Copy the whole folder "ckc" into your missionfile.pbo
in your description.ext
add
#include "ckc\ckc_defines.hpp" #include "ckc\ckc_ui.hpp" #include "ckc\ckc_SafeUI.hpp"
at the very bottom
in your compiles.sqf
add
ckc_button = compile preprocessFileLineNumbers "ckc\ckc_button.sqf"; ckc_upddoor = compile preprocessFileLineNumbers "ckc\ckc_upddoor.sqf"; ckc_updSafe = compile preprocessFileLineNumbers "ckc\ckc_updSafe.sqf";
below
player_unlockDoor = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_unlockDoor.sqf";
in your fn_selfActions.sqf
add
//Allow owner to change Door code
if((_isDestructable || _cursorTarget isKindOf "Land_DZE_WoodDoorLocked_Base" || _cursorTarget isKindOf "CinderWallDoorLocked_DZ_Base") && (DZE_Lock_Door == _ownerID)) then { if ((s_player_lastTarget select 1) != _cursorTarget) then { if (s_player_ckc > 0) then { player removeAction s_player_ckc; s_player_ckc = -1; }; };
if (s_player_ckc < 0) then {
s_player_lastTarget set [1,_cursorTarget];
s_player_ckc = player addaction["Set new Code", "ckc\ckc_startUI.sqf","",0,false,true,"", ""];
};
} else {
player removeAction s_player_ckc;
s_player_ckc = -1;
};
//Allow owner to change vault code
_unlockedVault = ["VaultStorage"];
if(typeOf(cursortarget) in _unlockedVault && _ownerID != "0" && (player distance _cursorTarget < 2)) then {
if (s_player_Safe_ckc < 0) then {
if ((typeOf(cursortarget) == "VaultStorage") &&(_ownerID == dayz_combination || _ownerID == dayz_playerUID) ) then {
//if (s_player_Safe_ckc < 0 && (_ownerID == dayz_combination || _ownerID == dayz_playerUID)) then {
s_player_Safe_ckc = player addaction["Set new Code", "ckc\ckc_startSafeUI.sqf","",1,false,true,"", ""];
};
};
} else {
player removeAction s_player_Safe_ckc;
s_player_Safe_ckc = -1;
};
ABOVE
//Allow owner to pack vault
in your fn_selfActions.sqf
add
player removeAction s_player_ckc;
s_player_ckc = -1;
player removeAction s_player_Safe_ckc;
s_player_Safe_ckc = -1;
below
player removeAction s_player_upgrade_build;
s_player_upgrade_build = -1;
player removeAction s_player_maint_build;
s_player_maint_build = -1;
player removeAction s_player_downgrade_build;
s_player_downgrade_build = -1;