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Found 13 results

  1. Garage Door Opener is part of Epoch now. Hi guys, Here's an in vehicle garage door opener I wrote a while ago, Original idea was from Sanbird. It will scan while you're inside a vehicle for either a locked cinder or a locked wooden door, providing you have access to it, it will allow you to open/close it from inside the car. https://github.com/oiad/garageDoorOpener **** For Epoch only **** >> Download << Visit this link: https://github.com/oiad/garageDoorOpener/tree/garageDoorOpener-Epoch-
  2. Outdated, already built into Epoch 1.0.7 Hi guys, Quite a few admins asked me to release my Change Code script so here it is, It comes with BattlEye filters, too. This will allow players to set the code on placement/upgrade of doors, lockboxes and safes as well as changing them after they are placed. https://github.com/oiad/changeCode
  3. Hi everybody, scuse me for intrusion :) If I did not make mistakes ... maybe I could create a script to unlock the doors through use of the hotwirekit... I did not understand how the system of credits on scripts works ... so I want to clarify that my work was based on a script of @salival to which I wrote in private before publishing this. I waited a week but not having received an answer...i think it is still right to make available to the community as much as I did... So all the credits go @salival because i am based on his garagedooropener... Now...this is my work: -1) custom variable.sqf: -2) custom fn_selfActions.sqf: -3) in custom script folder (under mission folder); red text in the script below is needed only if you want to log in .rpt when someone try a hotwiring. If you want this, you have to leave red text in the script and you also have to do step 4 STEP 4 and 5 to do ONLY if you want to see log in .rpt -4) in inf.sqf (mission folder); -5) in custom script folder (under mission folder); - FINISH :-) Obviously i think it can be improved and for this reason i make it public, so that those who know more than me can suggest additions or modifications... For example ... I added a public variable to know via the .rpt file when a hotwire was used and whether it was successful or not. Maybe you can also add a routine to signal in the map or through text message for all the players that someone is trying to force a door... I tried it on my server and it seems to work fine. I await your observations and suggestions. I repeat: ALL CREDITS GO TO @SALIVAL Thanks for the attention.
  4. Hi guys, I'm running Epoch 0.5 Server build 749, trying to customize traders camp with in-game structures like, for example, adding a military cargo hq to it. I already have edited epoch_server_settings.pbo (altis.h in my case) to add the building in the map, it's working but I can't open doors. I've read that it has something to do with: enableSimulationGlobal I'm pretty sure this question has already been answered, but I've tried a lot of solutions and I can't get it to work... every other buildings on the map are working fine Thanks P.S.: Sorry for my english, haven't practised for a while
  5. [RELEASE] Door Management - No More Codes First release ONLY for Plot 4 Life users. Tired of giving in codes? Which code belongs to which door anyways? Geezus, some guy put a bot on my door to break the code. FUCK THAT Here comes Door Management. Throw away your codes and enjoy a simple eye scan. Add your friends to your list on the door an enjoy a stress free "door opening" experience. Door opening too fast? dont worry just put the opening time a bit longer. Inspired by plotManagement but now for Doors! If you press the unlock action you will not see a code dialog anymore. My dialog overwrites this dialog with my personal one. Here you get to simple action to press EYE SCAN. This will open the door after 2 seconds of scanning. Fails when you are not on the manage list ofcourse. Only people on the manage list can manage the door ofcourse. Owner will be alwyas highest authority and can never be erased. (Thanks P4L - Rimblock). [insert Image of the manage window here when i'm @ home, or anyone else provide it in the meantime] If you press manual code you get the old dialog back. You can disable this in the config section. This Scripts DOES not change anything gamebreaking or database related. The door code is still being used, but only codewise (back-end). You dont see anything in the front-end. Instructions 0 - Download the files from github: https://github.com/DevZupa/DoorManagement 1 - in your description.ext: ( Mission PBO ) Add to the bottom: ( THE DEFINES IS UPDATED, overwrite any other defines i gave u at other mods of mine!) If you get any duplicates of classes, just delete them from the defines.hpp, problem solved. #include "doorManagement\defines.hpp" #include "doorManagement\doorUnlock.hpp" #include "doorManagement\doorManagement.hpp" #include "doorManagement\ComboLockUI.hpp" 2 - In your compiles.sqf: ( Mission PBO ) Add the following lines /*DoorManagement Zupa*/ DoorGetFriends = compile preprocessFileLineNumbers "doorManagement\doorGetFriends.sqf"; DoorNearbyHumans = compile preprocessFileLineNumbers "doorManagement\doorNearbyHumans.sqf"; DoorAddFriend = compile preprocessFileLineNumbers "doorManagement\doorAddFriend.sqf"; DoorRemoveFriend = compile preprocessFileLineNumbers "doorManagement\doorRemoveFriend.sqf"; player_unlockDoor = compile preprocessFileLineNumbers "doorManagement\player_unlockDoor.sqf"; player_unlockDoorCode = compile preprocessFileLineNumbers "doorManagement\player_unlockDoorCode.sqf"; player_manageDoor = compile preprocessFileLineNumbers "doorManagement\initDoorManagement.sqf"; player_enterCode = compile preprocessFileLineNumbers "doorManagement\player_enterCode.sqf"; player_changeCombo = compile preprocessFileLineNumbers "doorManagement\player_changeCombo.sqf"; /*DoorManagement End*/ Above BIS_Effects_Burn = compile preprocessFile "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf"; AND place "//" infront of the normal player_actions so it looks like this: // player_unlockDoor = compile preprocessFileLineNumbers "defaultfile.sqf"; //player_changeCombo = compile preprocessFileLineNumbers "defaultfike.sqf"; 3 - Variables.sqf: Add somewhere at the top: NOT FIRST LINE: /**DoorManagement Config**/ DoorAdminList = ["-2","-3"]; // List of Player Id's of admins that can manage all doors AllowManualCode = true;// 2 reason| 1: Allows breaking codes (if 2nd config = false and code = 3 digits) | 2: Friends can access access not owned doors until owner gets on. HarderPenalty = true;// Cen's Penalty: Flashes screen white. And kicks player to lobby if failed more then (random number between 4 and 14) times. // AllowUncrackableCode = false; // in next release: if set to true, player can change code to more then 4 digits, The manualCode will always fail when he does. THIS is for AntiCodeCrack servers that allow Manual Code for people that like that system. // in next release. AllowManualCode will allow players to change the code in the DoorManagement Menu. /**DoorManagement Config END**/ DZE_DoorsLocked = ["Land_DZE_GarageWoodDoorLocked","Land_DZE_LargeWoodDoorLocked","Land_DZE_WoodDoorLocked","CinderWallDoorLocked_DZ","CinderWallDoorSmallLocked_DZ"]; 4 - FN_SELFACTIONS.SQF: a - Add the following player removeAction s_player_manageDoor; s_player_manageDoor = -1; // u might also want to add this to variables reset in your variables.sqf Under player removeAction s_player_barkdog; s_player_barkdog = -1; player removeAction s_player_warndog; s_player_warndog = -1; player removeAction s_player_followdog; s_player_followdog = -1; b - Place the following: //Allow manage door if((_typeOfCursorTarget in DZE_DoorsLocked)) then { if (s_player_manageDoor < 0) then { s_player_manageDoor = player addAction ["<t color='#0059FF'>Manage Door</t>", "doorManagement\initDoorManagement.sqf", _cursorTarget, 5, false]; }; } else { player removeAction s_player_manageDoor; s_player_manageDoor = -1; }; above //Allow owner to unlock vault Now in the Server.pbo 5 - server_monitor.sqf ( Mostly found in dayz_server/system/ if you are not using any modded one). a) place if (typeOf (_object) in DZE_DoorsLocked) then { _object setVariable ["doorfriends", _intentory, true]; }; under _object = createVehicle [_type, _pos, [], 0, "CAN_COLLIDE"]; B - Find ( IF NOT USING PLOTMANAGEMENT ) if (count _intentory > 0) then { Replace that with if ((count _intentory > 0) && !(typeOf( _object) in DZE_DoorsLocked)) then { B - IF USING PLOT MANAGEMENT, REplace: if ((count _intentory > 0) && !(typeOf( _object) == "Plastic_Pole_EP1_DZ")) then { With if ((count _intentory > 0) && !(typeOf( _object) == "Plastic_Pole_EP1_DZ") && !(typeOf( _object) in DZE_DoorsLocked)) then { 6 - server_UpdateObject.sqf ( Mostly found in dayz_server/compile/ if you are not using any modded one). Change _inventory = [ getWeaponCargo _object, getMagazineCargo _object, getBackpackCargo _object ]; into ( IF NOT using PLotManagement) _isNormal = true; if (typeOf (_object)in DZE_DoorsLocked) then{ _isNormal = false; _inventory = _object getVariable ["doorfriends", []]; //We're replacing the inventory with UIDs for this item }; if(_isNormal)then { _inventory = [ getWeaponCargo _object, getMagazineCargo _object, getBackpackCargo _object ]; }; IF USING PLOT MANAGEMENT Change if (typeOf (_object) == "Plastic_Pole_EP1_DZ") then{ _inventory = _object getVariable ["plotfriends", []]; //We're replacing the inventory with UIDs for this item } else { _inventory = [ getWeaponCargo _object, getMagazineCargo _object, getBackpackCargo _object ]; }; Into _isNormal = true; if (typeOf (_object) == "Plastic_Pole_EP1_DZ") then{ _isNormal = false; _inventory = _object getVariable ["plotfriends", []]; //We're replacing the inventory with UIDs for this item }; if (typeOf (_object)in DZE_DoorsLocked) then{ _isNormal = false; _inventory = _object getVariable ["doorfriends", []]; //We're replacing the inventory with UIDs for this item }; if(_isNormal)then { _inventory = [ getWeaponCargo _object, getMagazineCargo _object, getBackpackCargo _object ]; }; Infistar Antihack If you're running Infistar Antihack, add this to the dialogs array; 711195, 41144 And this to the '_cMenu =' section "DoorManagement","Entercode" IMPORTANT FOR NON PLOT 4 LIFE USERS
  6. we have a server Epoch version 3.1.0, it is configured in indestrutible wall. Only doors can be destroyed. Do you know how explosive satchel charges to destroy it be a door of a base. For three charges are not enough ....
  7. Hey guys, I recently had Zupa's custom clothing working really well.. then I installed Door Management and I cannot get the clothes script getList.sqf to function correctly. When I right click on a skin, the dialogue menu pops up, but it isn't populated. This is really pissing me off and I'm hoping that someone possibly has a fix. I looked in my client RPT and here's what I've found: When I checked the getList.sqf, there were no syntax errors at all that could have tripped this and I'm getting frustrated trying to figure it out. Thanks for the help, guys.
  8. 1. The server you were playing on: Firecockgaming Epoch Server. 2. What arma3 build and what Epoch build you are using: Latest release of both Arma 3 and Epoch. I believe Epoch its 2.5.2. 3. What it was you were doing: I was opening my door in my base, and accidentally clicked "lock" after I clicked open, which locked the door. So currently it is stuck in the open position with no scroll wheel option. Relogging does not help. Have not waited for a server restart yet. 4. Is it repeatable: yes.
  9. So I searched around expecting to find other people posting about this but didn't see anything. My buddies put down a locked door before I started playing on the server(Hostile Takeover #3). I logged in, followed their directions to find it, arrived and attempted to unlock it expecting it to tell me I couldn't(since I wasn't even in their group yet and none of them were online) and it straight up just unlocked. They said they thought maybe it was due to the fact that it glitched in some way while they were putting it down and a second locked wall just popped out next to it. After the next restart, the other wall was gone, but they expected that this caused the lock to fault in some way. However, later on we found another base(I think we were playing on Mell's House this time, I'll have to check with them) and we were able to just unlock the door and walk right in. Is this a known bug with the locked doors? Or are these most likely isolated cases and a coincidence? Nonetheless, they look great and I love the sound they make when you lock/unlock them. =]
  10. Hey hey, I try to write a fix for this: https://github.com/vbawol/DayZ-Epoch/issues/1576 and i am nearly done, but i cant fine the file where the doors will be locked..... i mean if click on "Lock door" ^^ It would be nice if anybody can point it to me, or at least if i know the variable which is placed on the door if it will be locked. And of course, i will release the fix as soon as i find this damn file / variable ^^ Greetz, stifler.
  11. On my server all of the custom cities have spawned in twice. There is no visual impact, however when trying to open a door you have to open it multiple times in order to enter. I presume this is due to the server reading the spawn command in two different locations however I do not know where! Any help would be awesome. My custom buildings are kept in the: vilayercodecustom\dayz_epoch\buildings\ : http://prntscr.com/37rprn \dayz_epoch\init\server_functions.sqf. : http://prntscr.com/37rpcl As you can see in this screenshot: http://prntscr.com/37rrxp the doors of the fire-station open and reveal more doors. This only applies to the custom buildings, not the default. This issue has also only just started happening
  12. On my server all of the custom cities have spawned in twice. There is no visual impact, however when trying to open a door you have to open it multiple times in order to enter. I presume this is due to the server reading the spawn command in two different locations however I do not know where! Any help would be awesome.
  13. Hi, me and a couple of my friends have been having trouble with the new como lock mechanism in the latest patch of Epoch. We were able to build a lockable garage door. However, after we set the door up we were all unable to access the unlock menu properly after scrolling and selecting the 'unlock door' option. The menu seems to flicker on and off in a split second, so we are all unable to enter the code and unlock the door. We contacted the servers admin and he seemed to be able to unlock it fine. But he did not know why we could not use it properly. And the problem did not arise due to the fact that the door was placed within an already existing wall because we could not use the unlock menus on his own garage doors either. I'm not sure if this is a server specific problem or a known problem within the current patch (I haven't seen anything related on the forums). Any help would be appreciated, thanks.
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