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Posts posted by CyberWarden
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Piggd some of my players are losing there backpacks with certain skins have you came across this.
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I don't use Plot Management but thought I'd see if this would work anyway, I am using RimBlocks P4L, so it does block people from accessing the elevator controls if it's not their plot pole but the friends doesn't work, any idea how to adjust this so it works?
All I can say is install Plot Management and you will be good. There is no other way to save freinds to the plotpole that I've seen.
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Sorry I wrote that at 6 AM, just realized the wording was terrible. Currently with that elevator_init someone not on the plot friends list can still call the elevator, they just can't activate it. I was curious if you could also make it so only plot friends can call elevators. PS great work, been looking into securing these for a while now.
Changed the code try it and let me know. I edit the orginal post with new code.
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This is excellent man, just what I was looking for. Any chance you could make it so the call elevator option doesn't appear for non plot friends as well?
This is written to only show the options if you are on the plotpole. Poeple not on the plotpole shouldn't be getting the option if you installed it correctly.
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That fixed it. Thank You
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Well this don't work correctly. If I use the unlock action I get the interface and I can unlock plus manage. The problem is when I use the Manage Door action I get "You do not have the rights to manage" text. Apparently it does not get the owner when called that way.
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Hey if any of you are using by Zupa and rosska85 there is now away to control who uses the elevator. I would suggest diffing if you made changes to the elevator_init.sqf file like the folder location. This is the best I could come up with so if you see a better way let us know. If there name is on the plotpole they get the selection to use and build.
Edit: TheHound found that the selection for calling the elevator is still avalible if your not on the plot pole. Changed code to block all selections if not on plot pole.
elevator_init.sqfprivate ["_folder","_ct","_findNearestPoles","_findNearestPole","_IsNearPlot"]; if (isServer || isDedicated) exitWith { diag_log "Error: Elevator script should NOT be started on the server"; }; if (count _this != 1) exitWith { diag_log "Error: elevator_init.sqf called with wrong parameter count (the only parameter should be the folder of the script relative to the mission folder)"; }; _folder = (_this select 0) + "\"; // global variables if (isNil "ELE_PlatformClass") then { ELE_PlatformClass = "MetalFloor_DZ" }; if (isNil "ELE_StopClass") then { ELE_StopClass = "MetalFloor_Preview_DZ" }; if (isNil "ELE_MaxRange") then { ELE_MaxRange = 25 }; // m if (isNil "ELE_Size") then { ELE_Size = 4 }; // m if (isNil "ELE_Speed") then { ELE_Speed = 2 }; // m/s if (isNil "ELE_StopWaitTime") then { ELE_StopWaitTime = 5 }; // s if (isNil "ELE_UpdatesPerSecond") then { ELE_UpdatesPerSecond = 60 }; // animation updates per second if (isNil "ELE_RequiredBuildTools") then { ELE_RequiredBuildTools = ["ItemToolbox", "ItemCrowbar"] }; // required tools for building an elevator and elevator stop if (isNil "ELE_RequiredBuildItems") then { ELE_RequiredBuildItems = [["PartGeneric",4], "PartEngine", "ItemGenerator", "ItemJerrycan"] }; // required items to build an elevator if (isNil "ELE_RequiredBuildStopItems") then { ELE_RequiredBuildStopItems = [["PartGeneric",4]] }; // required items to build an elevator stop if (isNil "ELE_Debug") then { ELE_Debug = false }; // debug flag ELE_elevator = nil; // global functions call compile preprocessFileLineNumbers (_folder + "vector.sqf"); call compile preprocessFileLineNumbers (_folder + "ac_functions.sqf"); call compile preprocessFileLineNumbers (_folder + "elevator_functions.sqf"); diag_log "Elevator script initialized"; // elevator actions while {true} do { _ct = cursorTarget; _findNearestPoles = nearestObjects[player, ["Plastic_Pole_EP1_DZ"], DZE_PlotPole select 0]; _IsNearPlot = count (_findNearestPoles); _fuid = []; _allowed = []; if(_IsNearPlot > 0)then{ _thePlot = _findNearestPoles select 0; _owner = _thePlot getVariable ["ownerPUID","010"]; _friends = _thePlot getVariable ["plotfriends", []]; { _friendUID = _x select 0; _fuid = _fuid + [_friendUID]; } forEach _friends; _allowed = [_owner]; _allowed = [_owner] + _fuid; }; if ((!isNull _ct) && ((getPlayerUID player) in _allowed) && {(player distance _ct) < ELE_Size}) then { // has target if (typeOf _ct == ELE_PlatformClass) then { // elevator actions if ([_ct] call ELE_fnc_isElevator) then { if (s_player_elevator_next < 0 && {[_ct] call ELE_fnc_hasNextStop}) then { s_player_elevator_next = player addAction ["<t color=""#ffffff"">Activate Elevator: Next Stop</t>", _folder+"elevator_actions.sqf", ["next",_ct], 5, false]; }; if (s_player_elevator_previous < 0 && {[_ct] call ELE_fnc_hasPreviousStop}) then { s_player_elevator_previous = player addAction ["<t color=""#ffffff"">Activate Elevator: Previous Stop</t>", _folder+"elevator_actions.sqf", ["previous",_ct], 5, false]; }; if (s_player_elevator_select < 0) then { s_player_elevator_select = player addAction ["<t color=""#ffffff"">Select Elevator</t>", _folder+"elevator_actions.sqf", ["select",_ct], 1, false]; }; } else { if (s_player_elevator_upgrade < 0) then { s_player_elevator_upgrade = player addAction ["<t color=""#ffffff"">Upgrade to Elevator</t>", _folder+"elevator_build.sqf", ["build",_ct], 0, false]; }; if (s_player_elevator_upgrade_stop < 0) then { s_player_elevator_upgrade_stop = player addAction ["<t color=""#ffffff"">Upgrade to Elevator Stop</t>", _folder+"elevator_build.sqf", ["build_stop",_ct], 0, false]; }; }; }; // elevator stop actions if ([_ct] call ELE_fnc_isElevatorStop) then { if (s_player_elevator_call < 0) then { s_player_elevator_call = player addAction ["<t color=""#ffffff"">Call Elevator</t>", _folder+"elevator_actions.sqf", ["call",_ct], 5, false]; }; }; // debug actions if (s_player_elevator_id < 0 && ELE_Debug) then { s_player_elevator_id = player addAction ["<t color=""#ddffffff"">Show Elevator ID</t>", _folder+"elevator_actions.sqf", ["id",_ct], 0, false]; }; } else { player removeAction s_player_elevator_next; s_player_elevator_next = -1; player removeAction s_player_elevator_previous; s_player_elevator_previous = -1; player removeAction s_player_elevator_select; s_player_elevator_select = -1; player removeAction s_player_elevator_upgrade; s_player_elevator_upgrade = -1; player removeAction s_player_elevator_upgrade_stop; s_player_elevator_upgrade_stop = -1; player removeAction s_player_elevator_call; s_player_elevator_call = -1; player removeAction s_player_elevator_id; s_player_elevator_id = -1; }; sleep 1; };
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Thanks that helped still looking at the Vehicle Key Changer it's funny how many different ways to make a call. You have a expensive evac copter rescue call.
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Now to figure out how to let this work with JAEM, Vehicle Key Changer and Vehicle Service Point mods. It would be nice not having to carry any currency just a straight bank transaction.
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OK it's now working, toolsAreActive=true; was missing. The menu needs to be only tied to the banking system not Player Tools. What are the example sql files for?
By the way nice work the other money systems will never fly on rented servers plus the amount of code would be a pain on Epoch updates.
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I installed it but there is no menu option. Your player_tools _main.sqf has some left overs for time and weather. I use Infistar and I added the menu items but still no go.
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Got everything working only issue is when you add a lock to a door the PlayerUID gets replaced with the combo number. The option to lock after you open a door is not present only the unlock option. If you choose unlock then enter combo then the lock option comes available. It's not completely broken but a extra step must be made to lock the doors.
[Outdated][Release] Epoch-OriginsMod-Server-Package (Epoch 1.0.7 & Origins Mod 1.8.3)
in A2: Epoch Mods
Posted
Tried to run this but it seems the the bikey is no good.