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Found 3 results

  1. Pretty much every Asset from Arma2OA is inside, but NO: tanks, TWS, or other gamebraking shit! Well balanced, team-based PVP made from Epoch Veterans for Epoch Veterans! A bit harder than the rest, a bit more to explore and alot more to build! Welcome to Dead n Glad Epoch Takistan! powered by gaming.redrawinternet.com Server IP : 83.167.187.117 Port: 4444 Server Version 1.0.5.1 Join our Forum: http://DNG.wtf - Go here also for help! Join our Teamspeak: DNG.ts.ngz.net The Best Hardware! Right now we are on a 8 Core Xenon Dell Blade, 3,8Ghz on turbo, Database is in a RAMDISK, 10Gbit Connection from UK. Powered by Redrawinternet.com - thank you guys to make this possible again! More maps and gamemodes coming soon! Fresh Database from 12.09.15! The Best Software! Pretty much every script has been tested in the last 2 years, from random Nukes over AI-sectors on Aircraftcarriers - we had them all. Besides some own coding, only the best stuff is inside now, everything is well BALANCED to get the best epoch-moments you can imagine with this stoneold game. Right now weve added KING OF THE HILL - by loki87 from survivalcore.de Thanks Loki! Its really fun! The Focus in Development was always PERFORMANCE, so you will get the best FPS here, trust us. Even Serverside; up to 20.000 objects with no problem (we would never waste a database this much) ,expect arround 6.000 objects in a few months - - we try to never let it getting higher than this to always have a LAGFREE and performant gameplay for everyone! Some of the Serverside-Part is completly rewritten to get a more stable and faster game than the 1.0.5.1 release is. Expect continued work over the whole phase - balancing will be always watched and corrected if we need to. Automated DB-backups every 5 Minutes, always the last antihack and also support over teamspeak nearly 24 hours a day. The Best Comunity! We had Youtubers, streamers, coders, big-clans and lone wolfs. 3000 Players a month on the old hardware. May you remember our old name... We are about to build that up again! Expect more Games, Mods and other content soon on DNG.wtf All Admins are from Germany, at least 25 years old and we all have 1000+ hours on our Arma2. Server language is usaly english, but you are free to speak whatever you want (we autotranslate everything anyway). NO DONATION CRAP! Yes, youve heared right; NO LOADOUTS, NO PERKS, NO BASEKITS, NO NOTHING but Epoch for Veterans! And now a boring list of the features, but you may will read it anyway: RandomAI: DZAI with some changes to keep the game hard until the playerbase has reached a specific level. Hived: You can spawn your virtual garage vehicles on every DNG Arma2 Server! Spawnselect: ESS2 by Ebay, well selected points and no parachute to keep the DayZ-feeling. Groupmanagement: DZGM in the last version, so persistent over restart. Advanced Trading: Faster, lighter, fixed! Deploy: Bike, AutoGyro, Jetksi (Mozzie is fo the noobs, real vets die in a Gyro :), or and M2 static! ClassSystem: Breaking-Point like, so YOU CANT WEAR HERO SKINS AS A BANDIT, and so on. Female Ghillie: Yep, its inside. Lift/Tow/LoadIn: Classic R3F including load in. Door/Plotmanagement: You should have seen it, it will make the game more playable. Thanks ZUPA! Virtual Garage: To keep the map fresh and the server fast; store your vehicles safe! Thanks GZA David! Paint Vehicles: You know it, thanks Maca134 for this aweseome piece of software! Service Points: Autorefuel and Repair (costs Gold) on every fuelstation. Marked with green dots on the map. Weathersystem: Each part of the map has his own weather! Seperate Day/Night zones will be added. Alchemical: Its called "CRAFT MORE" here to keep the confusing down, nearly every buildable item has been added! Snap/Vectorbuild: You should now the script. Simply awesome what you can build now. 1StepBuild: You dont have to wait when you wanne build something. Better be patient on setting up an anbush! CameraSystem: For your base! You may know the script, the TWS-part is not included! Colors: Dont like the high-colored default colorfilter? Choose another one from rightclick+map. Selection will be SAVED for your profile! Missions: DZMS with some changes, the bots are harder to kill than you may expect. Be prepared! Thanks Vampire! Drops: Different Suppy-drops, type, ammount and loot is choosen automaticly by playercount to get it balanced every time. All markers do respawn after death. 1Hit/SlowZeds: They are hard, but they are slow now. So you can go on a mission without the derpy-zombies glitching trough a wall! Remotekey: To find your vehicle, click the key and start the enging! No immersion-braking markers here! Elevator: Build your own Elevator for the base, just because you can! Fasttrader: Sell the whole invetory of your vehicle with one click in major tradercities! IED: Craft your own small trap-bomb and setup an ambush. Bicycle Break: No mor "accidents" due some hill driving; use the space key to break. Sirens: Cop car sirens + air horns with the well known "apocalypse now" sound for helis! Indestructible: Is only CINDER, METAL, and of course all indestructible-category items in the CRAFT MORE Rearmed: Armed Mv22 (yes, armed), rearmed Ks52 (just pkm), An2 with M134 and more! NoAmmoOnSpawn: No vehicle will spawn with ammo, you have to find or buy it if you wanne have fun with the big toys. Earplugs: on TAB key +++ Alot more stuff i dont remember right now ) But more spoilers = less wtf, so lets dont ruin your gameplay here. Expect very well made balancing, made from epoch-vets for epoch-vets, to keep you busy for 1000 hours - if you really want to!
  2. Hey! I need some help merging the vehicle garage script with the doormanagement. As far as i can tell they will conflict in server_updateObject.sqf The below is mine with doormanagement and vehicle paint added. And the last bit of code in this topic is from Overheat's github. Can anyone help me put the changes for vehicle garage in? private ["_object","_type","_objectID","_uid","_lastUpdate","_needUpdate","_object_position","_object_inventory","_object_damage","_isNotOk","_parachuteWest","_firstTime","_object_killed","_object_repair","_isbuildable"]; _object = _this select 0; if (isNull(_object)) exitWith {diag_log format["Skipping Null Object: %1", _object]}; _type = _this select 1; _parachuteWest = ((typeOf _object == "ParachuteWest")||(typeOf _object == "ParachuteC")); _isbuildable = (typeOf _object) in dayz_allowedObjects; _isNotOk = false; _firstTime = false; _objectID = _object getVariable ["ObjectID","0"]; _uid = _object getVariable ["ObjectUID","0"]; if ((typeName _objectID != "string")||(typeName _uid != "string")) then { diag_log(format["Non-string Object: ID %1 UID %2", _objectID, _uid]); _objectID = "0"; _uid = "0"; }; if (!_parachuteWest and !(locked _object)) then { if ((_objectID == "0")&&(_uid == "0")) then { _object_position = getPosATL _object; _isNotOk = true; }; }; if (_isNotOk and _isbuildable) exitWith {}; _lastUpdate = _object getVariable ["lastUpdate",time]; _needUpdate = (if (_object in update_whitelist) then {false} else {_object in needUpdate_objects}); /* Vehicle Paint Start */ _object_position = { private["_position","_worldspace","_fuel","_key","_colour","_colour2"]; _position = getPosATL _object; if (_object isKindOf "AllVehicles") then { _colour = _object getVariable ["Colour","0"]; _colour2 = _object getVariable ["Colour2","0"]; _worldspace = [ round(direction _object), _position, _colour, _colour2 ]; _fuel = fuel _object; } else { _worldspace = [ round(direction _object), _position ]; _fuel = 0; }; _key = format["CHILD:305:%1:%2:%3:",_objectID,_worldspace,_fuel]; //diag_log ("HIVE: WRITE: "+ str(_key)); _key call server_hiveWrite; }; /* Vehicle Paint End */ /* Door Management Start */ _object_inventory = { private["_inventory","_previous","_key"]; _isNormal = true; if (typeOf (_object)in DZE_DoorsLocked) then{ _isNormal = false; _inventory = _object getVariable ["doorfriends", []]; }; if(_isNormal)then { _inventory = [ getWeaponCargo _object, getMagazineCargo _object, getBackpackCargo _object ]; }; _previous = str(_object getVariable["lastInventory",[]]); if (str(_inventory) != _previous) then { _object setVariable["lastInventory",_inventory]; if (_objectID == "0") then { _key = format["CHILD:309:%1:%2:",_uid,_inventory]; } else { _key = format["CHILD:303:%1:%2:",_objectID,_inventory]; }; _key call server_hiveWrite; }; }; /* Door Management End */ /* [_object,_type] spawn server_updateObject; */ private ["_object","_type","_objectID","_uid","_lastUpdate","_needUpdate","_object_position","_object_inventory","_object_damage","_isNotOk","_parachuteWest","_firstTime","_object_killed","_object_repair","_isbuildable","_garagelist"]; _object = _this select 0; if(isNull(_object)) exitWith {diag_log format["Skipping Null Object: %1", _object];}; if ((typeOf _object) in DZE_Garage) then {_garagelist = _this select 2;}; _type = _this select 1; _parachuteWest = ((typeOf _object == "ParachuteWest") || (typeOf _object == "ParachuteC")); _isbuildable = (typeOf _object) in dayz_allowedObjects; _isNotOk = false; _firstTime = false; _objectID = _object getVariable ["ObjectID","0"]; _uid = _object getVariable ["ObjectUID","0"]; if ((typeName _objectID != "string") || (typeName _uid != "string")) then { diag_log(format["Non-string Object: ID %1 UID %2", _objectID, _uid]); _objectID = "0"; _uid = "0"; }; if (!_parachuteWest && !(locked _object)) then { if (_objectID == "0" && _uid == "0") then { _object_position = getPosATL _object; _isNotOk = true; }; }; if (_isNotOk && _isbuildable) exitWith {}; if (_isNotOk) exitWith { deleteVehicle _object; diag_log(format["Deleting object %1 with invalid ID at pos [%2,%3,%4]",typeOf _object,_object_position select 0,_object_position select 1, _object_position select 2]); }; _lastUpdate = _object getVariable ["lastUpdate",time]; _needUpdate = _object in needUpdate_objects; _object_position = { private["_position","_worldspace","_fuel","_key","_colour","_colour2"]; _position = getPosATL _object; if (_object isKindOf "AllVehicles") then { _colour = _object getVariable ["Colour","0"]; _colour2 = _object getVariable ["Colour2","0"]; _worldspace = [ round(direction _object), _position, _colour, _colour2 ]; _fuel = fuel _object; } else { _worldspace = [ round(direction _object), _position ]; _fuel = 0; }; _key = format["CHILD:305:%1:%2:%3:",_objectID,_worldspace,_fuel]; //diag_log ("HIVE: WRITE: "+ str(_key)); _key call server_hiveWrite; }; _object_inventory = { private["_inventory","_previous","_key"]; if ((typeOf _object) in DZE_Garage) then { if (isNil "_garagelist") then { _garagelist = _object getVariable ["StoredVehicles",[]]; }; if (_objectID == "0") then { _key = format["CHILD:309:%1:%2:",_uid,_garagelist]; } else { _key = format["CHILD:303:%1:%2:",_objectID,_garagelist]; }; _key call server_hiveWrite; } else { _inventory = [ getWeaponCargo _object, getMagazineCargo _object, getBackpackCargo _object ]; _previous = str(_object getVariable["lastInventory",[]]); if (str(_inventory) != _previous) then { _object setVariable["lastInventory",_inventory]; if (_objectID == "0") then { _key = format["CHILD:309:%1:%2:",_uid,_inventory]; } else { _key = format["CHILD:303:%1:%2:",_objectID,_inventory]; }; //diag_log ("HIVE: WRITE: "+ str(_key)); _key call server_hiveWrite; }; }; }; _object_damage = { private["_hitpoints","_array","_hit","_selection","_key","_damage"]; if ((typeOf _object) in DZE_Garage) then { _damage = damage _object; _array = _object getVariable ["GarageFriends",[]]; } else { _hitpoints = _object call vehicle_getHitpoints; _damage = damage _object; _array = []; { _hit = [_object,_x] call object_getHit; _selection = getText (configFile >> "CfgVehicles" >> (typeOf _object) >> "HitPoints" >> _x >> "name"); if (_hit > 0) then {_array set [count _array,[_selection,_hit]]}; _object setHit ["_selection", _hit]; } count _hitpoints; }; _key = format["CHILD:306:%1:%2:%3:",_objectID,_array,_damage]; //diag_log ("HIVE: WRITE: "+ str(_key)); _key call server_hiveWrite; _object setVariable ["needUpdate",false,true]; }; _object_killed = { private["_hitpoints","_array","_hit","_selection","_key","_damage"]; _hitpoints = _object call vehicle_getHitpoints; //_damage = damage _object; _damage = 1; _array = []; { _hit = [_object,_x] call object_getHit; _selection = getText (configFile >> "CfgVehicles" >> (typeOf _object) >> "HitPoints" >> _x >> "name"); if (_hit > 0) then {_array set [count _array,[_selection,_hit]]}; _hit = 1; _object setHit ["_selection", _hit]; } count _hitpoints; if (_objectID == "0") then { _key = format["CHILD:306:%1:%2:%3:",_uid,_array,_damage]; } else { _key = format["CHILD:306:%1:%2:%3:",_objectID,_array,_damage]; }; //diag_log ("HIVE: WRITE: "+ str(_key)); _key call server_hiveWrite; _object setVariable ["needUpdate",false,true]; if ((count _this) > 2) then { _killer = _this select 2; _charID = _object getVariable ['CharacterID','0']; _objID = _object getVariable['ObjectID','0']; _objUID = _object getVariable['ObjectUID','0']; _worldSpace = getPosATL _object; if (getPlayerUID _killer != "") then { _name = if (alive _killer) then { name _killer; } else { format["OBJECT %1", _killer]; }; diag_log format["Vehicle killed: Vehicle %1 (TYPE: %2), CharacterID: %3, ObjectID: %4, ObjectUID: %5, Position: %6, Killer: %7 (UID: %8)", _object, (typeOf _object), _charID, _objID, _objUID, _worldSpace, _name, (getPlayerUID _killer)]; } else { diag_log format["Vehicle killed: Vehicle %1 (TYPE: %2), CharacterID: %3, ObjectID: %4, ObjectUID: %5, Position: %6", _object, (typeOf _object), _charID, _objID, _objUID, _worldSpace]; }; }; }; _object_repair = { private["_hitpoints","_array","_hit","_selection","_key","_damage"]; _hitpoints = _object call vehicle_getHitpoints; _damage = damage _object; _array = []; { _hit = [_object,_x] call object_getHit; _selection = getText (configFile >> "CfgVehicles" >> (typeOf _object) >> "HitPoints" >> _x >> "name"); if (_hit > 0) then {_array set [count _array,[_selection,_hit]]}; _object setHit ["_selection", _hit]; } count _hitpoints; _key = format["CHILD:306:%1:%2:%3:",_objectID,_array,_damage]; //diag_log ("HIVE: WRITE: "+ str(_key)); _key call server_hiveWrite; _object setVariable ["needUpdate",false,true]; }; _object setVariable ["lastUpdate",time,true]; switch (_type) do { case "all": { call _object_position; call _object_inventory; call _object_damage; }; case "position": { if (!(_object in needUpdate_objects)) then { //diag_log format["DEBUG Position: Added to NeedUpdate=%1",_object]; needUpdate_objects set [count needUpdate_objects, _object]; }; }; case "gear": { call _object_inventory; }; case "damage": { if ( (time - _lastUpdate) > 5) then { call _object_damage; } else { if (!(_object in needUpdate_objects)) then { //diag_log format["DEBUG Damage: Added to NeedUpdate=%1",_object]; needUpdate_objects set [count needUpdate_objects, _object]; }; }; }; case "killed": { call _object_killed; }; case "repair": { call _object_damage; }; };
  3. Organized Madness Cherno Epoch Server - 45.34.5.14:2301 Teamspeak - 45.34.5.12 www.omepoch.com Professionally hosted and managed server based out of South Central US designed for performance. High FPS, check it out and see for yourself. Daily events and our admins cover US and EU timezones. Join our Teamspeak to receive a new player building pack We are currently looking for some moderators & admins. Please join teamspeak if you are interested! Features Single Currency Advanced Trading Snap pro building w/Vector Plot management Plot for life Door Management Group system Mission system customized loot Deployable bike/littlebird Refuel/Rearm/Repair Towing/Heli Lift Admin hosted events daily + a bunch more Check us out, you won't be disappointed :D
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