Zupa Posted September 22, 2014 Author Report Share Posted September 22, 2014 Thanks, I'll give that a try. I was starting to pull all the code from the Epoch git to rewrite the mod to use the builtin UI instead :D Will let you know how it works out. Also I noticed that the manual code button only works if you click manage, close the window, go back to unlock door and then click on the manual code button, but that is nothing major for now. The builtin ui is the one thats in here, but the original one i overwritten cus u cant overwrite config actions. So that other combolock is the same but with different ID's now. Link to comment Share on other sites More sharing options...
Anarior Posted September 22, 2014 Report Share Posted September 22, 2014 The builtin ui is the one thats in here, but the original one i overwritten cus u cant overwrite config actions. So that other combolock is the same but with different ID's now. Your change still doesn't change anything unfortunately. Clicking the numbers makes a sound but they don't move, the UI is frozen on 000, no animation at all. Link to comment Share on other sites More sharing options...
PeterBeer Posted September 22, 2014 Report Share Posted September 22, 2014 change that mod savings, so it doenst do that I have done it and changed the combination lock the database world space is no different now still says i cant mange it any other suggestions ? After re logging it works again any other tips how to fix this ? Link to comment Share on other sites More sharing options...
Anarior Posted September 22, 2014 Report Share Posted September 22, 2014 Your change still doesn't change anything unfortunately. Clicking the numbers makes a sound but they don't move, the UI is frozen on 000, no animation at all. Fixed. You need a custom player_changeCombo.sqf Add to compiles: player_changeCombo = compile preprocessFileLineNumbers "overrides\player_changeCombo.sqf"; Change _display = findDisplay 41144; to _display = findDisplay 51144; Link to comment Share on other sites More sharing options...
Zupa Posted September 22, 2014 Author Report Share Posted September 22, 2014 Lol that file is kn github. I just forgot to mension that u have to change that in compiles xp Link to comment Share on other sites More sharing options...
Anarior Posted September 22, 2014 Report Share Posted September 22, 2014 Lol that file is kn github. I just forgot to mension that u have to change that in compiles xp Nope, I don't think it is on Git. Unless I'm totally blind of course. With the options being added the initDoorManagement.sqf, the manual code option won't work unless the Manage Door option is selected first as everything in player_enterCode.sqf is dependant on AllowManualCode being defined. Link to comment Share on other sites More sharing options...
PeterBeer Posted September 22, 2014 Report Share Posted September 22, 2014 When you enter code manually and get it right is unlocks but the display stays open something that might want fixing :) Link to comment Share on other sites More sharing options...
Anarior Posted September 22, 2014 Report Share Posted September 22, 2014 Now I just have to figure out why the selfactions part isn't working so I get the Manage Door option. Link to comment Share on other sites More sharing options...
BigDaddy Posted September 22, 2014 Report Share Posted September 22, 2014 Sorry guys , here is a working version you must only change the folder. https://www.dropbox.com/s/d8h74qldhu16xh2/doorManagement.rar?dl=0 scrollwheel menue doesn´t work i think Zupa will fix it soon. https://www.youtube.com/watch?v=cUk6Egz4Wbc&list=UUM5gBMNcWW0R1BbnZc6qSIQ Link to comment Share on other sites More sharing options...
j0sty Posted September 22, 2014 Report Share Posted September 22, 2014 Did some testing with a few players. Everything works great, but when you remove a friend from the list, he can still unlock and lock the door until the server restarts. Just FYI. Link to comment Share on other sites More sharing options...
BigDaddy Posted September 22, 2014 Report Share Posted September 22, 2014 but only the last used door. Link to comment Share on other sites More sharing options...
Zupa Posted September 23, 2014 Author Report Share Posted September 23, 2014 Released the latest version on githhub, and first post Sorry for delays, i didnt had any time yesterday all day, i'm currently tpying this from Microsoft xD Link to comment Share on other sites More sharing options...
BigDaddy Posted September 23, 2014 Report Share Posted September 23, 2014 Sorry Zupa but you version dosn´t work correctly the. if you using the combolock the numbers are not moving. Link to comment Share on other sites More sharing options...
Zupa Posted September 23, 2014 Author Report Share Posted September 23, 2014 Sorry Zupa but you version dosn´t work correctly the. if you using the combolock the numbers are not moving. My version ? ^^ My release xD And it works. The dialog is set right, did u test it now? _display = findDisplay 51144; _control = _display displayCtrl _control; _control ctrlSetText format["\z\addons\dayz_epoch\ui\%1_%2.paa",_name,_result]; and the dialog is: class Entercode { idd = 51144; IF u tested it, u didnt take all my files and used yours. Link to comment Share on other sites More sharing options...
BigDaddy Posted September 23, 2014 Report Share Posted September 23, 2014 sorry my issues i forget to add player_changeCombo = compile preprocessFileLineNumbers "doorManagement\player_changeCombo.sqf"; i do not ned this file on my server to get it run becouse i use different numbers then you. why did you change the numbers? Link to comment Share on other sites More sharing options...
Zupa Posted September 23, 2014 Author Report Share Posted September 23, 2014 because you have 2 dialogs with the same id Link to comment Share on other sites More sharing options...
BigDaddy Posted September 23, 2014 Report Share Posted September 23, 2014 no i have class Entercode { idd = 41144; movingenable = 0; and class ComboLockUI { idd = 411444; movingenable = 0; i think it´s different Link to comment Share on other sites More sharing options...
Zupa Posted September 23, 2014 Author Report Share Posted September 23, 2014 no i have class Entercode { idd = 41144; movingenable = 0; and class ComboLockUI { idd = 411444; movingenable = 0; i think it´s different lol, u gotta admit, if u look fast, that looks the same ^^ and i dont have that much time, and so much work ^^ Link to comment Share on other sites More sharing options...
CH!LL3R Posted September 23, 2014 Report Share Posted September 23, 2014 Hi, today I try again to install this Script, now on my Testserver this works good, but on the Mainserver there is an error with the Defines.hpp from By Serverstart it pops up this error: File mpmissions\vip_gaming.sauerland\custom\Buildables\Crafting_Defines.hpp, line 32: .RscButton: Member already defined In my description it looks like this //DoorManagement #include "doorManagement\defines.hpp" #include "doorManagement\doorUnlock.hpp" #include "doorManagement\doorManagement.hpp" #include "doorManagement\ComboLockUI.hpp" //PlotManagement #include "plotManagement\plotManagement.hpp" //Crafting #include "custom\Buildables\MT_Defines.hpp" #include "custom\Buildables\Crafting_Defines.hpp" #include "custom\Buildables\Crafting_Dialogs.hpp" //KeyChanger //#include "ckc\ckc_defines.hpp" //#include "ckc\ckc_ui.hpp" //#include "ckc\ckc_SafeUI.hpp" //Skin Trader #include "Skin_Trader\dialog\common.hpp" #include "Skin_Trader\dialog\SkinGui.hpp" #include "UN_Trader\dialog\SkinGui.hpp" //Snap #include "custom\snap_pro\snappoints.hpp" //right clickeble #include "custom\extra_rc.hpp" //Book #include "help\hlp_defines.hpp" #include "help\hlp_dialog.hpp" So anyone some idea how _I can fix this problem? BTW I attached the Crafting_Defines.hpp to have a look over it.... Crafting_Defines.zip Link to comment Share on other sites More sharing options...
CH!LL3R Posted September 24, 2014 Report Share Posted September 24, 2014 Fixed that problem with the Defines.hpp by help from a BIG friend, thx again @BigDaddy (Mer Pälzer misse zammehalle) I just renamed all classes in the Defines.hpp from the doorManagement-Folder and also renamed these classes in all .hpp files in the door- and plotManagement-Folders.. For Example In the Defines.hpp changed: class RscTextT to class RscTextT1 and in the doorManagement.hpp changed class RscText_7100: RscTextT to class RscText_7100: RscTextT1 and so on... But now there was another Problem in the ScrollMenu there are a lot off the blue "Manage Door", and I couldnt upgrade the a door to locked door.... I fixed that with deleting the steps I do before in the "fn_SelfActions" Part from the installation instructions..... So I do not have the Management at the Scrollmenu anymore, but for now I dont need it... its okay for me. Last but not least I got a little problem to manage the doors, think its cause i´m not using P4L? So it always tell me "You do not have the rights to manage".... I remember the Post #68, did these steps and yieppiyayeah ...... now it works @Zupa Maybe include the Steps from Post #68 to the install Instructions for Admins without using P4L? And thx for this and the other helpfully Scripts Link to comment Share on other sites More sharing options...
ARC_Solo Posted September 24, 2014 Report Share Posted September 24, 2014 Use DiffMerg to compare the 2 defines and find whats missing Link to comment Share on other sites More sharing options...
Zupa Posted September 24, 2014 Author Report Share Posted September 24, 2014 Lol. Renaming ddefines is not good. Just delete the defines frop adcanced alch crafting. I made it obsulete. Its also linked in advanced topic The doormanagement defines got everything that ACC has, so just delete the "....-Defines" from ACC ( and from your description.ext) THIS IS ALSO MENTIONED in ACC crafting FIRST post ^^. Topic: Link to comment Share on other sites More sharing options...
Zupa Posted September 24, 2014 Author Report Share Posted September 24, 2014 @Zupa Maybe include the Steps from Post #68 to the install Instructions for Admins without using P4L? And thx for this and the other helpfully Scripts AHm xD i dont know if you guys read the first post, but, it's acctually already there for a while xD Link to comment Share on other sites More sharing options...
CH!LL3R Posted September 24, 2014 Report Share Posted September 24, 2014 AHm xD i dont know if you guys read the first post, but, it's acctually already there for a while xDOkay, Zupa... my mistake... I simple didnt read the last part of your install instruction ButThe doormanagement defines got everything that ACC has, so just delete the "....-Defines" from ACC ( and from your description.ext)Before I renamed the Classes I deleted the Crafting_Defines.hpp and the call from it in the description resulting with stucking in "Wait for Server to authentification"..... thats the reason why I did rename the classes and that works for me ;-) Link to comment Share on other sites More sharing options...
Zupa Posted September 24, 2014 Author Report Share Posted September 24, 2014 you probably forgot to delete it from description.ext Link to comment Share on other sites More sharing options...
Recommended Posts
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now