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DrSova

Emerald Interior Designer + Мои дополнения

Recommended Posts

Описание:

 

Если вам не нравится, что ваш дом выглядит очень пусто, то это дополнение для вас. Он позволяет устанавливать стулья, столы, кровати и еще много чего интересного.

Внимание! Для установки требуется аддон extra_rc

 

Установка:

 

Открываем ваш extra_rc.hpp и дописываем туда:

 

 

class ExtraRc {
    class ItemEmerald {
class PicFrame {
text = "Picture Frame";
script = "createDialog ""WGT_INTERIOR1"";";
};
        class Chairs {
text = "Chair";
script = "createDialog ""WGT_INTERIOR2"";";
};
        class Beds {
text = "Bed";
script = "createDialog ""WGT_INTERIOR3"";";
};
        class Bath {
text = "Bathroom";
script = "createDialog ""WGT_INTERIOR4"";";
};
        class Shelf {
text = "Shelf";
script = "createDialog ""WGT_INTERIOR5"";";
};
        class Misce {
text = "Misc";
script = "createDialog ""WGT_INTERIOR6"";";
};
        class Tablz {
text = "Table";
script = "createDialog ""WGT_INTERIOR7"";";
};
        class extr {
text = "Exterior";
script = "createDialog ""WGT_INTERIOR8"";";
};
};
}; 

 


Открываем Variables.sqf. Находим строчку:

 

dayz_allowedObjects = ["TentStorage"........ 

 

Приписываем туда:

 

 

dayz_allowedObjects = [
"MAP_picture_a",
"MAP_picture_a_02",
"MAP_picture_a_03",
"MAP_picture_a_04",
"MAP_picture_a_05",
"MAP_picture_b",
"MAP_picture_b_02",
"MAP_picture_c",
"MAP_picture_c_02",
"MAP_picture_d",
"MAP_picture_e",
"MAP_picture_f",
"MAP_picture_f_02",
"MAP_picture_g",
"MAP_wall_board",
"MAP_wall_board_02",
"MAP_wall_board_03",
"MAP_F_ch_mod_c",
"MAP_ch_mod_h",
"MAP_armchair",
"MAP_ch_mod_h",
"MAP_ch_office_B",
"MAP_chair",
"MAP_Church_chair",
"MAP_hospital_bench",
"MAP_kitchen_chair_a",
"MAP_lavicka_1",
"MAP_lavicka_2",
"MAP_lavicka_3",
"MAP_lavicka_4",
"MAP_lobby_chair",
"MAP_office_chair",
"MAP_F_postel_manz_kov",
"MAP_F_postel_panelak1",
"MAP_F_postel_panelak2",
"MAP_F_Vojenska_palanda",
"MAP_postel_manz_kov",
"MAP_postel_panelak1",
"MAP_vojenska_palanda",
"MAP_fridge",
"MAP_Kitchenstove_Elec",
"MAP_washing_machine",
"MAP_P_Basin_A",
"MAP_P_bath",
"MAP_F_bath",
"MAP_lekarnicka",
"MAP_P_sink",
"MAP_toilet_b",
"MAP_P_toilet_b_02",
"MAP_almara",
"MAP_case_a",
"MAP_case_bedroom_a",
"MAP_case_bedroom_b",
"MAP_case_cans_b",
"MAP_case_d",
"MAP_case_wall_unit_part_c",
"MAP_case_wall_unit_part_d",
"MAP_case_wooden_b",
"MAP_Dhangar_borwnskrin",
"MAP_Dhangar_brownskrin",
"MAP_Dhangar_knihovna",
"MAP_library_a",
"MAP_shelf",
"MAP_Skrin_bar",
"MAP_Skrin_opalena",
"MAP_Truhla_stara",
"MAP_briefcase",
"MAP_Dkamna_bila",
"MAP_Dkamna_uhli",
"MAP_F_Dkamna_uhli",
"MAP_icebox",
"MAP_mutt_vysilacka",
"MAP_notebook",
"MAP_pc",
"MAP_phonebox",
"MAP_radio",
"MAP_radio_b",
"MAP_satelitePhone",
"MAP_smallTV",
"MAP_tv_a",
"MAP_vending_machine",
"MAP_lantern",
"MAP_bucket",
"MAP_MetalBucket",
"MAP_FuelCan",
"MAP_SmallObj_money",
"MAP_conference_table_a",
"MAP_desk",
"MAP_Dhangar_psacistul",
"MAP_F_conference_table_a",
"MAP_kitchen_table_a",
"MAP_lobby_table",
"MAP_office_table_a",
"MAP_pultskasou",
"MAP_SmallTable",
"MAP_stul_hospoda",
"MAP_stul_kuch1",
"MAP_Table",
"MAP_table_drawer",
"MAP_kasna_new",
"MAP_Misc_Boogieman",
"MAP_ChickenCoop",
"MAP_Misc_Greenhouse",
"MAP_Misc_Hutch",
"MAP_Misc_Well",
"MAP_Misc_WellPump",
"MAP_PowerGenerator",
"MAP_psi_bouda",
"MAP_pumpa",
"MAP_stanek_3",
"MAP_stanek_3_d",
"MAP_stanek_3B",
"MAP_AirCond_big",
"MAP_AirCond_small",
"MAP_antenna_big_roof",
"MAP_antenna_small_roof",
"MAP_antenna_small_roof_1",
"MAP_drapes",
"MAP_drapes_long",
"MAP_GasMeterExt",
"MAP_Ladder",
"MAP_P_Ladder",
"MAP_LadderHalf",
"MAP_P_LadderLong",
"MAP_leseni2x",
"MAP_leseni4x",
"MAP_Misc_loudspeakers",
"MAP_parabola_big",
"MAP_P_Stavebni_kozy",
"MAP_Heli_H_civil",
"MAP_Heli_H_army",
"MAP_Heli_H_cross",
"MAP_Heli_H_rescue",
"MAP_Sr_border",
"MAP_drevo_hromada",
"MAP_garbage_misc",
"MAP_garbage_paleta",
"MAP_Ind_BoardsPack1",
"MAP_Ind_BoardsPack2",
"MAP_Ind_Timbers",
"MAP_Kontejner",
"MAP_Misc_GContainer_Big",
"MAP_Misc_HayStack",
"MAP_Misc_TyreHeap",
"MAP_Misc_WoodPile",
"MAP_pneu",
"MAP_popelnice",
"MAP_sekyraspalek",
"MAP_seno_balik",
"MAP_concrete_block",
"MAP_Concrete_Ramp",
"MAP_ramp_concrete",
"MAP_woodenRamp",
"MAP_brana",
"MAP_Houpacka",
"MAP_nastenkaX",
"MAP_Piskoviste",
"MAP_snowman",
"MAP_Barel1",
"MAP_Barel3",
"MAP_Barel4",
"MAP_Barel5",
"MAP_Barel6",
"MAP_Barel7",
"MAP_Barel8",
"MAP_Barels",
"MAP_Barels2",
"MAP_Barels3",
"MAP_barrel_empty",
"MAP_barrel_sand",
"MAP_barrel_water",
"MAP_P_bedna",
"MAP_box_c",
"MAP_P_cihly1",
"MAP_P_cihly2",
"MAP_P_cihly3",
"MAP_P_cihly4",
"MAP_metalcrate",
"MAP_metalcrate_02",
"Misc_concrete",
"MAP_Misc_G_Pipes",
"MAP_Misc_palletsfoiled",
"MAP_Misc_palletsfoiled_heap",
"MAP_obstacle_get_over",
"MAP_obstacle_prone",
"MAP_obstacle_run_duck",
"MAP_paletaA",
"MAP_paletyC",
"MAP_paletyD",
"MAP_Pallets_Column",
"MAP_P_pipe_big",
"MAP_P_pipe_small",
"MAP_P_ytong",

 


Открываем свой description.ext и в самый низ прописываем:

 

 

#include "interior\defines.hpp"
#include "interior\dialogs.hpp"
 

Создаем папку interior. Там же создаем defines.hpp и вписываем в него:

 

 

 

// Control types
#define CT_STATIC 0
#define CT_BUTTON 1
#define CT_EDIT 2
#define CT_SLIDER 3
#define CT_COMBO 4
#define CT_LISTBOX 5
#define CT_TOOLBOX 6
#define CT_CHECKBOXES 7
#define CT_PROGRESS 8
#define CT_HTML 9
#define CT_STATIC_SKEW 10
#define CT_ACTIVETEXT 11
#define CT_TREE 12
#define CT_STRUCTURED_TEXT 13
#define CT_CONTEXT_MENU 14
#define CT_CONTROLS_GROUP 15
#define CT_SHORTCUTBUTTON 16
#define CT_BOX                 17
#define CT_XKEYDESC 40
#define CT_XBUTTON 41
#define CT_XLISTBOX 42
#define CT_XSLIDER 43
#define CT_XCOMBO 44
#define CT_ANIMATED_TEXTURE 45
#define CT_OBJECT 80
#define CT_OBJECT_ZOOM 81
#define CT_OBJECT_CONTAINER 82
#define CT_OBJECT_CONT_ANIM 83
#define CT_LINEBREAK 98
#define CT_USER 99
#define CT_MAP 100
#define CT_MAP_MAIN 101
#define CT_LISTNBOX 102

// Static styles
#define ST_POS 0x0F
#define ST_HPOS 0x03
#define ST_VPOS 0x0C
#define ST_LEFT 0x00
#define ST_RIGHT 0x01
#define ST_CENTER 0x02
#define ST_DOWN 0x04
#define ST_UP 0x08
#define ST_VCENTER 0x0C
#define ST_GROUP_BOX 96
#define ST_GROUP_BOX2 112
#define ST_ROUNDED_CORNER ST_GROUP_BOX + ST_CENTER
#define ST_ROUNDED_CORNER2 ST_GROUP_BOX2 + ST_CENTER

#define ST_TYPE 0xF0
#define ST_SINGLE 0x00
#define ST_MULTI 0x10
#define ST_TITLE_BAR 0x20
#define ST_PICTURE 0x30
#define ST_FRAME 0x40
#define ST_BACKGROUND 0x50
#define ST_GROUP_BOX 0x60
#define ST_GROUP_BOX2 0x70
#define ST_HUD_BACKGROUND 0x80
#define ST_TILE_PICTURE 0x90
#define ST_WITH_RECT 0xA0
#define ST_LINE 0xB0

#define ST_SHADOW 0x100
#define ST_NO_RECT 0x200
#define ST_KEEP_ASPECT_RATIO 0x800

#define ST_TITLE ST_TITLE_BAR + ST_CENTER

// Slider styles
#define SL_DIR 0x400
#define SL_VERT 0
#define SL_HORZ 0x400

#define SL_TEXTURES 0x10

// progress bar 
#define ST_VERTICAL 0x01
#define ST_HORIZONTAL 0

// Listbox styles
#define LB_TEXTURES 0x10
#define LB_MULTI 0x20

// Tree styles
#define TR_SHOWROOT 1
#define TR_AUTOCOLLAPSE 2

// MessageBox styles
#define MB_BUTTON_OK 1
#define MB_BUTTON_CANCEL 2
#define MB_BUTTON_USER 4


////////////////
//Base Classes//
////////////////

class RscText
{
access = 0;
idc = -1;
type = CT_STATIC;
style = ST_MULTI;
linespacing = 1;
colorBackground[] = {0,0,0,0};
colorText[] = {1,1,1,.5};
text = "";
shadow = 2;
font = "Bitstream";
SizeEx = 0.02300;
fixedWidth = 0;
x = 0;
y = 0;
h = 0;
w = 0;

};

class RscPicture
{
access = 0;
idc = -1;
type = CT_STATIC;
style = ST_PICTURE;
colorBackground[] = {0,0,0,0};
colorText[] = {1,1,1,1};
font = "Bitstream";
sizeEx = 0;
lineSpacing = 0;
text = "";
fixedWidth = 0;
shadow = 0;
x = 0;
y = 0;
w = 0.2;
h = 0.15;
};

class RscFrame
{
type = CT_STATIC;
idc = -1;
style = ST_FRAME;
shadow = 2;
colorBackground[] = {1,1,1,1};
colorText[] = {1,1,1,0.9};
font = "Bitstream";
sizeEx = 0.03;
text = "";
};

class BOX
{
type = CT_STATIC;
idc = -1;
style = ST_CENTER;
shadow = 2;
colorText[] = {1,1,1,1};
font = "Bitstream";
sizeEx = 0.02;
colorBackground[] = { 0.2,0.2,0.2, 0.8 };
text = ""; 

};

class RscCombo
{
    access = 0;
    type = 4;
    style = 0;
    colorSelect[] = {0.023529,0,0.0313725,1};
    colorText[] = {0.023529,0,0.0313725,1};
    colorBackground[] = {0.95,0.95,0.95,1};
    colorScrollbar[] = {0.023529,0,0.0313725,1};
    soundSelect[] = {"",0.1,1};
    soundExpand[] = {"",0.1,1};
    soundCollapse[] = {"",0.1,1};
    maxHistoryDelay = 1;
    class ScrollBar
    {
        color[] = {1,1,1,0.6};
        colorActive[] = {1,1,1,1};
        colorDisabled[] = {1,1,1,0.3};
        shadow = 0;
        thumb = "\ca\ui\data\ui_scrollbar_thumb_ca.paa";
        arrowFull = "\ca\ui\data\ui_arrow_top_active_ca.paa";
        arrowEmpty = "\ca\ui\data\ui_arrow_top_ca.paa";
        border = "\ca\ui\data\ui_border_scroll_ca.paa";
    };
    x = 0;
    y = 0;
    w = 0.12;
    h = 0.035;
    shadow = 0;
    colorSelectBackground[] = {0.8784,0.8471,0.651,1};
    arrowEmpty = "\ca\ui\data\ui_arrow_combo_ca.paa";
    arrowFull = "\ca\ui\data\ui_arrow_combo_active_ca.paa";
    wholeHeight = 0.45;
    color[] = {0,0,0,0.6};
    colorActive[] = {0,0,0,1};
    colorDisabled[] = {0,0,0,0.3};
    font = "Zeppelin32";
    sizeEx = 0.03921;
};

class RscShortcutButton
{
    type = 16;
    x = 0.1;
    y = 0.1;
    class HitZone
    {
        left = 0.004;
        top = 0.029;
        right = 0.004;
        bottom = 0.029;
    };
    class ShortcutPos
    {
        left = 0.0145;
        top = 0.026;
        w = 0.0392157;
        h = 0.0522876;
    };
    class TextPos
    {
        left = 0.05;
        top = 0.034;
        right = 0.005;
        bottom = 0.005;
    };
    shortcuts[] = {};
    textureNoShortcut = "#(argb,8,8,3)color(0,0,0,0)";
    color[] = {0.8784,0.8471,0.651,1};
    color2[] = {0.95,0.95,0.95,1};
    colorDisabled[] = {1,1,1,0.25};
    colorBackground[] = {1,1,1,1};
    colorBackground2[] = {1,1,1,0.4};
    class Attributes
    {
        font = "Zeppelin32";
        color = "#E5E5E5";
        align = "left";
        shadow = "true";
    };
    idc = -1;
    style = 0;
    default = 0;
    shadow = 2;
    w = 0.183825;
    h = 0.104575;
    periodFocus = 1.2;
    periodOver = 0.8;
    animTextureNormal = "\ca\ui\data\ui_button_normal_ca.paa";
    animTextureDisabled = "\ca\ui\data\ui_button_disabled_ca.paa";
    animTextureOver = "\ca\ui\data\ui_button_over_ca.paa";
    animTextureFocused = "\ca\ui\data\ui_button_focus_ca.paa";
    animTexturePressed = "\ca\ui\data\ui_button_down_ca.paa";
    animTextureDefault = "\ca\ui\data\ui_button_default_ca.paa";
    period = 0.4;
    font = "Zeppelin32";
    size = 0.03921;
    sizeEx = 0.03921;
    text = "";
    soundEnter[] = {"\ca\ui\data\sound\onover",0.09,1};
    soundPush[] = {"\ca\ui\data\sound\new1",0,0};
    soundClick[] = {"\ca\ui\data\sound\onclick",0.07,1};
    soundEscape[] = {"\ca\ui\data\sound\onescape",0.09,1};
    action = "";
    class AttributesImage
    {
        font = "Zeppelin32";
        color = "#E5E5E5";
        align = "left";
    };
}; 

 

 

Создаем dialogs.hpp в той же папке и вписываем туда:

 

 

 

class WGT_INTERIOR1
{
    idd = 10667;
    movingenable = true;
    onLoad = "_this ExecVM 'interior\items.sqf'";
    
    class Controls
    {

        class dialogBox1: BOX
        {
            idc = -1;
            text = "";
            x = 0.401725 * safezoneW + safezoneX;
            y = 0.449425 * safezoneH + safezoneY;
            w = 0.186587 * safezoneW;
            h = 0.124143 * safezoneH;
        };
        class dialogFrame1: RscFrame
        {
            idc = -1;
            text = "Interior Designer";
            x = 0.401725 * safezoneW + safezoneX;
            y = 0.449425 * safezoneH + safezoneY;
            w = 0.186587 * safezoneW;
            h = 0.124143 * safezoneH;
        };
        class dialogChoose1: RscShortcutButton
        {
            idc = -1;
            text = "Spawn";
            x = 0.454806 * safezoneW + safezoneX;
            y = 0.512518 * safezoneH + safezoneY;
            w = 0.0594089 * safezoneW;
            h = 0.0500295 * safezoneH;
            action= "[] call fnc_Pos_fired1;_nil=[]ExecVM ""interior\spawn.sqf"";closeDialog 0;";
        };
        class dialogCancel1: RscShortcutButton
        {
            idc = -1;
            text = "Cancel";
            x = 0.520496 * safezoneW + safezoneX;
            y = 0.512518 * safezoneH + safezoneY;
            w = 0.0594089 * safezoneW;
            h = 0.0500295 * safezoneH;
            action = "closeDialog 0;";
        };
        class dialogPic1: RscPicture
        {
            idc = -1;
            text = "interior\emerald.paa";
            x = 0.412763 * safezoneW + safezoneX;
            y = 0.478468 * safezoneH + safezoneY;
            w = 0.0320813 * safezoneW;
            h = 0.0690587 * safezoneH;
        };
        class dialogCombo1: RscCombo
        {
            idc = 2667;
            text = "Choose your item";
            x = 0.45638 * safezoneW + safezoneX;
            y = 0.478467 * safezoneH + safezoneY;
            w = 0.120896 * safezoneW;
            h = 0.0229882 * safezoneH;
        };
    };
};

class WGT_INTERIOR2
{
    idd = 10668;
    movingenable = true;
    onLoad = "_this ExecVM 'interior\items.sqf'";
    
    class Controls
    {

        class dialogBox2: BOX
        {
            idc = -1;
            text = "";
            x = 0.401725 * safezoneW + safezoneX;
            y = 0.449425 * safezoneH + safezoneY;
            w = 0.186587 * safezoneW;
            h = 0.124143 * safezoneH;
        };
        class dialogFrame2: RscFrame
        {
            idc = -1;
            text = "Interior Designer";
            x = 0.401725 * safezoneW + safezoneX;
            y = 0.449425 * safezoneH + safezoneY;
            w = 0.186587 * safezoneW;
            h = 0.124143 * safezoneH;
        };
        class dialogChoose2: RscShortcutButton
        {
            idc = -1;
            text = "Spawn";
            x = 0.454806 * safezoneW + safezoneX;
            y = 0.512518 * safezoneH + safezoneY;
            w = 0.0594089 * safezoneW;
            h = 0.0500295 * safezoneH;
            action= "[] call fnc_Pos_fired2;_nil=[]ExecVM ""interior\spawn.sqf"";closeDialog 0;";
        };
        class dialogCancel2: RscShortcutButton
        {
            idc = -1;
            text = "Cancel";
            x = 0.520496 * safezoneW + safezoneX;
            y = 0.512518 * safezoneH + safezoneY;
            w = 0.0594089 * safezoneW;
            h = 0.0500295 * safezoneH;
            action = "closeDialog 0;";
        };
        class dialogPic2: RscPicture
        {
            idc = -1;
            text = "interior\emerald.paa";
            x = 0.412763 * safezoneW + safezoneX;
            y = 0.478468 * safezoneH + safezoneY;
            w = 0.0320813 * safezoneW;
            h = 0.0690587 * safezoneH;
        };
        class dialogCombo2: RscCombo
        {
            idc = 2668;
            text = "Choose your item";
            x = 0.45638 * safezoneW + safezoneX;
            y = 0.478467 * safezoneH + safezoneY;
            w = 0.120896 * safezoneW;
            h = 0.0229882 * safezoneH;
        };
    };
};

class WGT_INTERIOR3
{
    idd = 10669;
    movingenable = true;
    onLoad = "_this ExecVM 'interior\items.sqf'";
    
    class Controls
    {

        class dialogBox3: BOX
        {
            idc = -1;
            text = "";
            x = 0.401725 * safezoneW + safezoneX;
            y = 0.449425 * safezoneH + safezoneY;
            w = 0.186587 * safezoneW;
            h = 0.124143 * safezoneH;
        };
        class dialogFrame3: RscFrame
        {
            idc = -1;
            text = "Interior Designer";
            x = 0.401725 * safezoneW + safezoneX;
            y = 0.449425 * safezoneH + safezoneY;
            w = 0.186587 * safezoneW;
            h = 0.124143 * safezoneH;
        };
        class dialogChoose3: RscShortcutButton
        {
            idc = -1;
            text = "Spawn";
            x = 0.454806 * safezoneW + safezoneX;
            y = 0.512518 * safezoneH + safezoneY;
            w = 0.0594089 * safezoneW;
            h = 0.0500295 * safezoneH;
            action= "[] call fnc_Pos_fired3;_nil=[]ExecVM ""interior\spawn.sqf"";closeDialog 0;";
        };
        class dialogCancel3: RscShortcutButton
        {
            idc = -1;
            text = "Cancel";
            x = 0.520496 * safezoneW + safezoneX;
            y = 0.512518 * safezoneH + safezoneY;
            w = 0.0594089 * safezoneW;
            h = 0.0500295 * safezoneH;
            action = "closeDialog 0;";
        };
        class dialogPic3: RscPicture
        {
            idc = -1;
            text = "interior\emerald.paa";
            x = 0.412763 * safezoneW + safezoneX;
            y = 0.478468 * safezoneH + safezoneY;
            w = 0.0320813 * safezoneW;
            h = 0.0690587 * safezoneH;
        };
        class dialogCombo3: RscCombo
        {
            idc = 2669;
            text = "Choose your item";
            x = 0.45638 * safezoneW + safezoneX;
            y = 0.478467 * safezoneH + safezoneY;
            w = 0.120896 * safezoneW;
            h = 0.0229882 * safezoneH;
        };
    };
};

class WGT_INTERIOR4
{
    idd = 10670;
    movingenable = true;
    onLoad = "_this ExecVM 'interior\items.sqf'";
    
    class Controls
    {

        class dialogBox4: BOX
        {
            idc = -1;
            text = "";
            x = 0.401725 * safezoneW + safezoneX;
            y = 0.449425 * safezoneH + safezoneY;
            w = 0.186587 * safezoneW;
            h = 0.124143 * safezoneH;
        };
        class dialogFrame4: RscFrame
        {
            idc = -1;
            text = "Interior Designer";
            x = 0.401725 * safezoneW + safezoneX;
            y = 0.449425 * safezoneH + safezoneY;
            w = 0.186587 * safezoneW;
            h = 0.124143 * safezoneH;
        };
        class dialogChoose4: RscShortcutButton
        {
            idc = -1;
            text = "Spawn";
            x = 0.454806 * safezoneW + safezoneX;
            y = 0.512518 * safezoneH + safezoneY;
            w = 0.0594089 * safezoneW;
            h = 0.0500295 * safezoneH;
            action= "[] call fnc_Pos_fired4;_nil=[]ExecVM ""interior\spawn.sqf"";closeDialog 0;";
        };
        class dialogCancel4: RscShortcutButton
        {
            idc = -1;
            text = "Cancel";
            x = 0.520496 * safezoneW + safezoneX;
            y = 0.512518 * safezoneH + safezoneY;
            w = 0.0594089 * safezoneW;
            h = 0.0500295 * safezoneH;
            action = "closeDialog 0;";
        };
        class dialogPic4: RscPicture
        {
            idc = -1;
            text = "interior\emerald.paa";
            x = 0.412763 * safezoneW + safezoneX;
            y = 0.478468 * safezoneH + safezoneY;
            w = 0.0320813 * safezoneW;
            h = 0.0690587 * safezoneH;
        };
        class dialogCombo4: RscCombo
        {
            idc = 2670;
            text = "Choose your item";
            x = 0.45638 * safezoneW + safezoneX;
            y = 0.478467 * safezoneH + safezoneY;
            w = 0.120896 * safezoneW;
            h = 0.0229882 * safezoneH;
        };
    };
};

class WGT_INTERIOR5
{
    idd = 10671;
    movingenable = true;
    onLoad = "_this ExecVM 'interior\items.sqf'";
    
    class Controls
    {

        class dialogBox5: BOX
        {
            idc = -1;
            text = "";
            x = 0.401725 * safezoneW + safezoneX;
            y = 0.449425 * safezoneH + safezoneY;
            w = 0.186587 * safezoneW;
            h = 0.124143 * safezoneH;
        };
        class dialogFrame5: RscFrame
        {
            idc = -1;
            text = "Interior Designer";
            x = 0.401725 * safezoneW + safezoneX;
            y = 0.449425 * safezoneH + safezoneY;
            w = 0.186587 * safezoneW;
            h = 0.124143 * safezoneH;
        };
        class dialogChoose5: RscShortcutButton
        {
            idc = -1;
            text = "Spawn";
            x = 0.454806 * safezoneW + safezoneX;
            y = 0.512518 * safezoneH + safezoneY;
            w = 0.0594089 * safezoneW;
            h = 0.0500295 * safezoneH;
            action= "[] call fnc_Pos_fired5;_nil=[]ExecVM ""interior\spawn.sqf"";closeDialog 0;";
        };
        class dialogCancel5: RscShortcutButton
        {
            idc = -1;
            text = "Cancel";
            x = 0.520496 * safezoneW + safezoneX;
            y = 0.512518 * safezoneH + safezoneY;
            w = 0.0594089 * safezoneW;
            h = 0.0500295 * safezoneH;
            action = "closeDialog 0;";
        };
        class dialogPic5: RscPicture
        {
            idc = -1;
            text = "interior\emerald.paa";
            x = 0.412763 * safezoneW + safezoneX;
            y = 0.478468 * safezoneH + safezoneY;
            w = 0.0320813 * safezoneW;
            h = 0.0690587 * safezoneH;
        };
        class dialogCombo5: RscCombo
        {
            idc = 2671;
            text = "Choose your item";
            x = 0.45638 * safezoneW + safezoneX;
            y = 0.478467 * safezoneH + safezoneY;
            w = 0.120896 * safezoneW;
            h = 0.0229882 * safezoneH;
        };
    };
};

class WGT_INTERIOR6
{
    idd = 10672;
    movingenable = true;
    onLoad = "_this ExecVM 'interior\items.sqf'";
    
    class Controls
    {

        class dialogBox6: BOX
        {
            idc = -1;
            text = "";
            x = 0.401725 * safezoneW + safezoneX;
            y = 0.449425 * safezoneH + safezoneY;
            w = 0.186587 * safezoneW;
            h = 0.124143 * safezoneH;
        };
        class dialogFrame6: RscFrame
        {
            idc = -1;
            text = "Interior Designer";
            x = 0.401725 * safezoneW + safezoneX;
            y = 0.449425 * safezoneH + safezoneY;
            w = 0.186587 * safezoneW;
            h = 0.124143 * safezoneH;
        };
        class dialogChoose6: RscShortcutButton
        {
            idc = -1;
            text = "Spawn";
            x = 0.454806 * safezoneW + safezoneX;
            y = 0.512518 * safezoneH + safezoneY;
            w = 0.0594089 * safezoneW;
            h = 0.0500295 * safezoneH;
            action= "[] call fnc_Pos_fired6;_nil=[]ExecVM ""interior\spawn.sqf"";closeDialog 0;";
        };
        class dialogCancel6: RscShortcutButton
        {
            idc = -1;
            text = "Cancel";
            x = 0.520496 * safezoneW + safezoneX;
            y = 0.512518 * safezoneH + safezoneY;
            w = 0.0594089 * safezoneW;
            h = 0.0500295 * safezoneH;
            action = "closeDialog 0;";
        };
        class dialogPic6: RscPicture
        {
            idc = -1;
            text = "interior\emerald.paa";
            x = 0.412763 * safezoneW + safezoneX;
            y = 0.478468 * safezoneH + safezoneY;
            w = 0.0320813 * safezoneW;
            h = 0.0690587 * safezoneH;
        };
        class dialogCombo6: RscCombo
        {
            idc = 2672;
            text = "Choose your item";
            x = 0.45638 * safezoneW + safezoneX;
            y = 0.478467 * safezoneH + safezoneY;
            w = 0.120896 * safezoneW;
            h = 0.0229882 * safezoneH;
        };
    };
};

class WGT_INTERIOR7
{
    idd = 10673;
    movingenable = true;
    onLoad = "_this ExecVM 'interior\items.sqf'";
    
    class Controls
    {

        class dialogBox7: BOX
        {
            idc = -1;
            text = "";
            x = 0.401725 * safezoneW + safezoneX;
            y = 0.449425 * safezoneH + safezoneY;
            w = 0.186587 * safezoneW;
            h = 0.124143 * safezoneH;
        };
        class dialogFrame7: RscFrame
        {
            idc = -1;
            text = "Interior Designer";
            x = 0.401725 * safezoneW + safezoneX;
            y = 0.449425 * safezoneH + safezoneY;
            w = 0.186587 * safezoneW;
            h = 0.124143 * safezoneH;
        };
        class dialogChoose7: RscShortcutButton
        {
            idc = -1;
            text = "Spawn";
            x = 0.454806 * safezoneW + safezoneX;
            y = 0.512518 * safezoneH + safezoneY;
            w = 0.0594089 * safezoneW;
            h = 0.0500295 * safezoneH;
            action= "[] call fnc_Pos_fired7;_nil=[]ExecVM ""interior\spawn.sqf"";closeDialog 0;";
        };
        class dialogCancel7: RscShortcutButton
        {
            idc = -1;
            text = "Cancel";
            x = 0.520496 * safezoneW + safezoneX;
            y = 0.512518 * safezoneH + safezoneY;
            w = 0.0594089 * safezoneW;
            h = 0.0500295 * safezoneH;
            action = "closeDialog 0;";
        };
        class dialogPic7: RscPicture
        {
            idc = -1;
            text = "interior\emerald.paa";
            x = 0.412763 * safezoneW + safezoneX;
            y = 0.478468 * safezoneH + safezoneY;
            w = 0.0320813 * safezoneW;
            h = 0.0690587 * safezoneH;
        };
        class dialogCombo7: RscCombo
        {
            idc = 2673;
            text = "Choose your item";
            x = 0.45638 * safezoneW + safezoneX;
            y = 0.478467 * safezoneH + safezoneY;
            w = 0.120896 * safezoneW;
            h = 0.0229882 * safezoneH;
        };
    };
};


class WGT_INTERIOR8
{
    idd = 10674;
    movingenable = true;
    onLoad = "_this ExecVM 'interior\items.sqf'";
    
    class Controls
    {

        class dialogBox8: BOX
        {
            idc = -1;
            text = "";
            x = 0.401725 * safezoneW + safezoneX;
            y = 0.449425 * safezoneH + safezoneY;
            w = 0.186587 * safezoneW;
            h = 0.124143 * safezoneH;
        };
        class dialogFrame8: RscFrame
        {
            idc = -1;
            text = "Interior Designer";
            x = 0.401725 * safezoneW + safezoneX;
            y = 0.449425 * safezoneH + safezoneY;
            w = 0.186587 * safezoneW;
            h = 0.124143 * safezoneH;
        };
        class dialogChoose8: RscShortcutButton
        {
            idc = -1;
            text = "Spawn";
            x = 0.454806 * safezoneW + safezoneX;
            y = 0.512518 * safezoneH + safezoneY;
            w = 0.0594089 * safezoneW;
            h = 0.0500295 * safezoneH;
            action= "[] call fnc_Pos_fired8;_nil=[]ExecVM ""interior\spawn.sqf"";closeDialog 0;";
        };
        class dialogCancel8: RscShortcutButton
        {
            idc = -1;
            text = "Cancel";
            x = 0.520496 * safezoneW + safezoneX;
            y = 0.512518 * safezoneH + safezoneY;
            w = 0.0594089 * safezoneW;
            h = 0.0500295 * safezoneH;
            action = "closeDialog 0;";
        };
        class dialogPic8: RscPicture
        {
            idc = -1;
            text = "interior\emerald.paa";
            x = 0.412763 * safezoneW + safezoneX;
            y = 0.478468 * safezoneH + safezoneY;
            w = 0.0320813 * safezoneW;
            h = 0.0690587 * safezoneH;
        };
        class dialogCombo8: RscCombo
        {
            idc = 2674;
            text = "Choose your item";
            x = 0.45638 * safezoneW + safezoneX;
            y = 0.478467 * safezoneH + safezoneY;
            w = 0.120896 * safezoneW;
            h = 0.0229882 * safezoneH;
        };
    };
};

 


 

Создаем items.sqf в той же папке и прописываем туда:

 

 

disableSerialization;
//Define idc's for controls for easy access 
_comboBoxA = 2667;
_comboBoxB = 2668;
_comboBoxC = 2669;
_comboBoxD = 2670;
_comboBoxE = 2671;
_comboBoxF = 2672;
_comboBoxG = 2673;
_comboBoxH = 2674; 

//store display, passed from onLoad 
_display = _this select 0; 

 

 

 

 

//Add to picture
{
_index = lbAdd [_comboBoxA, _x]; 
} forEach [
"MAP_picture_a",
"MAP_picture_a_02",
"MAP_picture_a_03",
"MAP_picture_a_04",
"MAP_picture_a_05",
"MAP_picture_b",
"MAP_picture_b_02",
"MAP_picture_c",
"MAP_picture_c_02",
"MAP_picture_d",
"MAP_picture_e",
"MAP_picture_f",
"MAP_picture_f_02",
"MAP_picture_g",
"MAP_wall_board",
"MAP_wall_board_02",
"MAP_wall_board_03"
]; 

//Add to chair
{
_index = lbAdd [_comboBoxB, _x]; 
} forEach [
"MAP_F_ch_mod_c",
"MAP_ch_mod_h",
"MAP_armchair",
"MAP_ch_mod_h",
"MAP_ch_office_B",
"MAP_chair",
"MAP_Church_chair",
"MAP_hospital_bench",
"MAP_kitchen_chair_a",
"MAP_lavicka_1",
"MAP_lavicka_2",
"MAP_lavicka_3",
"MAP_lavicka_4",
"MAP_lobby_chair",
"MAP_office_chair"
]; 

//Add to bed
{
_index = lbAdd [_comboBoxC, _x]; 
} forEach [
"MAP_F_postel_manz_kov",
"MAP_F_postel_panelak1",
"MAP_F_postel_panelak2",
"MAP_F_Vojenska_palanda",
"MAP_postel_manz_kov",
"MAP_postel_panelak1",
"MAP_vojenska_palanda"
];

//Add to Bathroom
{
_index = lbAdd [_comboBoxD, _x]; 
} forEach [
"MAP_fridge",
"MAP_Kitchenstove_Elec",
"MAP_washing_machine",
"MAP_P_Basin_A",
"MAP_P_bath",
"MAP_F_bath",
"MAP_lekarnicka",
"MAP_P_sink",
"MAP_toilet_b",
"MAP_P_toilet_b_02"
];

//Add to Shelf
{
_index = lbAdd [_comboBoxE, _x]; 
} forEach [
"MAP_almara",
"MAP_case_a",
"MAP_case_bedroom_a",
"MAP_case_bedroom_b",
"MAP_case_cans_b",
"MAP_case_d",
"MAP_case_wall_unit_part_c",
"MAP_case_wall_unit_part_d",
"MAP_case_wooden_b",
"MAP_Dhangar_borwnskrin",
"MAP_Dhangar_brownskrin",
"MAP_Dhangar_knihovna",
"MAP_library_a",
"MAP_shelf",
"MAP_Skrin_bar",
"MAP_Skrin_opalena",
"MAP_Truhla_stara"
];

//Add to Misc
{
_index = lbAdd [_comboBoxF, _x]; 
} forEach [
"MAP_briefcase",
"MAP_Dkamna_bila",
"MAP_Dkamna_uhli",
"MAP_F_Dkamna_uhli",
"MAP_icebox",
"MAP_mutt_vysilacka",
"MAP_notebook",
"MAP_pc",
"MAP_phonebox",
"MAP_radio",
"MAP_radio_b",
"MAP_satelitePhone",
"MAP_smallTV",
"MAP_tv_a",
"MAP_vending_machine",
"MAP_lantern",
"MAP_bucket",
"MAP_MetalBucket",
"MAP_FuelCan",
"MAP_SmallObj_money"
];

//Add to table
{
_index = lbAdd [_comboBoxG, _x]; 
} forEach [
"MAP_conference_table_a",
"MAP_desk",
"MAP_Dhangar_psacistul",
"MAP_F_conference_table_a",
"MAP_kitchen_table_a",
"MAP_lobby_table",
"MAP_office_table_a",
"MAP_pultskasou",
"MAP_SmallTable",
"MAP_stul_hospoda",
"MAP_stul_kuch1",
"MAP_Table",
"MAP_table_drawer"
];

//Add to exterior
{
_index = lbAdd [_comboBoxH, _x]; 
} forEach [
"MAP_kasna_new",
"MAP_Misc_Boogieman",
"MAP_ChickenCoop",
"MAP_Misc_Greenhouse",
"MAP_Misc_Hutch",
"MAP_Misc_Well",
"MAP_Misc_WellPump",
"MAP_PowerGenerator",
"MAP_psi_bouda",
"MAP_pumpa",
"MAP_stanek_3",
"MAP_stanek_3_d",
"MAP_stanek_3B",
"MAP_AirCond_big",
"MAP_AirCond_small",
"MAP_antenna_big_roof",
"MAP_antenna_small_roof",
"MAP_antenna_small_roof_1",
"MAP_drapes",
"MAP_drapes_long",
"MAP_GasMeterExt",
"MAP_Ladder",
"MAP_P_Ladder",
"MAP_LadderHalf",
"MAP_P_LadderLong",
"MAP_leseni2x",
"MAP_leseni4x",
"MAP_Misc_loudspeakers",
"MAP_parabola_big",
"MAP_P_Stavebni_kozy",
"MAP_Heli_H_civil",
"MAP_Heli_H_army",
"MAP_Heli_H_cross",
"MAP_Heli_H_rescue",
"MAP_Sr_border",
"MAP_drevo_hromada",
"MAP_garbage_misc",
"MAP_garbage_paleta",
"MAP_Ind_BoardsPack1",
"MAP_Ind_BoardsPack2",
"MAP_Ind_Timbers",
"MAP_Kontejner",
"MAP_Misc_GContainer_Big",
"MAP_Misc_HayStack",
"MAP_Misc_TyreHeap",
"MAP_Misc_WoodPile",
"MAP_pneu",
"MAP_popelnice",
"MAP_sekyraspalek",
"MAP_seno_balik",
"MAP_concrete_block",
"MAP_Concrete_Ramp",
"MAP_ramp_concrete",
"MAP_woodenRamp",
"MAP_brana",
"MAP_Houpacka",
"MAP_nastenkaX",
"MAP_Piskoviste",
"MAP_snowman",
"MAP_Barel1",
"MAP_Barel3",
"MAP_Barel4",
"MAP_Barel5",
"MAP_Barel6",
"MAP_Barel7",
"MAP_Barel8",
"MAP_Barels",
"MAP_Barels2",
"MAP_Barels3",
"MAP_barrel_empty",
"MAP_barrel_sand",
"MAP_barrel_water",
"MAP_P_bedna",
"MAP_box_c",
"MAP_P_cihly1",
"MAP_P_cihly2",
"MAP_P_cihly3",
"MAP_P_cihly4",
"MAP_metalcrate",
"MAP_metalcrate_02",
"Misc_concrete",
"MAP_Misc_G_Pipes",
"MAP_Misc_palletsfoiled",
"MAP_Misc_palletsfoiled_heap",
"MAP_obstacle_get_over",
"MAP_obstacle_prone",
"MAP_obstacle_run_duck",
"MAP_paletaA",
"MAP_paletyC",
"MAP_paletyD",
"MAP_Pallets_Column",
"MAP_P_pipe_big",
"MAP_P_pipe_small",
"MAP_P_ytong"
]; 

 


 

Создаем файл spawn.sqf в той же папке и прописываем туда:

 

 

 

private ["_plotReq","_proceed","_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"];

_plotReq = true; //Plotpole requirement to build enabled

fnc_Pos_fired1 = {
disableSerialization;
_indexPic = lbCurSel 2667; // index of selection
_returnTextPic = lbText [2667, _indexPic]; // name of selection
hint format["BAR : [%1] \n [%2]",_indexPic,_returnTextPic];// display the value
classnameChange = _returnTextPic;
};

fnc_Pos_fired2 = {
disableSerialization;
_indexChair = lbCurSel 2668; // index of selection
_returnTextChair = lbText [2668, _indexChair]; // name of selection
hint format["BAR : [%1] \n [%2]",_indexChair,_returnTextChair];// display the value
classnameChange = _returnTextChair;
};

fnc_Pos_fired3 = {
disableSerialization;
_indexBed = lbCurSel 2669; // index of selection
_returnTextBed = lbText [2669, _indexBed]; // name of selection
hint format["BAR : [%1] \n [%2]",_indexBed,_returnTextBed];// display the value
classnameChange = _returnTextBed;
};

fnc_Pos_fired4 = {
disableSerialization;
_indexBath = lbCurSel 2670; // index of selection
_returnTextBath = lbText [2670, _indexBath]; // name of selection
hint format["BAR : [%1] \n [%2]",_indexBath,_returnTextBath];// display the value
classnameChange = _returnTextBath;
};

fnc_Pos_fired5 = {
disableSerialization;
_indexShelf = lbCurSel 2671; // index of selection
_returnTextShelf = lbText [2671, _indexShelf]; // name of selection
hint format["BAR : [%1] \n [%2]",_indexShelf,_returnTextShelf];// display the value
classnameChange = _returnTextShelf;
};

fnc_Pos_fired6 = {
disableSerialization;
_indexMisc = lbCurSel 2672; // index of selection
_returnTextMisc = lbText [2672, _indexMisc]; // name of selection
hint format["BAR : [%1] \n [%2]",_indexMisc,_returnTextMisc];// display the value
classnameChange = _returnTextMisc;
};

fnc_Pos_fired7 = {
disableSerialization;
_indexTable = lbCurSel 2673; // index of selection
_returnTextTable = lbText [2673, _indexTable]; // name of selection
hint format["BAR : [%1] \n [%2]",_indexTable,_returnTextTable];// display the value
classnameChange = _returnTextTable;
};

fnc_Pos_fired8 = {
disableSerialization;
_indexExt = lbCurSel 2674; // index of selection
_returnTextExt = lbText [2674, _indexExt]; // name of selection
hint format["BAR : [%1] \n [%2]",_indexExt,_returnTextExt];// display the value
classnameChange = _returnTextExt;
};

_classname = classnameChange;

if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_40") , "PLAIN DOWN"]; };
DZE_ActionInProgress = true;

_onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
_isWater = dayz_isSwimming;
_cancel = false;
_reason = "";
_canBuildOnPlot = false;

_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_cancelBuilding = false;

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;
_distance = 3;
_reason = "";


if(_abort) exitWith {
cutText [format[(localize "str_epoch_player_135"),_reason,_distance], "PLAIN DOWN"];
DZE_ActionInProgress = false;
};


_classnametmp = _classname;
//_require = getArray (configFile >> "cfgMagazines" >> _this >> "ItemActions" >> "Build" >> "require");
_text = getText (configFile >> "CfgVehicles" >> _classname >> "displayName");
_ghost = getText (configFile >> "CfgVehicles" >> _classname >> "ghostpreview");

_lockable = 0;

_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 = [0,3.5,0]; //This is distance of object from player XYZ.. increase Y if you want an object to spawn further away from player
};

_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;
};


_proceed = true;
// check for near plot
_findNearestPoles = nearestObjects[player, ["Plastic_Pole_EP1_DZ"], 30];
_findNearestPole = [];
{if (alive _x) then {_findNearestPole set [(count _findNearestPole),_x];};} foreach _findNearestPoles;

_IsNearPlot = count (_findNearestPole);

if(_IsNearPlot >= 1) then {
    _proceed = false;
    _plotReq = false;
    _nearestPole = _findNearestPole select 0;

    // Find owner
    _ownerID = _nearestPole getVariable["CharacterID","0"];
    
    // check if friendly to owner
    if(dayz_characterID != _ownerID) then {

        _friendlies        = player getVariable ["friendlyTo",[]];
        // check if friendly to owner
        if(!(_ownerID in _friendlies)) then {
            _proceed = false;
            } else {
            _proceed = true;
        };
        } else {
        _proceed = true;
    };
};
_missing = "";

_location = [0,0,0];
_isOk = true;

// get inital players position
_location1 = getPosATL player;
_dir = getDir player;

_object = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"];

_object attachTo [player,_offset];

_position = getPosATL _object;

cutText [(localize "str_epoch_player_45"), "PLAIN DOWN"];

_objHDiff = 0;


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 = 180;
    };
    if (DZE_6) then {
    _rotate = true;
    DZE_6 = false;
    _dir = 0;
    };
    
    if(_rotate) then {
    _object setDir _dir;
    _object setPosATL _position;
    //diag_log format["DEBUG Rotate BUILDING POS: %1", _position];
    };
    
    if(_zheightchanged) then {
    detach _object;
    
    _position = getPosATL _object;
    
    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;
    };
    
    _object setDir (getDir _object);
    
    if((_isAllowedUnderGround == 0) and ((_position select 2) < 0)) then {
    _position set [2,0];
    };
    
    _object setPosATL _position;
    
    //diag_log format["DEBUG Change BUILDING POS: %1", _position];
    
    _object attachTo [player];
    
    };
    
    sleep 0.5;
    
    _location2 = getPosATL player;
    
    if(DZE_5) exitWith {
    _isOk = false;
    detach _object;
    _dir = getDir _object;
    _position = getPosATL _object;
    //diag_log format["DEBUG BUILDING POS: %1", _position];
    deleteVehicle _object;
    };
    
    if(_location1 distance _location2 > 5) exitWith {
    _isOk = false;
    _cancel = true;
    _reason = "You've moved to far away from where you started building (within 5 meters)";
    detach _object;
    deleteVehicle _object;
    };
    
    if(abs(_objHDiff) > 5) exitWith {
    _isOk = false;
    _cancel = true;
    _reason = "Cannot move up or down more than 5 meters";
    detach _object;
    deleteVehicle _object;
    };
    
    if (player getVariable["combattimeout", 0] >= time) exitWith {
    _isOk = false;
    _cancel = true;
    _reason = (localize "str_epoch_player_43");
    detach _object;
    deleteVehicle _object;
    };
    
    if (DZE_cancelBuilding) exitWith {
    _isOk = false;
    _cancel = true;
    _reason = "Cancelled building.";
    detach _object;
    deleteVehicle _object;
    };
};

//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 (!_proceed) then {_cancel = true; _reason = "Someone's plotpole nearby";};
if (_plotReq) then {_cancel = true; _reason = "Plotpole required to build here";};

if(!_cancel) then {

_classname = _classnametmp;

// Start Build
_tmpbuilt = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"];

_tmpbuilt setdir _dir;

// Get position based on object
_location = _position;

if((_isAllowedUnderGround == 0) and ((_location select 2) < 0)) then {
_location set [2,0];
};

_tmpbuilt setPosATL _location;


cutText [format[(localize "str_epoch_player_138"),_text], "PLAIN DOWN"];

_limit = 1;

if (DZE_StaticConstructionCount > 0) then {
_limit = DZE_StaticConstructionCount;
}
else {
if (isNumber (configFile >> "CfgVehicles" >> _classname >> "constructioncount")) then {
_limit = getNumber(configFile >> "CfgVehicles" >> _classname >> "constructioncount");
};
};

player playActionNow "Medic";
[player,"repair",0,false,10] call dayz_zombieSpeak;
[player,10,true,(getPosATL player)] spawn player_alertZombies;
sleep 3;

cutText [format[localize "str_build_01",_text], "PLAIN DOWN"];

if (_isPole) then {
[] spawn player_plotPreview;
};

_tmpbuilt setVariable ["OEMPos",_location,true];

_tmpbuilt setVariable ["CharacterID",dayz_characterID,true];

_charID = dayz_characterID;
_activatingPlayer = player;

PVDZE_obj_Publish = [dayz_characterID,_tmpbuilt,[_dir,_location],_classname];
publicVariableServer "PVDZE_obj_Publish";
player removeMagazine "ItemEmerald";
cutText [format["%1 saved to database!",_classname], "PLAIN DOWN",3];
player reveal _tmpbuilt;
DZE_ActionInProgress = false;

} else {
cutText [format[(localize "str_epoch_player_47"),_text,_reason], "PLAIN DOWN"];
DZE_ActionInProgress = false;
};

DZE_ActionInProgress = false; 

 


 

Создаем файл remove.sqf в той же папке и прописываем туда:

 

 

 

private ["_isEmeraldItem","_emeraldTarget","_objectID","_objectUID","_objD","_findNearestPoles","_findNearestPole","_nearestPole","_ownerID","_friendlies"];
_emeraldTarget = cursorTarget;
_isEmeraldItem = (typeOf _emeraldTarget) in isEmerald;
_proceed = true;

_findNearestPoles = nearestObjects[player, ["Plastic_Pole_EP1_DZ"], 30];
_findNearestPole = [];
{if (alive _x) then {_findNearestPole set [(count _findNearestPole),_x];};} foreach _findNearestPoles;

_IsNearPlot = count (_findNearestPole);

if(_IsNearPlot >= 1) then {
    _proceed = false;
    _nearestPole = _findNearestPole select 0;

    // Find owner
    _ownerID = _nearestPole getVariable["CharacterID","0"];
    
    // check if friendly to owner
    if(dayz_characterID != _ownerID) then {

        _friendlies        = player getVariable ["friendlyTo",[]];
        // check if friendly to owner
        if(!(_ownerID in _friendlies)) then {
            _proceed = false;
            } else {
            _proceed = true;
        };
        } else {
        _proceed = true;
    };
};

if (!_proceed) then { 
// player is not an owner
cutText [format["Plotpole nearby."], "PLAIN DOWN"];
} else {
    if (_isEmeraldItem) then {
    // player is looking at a object and the target has a object classname
    // delete it first to avoid player changing to another target
        _objD = typeOf cursorTarget;
        _objectID = cursorTarget getVariable["CharacterID","0"];
        _objectUID    = cursorTarget getVariable ["ObjectUID","0"];
        PVDZE_obj_Delete = [_objectID,_objectUID,player];
        publicVariableServer "PVDZE_obj_Delete";
        _emeraldTarget setDamage 1;
        deletevehicle cursorTarget;
        player removeAction s_player_removeEmerald;
        player playActionNow "Medic";
        r_interrupt = false;
        _dis=10;
        _sfx = "repair";
        [player,_sfx,0,false,_dis] call dayz_zombieSpeak;
        [player,_dis,true,(getPosATL player)] spawn player_alertZombies;
        sleep 6;
        cutText [format["Deleted %1", _objD], "PLAIN DOWN"];
        r_interrupt = false;
        player switchMove "";
        player playActionNow "stop";
    } else {
        // player is not looking at object, or target does not have a object classname
        cutText [format["You have to be facing the object you are removing"], "PLAIN DOWN"];
    };
}; 

 


 

Открываете собственный fn_selfactions.sqf и в самом низу пишете:

 

 

 

//delete interior
isEmerald = ["MAP_kasna_new","MAP_Misc_Boogieman","MAP_ChickenCoop","MAP_Misc_Greenhouse","MAP_Misc_Hutch","MAP_Misc_Well","MAP_Misc_WellPump","MAP_PowerGenerator","MAP_psi_bouda","MAP_pumpa","MAP_stanek_3","MAP_stanek_3_d","MAP_stanek_3B","MAP_AirCond_big","MAP_AirCond_small","MAP_antenna_big_roof","MAP_antenna_small_roof","MAP_antenna_small_roof_1","MAP_drapes","MAP_drapes_long","MAP_GasMeterExt","MAP_Ladder","MAP_P_Ladder","MAP_LadderHalf","MAP_P_LadderLong","MAP_leseni2x","MAP_leseni4x","MAP_Misc_loudspeakers","MAP_parabola_big","MAP_P_Stavebni_kozy","MAP_Heli_H_civil","MAP_Heli_H_army","MAP_Heli_H_cross","MAP_Heli_H_rescue","MAP_Sr_border","MAP_drevo_hromada","MAP_garbage_misc","MAP_garbage_paleta","MAP_Ind_BoardsPack1","MAP_Ind_BoardsPack2","MAP_Ind_Timbers","MAP_Kontejner","MAP_Misc_GContainer_Big","MAP_Misc_HayStack","MAP_Misc_TyreHeap","MAP_Misc_WoodPile","MAP_pneu","MAP_popelnice","MAP_sekyraspalek","MAP_seno_balik","MAP_concrete_block","MAP_Concrete_Ramp","MAP_ramp_concrete","MAP_woodenRamp","MAP_brana","MAP_Houpacka","MAP_nastenkaX","MAP_Piskoviste","MAP_snowman","MAP_Barel1","MAP_Barel3","MAP_Barel4","MAP_Barel5","MAP_Barel6","MAP_Barel7","MAP_Barel8","MAP_Barels","MAP_Barels2","MAP_Barels3","MAP_barrel_empty","MAP_barrel_sand","MAP_barrel_water","MAP_P_bedna","MAP_box_c","MAP_P_cihly1","MAP_P_cihly2","MAP_P_cihly3","MAP_P_cihly4","MAP_metalcrate","MAP_metalcrate_02","Misc_concrete","MAP_Misc_G_Pipes","MAP_Misc_palletsfoiled","MAP_Misc_palletsfoiled_heap","MAP_obstacle_get_over","MAP_obstacle_prone","MAP_obstacle_run_duck","MAP_paletaA","MAP_paletyC","MAP_paletyD","MAP_Pallets_Column","MAP_P_pipe_big","MAP_P_pipe_small","MAP_P_ytong","MAP_picture_a","MAP_picture_a_02","MAP_picture_a_03","MAP_picture_a_04","MAP_picture_a_05","MAP_picture_b","MAP_picture_b_02","MAP_picture_c","MAP_picture_c_02","MAP_picture_d","MAP_picture_e","MAP_picture_f","MAP_picture_f_02","MAP_picture_g","MAP_wall_board","MAP_wall_board_02","MAP_wall_board_03","MAP_F_ch_mod_c","MAP_ch_mod_h","MAP_armchair","MAP_ch_mod_h","MAP_ch_office_B","MAP_chair","MAP_Church_chair","MAP_hospital_bench","MAP_kitchen_chair_a","MAP_lavicka_1","MAP_lavicka_2","MAP_lavicka_3","MAP_lavicka_4","MAP_lobby_chair","MAP_office_chair","MAP_F_postel_manz_kov","MAP_F_postel_panelak1","MAP_F_postel_panelak2","MAP_F_Vojenska_palanda","MAP_postel_manz_kov","MAP_postel_panelak1","MAP_vojenska_palanda","MAP_fridge","MAP_Kitchenstove_Elec","MAP_washing_machine","MAP_P_Basin_A","MAP_P_bath","MAP_F_bath","MAP_lekarnicka","MAP_P_sink","MAP_toilet_b","MAP_P_toilet_b_02","MAP_almara","MAP_case_a","MAP_case_bedroom_a","MAP_case_bedroom_b","MAP_case_cans_b","MAP_case_d","MAP_case_wall_unit_part_c","MAP_case_wall_unit_part_d","MAP_case_wooden_b","MAP_Dhangar_borwnskrin","MAP_Dhangar_brownskrin","MAP_Dhangar_knihovna","MAP_library_a","MAP_shelf","MAP_Skrin_bar","MAP_Skrin_opalena","MAP_Truhla_stara","MAP_briefcase","MAP_Dkamna_bila","MAP_Dkamna_uhli","MAP_F_Dkamna_uhli","MAP_icebox","MAP_mutt_vysilacka","MAP_notebook","MAP_pc","MAP_phonebox","MAP_radio","MAP_radio_b","MAP_satelitePhone","MAP_smallTV","MAP_tv_a","MAP_vending_machine","MAP_lantern","MAP_bucket","MAP_MetalBucket","MAP_FuelCan","MAP_SmallObj_money","MAP_conference_table_a","MAP_desk","MAP_Dhangar_psacistul","MAP_F_conference_table_a","MAP_kitchen_table_a","MAP_lobby_table","MAP_office_table_a","MAP_pultskasou","MAP_SmallTable","MAP_stul_hospoda","MAP_stul_kuch1","MAP_Table","MAP_table_drawer"];
_isEmeraldItem = (typeOf cursorTarget) in isEmerald;
_emeraldTarget = typeOf cursorTarget;

if((_isEmeraldItem and (player distance cursorTarget <= 2)) and _canDo) then {
if (s_player_removeEmerald < 0) then {
s_player_removeEmerald = player addaction [format[("<t color=""#ff0000"">" + ("Remove %1") +"</t>"),_emeraldTarget],"interior\remove.sqf",_emeraldTarget];
};
} else {
player removeAction s_player_removeEmerald;
s_player_removeEmerald = -1;
}; 

 



Затем, открываете папку Battleye, находите файл createvehicle.txt и вписываете туда:

 

 

5 "box" !="MAP_phonebox" !="MAP_icebox" !="DebugBoxPlayer_DZ" !="MedBox0"

 

Для тех, у кого стоит Infistar:

 

Открываем AHconfig.sqf, находим там строчку

 

_ALLOWED_Dialogs = [
 

 

И вписываем туда:

 

 

2667,2668,2669,2670,2671,2672,2673,2674
 

 

Затем, находим строчку

 

 

_dayzActions = [
 

 

Вписываем туда:

 

s_player_removeEmerald
 

 

 

На этом установка Emerald Interior Designer закончена. Чтобы воспользоваться функцией, вам нужно кликнуть правой кнопкой мыши по эмеральду и "вывалится" список, из которого вы выбираете, что хотите поставить.

 

Собственно, а теперь для тех, кто хочет больше.

 

Совсем недавно я нашел сие чудо на форуме Эпоча и сразу же в мою голову запали идеи, как научить игроков спать на кроватях, одеваться через шкафы, лечиться в аптечке, готовить на плите, покупать содовую в автоматах. Пока я реализовал лишь треть от этого и я хотел бы поделиться ею с вами.

 

Сон.

 

Данная функция позволяет игрокам лечь спать на кровать. Сон длится 60 секунд и восстанавливает кровь, убирает трясущийся\серый экран и восстанавливает температуру.

 

Установка:

 

Создайте в папке interior папку adds.

Создайте в этой папке файл sleep.sqf и пропишите в него:

 

 

disableUserInput true;
[objNull, player, rswitchMove,'AdthPercMstpSlowWpstDnon_A5] call RE;
titleText ["Zzzzzzz...", "BLACK", 2];
sleep 2;
_nul = [objNull, player, rSAY, "sleep", 30] call RE;
[player, 20, true, (getPosATL player)] spawn player_alertZombies;
sleep 2;
r_player_blood = 12000;
r_player_inpain = false;
r_player_lowblood = false;
dayz_temperatur = 42;
0 fadeSound 1;
sleep 58;
titleFadeOut 2;
sleep 2;
[objNull, player, rswitchMove,'AinjPpneMstpSnonWnonDnon_rolltofront'] call RE;
sleep 4;
player playActionNow 'stop';
disableUserInput false;
 

 

Откройте свой fn_selfactions.sqf и в самый низ пропишите:

 

 

isBed = ["MAP_F_postel_manz_kov","MAP_F_postel_panelak1","MAP_F_postel_panelak2","MAP_F_Vojenska_palanda","MAP_postel_manz_kov","MAP_postel_panelak1","MAP_vojenska_palanda"];
_isBedItem = (typeOf cursorTarget) in isBed;

if((_isBedItem and (player distance cursorTarget <= 2)) and _canDo) then {
if (s_player_Bed < 0) then {
        s_player_Bed = player addaction [("<t color=""#fff000"">" + ("Sleep") +"</t>"),"interior\adds\sleep.sqf"];
    };
} else {
    player removeAction s_player_Bed;
    s_player_Bed = -1;
};

Для тех, у кого стоит Infistar:

 

Открываем AHconfig.sqf, находим там строчку

 

 

_dayzActions = [
 

 

Вписываем туда:

 

s_player_Bed
 

 

Готово. Теперь, чтобы поспать, подойдите к кровати и у вас появится функция "Sleep".

 

 

Аптечка

 

Долго думал, как прикольно реализовать аптечку, в итоге просто в аптечке можно полечиться за золото.

 

Установка:

 

Создайте в папке interior папку adds.

Создайте в этой папке файл healing.sqf и пропишите в него:

 

 

 

_price = {_x == "ItemGoldBar10oz"} count magazines player;

if (_price >= 1) then {
                player playActionNow "Medic";
                player removeMagazine "GoldBar10oz";
                disableSerialization;
                dayz_sourceBleeding = objNull;
                r_player_blood = r_player_bloodTotal;
                r_player_inpain = false;
                r_player_infected = false;
                r_player_injured = false;
                dayz_temperatur = 37;
                r_fracture_legs = false;
                r_fracture_arms = false;
                r_player_dead = false;
                r_player_unconscious = false;
                r_player_loaded = false;
                r_player_cardiac = false;
                r_player_lowblood = false;
                r_player_timeout = 0;
                r_handlercount = 0;
                r_interrupt = false;
                r_doLoop = false;
                r_drag_sqf = false;
                r_self = false;
                r_action = false;
                r_action_unload = false;
                r_player_handler = false;
                r_player_handler1 = false;
                disableUserInput false;
                'dynamicBlur' ppEffectAdjust [0];
                'dynamicBlur' ppEffectCommit 5;
                _selection = 'legs';
                _damage = 0;
                player setHit[_selection,_damage];
                player setVariable ['messing',[dayz_hunger,dayz_thirst],true];
                player setVariable['NORRN_unconscious',false,true];
                player setVariable['USEC_infected',false,true];
                player setVariable['USEC_injured',false,true];
                player setVariable['USEC_inPain',false,true];
                player setVariable['USEC_isCardiac',false,true];
                player setVariable['USEC_lowBlood',false,true];
                player setVariable['USEC_BloodQty',12000,true];
                player setVariable['unconsciousTime',0,true];
                player setVariable ['hit_legs',0,true];
                player setVariable ['hit_hands',0,true];
                player setVariable['medForceUpdate',true,true];
                _display = uiNameSpace getVariable 'DAYZ_GUI_display';
                _control = _display displayCtrl 1303;
                _control ctrlShow false;
                _display = uiNameSpace getVariable 'DAYZ_GUI_display';
                _control = _display displayCtrl 1203;
                _control ctrlShow false;
                player setdamage 0;
                0 fadeSound 1;
                resetCamShake;

        sleep 6;
        cutText [format["You had been healed."], "PLAIN DOWN"];
       
        player switchMove "";
        player playActionNow "stop";
} else {
cutText [format["You need a GoldBar10oz to heal."], "PLAIN DOWN"];      
};

 



Откройте свой fn_selfactions.sqf и в самый низ пропишите:

 

 

//medicine chest
isChest = ["MAP_lekarnicka"];
_isChestItem = (typeOf cursorTarget) in isChest;

if((_isChestItem and (player distance cursorTarget <= 2)) and _canDo) then {
if (s_player_Chest < 0) then {
        s_player_Chest = player addaction [("<t color=""#fff000"">" + ("Heal") +"</t>"),"interior\adds\healing.sqf"];
    };
} else {
    player removeAction s_player_Chest;
    s_player_Chest = -1;
};
 

Для тех, у кого стоит Infistar:

 

Открываем AHconfig.sqf, находим там строчку

 


 _dayzActions = [
 

 

Вписываем туда:

 

s_player_Chest
 

 

 

Готово. Теперь, чтобы вылечиться, подойдите к аптечке и у вас появится надпись "Heal". У вас должно быть в инвентаре 10 золота.

 

 

Шкаф

 

На мой взгляд, я его плохо реализовал, взяв за основу диалог Emerald Designer. Работы по его переделыванию уже ведутся. А пока я выложу старую версию.

 

Установка:

 

Создайте в папке interior папку adds.

Создайте в этой папке файл dialogs.hpp и пропишите в него:

 

 

 

class WARDROBE
{
    idd = -1;
    movingenable = true;
    onLoad = "_this ExecVM 'interior\adds\items.sqf'";
    
    class Controls
    {

        class dialogBox9: BOX
        {
            idc = -1;
            text = "";
            x = 0.401725 * safezoneW + safezoneX;
            y = 0.449425 * safezoneH + safezoneY;
            w = 0.186587 * safezoneW;
            h = 0.124143 * safezoneH;
        };
        class dialogFrame9: RscFrame
        {
            idc = -1;
            text = "Wardrobe";
            x = 0.401725 * safezoneW + safezoneX;
            y = 0.449425 * safezoneH + safezoneY;
            w = 0.186587 * safezoneW;
            h = 0.124143 * safezoneH;
        };
        class dialogChoose9: RscShortcutButton
        {
            idc = -1;
            text = "Change";
            x = 0.414806 * safezoneW + safezoneX;
            y = 0.512518 * safezoneH + safezoneY;
            w = 0.0594089 * safezoneW;
            h = 0.0500295 * safezoneH;
            action= "[] call fnc_Pos_wardrobe;_nil=[]ExecVM ""interior\adds\change_skin.sqf"";closeDialog 0;";
        };
        class dialogCancel9: RscShortcutButton
        {
            idc = -1;
            text = "Cancel";
            x = 0.510496 * safezoneW + safezoneX;
            y = 0.512518 * safezoneH + safezoneY;
            w = 0.0594089 * safezoneW;
            h = 0.0500295 * safezoneH;
            action = "closeDialog 0;";
        };
        class dialogCombo9: RscCombo
        {
            idc = 2675;
            text = "Choose Skin";
            x = 0.43 * safezoneW + safezoneX;
            y = 0.478467 * safezoneH + safezoneY;
            w = 0.120896 * safezoneW;
            h = 0.0229882 * safezoneH;
        };
    };
};

 


 

Создайте в той же папке файл items.sqf и пропишите в него:

 

 

disableSerialization;
//Define idc's for controls for easy access
_comboBoxH = 2675;
//Add to exterior
{
    _index = lbAdd [_comboBoxH, _x];
} forEach [
"Priest_DZ",
"Rocker1_DZ",
"Rocker2_DZ",
"Rocker3_DZ",
"Rocker4_DZ",
"RU_Policeman_DZ",
"SurvivorWurban_DZ",
"SurvivorWdesert_DZ",
"SurvivorWpink_DZ",
"SurvivorW3_DZ"
];
 


Создайте файл change_skin.sqf в той же папке и пропишите в него:

 

 

fnc_Pos_wardrobe = {
disableSerialization;
_indexExt = lbCurSel 2675; // index of selection
_returnTextExt = lbText [2675, _indexExt]; // name of selection
[dayz_playerUID,dayz_characterID,_returnTextExt] spawn player_humanityMorph;
 };
 

Создайте в той же папке файл start_dialog.sqf и впишите туда:

 

 

createDialog "WARDROBE";
 

 

Откройте свой description.ext и в самом низу впишите:

 

 

#include "interior\adds\dialogs.hpp"
 

Откройте свой fn_selfactions.sqf и в самом низу впишите:

 

 

isWardrobe = ["MAP_almara","MAP_case_wooden_b","MAP_Dhangar_borwnskrin","MAP_Skrin_opalena"];
_isWardrobeItem = (typeOf cursorTarget) in isWardrobe;

if((_isWardrobeItem and (player distance cursorTarget <= 2)) and _canDo) then {
if (s_player_Wardrobe < 0) then {
        s_player_Wardrobe = player addaction [("<t color=""#fff000"">" + ("Change clothes") +"</t>"),"interior\adds\start_dialog.sqf"];
    };
} else {
    player removeAction s_player_Wardrobe;
    s_player_Wardrobe = -1;
};
 

 

 

Для тех, у кого стоит Infistar:

 

Открываем AHconfig.sqf, находим там строчку

 

 

_ALLOWED_Dialogs = [
 

 

И вписываем туда:

 

 

2675
 

 

Затем, находим строчку

 

 

_dayzActions = [
 

 

Вписываем туда:

 

s_player_Wardrobe
 

 

Готово. Подходите к шкафу и у вас появляется в меню Change Clothes. При нажатии открывается диалог, почти такой же, как и в Emerald Designer.



Скриншоты:

 

 

Пожалуйста, Войдите или Зарегистрируйтесь, чтобы увидеть это: Вложение.

 

Пожалуйста, Войдите или Зарегистрируйтесь, чтобы увидеть это: Вложение.

 

 

 

P.S. Извиняюсь за длиннопост с большим количеством кода - сам по себе знаю, что когда-нибудь ссылки на файлы утеряются и восстановить все будет проблематично.



Мои дополнения в процессе разработки, поэтому по мере создания буду выкладывать их сюда



Совсем забыл!

 

Чтобы у вас работал сон, то надо открыть свой description.ext и вписать туда:

 

 

class CfgSounds
{
    sounds[] =
    {
        sleep
    };
        class sleep
    {
        name="sleep";
        sound[] = {"sounds\sleep.ogg",0.6,1};
        titles[] = {};
    };
};
 

Затем, скачать вот это и положить в корневую папку миссии.

 

Извиняюсь за ошибки в статье, отредактировать почему-то не могу, надеюсь, пофиксят.

Edited by DrTauren
Оформил немного (see edit history)

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Поставил сон, и тишина, а спать то хочется  :laugh:

Ни малейших признаков работы скрипта нет

 

http://youtu.be/3HPqKUGB400

 

http://youtu.be/SMgnleEk6QA

На этих кроватях-то не поспишь) Чтобы поспать на них, нужно их класс знать, а если я не ошибаюсь, то просто убери MAP_ перед классами кроватей и пропиши их в fn_selfactions. Т.е. будет вот так:

 

"MAP_F_postel_manz_kov","MAP_F_postel_panelak1","MAP_F_postel_panelak2","MAP_F_Vojenska_palanda","MAP_postel_manz_kov","MAP_postel_panelak1","MAP_vojenska_palanda","F_postel_manz_kov","F_postel_panelak1","F_postel_panelak2","F_Vojenska_palanda","postel_manz_kov","postel_panelak1","vojenska_palanda"

 

Вот так должно сработать

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К сожалению не работает, а ставить скрипт установка стульев и так далее нет смысла, за день столько установят что сервак глючить будет, надо прикрутить сон к кроватям что уже есть на серваке, но скрипт не отрабатывает, жаль, хорошая вещь

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К сожалению не работает, а ставить скрипт установка стульев и так далее нет смысла, за день столько установят что сервак глючить будет, надо прикрутить сон к кроватям что уже есть на серваке, но скрипт не отрабатывает, жаль, хорошая вещь

Ну все потому что кровати в доме не определяются как отдельный объект, это уже арма, а не я). Если бы можно было изменять аддоны через сервер, то можно было бы прописать кроватям в аддонах зданий, а так никак больше

Edited by DrSova (see edit history)

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Ну все потому что кровати в доме не определяются как отдельный объект, это уже арма, а не я)

Хотя тут можно поспорить,на карте стоит объект который определяется названием , классом и так далее, если мы прикручиваем скрипт к этому объкту то он распространяется на все что связано с этим классом, по крайней мере я так знаю и делал не раз

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Хотя тут можно поспорить,на карте стоит объект который определяется названием , классом и так далее, если мы прикручиваем скрипт к этому объкту то он распространяется на все что связано с этим классом, по крайней мере я так знаю и делал не раз

Не, ну ты можешь, конечно, к казарме все прикрутить, но тогда ты можешь ложиться спать около казармы, по среди пола и т.п. И это будет как-то странно, что активация происходит от пола и стен казармы. К кроватям в казарме ты не сможешь прикрутить, либо у них какой-то особый класс, извини, вот этого я не знаю, сейчас посмотрю.

Edited by DrSova (see edit history)

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Не, ну ты можешь, конечно, к казарме все прикрутить, но тогда ты можешь ложиться спать около казармы, по среди пола и т.п. И это будет как-то странно, что активация происходит от пола и стен казармы. К кроватям в казарме ты не сможешь прикрутить, либо у них какой-то особый класс, извини, вот этого я не знаю, сейчас посмотрю.

Щас попробую заменить вызов меню, что бы хотя бы посмотреть как привязка к объекту проходит

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Щас попробую заменить вызов меню, что бы хотя бы посмотреть как привязка к объекту проходит

Вызов меню происходит через добавление к игроку экшона, если его cursortarget - заданный класс. Можно, попробовать кое-как переделать, но я не уверен, что сработает.

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Вызов меню происходит через добавление к игроку экшона, если его cursortarget - заданный класс. Можно, попробовать кое-как переделать, но я не уверен, что сработает.

Хорошо, сделаем по другому, люди ставят палатки, вот и прикрутим к палаткам сон, и прикольно и эфективно

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Хорошо, сделаем по другому, люди ставят палатки, вот и прикрутим к палаткам сон, и прикольно и эфективно

Хорошая идея

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Только бы сделать проверку, тоесть перед сном надо палатку установить, а то смешно будет, палатку не поставил а спать лег

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Только бы сделать проверку, тоесть перед сном надо палатку установить, а то смешно будет, палатку не поставил а спать лег

Всмысле? Так ты используй мой скрипт, просто вместо этого:

 

isBed = ["MAP_F_postel_manz_kov","MAP_F_postel_panelak1","MAP_F_postel_panelak2","MAP_F_Vojenska_palanda","MAP_postel_manz_kov","MAP_postel_panelak1","MAP_vojenska_palanda"];
 

Впиши класс палатки и все.

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А как вызвать то меню? :D Не понял, что за "эмеральд"



И вот, что пишет после всех установок :с

 

 

izvUK5ViGGM.jpg

 

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А как вызвать то меню? :D Не понял, что за "эмеральд"

И вот, что пишет после всех установок :с

 

 

izvUK5ViGGM.jpg

 

Тебе же написали что в строке 21 идет одинаковый класс, где то еще такой есть, вот и получается что тебе надо из двух сделать один, так как должен существовать один класс

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А как вызвать то меню? :D Не понял, что за "эмеральд"

 

 

И вот, что пишет после всех установок :с

 

 

izvUK5ViGGM.jpg

 

ПКМ по Эмеральду

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Ребят, может не в ту тему обращаюсь, но все же она ближе по смыслу к моей проблеме. Наткнулся недавно вот на это: http://epochmod.com/forum/index.php?/topic/14893-advanced-alchemical-crafting-v33/ Заинтересовало до жути. Беда только в том, что архив Buildables.zip прикрепленный к теме можно скачать только после регистрации. А вот с ней как раз проблема. И не только у меня. На забугорных форумах тоже есть крики по этому поводу. Честно говоря и черт бы с ней, но нигде больше я не нашел этого архива. Может есть у кого альтернативные ссылки?

Edited by WereB (see edit history)

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Ребят, может не в ту тему обращаюсь, но все же она ближе по смыслу к моей проблеме. Наткнулся недавно вот на это: http://epochmod.com/forum/index.php?/topic/14893-advanced-alchemical-crafting-v33/ Заинтересовало до жути. Беда только в том, что архив Buildables.zip прикрепленный к теме можно скачать только после регистрации. А вот с ней как раз проблема. И не только у меня. На забугорных форумах тоже есть крики по этому поводу. Честно говоря и черт бы с ней, но нигде больше я не нашел этого архива. Может есть у кого альтернативные ссылки?

даже с регистрацией не качает. Хз

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Ребят, может не в ту тему обращаюсь, но все же она ближе по смыслу к моей проблеме. Наткнулся недавно вот на это: http://epochmod.com/forum/index.php?/topic/14893-advanced-alchemical-crafting-v33/ Заинтересовало до жути. Беда только в том, что архив Buildables.zip прикрепленный к теме можно скачать только после регистрации. А вот с ней как раз проблема. И не только у меня. На забугорных форумах тоже есть крики по этому поводу. Честно говоря и черт бы с ней, но нигде больше я не нашел этого архива. Может есть у кого альтернативные ссылки?

Напиши в ЛС

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Ребят, может не в ту тему обращаюсь, но все же она ближе по смыслу к моей проблеме. Наткнулся недавно вот на это: http://epochmod.com/forum/index.php?/topic/14893-advanced-alchemical-crafting-v33/ Заинтересовало до жути. Беда только в том, что архив Buildables.zip прикрепленный к теме можно скачать только после регистрации. А вот с ней как раз проблема. И не только у меня. На забугорных форумах тоже есть крики по этому поводу. Честно говоря и черт бы с ней, но нигде больше я не нашел этого архива. Может есть у кого альтернативные ссылки?

Buildables.zip

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Таки мир не без добрых людей. BigCrazyCat, DrSova, спасибо вам, ребята за участие и за непосредственную помощь, спасли мою сборку :)

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Как сделать исключения, что бы можно было строить эти объекты если рядом есть плот?

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Как сделать исключения, что бы можно было строить эти объекты если рядом есть плот?

По стандарту можно строить только рядом с плотом. Это редактируется в первой строчке spawn.sqf

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