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Found 8 results

  1. 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
  2. Hi guys, need a few updates for the vehicle garage if possible. I need to limit the amount of vehicles per player... Also need to stop overpowered vehicles being stored in the garage. I have updated my player_storeVehicle.sqf with the following code but it's not working, it still stores them : // Developed by [GZA] David for German Zombie Apocalypse Servers (https://zombieapo.eu/) private["_unit","_obj","_wogear","_charID","_objectID","_keyavailable","_keyColor","_added","_objectUID","_key","_class","_noStore"]; if(lbCurSel 3802 == -1) exitWith {hint "No Vehicle selected"}; _unit = player; _obj = StoreVehicleList select (lbCurSel 3802); StoreVehicleList = nil; _wogear = _this select 0; closeDialog 0; _noStore = _obj in ["AH64D"]; if (_noStore) exitWith { cutText ["Woah, that vehicle is too overpowered. You can't store that here!", "PLAIN DOWN"]; }; _charID = _obj getVariable ["CharacterID","0"]; _objectID = _obj getVariable ["ObjectID","0"]; _objectUID = _obj getVariable ["ObjectUID","0"]; if (_objectID == "1") exitWith {cutText ["Can not store mission vehicle.", "PLAIN DOWN"];}; // Check for mission vehicle WAI Script _keyavailable = false; _keyColor = ["ItemKeyYellow","ItemKeyBlue","ItemKeyRed","ItemKeyGreen","ItemKeyBlack"]; if(_charID != "0") then { { if (configName(inheritsFrom(configFile >> "CfgWeapons" >> _x)) in _keyColor) then { if (str(getNumber(configFile >> "CfgWeapons" >> _x >> "keyid")) == _charID) then { _key = _x; _keyavailable = true; }; }; } count (items _unit); } else {_keyavailable = true;}; if (!_keyavailable) exitWith {cutText ["You need the key of the vehicle.", "PLAIN DOWN"];}; _added = false; if (!_wogear) then { _added = [player, Pricegear] call SC_fnc_removeCoins; } else {_added = true;}; Pricegear = nil; if(!_added) exitWith {cutText ["You don't have enough money.", "PLAIN DOWN"];}; if(_charID != "0") then { [_unit,_key] call BIS_fnc_invRemove; cutText ["Key removed!", "PLAIN DOWN"]; }; _obj setvehiclelock "locked"; PVDZE_storeVehicle = [_obj, _unit, _wogear]; publicVariableServer "PVDZE_storeVehicle"; waitUntil {!isNil "PVDZE_storeVehicleResult"}; PVDZ_obj_Destroy = [_objectID,_objectUID,_unit]; publicVariableServer "PVDZ_obj_Destroy"; deleteVehicle _obj; PVDZE_storeVehicleResult = nil; sleep 2; cutText ["Stored Vehicle in Garage.", "PLAIN DOWN"]; Also would be nice to maybe implement an sql event which removes them out the garage after 14 days if anyone could write that? Merci ! xD
  3. 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! Build your own Aircraft-Carrier if you want to! Welcome to DNG Epoch Napf! Server IP : 83.167.187.117 Port: 3333 Join our Forum: DNG.wtf Join our Teamspeak: ts.DNG.wtf The Best Hardware! Right now we are on a 8 Core Xeon 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! The Best Software! Pretty much every script has been tested in the last 3 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. The Focus in Development was always PERFORMANCE, so you will get the best FPS here, trust us. Even Serverside; up to 10.000 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! 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 or website nearly 24 hours a day. The Best Community! 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 The most Admins are from Germany but we also have some from Sweden/Czech Republic/Russia, at least 20 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! (fixed max viewdistance for EVERYONE, grass for EVERYONE (still much fps, try us), no "starterkits" - cmon its epoch) And now a boring list of the features, but you may will read it anyway: Radiation Zone: One Zone on the map is is fucked up due a nuclear fallout! There is also AI which have a chance to get the rare item for blow up safes! Day/Night: We have around 3h day and 1h night. Deploy Anything: Deploy Bike/Gyro/Jetski/StaticM2 Surprisecrate: Can be anything from building material to gold. Spawnselect: ESSV3 by Ebay, well selected points and no parachute to keep the DayZ-feeling. Groupmanagement: Persistent over restart. Advanced Trading: Faster, lighter, better! Missions: WAI/DZAI in good random locations and in Cities. Plus: they also have 12000 Blood, like you! Rockets against Vehicles included. They wont drop the LMGs they have, without them its to easy and dropping them would ruin the balancing. ClassSystem: Diffrent loadouts based on humanity. Lift/Tow: Balanced lift/tow! Plot4Life: Plot only removeable by Owner/Friends. Virtual Garage: To keep the map fresh and the server fast; store your vehicles safe! Thanks GZA David! Service Points: Autorefuel and Repair (costs Gold) on every fuelstation. Alchemical: Its called "CRAFT MORE" here to keep the confusing down, nearly every buildable item has been added! 800+ Buildables! Snap/Vectorbuild: You should know 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! Colors: Dont like the high-colored default colorfilter? Choose another one from rightclick the mapitem. Selection will be SAVED! (and dont copy my script from the missionfile, copycat - this is really fishy) 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. FastZeds: They belong to epoch and should be in! Blow Up Safe: With a Safebomb you are able to crack a safe! Bicycle Break: No more "accidents" due some hill driving; use the space key to break. Indestructible: Is only CINDER, METAL, and of course all indestructible-category items in the CRAFT MORE Rearmed: Armed Mv22 (yes, armed), rearmed Ka52 (just pkm), An2 with M134, F35 PKM 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 F1 key Coins: No bank on our server, thats to easy. You can store coins at your safe or lockbox! Heli Crashes: Windschelm, the Arma3 Propilot, is flying arround... gg Windschelm Custom Cleanup: Wrecks and deployed bikes will despawn when nobody is near to get more fps. Nitro: DZE_4 Vehicles (tuned ones can be bought at every trader city) can use Nitro to drive faster. (no Redbull needed) NoRadar: Armed vehicles, lets say the KA52, are rearmed to PKM only and have and overlay over the radar, so no armed radar vehicles at all. There are still radar vehicles available, there is the Pchela1T and the An2 Civ. Both unarmed ofc. +++ Expect very well made balancing, made from epoch-vets for epoch-vets, to keep you busy for 1000 hours - if you really want to!
  4. 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; }; };
  5. Hello, After wasting many Cinder garage doors due to not placing them the way i wanted them to be facing, I wanted to Ask you all if there is any Way to know what direction a door is facing when placing? Would be a good idea to add an green arrow showing this when placing... *Note, when using snap-pro it does it automatically so is impossible to tell!
  6. 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
  7. 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?
  8. 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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