Bricktop Posted October 24, 2016 Report Share Posted October 24, 2016 Hello, I've seen in the past a script that caused damage to a player when they enter the wrong door code. I would like to try it on my server but can't seem to find it anywhere. If someone has the link or name of the script I would appreciate some help. Thanks Link to comment Share on other sites More sharing options...
juandayz Posted October 24, 2016 Report Share Posted October 24, 2016 3 hours ago, Bricktop said: Hello, I've seen in the past a script that caused damage to a player when they enter the wrong door code. I would like to try it on my server but can't seem to find it anywhere. If someone has the link or name of the script I would appreciate some help. Thanks im not sure about the script your talking.. but to giving you a being: 1-first at all u will need have a custom compiles.sqf 2-onces u have it find: player_unlockDoor = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_unlockDoor.sqf"; to make a new player_unlockdoor change by: player_unlockDoor = compile preprocessFileLineNumbers "custom\player_unlockDoor.sqf"; 3-Drop player_unlockDoor.sqf into mpmissions\your instance\custom\ 4-Now into this new custom player_unlockDoor.sqf you need to find where u can set the player damage...(read the script and try to deduce wheres script exit if is a wrong door code) heres the code you can use for damage: r_player_blood = r_player_blood - 100; ***Change -100 to another higer or lower value*** Also you can use player setDamage 1; (but this gonna kill the player) player_unlockDoor.sqf for example (see lines in blue): Spoiler /* DayZ Unlock Door Usage: [_obj] call player_unlockDoor; Made for DayZ Epoch please ask permission to use/edit/distrubute email [email protected]. */ private ["_display","_obj","_objectCharacterID"]; if(!isNil "DZE_DYN_UnlockDoorInprogress") exitWith { cutText [(localize "str_epoch_player_21") , "PLAIN DOWN"]; }; DZE_DYN_UnlockDoorInprogress = true; if(!isNull dayz_selectedDoor) then { if (!isNil 'KeyCodeTryTimer') then { if(diag_tickTime > KeyCodeTryTimer) then { KeyCodeTry = nil; KeyCodeTryTimer = nil; }; }; // our target _obj = dayz_selectedDoor; _notNearestPlayer = _obj call dze_isnearest_player; if (_notNearestPlayer) then { // close display since another player is closer _display = findDisplay 41144; _display closeDisplay 3000; cutText [(localize "STR_EPOCH_ACTIONS_16"), "PLAIN DOWN"]; } else { // get object combination _objectCharacterID = _obj getVariable ["CharacterID","0"]; // Check combination if (DZE_Lock_Door == _objectCharacterID) then { [player,"combo_unlock",0,false] call dayz_zombieSpeak; // close display _display = findDisplay 41144; _display closeDisplay 3000; // unlock if locked if(_obj animationPhase "Open_hinge" == 0) then { _obj animate ["Open_hinge", 1]; }; if(_obj animationPhase "Open_latch" == 0) then { _obj animate ["Open_latch", 1]; }; KeyCodeTry = nil; } else { r_player_blood = r_player_blood - 100; [10,10] call dayz_HungerThirst; DZE_Lock_Door = ""; [player,"combo_locked",0,false] call dayz_zombieSpeak; [player,20,true,(getPosATL player)] spawn player_alertZombies; if (isNil 'KeyCodeTry') then {KeyCodeTry = 0;}; KeyCodeTry = KeyCodeTry + 1; if (!isNil 'KeyCodeTryTimer') then {KeyCodeTryTimer = diag_tickTime+10;}; if(KeyCodeTry >= ((round(random 4)) + 4)) then { if (isNil 'KeyCodeTryTimer') then {KeyCodeTryTimer = diag_tickTime+10;}; cutText [(localize "str_epoch_player_19"), "PLAIN DOWN"]; _display = findDisplay 41144; _display closeDisplay 3000; }; }; }; } else { // close display since no target _display = findDisplay 41144; _display closeDisplay 3000; }; DZE_DYN_UnlockDoorInprogress = nil; Bricktop 1 Link to comment Share on other sites More sharing options...
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