Jump to content
  • 0
Sign in to follow this  
StiflersM0M

In which file door gets locked ? or at least which variable is set on them if locked ?

Question

Hey hey,

 

I try to write a fix for this: https://github.com/vbawol/DayZ-Epoch/issues/1576

 

and i am nearly done, but i cant fine the file where the doors will be locked..... i mean if click on "Lock door" ^^

 

It would be nice if anybody can point it to me, or at least if i know the variable which is placed on the door if it will be locked.

 

And of course, i will release the fix as soon as i find this damn file / variable ^^

 

Greetz, stifler.

Share this post


Link to post
Share on other sites

6 answers to this question

Recommended Posts

  • 0

believe me, i've researched this like hell for doormanagment, u cannot edit config files without rewritting your own mod ^^

 

It's a pain in the ass ^^

 

Otherwise doorManagement would have been different ^^

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Answer this question...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Similar Content

    • By salival
      Hi guys,
      Quite a few admins asked me to release my Change Code script so here it is, It comes with BattlEye filters, too.
      This will allow players to set the code on placement/upgrade of doors, lockboxes and safes as well as changing them after they are placed.
      https://github.com/oiad/changeCode
    • By unconditional
      Hi everybody,
      scuse me for intrusion :)
      If I did not make mistakes ... maybe I could create a script to unlock the doors through use of the hotwirekit...
      I did not understand how the system of credits on scripts works ... so I want to clarify that my work was based on a script of @salival to which I wrote in private before publishing this. I waited a week but not having received an answer...i think it is still right to make available to the community as much as I did...
      So all the credits go @salival because i am based on his garagedooropener...
      Now...this is my work:
      -1) custom variable.sqf:
      -2) custom fn_selfActions.sqf:
      -3) in custom script folder (under mission folder);
      red text in the script below is needed only if you want to log in .rpt when someone try a hotwiring. If you want this, you have to leave red text in the script and you also have to do step 4
       
      STEP 4 and 5 to do ONLY if you want to see log in .rpt
      -4) in inf.sqf (mission folder);
      -5) in custom script folder (under mission folder);
      - FINISH :-)
      Obviously i think it can be improved and for this reason i make it public, so that those who know more than me can suggest additions or modifications...

      For example ... I added a public variable to know via the .rpt file when a hotwire was used and whether it was successful or not.
      Maybe you can also add a routine to signal in the map or through text message for all the players that someone is trying to force a door...

      I tried it on my server and it seems to work fine.

      I await your observations and suggestions.

      I repeat: ALL CREDITS GO TO @SALIVAL

      Thanks for the attention.
    • By salival
      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
    • By Kovicson
      Hi Folks!
      I was wondering if theres a way to stop players from removing plot poles that aren't theres?
      Using a toolbox, crowbar and Etool players can remove Plot poles that dont belong to them, anyway to fix and remove that option?
       
      Thanks :)
    • By salival
      Hi,
      Here's a script I wrote that does the following from right clicking your key in your toolbelt:
      Unlock/lock vehicle. Turn engine on/off. Eject players not in your group. This uses @mudzereliclick actions mod as a dependency (https://github.com/mudzereli/DayZEpochDeployableBike/tree/master/overwrites/click_actions) because it's awesome.
      Thanks to @Pattohfor the idea for this script.
      For downloading and install instructions, see my github: https://github.com/oiad/remoteVehicle
  • Advertisement
  • Supporters
  • Discord

×
×
  • Create New...