Boose

Stash

10 posts in this topic

Burn the stash? You mean like a option in the menu to "delete" the box without returning the items? Do you want it only possible in your on territory or should all players be able to delete the box?

 I don't understand yet what you'r lookin for exactly, can you elaborate?

The rock thingy could be a bit tricky, i have an idea - i'll see.

Edited by WURSTKETTE
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7 hours ago, WURSTKETTE said:

Burn the stash? You mean like a option in the menu to "delete" the box without returning the items? Do you want it only possible in your on territory or should all players be able to delete the box?

 I don't understand yet what you'r lookin for exactly, can you elaborate?

The rock thingy could be a bit tricky, i have an idea - i'll see.

Really only the person that hasn't placed can destroy.

Destroy method would be a fire, a smoke plume would come from it.

matches would be required in players magazines, possible even fuel can.

So if a player finds a stash they can loot what they want then if they have matches they can  set it alight. This would cause the loot to disapper/ or be left on the floor. A fire is started on crate position, crate is destroyed.

 

The placement in rocks is a big one

That makes sense

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Just some wonky shit, without fire/smoke yet. Not quite sure about the fire, pretty sure there can be just a smoke or a fire created with createvehicle and then attached to the box, maybe someone else can finish it off.

 

burn.sqf

player playMove "AinvPknlMstpSnonWnonDr_medic3";
uiSleep 5;
deletevehicle cursorTarget;
uiSleep 1;
["Success",["Stash Burned!"]] call ExileClient_gui_notification_event_addNotification;

config.cpp // class CfgInteractionMenus

class StorageBox
	{
		targetType = 2;
		target = "Exile_Container_Storagecrate";

		class Actions
		{
			class Burn: ExileAbstractAction
			{
				title = "Burn Stash";
				condition = "('Exile_Item_Matches' in (magazines player)) && ((typeOf ExileClientInteractionObject) isEqualTo 'Exile_Container_Storagecrate')";
				action = "execVM 'SCRIPTS\burn.sqf';";
			};



		};

 

Edited by WURSTKETTE

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10 hours ago, WURSTKETTE said:

Just some wonky shit, without fire/smoke yet. Not quite sure about the fire, pretty sure there can be just a smoke or a fire created with createvehicle and then attached to the box, maybe someone else can finish it off.

 

burn.sqf


player playMove "AinvPknlMstpSnonWnonDr_medic3";
uiSleep 5;
deletevehicle cursorTarget;
uiSleep 1;
["Success",["Stash Burned!"]] call ExileClient_gui_notification_event_addNotification;

config.cpp // class CfgInteractionMenus


class StorageBox
	{
		targetType = 2;
		target = "Exile_Container_Storagecrate";

		class Actions
		{
			class Burn: ExileAbstractAction
			{
				title = "Burn Stash";
				condition = "('Exile_Item_Matches' in (magazines player)) && ((typeOf ExileClientInteractionObject) isEqualTo 'Exile_Container_Storagecrate')";
				action = "execVM 'SCRIPTS\burn.sqf';";
			};



		};

 

Will try tomorrow dude - thanks buddy - I have a variable assigned to stashed box - ExileContainerIsStashed could this be added to the conditions?

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4 hours ago, Boose said:

ExileContainerIsStashed

While i don't know what is happening in ExileContainerIsStashed, you should be able to add it to the conditions.

Edited by WURSTKETTE

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class StorageBox
	{
		targetType = 2;
		target = "Exile_Container_Storagecrate";

		class Actions
		{
			class Burn: ExileAbstractAction
			{
				title = "Burn Stash";
				condition = "('Exile_Item_Matches' in (magazines player)) && ((typeOf ExileClientInteractionObject) isEqualTo 'Exile_Container_Storagecrate')";
				action = "execVM 'SCRIPTS\burn.sqf';";
			};



		};
&& ((typeOf ExileClientInteractionObject) isEqualTo 'Exile_Container_Storagecrate

 we don't need this as well as we are already looking at it with target

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2 hours ago, Boose said:

we don't need this as well as we are already looking at it with target

Yeh, you can either remove target or the condition.

Now with fire:

 

//BURN.SQF

  
  
  
  
if ((typeOf ExileClientInteractionObject) isEqualTo "Exile_Container_Storagecrate") then  
   
 {   
_crate = cursorObject;  
player playMove "AinvPknlMstpSnonWnonDr_medic3";   
waitUntil {animationState player != "AinvPknlMstpSnonWnonDr_medic3"}; 
sleep 5;
_fire = "test_EmptyObjectForFireBig" createVehicle getPosATL _crate;   
_fire setPosATL (getPosATL _crate);   
_fire attachTo [_crate,[0,0,0]];   
sleep 8;
_emitterArray = _crate getVariable "effects"; 
{deleteVehicle _x} forEach _emitterArray; 
deleteVehicle _crate; 
deleteVehicle _fire; 
  
["Stash Burned!"] spawn ExileClient_gui_baguette_show;   
   
 } else    
    
 {   
  [ "This is not a Storagecrate" ] spawn ExileClient_gui_baguette_show;   
 };  
   


  
 

Edited by WURSTKETTE
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So can the fire be seen buy all players?

 

How to edit the length the smoke comes out for? So to attract players to it. Hopefully going to add it so it drops the items that are left in box on the floor. 

 

Also will the crate be deleted from db

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15 minutes ago, Boose said:

So can the fire be seen buy all players?

Yes.

15 minutes ago, Boose said:

Also will the crate be deleted from db

Right now, yes.

15 minutes ago, Boose said:

How to edit the length the smoke comes out for? So to attract players to it. Hopefully going to add it so it drops the items that are left in box on the floor. 

Well, this is a bit tricky - you could use ExileClient_object_container_pack instead of deletevehicle - then all items are dropped to the ground. But since you'r working with fire, you get damage from fire - so you have to wait until the fire is gone, to pick up the items. But you want the fire to burn a long time to attract players...so idk.

You could work just with big smoke instead of the fire?!

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