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  • 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 JakeQue
      Hi guys, need a few updates for the vehicle garage if possible. I need to limit the amount of vehicles per player... 

      Also need to stop overpowered vehicles being stored in the garage. I have updated my player_storeVehicle.sqf with the following code but it's not working, it still stores them : 

       
      // Developed by [GZA] David for German Zombie Apocalypse Servers (https://zombieapo.eu/) private["_unit","_obj","_wogear","_charID","_objectID","_keyavailable","_keyColor","_added","_objectUID","_key","_class","_noStore"]; if(lbCurSel 3802 == -1) exitWith {hint "No Vehicle selected"}; _unit = player; _obj = StoreVehicleList select (lbCurSel 3802); StoreVehicleList = nil; _wogear = _this select 0; closeDialog 0; _noStore = _obj in ["AH64D"]; if (_noStore) exitWith { cutText ["Woah, that vehicle is too overpowered. You can't store that here!", "PLAIN DOWN"]; }; _charID = _obj getVariable ["CharacterID","0"]; _objectID = _obj getVariable ["ObjectID","0"]; _objectUID = _obj getVariable ["ObjectUID","0"]; if (_objectID == "1") exitWith {cutText ["Can not store mission vehicle.", "PLAIN DOWN"];}; // Check for mission vehicle WAI Script _keyavailable = false; _keyColor = ["ItemKeyYellow","ItemKeyBlue","ItemKeyRed","ItemKeyGreen","ItemKeyBlack"]; if(_charID != "0") then { { if (configName(inheritsFrom(configFile >> "CfgWeapons" >> _x)) in _keyColor) then { if (str(getNumber(configFile >> "CfgWeapons" >> _x >> "keyid")) == _charID) then { _key = _x; _keyavailable = true; }; }; } count (items _unit); } else {_keyavailable = true;}; if (!_keyavailable) exitWith {cutText ["You need the key of the vehicle.", "PLAIN DOWN"];}; _added = false; if (!_wogear) then { _added = [player, Pricegear] call SC_fnc_removeCoins; } else {_added = true;}; Pricegear = nil; if(!_added) exitWith {cutText ["You don't have enough money.", "PLAIN DOWN"];}; if(_charID != "0") then { [_unit,_key] call BIS_fnc_invRemove; cutText ["Key removed!", "PLAIN DOWN"]; }; _obj setvehiclelock "locked"; PVDZE_storeVehicle = [_obj, _unit, _wogear]; publicVariableServer "PVDZE_storeVehicle"; waitUntil {!isNil "PVDZE_storeVehicleResult"}; PVDZ_obj_Destroy = [_objectID,_objectUID,_unit]; publicVariableServer "PVDZ_obj_Destroy"; deleteVehicle _obj; PVDZE_storeVehicleResult = nil; sleep 2; cutText ["Stored Vehicle in Garage.", "PLAIN DOWN"]; Also would be nice to maybe implement an sql event which removes them out the garage after 14 days if anyone could write that? 

      Merci ! xD
    • By Rezusty
      Hi guys,
      I'm running Epoch 0.5 Server build 749, trying to customize traders camp with in-game structures like, for example, adding a military cargo hq to it. I already have edited epoch_server_settings.pbo (altis.h in my case) to add the building in the map, it's working but I can't open doors.
      I've read that it has something to do with: enableSimulationGlobal
      I'm pretty sure this question has already been answered, but I've tried a lot of solutions and I can't get it to work... every other buildings on the map are working fine
      Thanks
      P.S.: Sorry for my english, haven't practised for a while
    • By Stephnet
      we have a server Epoch version 3.1.0, it is configured in indestrutible wall. Only doors can be destroyed.   Do you know how explosive satchel charges to destroy it be a door of a base. For three charges are not enough ....
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