flow0815 Posted July 16, 2015 Report Share Posted July 16, 2015 Please add your filters. Door management now needs this filters in script.txt line 0 !"call BIS_fnc_DoorOpen" !"call BIS_fnc_DoorClose" !"call BIS_fnc_TwoWingSlideDoorOpen" !"call BIS_fnc_DoorNoHandleOpen" !"call BIS_fnc_TwoWingSlideDoorClose" probably more so just add you ones so everybody has profit of them. EDIT: Closing wingdoors doesn't work due to set the filter. Open works fine Link to comment Share on other sites More sharing options...
flow0815 Posted July 16, 2015 Author Report Share Posted July 16, 2015 Tried to trick with all doors but does not work: !"([this, \'Door_[a-z,0-9]_[a-z,0-9]\'] call BIS_fnc_[a-z,0-9])" Opening doors is fine, closing them kicks you Link to comment Share on other sites More sharing options...
Tush Posted July 16, 2015 Report Share Posted July 16, 2015 Here is what I used and stopped the kicks I was getting. Script.txt !"call BIS_fnc_DoorOpen" !"call BIS_fnc_DoorClose" !"call BIS_fnc_TwoWingSlideDoorOpen" !"call BIS_fnc_DoorNoHandleOpen" !"call BIS_fnc_TwoWingSlideDoorClose" !"BIS_fnc_DoorNoHandleClose" Only thing I added was the !"BIS_fnc_DoorNoHandleClose" to the string, thanks to Flow for the start. Link to comment Share on other sites More sharing options...
flow0815 Posted July 16, 2015 Author Report Share Posted July 16, 2015 Yeah but there are several doors. So you will have kicks with every door open and close. Disabeld line 0 of scripts.txt due to unplayable Link to comment Share on other sites More sharing options...
Oshydaka Posted July 16, 2015 Report Share Posted July 16, 2015 Here is what I used and stopped the kicks I was getting. Script.txt !"call BIS_fnc_DoorOpen" !"call BIS_fnc_DoorClose" !"call BIS_fnc_TwoWingSlideDoorOpen" !"call BIS_fnc_DoorNoHandleOpen" !"call BIS_fnc_TwoWingSlideDoorClose" !"BIS_fnc_DoorNoHandleClose" Only thing I added was the !"BIS_fnc_DoorNoHandleClose" to the string, thanks to Flow for the start. Not working when closing some doors... Don't know why i still getting this : #0 "_1_rot', 'Door_Handle_1_rot_1', 'Door_Handle_1_rot_2'] call BIS_fnc_DoorClose)" So for now i just disabled my first line : 0 "BIS_fnc_" Link to comment Share on other sites More sharing options...
Kroenen Posted July 16, 2015 Report Share Posted July 16, 2015 Kinda curious how this wasn't spotted during testing....seems like a pretty major thing to me. Also, no amount of tinkering with the scripts.txt seems to get rid of the kicks :( Link to comment Share on other sites More sharing options...
flow0815 Posted July 16, 2015 Author Report Share Posted July 16, 2015 I also disabled first line because you can't get a close door working for some type of doors. Keep collecting filters and push theme here to help others out Link to comment Share on other sites More sharing options...
vbawol Posted July 16, 2015 Report Share Posted July 16, 2015 Going to be simply removing the first line "7 BIS_Fnc_" as its getting too long and at this point most of them are already allowed so its not really needed or effective. Will be pushing a build 2 soon with this and any other fixes: https://github.com/EpochModTeam/Epoch/blob/master/Server_Install_Pack/sc/battleye/scripts.txt flow0815 1 Link to comment Share on other sites More sharing options...
Axle Posted July 16, 2015 Report Share Posted July 16, 2015 Kinda curious how this wasn't spotted during testing....seems like a pretty major thing to me. Also, no amount of tinkering with the scripts.txt seems to get rid of the kicks :( Because of this. Dwarden..... final 1.48.RC published, you got 30 minutes to find fatality ;) good luck erm ... not hopefully Link to comment Share on other sites More sharing options...
Tush Posted July 16, 2015 Report Share Posted July 16, 2015 The Only Door that Didnt try on is the overhead doors for the domes. every other door lets me open and close them as much as I want. The Doors on the Metal Sheds (the ones that have the little door in the big one) that is what I kept getting kicked for. The filter that I added seems to fix that. That being said, I just played for the last 2 hours as has another person on my server and we havent been kicked. Maybe I Just got lucky. But I Doubt it. 2nd thought, I am playing on the Altis map. Link to comment Share on other sites More sharing options...
flow0815 Posted July 17, 2015 Author Report Share Posted July 17, 2015 has anbody seen those kicks? don't know if i should make an exception for or if they are evil: "I_AM_SERVER" ="I_AM_SERVER" and #40 "_DEBUG_CAM }; player cameraEffect ["TERMINATE", "BACK"]; deletemarkerlocal BIS_DEBUG_CAM_MARKER; BIS_DEBUG_CAM = nil; BIS_DEBUG" i have no introcam script running what would have such effekts i think :D Link to comment Share on other sites More sharing options...
flow0815 Posted July 18, 2015 Author Report Share Posted July 18, 2015 *bump* Link to comment Share on other sites More sharing options...
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