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Found 5 results

  1. Legally Binded is a brand new community running a Arma 2 : DayZ Mod Overpoch 1.0.6.1 server in the UK with admins always on and some amazing new mods with the help of oldmatechoc IP: 81.19.216.151:2800 WEBSITE: http://legallybinded.co.uk Blow up doors (Base raid) Set view distance (Right click binoculars/rangefinders) Suicide + Suicide bomb (Right click dog tags or press Home) Plot 4 Life (Build a base) Plot Management (Maintain it every 7 days) Door Management Gold Coins & Banks Advanced Fast Trading Nomad Roaming Trader Enhanced Spawn Select Spawn Classes Fast Build Snap Pro Vector Angle Building Fast Crafting & Building (1 step construction) Group Manager (F5) Walking Zombies Service Points (Refuel and repair from fuel pumps) Missions & Supply Drops Vehicle Locator (Right click GPS) Safezones Deploy Bike & LittleBird from Toolbox Tow & Lift Custom Areas Teabag corpse Campfire dance
  2. Good morning from Austria, is in epoch any other garage door available than the standard wood/metal doors? It's just about driving into the base with a MTVR or URAL Truck. The only truck who fits is the V3S. Same issues with the Armored Hummer. No chance to geht in (because the weapon is too high). Any chances to fix that? I just want to park every car in my garage - if it's possible?! Thanks! Cheers Shizo
  3. Now I don't like the idea of indestructible bases before we start :) but this building system means any holes in your base are going to be a nightmare to patch up sometimes impossible as I found out by being forced to remove a full 50ft stretch of wall with doors and floor panels to do it. With explosives being so cheap and the addition soon of vehicles with guns its going to be very easy to spoil hundreds of hours of work.... How about this... We are in the future, the Cultists are robots (reprogrammed) with special powers, we have working heli's, electronic door locks etc so its not out the question that the frequency jammer (FJ) could have additional features with appropriate upgrades. 1) When a player is offline his base will re-spawn any destroyed components (its a mugs game doing it when they are offline and unable to defend themselves) i) This will still allow the base raid but the player will only suffer a loss of stuff not nailed down or in lock box's 2) This will start from the next server restart (so if you log out to try and exploit this during an ongoing base attack it wont work) 3) If you are online and your FJ has been upgraded (with say the head/components off a dead cultist robot) you get a warning (after 2 minutes) to say you have a player in proximity of your base, but only if they have shot at or damaged your base in any way 4) Any players camping you or just trying doors will not get flagged 5) Players can further upgrade their walls/doors to be "hardened" with scrap or something appropriate (but make it expensive or time consuming to do so) 6) It should cost a lot to break into a base, either i) Vehicle ammo (when if/it comes in ) is priced expensively so its an incentive for players to sell it rather than use it ii) The price of explosives are vastly increased with the spawn chance reduced (I took a wall down with a single satchel charge that cost me about £3 at a trader lol) 7) If we are upgrading the FJ with the components off a dead cultist robots and using it as an amplifier how about letting the player remotely set off the same damage attack a cultist uses at the expense of the FJ getting downgraded (the proximity sensor element needing an upgrade with another dead cultist). i) This will also damage the player if they are in their own base This way is more fitting with the game and does not punish those who are unable to defend themselves Thought?
  4. A couple of very useful additions to Epoch, I submit, would be hatches (doors in floors) and doors with no top frames (barn doors) so vehicles like MTVRs can fit through. Hatches could be in 3 general sizes; 1/4 floor, 1/2 floor, and whole floor. Barn doors would basically be split, side opening garage doors in a large wall with no top frame so the space above could be left open or another door stacked on top to make a very tall door, or even a regular garage door above the barn doors. The doors could swing out, hinged at the sides, or slide to either side like a true barn door. All of this being lockable as per the current door selection. Stair railings would be a very handy addition, possible replacing supports? Why are there stair supports anyway except for aesthetic purposes?
  5. I'm running 1.0.4, I have CPC Indestructible Bases script, which I modified a bit so that locked doors are excluded. I modified the array in dayz_server -> system\server_monitor.sqf to reflect the changes I wished to make, so that when server starts, any walls or floors that are in the database will be indestructible, except of course for the locked doors, which I commented out. / ### [CPC] Indestructible Buildables Fix _cpcimmune =[ "WoodFloor_DZ", "WoodFloorHalf_DZ", "WoodFloorQuarter_DZ", "WoodLargeWallDoor_DZ", "WoodLargeWallWin_DZ", "WoodLargeWall_DZ", "WoodSmallWallDoor_DZ", "WoodSmallWallWin_DZ", "Land_DZE_WoodDoor", //"Land_DZE_WoodDoorLocked", "Land_DZE_LargeWoodDoor", //"Land_DZE_LargeWoodDoorLocked", "Land_DZE_GarageWoodDoor", //"Land_DZE_GarageWoodDoorLocked", "WoodLadder_DZ", "WoodStairsSans_DZ", "WoodStairs_DZ", "WoodSmallWall_DZ", "WoodSmallWallThird_DZ", "CinderWallHalf_DZ", "CinderWall_DZ", "CinderWallDoorway_DZ", "CinderWallDoor_DZ", "Land_DZE_LargeWoodDoor", "MetalFloor_DZ", //"CinderWallDoorSmallLocked_DZ", //"CinderWallDoorLocked_DZ", "CinderWallSmallDoorway_DZ", "CinderWallDoor_DZ" ]; // ### [CPC] Indestructible Buildables Fix Just to be thorough, it also has this bit of code a little further down // ### [CPC] Indestructible Buildables Fix if (typeOf(_object) in _cpcimmune) then { _object addEventHandler ["HandleDamage", {false}]; _object enableSimulation false; }; // ### [CPC] Indestructible Buildables Fix This works great as long as no one messes with your building until a restart. CPC already had a fix for that too, I took player_build.sqf from the dayz_code and modified it with the necessary fix, plus another fix, of course, for excluding locked doors. _object = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"]; _object setDir _dir; _object attachTo [player,_offset]; // ### [XXX] Destructible Locked Doors Fix _lockdoor = [ "Land_DZE_LargeWoodDoorLocked", "Land_DZE_WoodDoorLocked", "Land_DZE_GarageWoodDoorLocked", "CinderWallDoorSmallLocked_DZ", "CinderWallDoorLocked_DZ" ]; if (typeOf(_object) in _lockdoor) then { _object addEventHandler ["HandleDamage", {true}]; _object enableSimulation true; }; if (!(typeOf(_object) in _lockdoor)) then { _object addEventHandler ["HandleDamage", {false}]; _object enableSimulation false; }; This all works fine and dandy, except when *upgrading* your structure. I first noticed it when I could shoot a half concrete wall all day with a rocket launcher, but as soon as I upgraded it, it became vulnerable to destruction. The same goes for all upgradable structures, namely from open-doorways to doored-doorways if you get my drift. After playing around with player_build.sqf for a bit, I realized that this file is not used at all when upgrading a structure. Now I am at a loss, because I have no idea what to do next! What I really need to know right now is, where can I get or access the script that is called when a player upgrades an existing structure? Thanks in advance. EDIT: I figured it out on my own. I had to get this player_upgrade.sqf file from vbawol's repository. I edited it a little bit to reflect the changes I was wanting to make: // Create new object _object = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"]; // Set direction _object setDir _dir; // Set location _object setPosATL _location; // ### [XXX] Handle Custom Destructibles if (!(_classname in DZE_DoorsLocked)) then { _object addEventHandler ["HandleDamage", {false}]; _object enableSimulation false; cutText [format["This %1 is now indestructible. Swapping it for the old %2",_classname,_oldclassname], "PLAIN DOWN", 10]; }; // ### [/XXX] Saved it in my custom folder, then in fn_selfActions file I called it to execute instead of the generic one from dayz_code (which wasnt even in my dayz_code, weird) and it works great! All builds are indestructible except for locked doors. :-)
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