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Created March 27, 2015 13:09
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if (!isTouchingGround vehicle player) exitWith {}; //if the player isn't touching the ground, gtfo
//PLEASE MAKE THIS THAT THIS IS RUN ONLY CLIENTSIDE!
_aircraft = vehicle player;
//STEP 0 of 4: ACKNOWLEDGEMENT
[
"<br /><t color='#511313' size='1.5'>Service Zone Activated</t>",
0,
safezoneY + 0.2 * safezoneH,
2,
0.5,
0.25
] spawn bis_fnc_dynamicText;
_aircraft setVelocity [0,0,0];
_aircraft engineOn false; //turn the engine off
_aircraft selectWeapon "js_w_master_arms_safe";
sleep 2;
cancelService = false;
//add a repeating trigger that turns the engine off if the player tries to move before this is finished
trg_tempTrigger_servicingAircraft = createTrigger ["EmptyDetector", [0,0,0]];
_cond = "isEngineOn (vehicle player)";
_onAct = "cancelService = true; deleteVehicle thisTrigger;";
_onDeact = "";
trg_tempTrigger_servicingAircraft setTriggerActivation ["NONE", "NOT PRESENT", true];
trg_tempTrigger_servicingAircraft setTriggerStatements [_cond, _onAct, _onDeact];
sleep 2;
//////////// BEGIN
//STEP 1 of 4: REFUEL
if (cancelService) exitWith
{
hint parseText "<t size='1.25' color='#1510dd'>Service cancelled!</t><br />Remember to keep your engine off while your aircraft is being serviced!<br /><br />If this was a mistake, please taxi out of the zone and back into it.";
};
[
"<br /><t color='#54391e' size='1.5'>Refueling...</t>",
0,
safezoneY + 0.2 * safezoneH,
5,
0.5,
0.25
] spawn bis_fnc_dynamicText;
sleep 5; //not as balanced if instantaneous...
_aircraft setFuel 1;
sleep 2;
//STEP 2 of 4: REARM
if (cancelService) exitWith
{
hint parseText "<t size='1.25' color='#1510dd'>Service cancelled!</t><br />Remember to keep your engine off while your aircraft is being serviced!<br /><br />If this was a mistake, please taxi out of the zone and back into it.";
};
[
"<br /><t color='#4f4416' size='1.5'>Rearming...</t>",
0,
safezoneY + 0.2 * safezoneH,
5,
0.5,
0.25
] spawn bis_fnc_dynamicText;
sleep 5;
_aircraft selectWeapon "js_w_master_arms_safe"; //just in case the player switched it again...
{ //this section will rearm the jet
_aircraft removeWeapon _x; //
} forEach ( (weapons _aircraft) ); //
{ //
_aircraft removeMagazines _x; //
} forEach ( (magazines _aircraft) ); //
//
_aircraft addWeapon "CMFlareLauncher"; //
_aircraft addMagazine "300Rnd_CMFlare_Chaff_Magazine"; //
_aircraft addWeapon "js_w_master_arms_safe"; //
//
_aircraft addWeapon "Cannon_30mm_Plane_CAS_02_F"; //
_aircraft addMagazine "500Rnd_Cannon_30mm_Plane_CAS_02_F"; //
//
_aircraft addWeapon "missiles_ASRAAM"; //
_aircraft addMagazine "4Rnd_AAA_missiles"; //
//
_aircraft addWeapon "Rocket_04_HE_Plane_CAS_01_F"; //
_aircraft addMagazine "7Rnd_Rocket_04_HE_F"; //
//
_aircraft selectWeapon "js_w_master_arms_safe"; //
sleep 2;
//STEP 3 of 4: REPAIR
if (cancelService) exitWith
{
hint parseText "<t size='1.25' color='#1510dd'>Service cancelled!</t><br />Remember to keep your engine off while your aircraft is being serviced!<br /><br />If this was a mistake, please taxi out of the zone and back into it.";
};
[
"<br /><t color='#0f401f' size='1.5'>Repairing...</t>",
0,
safezoneY + 0.2 * safezoneH,
5,
0.5,
0.25
] spawn bis_fnc_dynamicText;
sleep 5;
_aircraft setDamage 0;
sleep 2;
//STEP 4 of 4: FINISHED!
[
"<br /><t color='#00a737' size='3'>GO!</t>",
0,
safezoneY + 0.2 * safezoneH,
5,
0.5,
0.25
] spawn bis_fnc_dynamicText;
//everything is finish, so let's allow the player to get going again
deleteVehicle trg_tempTrigger_servicingAircraft; //delete the temporary trigger
_aircraft selectWeapon "js_w_master_arms_safe"; //just one final time...
_aircraft engineOn true; //turn the engine on
////////////// END
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