Zupa Posted September 11, 2014 Report Share Posted September 11, 2014 [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 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 :) Geisterobst, Dew, SmokeyBR and 8 others 11 Link to comment Share on other sites More sharing options...
Zupa Posted September 11, 2014 Author Report Share Posted September 11, 2014 Released. Did some last minut changes, so i hope i didnt break anything. Link to comment Share on other sites More sharing options...
SN1P3R Posted September 11, 2014 Report Share Posted September 11, 2014 Does this door management use the plot pole friends list? Or is there a manage option on each door. So every Locked door in the plot pole range will open without codes for whoever is in the plot pole freinds list? Link to comment Share on other sites More sharing options...
Zupa Posted September 11, 2014 Author Report Share Posted September 11, 2014 Every door has it's own list. People only can acces that specifific door where there are added on. That way you can allow certain people in your front garage but not in the main living room ( for example) Link to comment Share on other sites More sharing options...
iSoJu Posted September 11, 2014 Report Share Posted September 11, 2014 Nice!!! Eta on a non plot life version? Link to comment Share on other sites More sharing options...
ARcoolJ Posted September 11, 2014 Report Share Posted September 11, 2014 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? Link to comment Share on other sites More sharing options...
Zupa Posted September 11, 2014 Author Report Share Posted September 11, 2014 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. Link to comment Share on other sites More sharing options...
Zupa Posted September 11, 2014 Author Report Share Posted September 11, 2014 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. Link to comment Share on other sites More sharing options...
ARcoolJ Posted September 11, 2014 Report Share Posted September 11, 2014 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. Link to comment Share on other sites More sharing options...
Zupa Posted September 11, 2014 Author Report Share Posted September 11, 2014 I highly recommend just going for plot4flife, makes everything much easier Link to comment Share on other sites More sharing options...
cen Posted September 11, 2014 Report Share Posted September 11, 2014 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. Link to comment Share on other sites More sharing options...
Zupa Posted September 11, 2014 Author Report Share Posted September 11, 2014 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? Link to comment Share on other sites More sharing options...
cen Posted September 11, 2014 Report Share Posted September 11, 2014 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; }; Zoranth 1 Link to comment Share on other sites More sharing options...
Zupa Posted September 11, 2014 Author Report Share Posted September 11, 2014 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? Link to comment Share on other sites More sharing options...
cen Posted September 11, 2014 Report Share Posted September 11, 2014 Kicks to lobby :) Link to comment Share on other sites More sharing options...
Zupa Posted September 11, 2014 Author Report Share Posted September 11, 2014 Kicks to lobby :) Fancy, so code breakers have a hard time, but it's possible Link to comment Share on other sites More sharing options...
cen Posted September 11, 2014 Report Share Posted September 11, 2014 Exactly! If they put in the time and effort it's possible. But can easily take a couple hours to crack a door. Link to comment Share on other sites More sharing options...
RimBlock Posted September 11, 2014 Report Share Posted September 11, 2014 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. cen and dzrealkiller 2 Link to comment Share on other sites More sharing options...
justchil Posted September 11, 2014 Report Share Posted September 11, 2014 I'd just like to see enter code so people with the existing codes can enter the door until the owner adds them. Link to comment Share on other sites More sharing options...
Zupa Posted September 11, 2014 Author Report Share Posted September 11, 2014 I'd just like to see enter code so people with the existing codes can enter the door until the owner adds them. Will be in the second version, since it's same what cen request i would say. Link to comment Share on other sites More sharing options...
justchil Posted September 11, 2014 Report Share Posted September 11, 2014 I opened an issue on your git. I've fixed one of the errors by defining the two actions in variables.sqfhttps://github.com/DevZupa/DoorManagement/issues/1 Link to comment Share on other sites More sharing options...
Creep Posted September 11, 2014 Report Share Posted September 11, 2014 gutting an eye out of the owner could get you in :P not really human but possible.. just sayin Link to comment Share on other sites More sharing options...
ARC_Solo Posted September 11, 2014 Report Share Posted September 11, 2014 Well, That would be logical, and it would solve base destruction. lol. Just kill them and take their eye. Link to comment Share on other sites More sharing options...
calamity Posted September 11, 2014 Report Share Posted September 11, 2014 Looking foward to NON plot 4 life version Link to comment Share on other sites More sharing options...
PeterBeer Posted September 11, 2014 Report Share Posted September 11, 2014 When i press Manage door this comes up : http://i.imgur.com/Iwr4xvv.jpg Then that's it no menu comes up Link to comment Share on other sites More sharing options...
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