10 super.InitActionComponent();
25 m_SpecialtyWeight = UASoftSkillsWeight.PRECISE_LOW;
49 if (targetItem && targetItem.IsBeingPlaced())
52 if (player.PhysicsGetLinkedEntity() != null)
55 Object targetObject = target.GetObject();
56 if (targetObject != null)
58 if (targetObject.IsInherited(
TrapBase))
61 if (trap.IsActivable() && trap.IsPlaceableAtPosition(trap.GetPosition()))
68 if (spawnTrap && !spawnTrap.IsActive())
78 super.OnStartAnimationLoop( action_data );
85 Param1<bool> play =
new Param1<bool>(
true );
98 Param1<bool> play =
new Param1<bool>(
false );
106 super.OnEndAnimationLoop(action_data);
111 Param1<bool> play =
new Param1<bool>(
false);
118 super.OnStartServer(action_data);
123 if (targetItem.GetPlaceSoundset() !=
string.Empty)
124 targetItem.StartItemSoundServer(SoundConstants.ITEM_PLACE);
127 targetItem.StartItemSoundServer(SoundConstants.ITEM_DEPLOY_LOOP);
133 super.OnFinishProgressServer(action_data);
136 if (targetObject != null)
138 vector orientation = action_data.m_Player.GetOrientation();
139 vector position = targetObject.GetPosition();
141 if (targetObject.IsInherited(
TrapBase))
145 trap.StartActivate(action_data.m_Player);
154 targetObject.StartItemSoundServer(SoundConstants.ITEM_DEPLOY);
157 targetObject.StopItemSoundServer(SoundConstants.ITEM_DEPLOY_LOOP);
ActionActivateTrapCB ActionContinuousBaseCB ActionActivateTrap()
class ActionTargets ActionTarget
class DayZCreatureAnimInterface RegisterAnimationEvent(string event_name, string function_name)
override void InitActionComponent()
override void CreateActionComponent()
bool HasProgress()
For UI: hiding of progress bar.
void CreateConditionComponents()
void OnEndAnimationLoop(ActionData action_data)
void OnStartAnimationLoop(ActionData action_data)
void OnFinishProgressServer(ActionData action_data)
override void OnStartServer(ActionData action_data)
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override string GetDeploySoundset()
override string GetLoopDeploySoundset()
override void OnPlacementComplete(Man player, vector position="0 0 0", vector orientation="0 0 0")
override void OnPlacementComplete(Man player, vector position="0 0 0", vector orientation="0 0 0")
override bool IsPlaceableAtPosition(vector position)
const float DEFAULT_DEPLOY
DayZPlayerConstants
defined in C++
static const string Empty