
if (_combination_1 == 101) then {
_combination_1_Display = localize "STR_TEAM_GREEN";
};
if (_combination_1 == 102) then {
_combination_1_Display = localize "STR_TEAM_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]; //set combination as a character ID
//call publish precompiled function with given args and send public variable to server to save item to database
if (DZE_permanentPlot) then {
_tmpbuilt setVariable ["ownerPUID",dayz_playerUID,true];
PVDZ_obj_Publish = [_combination,_tmpbuilt,[_dir,_location,dayz_playerUID,_vector],[]];
if (_lockable == 3) then {
_friendsArr = [[dayz_playerUID,toArray (name player)]];
_tmpbuilt setVariable ["doorfriends", _friendsArr, true];
PVDZ_obj_Publish = [_combination,_tmpbuilt,[_dir,_location,dayz_playerUID,_vector],_friendsArr];
};
} else {
PVDZ_obj_Publish = [_combination,_tmpbuilt,[_dir,_location, _vector],[]];
};
publicVariableServer "PVDZ_obj_Publish";
format[localize "str_epoch_player_140",_combinationDisplay,_text] call dayz_rollingMessages; //display new combination
systemChat format[localize "str_epoch_player_140",_combinationDisplay,_text];
} else { //if not lockable item
_tmpbuilt setVariable ["CharacterID",dayz_characterID,true];
// fire?
if(_tmpbuilt isKindOf "Land_Fire_DZ") then { //if campfire, then spawn, but do not publish to database
_tmpbuilt spawn player_fireMonitor;
} else {
if (DZE_permanentPlot) then {
_tmpbuilt setVariable ["ownerPUID",dayz_playerUID,true];
if (_canBuild select 1) then {
_friendsArr = [[dayz_playerUID,toArray (name player)]];
_tmpbuilt setVariable ["plotfriends", _friendsArr, true];
PVDZ_obj_Publish = [dayz_characterID,_tmpbuilt,[_dir,_location,dayz_playerUID,_vector],_friendsArr];
} else {
PVDZ_obj_Publish = [dayz_characterID,_tmpbuilt,[_dir,_location,dayz_playerUID,_vector],[]];
};
} else {
PVDZ_obj_Publish = [dayz_characterID,_tmpbuilt,[_dir,_location, _vector],[]];
};
publicVariableServer "PVDZ_obj_Publish";
};
};
} else { //if magazine was not removed, cancel publish
deleteVehicle _tmpbuilt;
localize "str_epoch_player_46" call dayz_rollingMessages;
};
} else { //if player was interrupted, cancel publish and stop build animations
r_interrupt = false;
if (vehicle player == player) then {
[objNull, player, rSwitchMove,""] call RE;
player playActionNow "stop";
};
deleteVehicle _tmpbuilt;
localize "str_epoch_player_46" call dayz_rollingMessages;
};
} else { //cancel build if passed _cancel arg was true or building on roads/trader city
format[localize "str_epoch_player_47",_text,_reason] call dayz_rollingMessages;
};
};
dayz_actionInProgress = false;
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