Tarabas Posted March 8, 2018 Report Share Posted March 8, 2018 A few days ago I started to write a script together with my friend PirateLaserBeam to remote gates from vehicles in Epoch. I was getting great support from the community and He-Man finished that script in a impressing way. http://plays.tv/video/5aa4580e23dbbbd67b/door-opener And here it is for first release : Read readme for install instructions https://github.com/Ignatz-HeMan/Door-Opener History: I'm working at a little script to remote epoch garage doors from inside a vehicle. For the moment with an addaction, hopefully later with with the actionmenu and would need (and appreciate) help to get further with it. scanrange = 25000; //Scan distance for doors. If no door is found within range an error will occur. Set to a high number. remoterange = 20; //Max distance that door remote will open a door. opentime = 10; //Length of time in seconds that door will remain open before closing. basesize = 175; //Set to the same size as jammer max build range playerGrp = group player; while {true} do { RemoteableItems = []; waitUntil { vehicle player iskindof 'Landvehicle';}; vehicle player vehicleChat "Door remote Online"; RemoteableItems = RemoteableItems + ["CinderWallGarage_EPOCH","WoodLargeWallDoorL_EPOCH","WoodLargeWallDoor_EPOCH","Land_BarGate_F"]; player sideChat (format ["Player is in group %1",playerGrp]); door = player addAction ["<t color=""#006200"">" +"Door remote", { vehicle player vehicleChat "Selecting doors"; jammer = (nearestObjects [Player,["PlotPole_EPOCH"],scanrange]) select 0; jammerdist = player distance jammer; nearVehicle = (nearestObjects [Player,RemoteableItems,scanrange]) select 0; meters = player distance nearVehicle; uiSleep 1; if ((typeOf nearVehicle) in ["CinderWallGarage_EPOCH"] && meters < remoterange && jammerdist < basesize) then { vehicle player vehicleChat "Opening doors"; nearVehicle animate ['open_left', 1]; nearVehicle animate ['open_right', 1]; nearVehicle animate ["Door_1_rot", 1]; nearVehicle animate ['Open_Door', 1]; uiSleep 1; vehicle player vehicleChat (format ["Door closing in %1 seconds...",opentime]); uiSleep opentime; nearVehicle animate ['open_left', 0]; nearVehicle animate ['open_right', 0]; nearVehicle animate ["Door_1_rot", 0]; nearVehicle animate ['Open_Door', 0]; } else { if (jammerdist > basesize) then { vehicle player vehicleChat "This is not your base!" } else { vehicle player vehicleChat "There are no doors in range." }; }; } ]; waitUntil { vehicle player iskindof 'Man'; }; player removeAction door; }; That works to open the garage- doors from being inside vehicles, and auto close it again after 10 seconds. Somehow I'm not getting it, how to allow only groupmembers of that owned jammer to use the remote. I tried without luck with: if !(_jammer isEqualTo[]) then { { if (alive _x) exitWith{ _nearestJammer = _x; }; } foreach _jammer; if !(isNull _nearestJammer) then { if ((_nearestJammer getVariable["BUILD_OWNER", "-1"]) in[getPlayerUID player, Epoch_my_GroupUID]) then { _ownedJammerExists = true; } else { _buildingAllowed = false; ["Not your base. Remote blocked !", 5] call Epoch_message; }; }; }; I called the script clicker.sqf and start it in init like: [] execVM "clicker.sqf"; Helion4, He-Man and natoed 3 Link to comment Share on other sites More sharing options...
He-Man Posted March 8, 2018 Report Share Posted March 8, 2018 I have moved it to Q&A, as you are asking for help. When it is finished, you can publish it in Scripts. Tarabas 1 Link to comment Share on other sites More sharing options...
Grahame Posted March 9, 2018 Report Share Posted March 9, 2018 Can you post the script with all the code (including the group jammer stuff) together? Also the scanner range should be a lot smaller than 25km... Ideally this would not be an action but an automatic thing (maybe, can see reasons why not). I use a script from KillZoneKid for the automatic doors at Karvala Hospital and Altis International Airport. Here's the AIA one: call { if (!isDedicated || worldName != "Altis") exitWith {}; private ["_fnc","_tr","_side"]; _fnc = { { _tr = createTrigger [ "EmptyDetector", _side modelToWorld _x ]; _tr setVariable ["parent", _side]; _tr setTriggerArea [5, 5, 0, false]; _tr setTriggerActivation ["ANY", "PRESENT", true]; _tr setTriggerStatements [ "this", format [ " (thisTrigger getVariable 'parent') animate ['Door_%1A_move', 1]; (thisTrigger getVariable 'parent') animate ['Door_%1B_move', 1]; ", _forEachIndex + 7 ], format [ " (thisTrigger getVariable 'parent') animate ['Door_%1A_move', 0]; (thisTrigger getVariable 'parent') animate ['Door_%1B_move', 0]; ", _forEachIndex + 7 ] ]; _side setVariable [format [ "bis_disabled_Door_%1", _forEachIndex + 7 ], 1, true]; } forEach _this; }; _side = [14619,16810,0] nearestObject "Land_Airport_left_F"; [ [-0.62,-15.16,-7], [-0.62,15.16,-7] ] call _fnc; _side = [14587,16776,0] nearestObject "Land_Airport_right_F"; [ [0.62,-15.16,-7], [0.62,15.16,-7] ] call _fnc; }; Should be a way to integrate your idea for a auto-door opener with KZK's scripts maybe...? You just set the triggers on found doors to run the code to open them if you are part of the group at the time you come into the trigger's range natoed 1 Link to comment Share on other sites More sharing options...
Tarabas Posted March 9, 2018 Author Report Share Posted March 9, 2018 17 hours ago, Grahame said: Can you post the script with all the code (including the group jammer stuff) together? Also the scanner range should be a lot smaller than 25km... Ideally this would not be an action but an automatic thing (maybe, can see reasons why not). I use a script from KillZoneKid for the automatic doors at Karvala Hospital and Altis International Airport. Here's the AIA one: call { if (!isDedicated || worldName != "Altis") exitWith {}; private ["_fnc","_tr","_side"]; _fnc = { { _tr = createTrigger [ "EmptyDetector", _side modelToWorld _x ]; _tr setVariable ["parent", _side]; _tr setTriggerArea [5, 5, 0, false]; _tr setTriggerActivation ["ANY", "PRESENT", true]; _tr setTriggerStatements [ "this", format [ " (thisTrigger getVariable 'parent') animate ['Door_%1A_move', 1]; (thisTrigger getVariable 'parent') animate ['Door_%1B_move', 1]; ", _forEachIndex + 7 ], format [ " (thisTrigger getVariable 'parent') animate ['Door_%1A_move', 0]; (thisTrigger getVariable 'parent') animate ['Door_%1B_move', 0]; ", _forEachIndex + 7 ] ]; _side setVariable [format [ "bis_disabled_Door_%1", _forEachIndex + 7 ], 1, true]; } forEach _this; }; _side = [14619,16810,0] nearestObject "Land_Airport_left_F"; [ [-0.62,-15.16,-7], [-0.62,15.16,-7] ] call _fnc; _side = [14587,16776,0] nearestObject "Land_Airport_right_F"; [ [0.62,-15.16,-7], [0.62,15.16,-7] ] call _fnc; }; Should be a way to integrate your idea for a auto-door opener with KZK's scripts maybe...? You just set the triggers on found doors to run the code to open them if you are part of the group at the time you come into the trigger's range scanrange = 25000; //Scan distance for doors. If no door is found within range an error will occur. Set to a high number. remoterange = 20; //Max distance that door remote will open a door. opentime = 10; //Length of time in seconds that door will remain open before closing. basesize = 175; //Set to the same size as jammer max build range playerGrp = group player; while {true} do { LockPickableItems = []; waitUntil { vehicle player iskindof 'Landvehicle';}; vehicle player vehicleChat "Door remote Online"; LockPickableItems = LockPickableItems + ["CinderWallGarage_EPOCH","WoodLargeWallDoorL_EPOCH","WoodLargeWallDoor_EPOCH","Land_BarGate_F"]; player sideChat (format ["Player is in group %1",playerGrp]); door = player addAction ["<t color=""#006200"">" +"Door remote", { _jammer = nearestObjects[player, ["PlotPole_EPOCH"], _buildingJammerRange]; if !(_jammer isEqualTo[]) then { { if (alive _x) exitWith{ _nearestJammer = _x; }; } foreach _jammer; if !(isNull _nearestJammer) then { if ((_nearestJammer getVariable["BUILD_OWNER", "-1"]) in[getPlayerUID player, Epoch_my_GroupUID]) then { ["Jammer Owned", 5] call Epoch_message; } else { ["Not Owned", 5] call Epoch_message; }; }; }; if (call EPOCH_Doorcheck) then { ["Your owned base", 5] call Epoch_message; } else { ["Not your base", 5] call Epoch_message; }; vehicle player vehicleChat "Selecting doors"; jammer = (nearestObjects [Player,["PlotPole_EPOCH"],scanrange]) select 0; jammerdist = player distance jammer; nearVehicle = (nearestObjects [Player,LockPickableItems,scanrange]) select 0; meters = player distance nearVehicle; uiSleep 1; if ((typeOf nearVehicle) in ["CinderWallGarage_EPOCH"] && meters < remoterange && jammerdist < basesize) then { vehicle player vehicleChat "Opening doors"; nearVehicle animate ['open_left', 1]; nearVehicle animate ['open_right', 1]; nearVehicle animate ["Door_1_rot", 1]; nearVehicle animate ['Open_Door', 1]; uiSleep 1; vehicle player vehicleChat (format ["Door closing in %1 seconds...",opentime]); uiSleep opentime; nearVehicle animate ['open_left', 0]; nearVehicle animate ['open_right', 0]; nearVehicle animate ["Door_1_rot", 0]; nearVehicle animate ['Open_Door', 0]; } else { if (jammerdist > basesize) then { vehicle player vehicleChat "This is not your base!" } else { vehicle player vehicleChat "There are no doors in range." }; }; } ]; waitUntil { vehicle player iskindof 'Man'; }; player removeAction door; }; Tried to call a EPOCH_Doorcheck .. and if it at least give me a message, if that one is not called. But didn't even give me that message to go on with that call somehow like that. The scanner range is that big, just to prevent errors in RTP. That automatic script would be a nice idea aswell to test around with. Thank you. For that it would be nice, if someone can show me how to do the groupcheck right. Link to comment Share on other sites More sharing options...
He-Man Posted March 9, 2018 Report Share Posted March 9, 2018 Try this: _config = 'CfgEpochClient' call EPOCH_returnConfig; _buildingJammerRange = getNumber(_config >> "buildingJammerRange"); _nearjammers = nearestobjects [player,["Plotpole_EPOCH"],_buildingJammerRange]; if (_nearjammers isEqualTo []) exitwith { ["You are not in your PlotPole-Range",5] call Epoch_Message; }; _nearestJammer = _nearjammers select 0; if !((_nearestJammer getVariable["BUILD_OWNER", "-1"]) in[getPlayerUID player, Epoch_my_GroupUID]) exitwith { ["You are not in your PlotPole-Range",5] call Epoch_Message; }; Link to comment Share on other sites More sharing options...
Tarabas Posted March 9, 2018 Author Report Share Posted March 9, 2018 Thank you @He-Man Gonna go on working with that. 1 hour ago, He-Man said: Try this: _config = 'CfgEpochClient' call EPOCH_returnConfig; _buildingJammerRange = getNumber(_config >> "buildingJammerRange"); _nearjammers = nearestobjects [player,["Plotpole_EPOCH"],_buildingJammerRange]; if (_nearjammers isEqualTo []) exitwith { ["You are not in your PlotPole-Range",5] call Epoch_Message; }; _nearestJammer = _nearjammers select 0; if !((_nearestJammer getVariable["BUILD_OWNER", "-1"]) in[getPlayerUID player, Epoch_my_GroupUID]) exitwith { ["You are not in your PlotPole-Range",5] call Epoch_Message; }; Link to comment Share on other sites More sharing options...
Grahame Posted March 9, 2018 Report Share Posted March 9, 2018 The exitwith on the unowned jammer is important because that check in your code @Tarabasjust prints the message and doesn't stop the door opening code from being run... which is why anyone can open the door whether they are in the jammer's group or not. Your actual check was fine it just only affected the printing of messages not the running of the later code. Also, may be going mad but what is EPOCH_Doorcheck? Did a grep on the mission code/configs and epoch_server... could not find it anywhere... I know of EPOCH_lockcheck which is used by the doors... is that what you meant to use? Link to comment Share on other sites More sharing options...
Grahame Posted March 9, 2018 Report Share Posted March 9, 2018 Also, for anyone who wants it, this is KillZoneKid's script for the automatic doors at the hospital in Karvala: call { if (!isDedicated || worldName != "Altis") exitWith {}; private ["_hs","_var"]; _hs = [3760,12990,0] nearestObject "Land_Hospital_main_F"; { _var = createTrigger [ "EmptyDetector", _hs modelToWorld _x ]; _var setVariable ["parent", _hs]; _var setTriggerArea [5, 5, 0, false]; _var setTriggerActivation ["ANY", "PRESENT", true]; _var setTriggerStatements [ "this", format [ " (thisTrigger getVariable 'parent') animate ['Door_%1A_move', 1]; (thisTrigger getVariable 'parent') animate ['Door_%1B_move', 1]; ", _forEachIndex + 2 ], format [ " (thisTrigger getVariable 'parent') animate ['Door_%1A_move', 0]; (thisTrigger getVariable 'parent') animate ['Door_%1B_move', 0]; ", _forEachIndex + 2 ] ]; _hs setVariable [format [ "bis_disabled_Door_%1", _forEachIndex + 2 ], 1, true]; } forEach [ [2.80469,15.7993,-8.47323], [2.78027,7.52686,-8.4725], [-4.17358,-7.89453,-8.4725] ]; }; Run this and the airport one by adding: if (isServer) then { [] execVM "custom\auto_altis_intl_doors.sqf"; [] execVM "custom\auto_kavala_hospital_doors.sqf"; }; to init.sqf with the path and file names matching whatever you called them. Link to comment Share on other sites More sharing options...
Tarabas Posted March 9, 2018 Author Report Share Posted March 9, 2018 @Grahame that Epoch_Doorcheck was just a edited EPOCH_isBuildAllowed and only for a test. So it's deleted again. it seems to be working with @He-Mans addition: scanrange = 250; //Scan distance for doors. If no door is found within range an error will occur. Set to a high number. remoterange = 20; //Max distance that door remote will open a door. opentime = 10; //Length of time in seconds that door will remain open before closing. basesize = 115; //Set to the same size as jammer max build range while {true} do { //pause for 5 seconds uiSleep 5; //check if player is within range of plot pole and they are owner. If not, exit loop. _config = 'CfgEpochClient' call EPOCH_returnConfig; _buildingJammerRange = getNumber(_config >> "buildingJammerRange"); _nearjammers = nearestobjects [player,["Plotpole_EPOCH"],_buildingJammerRange]; if (_nearjammers isEqualTo []) exitwith { }; _nearestJammer = _nearjammers select 0; if !((_nearestJammer getVariable["BUILD_OWNER", "-1"]) in[getPlayerUID player, Epoch_my_GroupUID]) exitwith { }; //Player is in plotpole range so wait until they get into a vehicle or are in one already RemoteDoors = []; waitUntil { vehicle player iskindof 'Landvehicle';}; vehicle player vehicleChat "Door remote Online"; RemoteDoors = RemoteDoors + ["CinderWallGarage_EPOCH","WoodLargeWallDoorL_EPOCH","WoodLargeWallDoor_EPOCH","Land_BarGate_F"]; _groupName = toString(_array); _txtCtrl ctrlSetText _groupName; //add the clicker to the scroll menu door = player addAction ["<t color=""#006200"">" +"Door remote", { vehicle player vehicleChat "Selecting doors"; //check again that they can still open the door _config = 'CfgEpochClient' call EPOCH_returnConfig; _buildingJammerRange = getNumber(_config >> "buildingJammerRange"); _nearjammers = nearestobjects [player,["Plotpole_EPOCH"],_buildingJammerRange]; if (_nearjammers isEqualTo []) exitwith { ["You are not in your PlotPole-Range",5] call Epoch_Message; }; _nearestJammer = _nearjammers select 0; if !((_nearestJammer getVariable["BUILD_OWNER", "-1"]) in[getPlayerUID player, Epoch_my_GroupUID]) exitwith { ["You are not in your PlotPole-Range",5] call Epoch_Message; }; nearVehicle = (nearestObjects [Player,RemoteDoors,scanrange]) select 0; meters = player distance nearVehicle; uiSleep 1; if ((typeOf nearVehicle) in ["CinderWallGarage_EPOCH"] && meters < remoterange ) then { vehicle player vehicleChat "Opening doors"; nearVehicle animate ['open_left', 1]; nearVehicle animate ['open_right', 1]; nearVehicle animate ["Door_1_rot", 1]; nearVehicle animate ['Open_Door', 1]; uiSleep 1; vehicle player vehicleChat (format ["Door closing in %1 seconds...",opentime]); uiSleep opentime; nearVehicle animate ['open_left', 0]; nearVehicle animate ['open_right', 0]; nearVehicle animate ["Door_1_rot", 0]; nearVehicle animate ['Open_Door', 0]; } else { if (jammerdist > basesize) then { vehicle player vehicleChat "This is not your base!" } else { ["No doors in range!",5] call Epoch_Message; }; }; } ]; waitUntil { vehicle player iskindof 'Man'; }; player removeAction door; }; gonna rework the moment of showing Addaction, will search to find and show groupname right and release it soon. Thanks to both of you again :) Ghostrider-GRG 1 Link to comment Share on other sites More sharing options...
He-Man Posted March 10, 2018 Report Share Posted March 10, 2018 Hey, I have played a bit with this function and have a sample for you. This Script will check, if you are in your Plotpole-Range and will open / close the nearest handleable visible Door from your Position. Eventually you have to add some Door classes and add a distance check (if wanted). To Close the nearest opened Door, just change "_open = true" to "_open = false". _open = true; _config = 'CfgEpochClient' call EPOCH_returnConfig; _buildingJammerRange = getNumber(_config >> "buildingJammerRange"); _nearjammers = nearestobjects [player,["Plotpole_EPOCH"],_buildingJammerRange]; if (_nearjammers isEqualTo []) exitwith { ["You are not in your PlotPole-Range",5] call Epoch_Message; }; _nearestJammer = _nearjammers select 0; if !((_nearestJammer getVariable["BUILD_OWNER", "-1"]) in[getPlayerUID player, Epoch_my_GroupUID]) exitwith { ["You are not in your PlotPole-Range",5] call Epoch_Message; }; _OpenableItems = ["CinderWallGarage_EPOCH","WoodLargeWallDoorL_EPOCH","WoodLargeWallDoor_EPOCH","Land_BarGate_F","CinderWallDoorwHatch_EPOCH"]; _NearestDoors = []; _fnc_CheckDoorsToOpen = { _NearestDoors = (nearestobjects [_nearestJammer,_OpenableItems,_buildingJammerRange]) select { ([_x, "VIEW"] checkVisibility [eyePos player, [(getposasl _x select 0),(getposasl _x select 1),(getposasl _x select 2) + 1.5]]) > 0.5 && ( _x animationPhase "open_left" < 0.5 && _x animationPhase "open_right" < 0.5 && _x animationPhase "Door_1_rot" < 0.5 && _x animationPhase "Open_Door" < 0.5 ) }; _NearestDoors }; _fnc_CheckDoorsToClose = { _NearestDoors = (nearestobjects [_nearestJammer,_OpenableItems,_buildingJammerRange]) select { ([_x, "VIEW"] checkVisibility [eyePos player, [(getposasl _x select 0),(getposasl _x select 1),(getposasl _x select 2) + 1.5]]) > 0.5 && ( _x animationPhase "open_left" > 0.5 || _x animationPhase "open_right" > 0.5 || _x animationPhase "Door_1_rot" > 0.5 || _x animationPhase "Open_Door" > 0.5 ) }; _NearestDoors }; if (_open) then { _NearestDoors = call _fnc_CheckDoorsToOpen; } else { _NearestDoors = call _fnc_CheckDoorsToClose; }; if (_NearestDoors isequalto []) exitwith { [format ["No Door to %1 found",if (_open) then {"open"} else {"close"}],5] call Epoch_Message; }; _DoorToHandle = _NearestDoors select 0; _value = (if (_open) then {1} else {0}); _DoorToHandle animate ['open_left', _value]; _DoorToHandle animate ['open_right', _value]; _DoorToHandle animate ['Door_1_rot', _value]; _DoorToHandle animate ['Open_Door', _value]; Grahame, natoed and Tarabas 2 1 Link to comment Share on other sites More sharing options...
He-Man Posted March 10, 2018 Report Share Posted March 10, 2018 I like your idea and I have done some more work on it. http://plays.tv/video/5aa4580e23dbbbd67b/door-opener I will rework it a bit, make some configs and give it to you. I think tomorrow evening... Grahame, Tarabas and natoed 2 1 Link to comment Share on other sites More sharing options...
natoed Posted March 10, 2018 Report Share Posted March 10, 2018 @He-Man that rocks Link to comment Share on other sites More sharing options...
Tarabas Posted March 11, 2018 Author Report Share Posted March 11, 2018 How cool is that @He-Man .. :) Thank you.. I'm looking forward to your finished version. Link to comment Share on other sites More sharing options...
He-Man Posted March 11, 2018 Report Share Posted March 11, 2018 Okay, here it is:https://github.com/Ignatz-HeMan/Door-Opener If there are bugs, let me know Sp4rkY and Tarabas 1 1 Link to comment Share on other sites More sharing options...
Tarabas Posted March 11, 2018 Author Report Share Posted March 11, 2018 2 hours ago, He-Man said: Okay, here it is:https://github.com/Ignatz-HeMan/Door-Opener If there are bugs, let me know Hm.. this is somehow not giving me the action to open or close grage doors by prsssig space. I'm next to my jammer + door and as driver Link to comment Share on other sites More sharing options...
He-Man Posted March 11, 2018 Report Share Posted March 11, 2018 Currently it is only enabled for the Gates. Have you tried on a Gate? And it will not work, if your character is invisible! Link to comment Share on other sites More sharing options...
Tarabas Posted March 11, 2018 Author Report Share Posted March 11, 2018 Yes I'm trying with the one you show in video aswell: CinderWallGarage_EPOCH This one is activated in script.. and I'm not invisible. It doesn't even show me the action by pressing space, so I search for a solution in CfgActionMenu_self.hpp DirtySanchez 1 Link to comment Share on other sites More sharing options...
DirtySanchez Posted March 11, 2018 Report Share Posted March 11, 2018 @Tarabas You will need to add this to CfgActionMenuCore.hpp dyna_AtHome = "call {_config = 'CfgEpochClient' call EPOCH_returnConfig;_buildingJammerRange = getNumber(_config >> 'buildingJammerRange');_nearjammers = nearestobjects [player,['Plotpole_EPOCH'],_buildingJammerRange];if (_nearjammers isEqualTo []) exitwith {false};_nearestJammer = _nearjammers select 0;((_nearestJammer getVariable['BUILD_OWNER', '-1']) in[getPlayerUID player, Epoch_my_GroupUID])}"; He recently added that line into Epoch experimental here:https://github.com/EpochModTeam/Epoch/compare/1e8a428d3c26...2fe4b0ff969e#diff-fd142c19fa4ee8fc1dbfbbb6bc8411c6R52 And thats whats needed in both "conditions" in here:https://github.com/Ignatz-HeMan/Door-Opener/blob/master/CfgActionMenu_self.hpp#L3 He-Man, natoed and Razor1977 2 1 Link to comment Share on other sites More sharing options...
Tarabas Posted March 11, 2018 Author Report Share Posted March 11, 2018 1 minute ago, DirtySanchez said: @Tarabas You will need to add this to CfgActionMenuCore.hpp dyna_AtHome = "call {_config = 'CfgEpochClient' call EPOCH_returnConfig;_buildingJammerRange = getNumber(_config >> 'buildingJammerRange');_nearjammers = nearestobjects [player,['Plotpole_EPOCH'],_buildingJammerRange];if (_nearjammers isEqualTo []) exitwith {false};_nearestJammer = _nearjammers select 0;((_nearestJammer getVariable['BUILD_OWNER', '-1']) in[getPlayerUID player, Epoch_my_GroupUID])}"; Sorry bud, i think he forgot to add this into his repo:https://github.com/EpochModTeam/Epoch/compare/1e8a428d3c26...2fe4b0ff969e#diff-fd142c19fa4ee8fc1dbfbbb6bc8411c6R52 Oh.. yes, that makes sence.. and was missing.. thank you now the last missing variable is dyna_IsDriver to make it work I think. right ? Link to comment Share on other sites More sharing options...
He-Man Posted March 11, 2018 Report Share Posted March 11, 2018 Correct. these Variables will be included in 1.1, so I have only made a link to it in my repo (in readme) Autmatic Door Opener Install: copy the files from epoch.mission into your mission file (if init.sqf already exist, paste the code into this file) Add the following lines from CfgActionMenu_self.hpp into this file: "epoch.mission\epoch_config\Configs\CfgActionMenu\CfgActionMenu_self.hpp" Configure the settings in "epoch.mission\addons\Ignatz_Client_DoorOpener.sqf" Only for EPOCH 1.0: Add this: https://github.com/EpochModTeam/Epoch/commit/2fe4b0ff969ea468cd5600fb86becee215eca5a0 <------------------------------------------- Link to comment Share on other sites More sharing options...
DirtySanchez Posted March 11, 2018 Report Share Posted March 11, 2018 Oh lol yeah the ole Dyna_inDriver / Dyna_isDriver @He-Man Link to comment Share on other sites More sharing options...
Tarabas Posted March 11, 2018 Author Report Share Posted March 11, 2018 ...something still seems to be missing.. no spacebar action is shown Link to comment Share on other sites More sharing options...
He-Man Posted March 11, 2018 Report Share Posted March 11, 2018 Hmm, okay... Let's fix it in private and if we found it, we can publish it. I'll write you natoed and Tarabas 2 Link to comment Share on other sites More sharing options...
He-Man Posted March 11, 2018 Report Share Posted March 11, 2018 We have solved it. It was only a wrong order of the Variables in cfgactionmenu_core.hpp. The files are correct and work. Tarabas, natoed and Razor1977 3 Link to comment Share on other sites More sharing options...
Tarabas Posted March 11, 2018 Author Report Share Posted March 11, 2018 I love this community.. The scripts works great.. it's even showing what components are missing.. the idea with energy using is brilliant aswell. thanks again to all of you. yayy :) DirtySanchez, natoed and Razor1977 1 2 Link to comment Share on other sites More sharing options...
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