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[Release] 3.0 Door Management - No More Codes


Zupa

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[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!

 

 

sEQTCPz.jpg

 

 

 

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

 

To add the owner as default to the doors on placement, edit your Player_Upgrade.sqf
 
Locate this:

player reveal _object;
Paste the following code underneath:

_friendUID = getPlayerUID player;
_friendName = name  player;
_friends = [[_friendUID,_friendName]] ; 


_object setVariable ["doorfriends", _friends, true];
PVDZE_veh_Update = [_object,"gear"];
publicVariableServer "PVDZE_veh_Update";
PVDZE_veh_Update call server_updateObject;
This can be cleaned and i'm looking forward to your complete version Zupa :)

 

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What happens with all the Locks that are already placed? How does it know that its my ComboLock that i placed before the script was added?

 

Plot4Life, You placed the lock so the OwnerPUID is your PlayerUID.

 

So he see's you are the owner.

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The NON-plot4life versop, will have a text window where a person can claim ownership of the door by giving in the Old Code. He will be set as Owner (  First in list - Cannot be removed).

 

When the door is claimed, it cannot be claimed anymore.

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The NON-plot4life versop, will have a text window where a person can claim ownership of the door by giving in the Old Code. He will be set as Owner (  First in list - Cannot be removed).

 

When the door is claimed, it cannot be claimed anymore.

 

Perfect, thanks for the info.

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Zupa, great idea and concept, but I would REALLY like to see the following before I could add it to my servers:

 

In the dialog allow for the ability to choose between "Eye Scan" and "Enter Code"

 

That way you can still crack locks to get into bases.

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Zupa, great idea and concept, but I would REALLY like to see the following before I could add it to my servers:

 

In the dialog allow for the ability to choose between "Eye Scan" and "Enter Code"

 

That way you can still crack locks to get into bases.

 

Well i guess i can make 2 versions. 

 

Most servers dont like craccking codes.

 

What penalties u want in failing a code?

 

And do you want to type the code in a text field, or the old dialog?

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Old dialog would be ideal (combo lock).

 

As far as punishment, this is what I personally use:

titleCut ["","WHITE OUT",1];
			// player scream
			[player,"scream",0,false] call dayz_zombieSpeak;
			[player,20,true,(getPosATL player)] spawn player_alertZombies;
			titleCut ["","WHITE IN",1];
			_display = findDisplay 41144;
			_display closeDisplay 3000;

			if (isNil 'KeyCodeTry') then {KeyCodeTry = 0;};

			KeyCodeTry = KeyCodeTry + 1;

			if (!isNil 'KeyCodeTryTimer') then {KeyCodeTryTimer = diag_tickTime+60;};

			if(KeyCodeTry >= ((round(random 10)) + 4)) then {
			
				if (isNil 'KeyCodeTryTimer') then {KeyCodeTryTimer = diag_tickTime+60;};
			
				cutText [(localize "str_epoch_player_19"), "PLAIN DOWN"];
				_display = findDisplay 46;
				_display closeDisplay 0;
			};
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Old dialog would be ideal (combo lock).

 

As far as punishment, this is what I personally use:

titleCut ["","WHITE OUT",1];
			// player scream
			[player,"scream",0,false] call dayz_zombieSpeak;
			[player,20,true,(getPosATL player)] spawn player_alertZombies;
			titleCut ["","WHITE IN",1];
			_display = findDisplay 41144;
			_display closeDisplay 3000;

			if (isNil 'KeyCodeTry') then {KeyCodeTry = 0;};

			KeyCodeTry = KeyCodeTry + 1;

			if (!isNil 'KeyCodeTryTimer') then {KeyCodeTryTimer = diag_tickTime+60;};

			if(KeyCodeTry >= ((round(random 10)) + 4)) then {
			
				if (isNil 'KeyCodeTryTimer') then {KeyCodeTryTimer = diag_tickTime+60;};
			
				cutText [(localize "str_epoch_player_19"), "PLAIN DOWN"];
				_display = findDisplay 46;
				_display closeDisplay 0;
			};

 

So that closes the dialog every time you fail it.

 

and give the player an epelepsion attack? ^^

 

and attract zeds

 

Then, u can have a random number to 10 ( + 4) attempts , and then it closes soma dialog? dialog 46?

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Thanks for the mention Zupa.

 

A chance to break in would be good as I have been playing around with the idea of bobby trapping a door with a frag mod :D ....

 

Just as an aside, I am just writing the instructions for my add-on for A Plot for Life which gives a plot owner the option to take ownership of all buildables on the plot (excluding safes, lockboxes, tents and locked doors - all configurable).

 

Meant mainly for people to align their old buildables to the A Plot for Life v2+ system but would also allow raiders to place their own pole and take ownership.

 

If you are using the inventory (wep / mag / backpack) fields then is should work fine.  

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