Re-Style Posted July 28, 2015 Report Share Posted July 28, 2015 Hi im setting up a Epoch Australia map, and the problem is that i dont know where i have to put the code (player setVariable ["copLevel",1,true] in which file. sry for the bad English. Link to comment Share on other sites More sharing options...
0 Sp4rkY Posted July 28, 2015 Report Share Posted July 28, 2015 Epoch != Altis Life Link to comment Share on other sites More sharing options...
0 unerground2 Posted July 28, 2015 Report Share Posted July 28, 2015 I Dont really know. Try it in your onPlayerRespawn.sqf Link to comment Share on other sites More sharing options...
0 Re-Style Posted July 28, 2015 Author Report Share Posted July 28, 2015 thx i will try this out. Link to comment Share on other sites More sharing options...
0 DirtySanchez Posted July 29, 2015 Report Share Posted July 29, 2015 Hi im setting up a Epoch Australia map, and the problem is that i dont know where i have to put the code (player setVariable ["copLevel",1,true] in which file. sry for the bad English. Epoch != Altis Life I don't believe epoch has any variables that prevent entry into any buildings. As sparky mentioned epoch does not equal altis life..... Link to comment Share on other sites More sharing options...
0 Richie Posted July 29, 2015 Report Share Posted July 29, 2015 I don't believe epoch has any variables that prevent entry into any buildings. As sparky mentioned epoch does not equal altis life..... The script is build into the map restricting access to several buildings. I've not had time to look properly for a solution. Link to comment Share on other sites More sharing options...
0 DirtySanchez Posted July 29, 2015 Report Share Posted July 29, 2015 The script is build into the map restricting access to several buildings.I've not had time to look properly for a solution. Sorry just noticed he was asking about Australia. Yes he is correct about cop level. Check mm_buildings2.pbo, inside is the police stationinside the config is:class open_door_1 { displayName = "Open Door"; position = "Interact1"; radius = 3; onlyForplayer = "true"; condition = "((this animationPhase 'Door_1') < 0.5) && ((player getVariable ['copLevel',0]) > 0)"; statement = "this animate [""Door_1"", 1]"; }; class close_door_1 { displayName = "Close Door"; position = "Interact1"; radius = 3; onlyForplayer = "true"; condition = "((this animationPhase 'Door_1') == 1) && ((player getVariable ['copLevel',0]) > 0)"; statement = "this animate [""Door_1"", 0]"; }; class open_door_2 { displayName = "Open Door"; position = "Interact2"; radius = 3; onlyForplayer = "true"; condition = "((this animationPhase 'Door_2') < 0.5) && ((player getVariable ['copLevel',0]) > 0)"; statement = "this animate [""Door_2"", 1]"; }; class close_door_2 { displayName = "Close Door"; position = "Interact2"; radius = 3; onlyForplayer = "true"; condition = "((this animationPhase 'Door_2') == 1) && ((player getVariable ['copLevel',0]) > 0)"; statement = "this animate [""Door_2"", 0]"; }; class open_door_3 { displayName = "Open Door"; position = "Interact3"; radius = 3; onlyForplayer = "true"; condition = "((this animationPhase 'Door_3') < 0.5) && ((player getVariable ['copLevel',0]) > 0)"; statement = "this animate [""Door_3"", 1]"; }; class close_door_3 { displayName = "Close Door"; position = "Interact3"; radius = 3; onlyForplayer = "true"; condition = "((this animationPhase 'Door_3') == 1) && ((player getVariable ['copLevel',0]) > 0)"; statement = "this animate [""Door_3"", 0]"; }; class open_door_4 { displayName = "Open Door"; position = "Interact4"; radius = 3; onlyForplayer = "true"; condition = "((this animationPhase 'Door_4') < 0.5) && ((player getVariable ['copLevel',0]) > 0)"; statement = "this animate [""Door_4"", 1]"; }; class close_door_4 { displayName = "Close Door"; position = "Interact4"; radius = 3; onlyForplayer = "true"; condition = "((this animationPhase 'Door_3') == 4) && ((player getVariable ['copLevel',0]) > 0)"; statement = "this animate [""Door_4"", 0]"; }; class open_door_5 { displayName = "Open Door"; position = "Interact5"; radius = 3; onlyForplayer = "true"; condition = "((this animationPhase 'Door_5') < 0.5) && ((player getVariable ['copLevel',0]) > 0)"; statement = "this animate [""Door_5"", 1]"; }; class close_door_5 { displayName = "Close Door"; position = "Interact5"; radius = 3; onlyForplayer = "true"; condition = "((this animationPhase 'Door_5') == 4) && ((player getVariable ['copLevel',0]) > 0)"; statement = "this animate [""Door_5"", 0]"; }; class open_door_6 { displayName = "Open Door"; position = "Interact6"; radius = 3; onlyForplayer = "true"; condition = "((this animationPhase 'Door_6') < 0.5) && ((player getVariable ['copLevel',0]) > 0)"; statement = "this animate [""Door_6"", 1]"; }; class close_door_6 { displayName = "Close Door"; position = "Interact6"; radius = 3; onlyForplayer = "true"; condition = "((this animationPhase 'Door_6') == 4) && ((player getVariable ['copLevel',0]) > 0)"; statement = "this animate [""Door_6"", 0]"; }; class open_door_7 { displayName = "Open Door"; position = "Interact7"; radius = 3; onlyForplayer = "true"; condition = "((this animationPhase 'Door_7') < 0.5) && ((player getVariable ['copLevel',0]) > 0)"; statement = "this animate [""Door_7"", 1]"; }; class close_door_7 { displayName = "Close Door"; position = "Interact7"; radius = 3; onlyForplayer = "true"; condition = "((this animationPhase 'Door_7') == 4) && ((player getVariable ['copLevel',0]) > 0)"; statement = "this animate [""Door_7"", 0]"; }; class open_door_8 { displayName = "Open Garage"; position = "Interact8"; radius = 5; onlyForplayer = "true"; condition = "((this animationPhase 'Door_8') < 0.5) && ((player getVariable ['copLevel',0]) > 0)"; statement = "this animate [""Door_8"", 1]"; }; class close_door_8 { displayName = "Close Garage"; position = "Interact8"; radius = 5; onlyForplayer = "true"; condition = "((this animationPhase 'Door_8') == 1) && ((player getVariable ['copLevel',0]) > 0)"; statement = "this animate [""Door_8"", 0]"; }; So as we now see player getVariable ['copLevel',0]) > 0)"; Is part of the door actions. So to answer your original question.Add to your onPlayerRespawn.sqf player setVariable ['copLevel',1] Thanks Richie for pointing out its Australia in not so many words lol Link to comment Share on other sites More sharing options...
0 AcerSpread Posted July 29, 2015 Report Share Posted July 29, 2015 w Link to comment Share on other sites More sharing options...
0 Sp4rkY Posted July 29, 2015 Report Share Posted July 29, 2015 ah ok, there are some buildings you are talking about which you can enter... lol, then i also have to say sorry :D (dont know australia atm) Link to comment Share on other sites More sharing options...
0 DirtySanchez Posted July 29, 2015 Report Share Posted July 29, 2015 Sorry just noticed he was asking about Australia. Yes he is correct about cop level. Check mm_buildings2.pbo, inside is the police stationinside the config is:class open_door_1 { displayName = "Open Door"; position = "Interact1"; radius = 3; onlyForplayer = "true"; condition = "((this animationPhase 'Door_1') < 0.5) && ((player getVariable ['copLevel',0]) > 0)"; statement = "this animate [""Door_1"", 1]"; }; class close_door_1 { displayName = "Close Door"; position = "Interact1"; radius = 3; onlyForplayer = "true"; condition = "((this animationPhase 'Door_1') == 1) && ((player getVariable ['copLevel',0]) > 0)"; statement = "this animate [""Door_1"", 0]"; }; class open_door_2 { displayName = "Open Door"; position = "Interact2"; radius = 3; onlyForplayer = "true"; condition = "((this animationPhase 'Door_2') < 0.5) && ((player getVariable ['copLevel',0]) > 0)"; statement = "this animate [""Door_2"", 1]"; }; class close_door_2 { displayName = "Close Door"; position = "Interact2"; radius = 3; onlyForplayer = "true"; condition = "((this animationPhase 'Door_2') == 1) && ((player getVariable ['copLevel',0]) > 0)"; statement = "this animate [""Door_2"", 0]"; }; class open_door_3 { displayName = "Open Door"; position = "Interact3"; radius = 3; onlyForplayer = "true"; condition = "((this animationPhase 'Door_3') < 0.5) && ((player getVariable ['copLevel',0]) > 0)"; statement = "this animate [""Door_3"", 1]"; }; class close_door_3 { displayName = "Close Door"; position = "Interact3"; radius = 3; onlyForplayer = "true"; condition = "((this animationPhase 'Door_3') == 1) && ((player getVariable ['copLevel',0]) > 0)"; statement = "this animate [""Door_3"", 0]"; }; class open_door_4 { displayName = "Open Door"; position = "Interact4"; radius = 3; onlyForplayer = "true"; condition = "((this animationPhase 'Door_4') < 0.5) && ((player getVariable ['copLevel',0]) > 0)"; statement = "this animate [""Door_4"", 1]"; }; class close_door_4 { displayName = "Close Door"; position = "Interact4"; radius = 3; onlyForplayer = "true"; condition = "((this animationPhase 'Door_3') == 4) && ((player getVariable ['copLevel',0]) > 0)"; statement = "this animate [""Door_4"", 0]"; }; class open_door_5 { displayName = "Open Door"; position = "Interact5"; radius = 3; onlyForplayer = "true"; condition = "((this animationPhase 'Door_5') < 0.5) && ((player getVariable ['copLevel',0]) > 0)"; statement = "this animate [""Door_5"", 1]"; }; class close_door_5 { displayName = "Close Door"; position = "Interact5"; radius = 3; onlyForplayer = "true"; condition = "((this animationPhase 'Door_5') == 4) && ((player getVariable ['copLevel',0]) > 0)"; statement = "this animate [""Door_5"", 0]"; }; class open_door_6 { displayName = "Open Door"; position = "Interact6"; radius = 3; onlyForplayer = "true"; condition = "((this animationPhase 'Door_6') < 0.5) && ((player getVariable ['copLevel',0]) > 0)"; statement = "this animate [""Door_6"", 1]"; }; class close_door_6 { displayName = "Close Door"; position = "Interact6"; radius = 3; onlyForplayer = "true"; condition = "((this animationPhase 'Door_6') == 4) && ((player getVariable ['copLevel',0]) > 0)"; statement = "this animate [""Door_6"", 0]"; }; class open_door_7 { displayName = "Open Door"; position = "Interact7"; radius = 3; onlyForplayer = "true"; condition = "((this animationPhase 'Door_7') < 0.5) && ((player getVariable ['copLevel',0]) > 0)"; statement = "this animate [""Door_7"", 1]"; }; class close_door_7 { displayName = "Close Door"; position = "Interact7"; radius = 3; onlyForplayer = "true"; condition = "((this animationPhase 'Door_7') == 4) && ((player getVariable ['copLevel',0]) > 0)"; statement = "this animate [""Door_7"", 0]"; }; class open_door_8 { displayName = "Open Garage"; position = "Interact8"; radius = 5; onlyForplayer = "true"; condition = "((this animationPhase 'Door_8') < 0.5) && ((player getVariable ['copLevel',0]) > 0)"; statement = "this animate [""Door_8"", 1]"; }; class close_door_8 { displayName = "Close Garage"; position = "Interact8"; radius = 5; onlyForplayer = "true"; condition = "((this animationPhase 'Door_8') == 1) && ((player getVariable ['copLevel',0]) > 0)"; statement = "this animate [""Door_8"", 0]"; }; So as we now see player getVariable ['copLevel',0]) > 0)"; Is part of the door actions. So to answer your original question.Add to your onPlayerRespawn.sqf player setVariable ['copLevel',1] Thanks Richie for pointing out its Australia in not so many words lolBTW,I checked every PBO inside of the Australia map in each config.cpp and I did not notice any other doors that require a variable to be set on players.Police Station and Prison seen to be the only two and both are requiring the coplevelENJOY TheStainlessSteelRat 1 Link to comment Share on other sites More sharing options...
0 DirtySanchez Posted July 29, 2015 Report Share Posted July 29, 2015 Test performed by 1Man and Over30Gaming.COM servers.The fix that I posted above will work.use the fix exactly as posted and you will have success opening all doors on the Police Station and Prison Link to comment Share on other sites More sharing options...
0 Richie Posted July 29, 2015 Report Share Posted July 29, 2015 Thanks Richie for pointing out its Australia in not so many words lol Sorry mate, I was rather vague :lol: To be fair it was 2:15am when i posted and thanks for the fix. Link to comment Share on other sites More sharing options...
0 DirtySanchez Posted July 29, 2015 Report Share Posted July 29, 2015 Sorry mate, I was rather vague :lol: To be fair it was 2:15am when i posted and thanks for the fix. Agreed all that went down late! Just doing my part Richie 1 Link to comment Share on other sites More sharing options...
0 Re-Style Posted July 29, 2015 Author Report Share Posted July 29, 2015 Thanks for the help its now working. Link to comment Share on other sites More sharing options...
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Re-Style
Hi im setting up a Epoch Australia map, and the problem is that i dont know where i have to put the code (player setVariable ["copLevel",1,true] in which file.
sry for the bad English.
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