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.kju

All in Arma Standalone (AiA SA) - A1/A2/OA content in A3

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I couldn't agree more with GvsE. The work you've done for the community was immense and your lack of presence will be felt and I'm sure that everyone is thankful for the work you've done. No matter the road you take I wish you all the best.

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Kju, thank you for your dedication to what you have achieved.

Any chance of starting a BitTorrent Sync share of AiA?

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I seem to be having trouble downloading the Main file. On the Mega download the 12gb File intializes forever and for some reason I cant find a 12gb download on the Google Drive

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I seem to be having trouble downloading the Main file. On the Mega download the 12gb File intializes forever and for some reason I cant find a 12gb download on the Google Drive

because its removed , there is new release 13.3 GB file instead , AllInArmaStandalone_2014_08_10.7z

i was almost finished (using 1MB connection :( )

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why the hell author of this post keep removing the links of the mod ?

this is the second time for Mega.co links !

first removed the 12 GB link now he removed the 13 GB link again , leaving error 404 unfinished files !

i am already done with that .

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Your work is so very much appreciated kju. I hope there proves a way to sustain the effort. As a milsim sandbox, I find A3 to be crippled by its lack of relevant content. Sadly, this should have been addressed by BIS or an 'authorized' 3rd party in the form of DLC's - I'd be happy to pay for them, for one. But the burden falls to the community to cobble something together. Your work on a coherent community approachhas been invaluable.

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I have downloaded the AllInArmaStandalone_2014_08_10.7z (13.1 GB)

Everything is perfect, but it seems that I have the problem reported in post #271.

You have recommend a solution to this in post #263, but there is no file for download...

Could you address another link for this hotfix?

Thanks in advance!

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2014-08-10 (yeah somewhat delayed..) is out.

Details in the first post and links in the wiki. Lite version will be available in PwS later today.

Unfortuantely you have to redownload as the patch was almost the same size.. (due to a faulty on my side sorry).

On the positive side the 7z version is only 13 instead of 18 GB - or grab the lite version (or AiA TP if you are only interested in the terrains).

---

@ marven_2099

My bad :( Had to upload the new version a couple of time.

@ SoSaT

Crap. Looks like the fix is not part of the new version.

Will try to provide the hotfix again ASAP.

Edited by .kju [PvPscene]

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@.kju regarding Patreon: Even though this is a touchy subject times are changing. Some time ago I would never had considered to support any modder with money and today I signed up as a Patreon to you. I guess the "good old days" are gone...

As many modders you have done a lot of hard work over the years. The difference for me is that you deliver what I want and without giving up. Your work is what will make me return to this excellent game series. What you create is what I miss in A3.

Thank you.

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;2755590']

@ marven_2099

My bad :( Had to upload the new version a couple of time.

.

no problem bro , will u delete it again or this is gonna stay for a while ?

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@ andersson

Thank you :o

@ marven_2099

The 2014_08_10 download wont get changed any more. No need to worry. :)

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Hey .kju

Just came by to say thank you for all of the work you have put into ArmA and hope it continues on into your new gamemode :)

Question - was this realwar concept ever released for Op Flash? I believe I remember hearing about it from its website (which is long gone now i'm assuming) and it sounded like it resembled something like this http://www.1944d-day.com/gameinfo.html . Do you have any info/screens/anything about the old realwar from OP Flash? Sounds like it would be something fun to revisit :)

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@ Burdy

You are welcome :)

The two most prominent ones were BCL (border conflict league - OFP only) and IXXL (OFP, A1, A2).

The info still available doesn't really provide much of an overview nor interesting insights.

In case someone wants to check regardless (mostly German):

http://forums.bistudio.com/showthread.php?46881-OFP-Tournament-Directory&p=852956&viewfull=1#post852956

https://web.archive.org/web/20080104162941/http://bcl.bis-ingame.net/

http://www.g-g-c.de/forum/showthread.php?t=3638

http://www.g-g-c.de/forum/showthread.php?t=3769

http://forum.druckwelle-hq.de/showthread.php?20276-ArmA-BCL-l%E4dt-ein

http://armed-assault.de/news/ixxl-fuer-arma2-angekuendigt.html

http://armed-assault.de/news/neuigkeiten-von-der-ixxlsup3.html

http://armed-assault.de/news/ixxlsup3-statusreport.html

http://armed-assault.de/news/ixxlsup3-statusbericht--rcz.html

http://www.makconner.de/index.php?Seite=Referenz_screen&id=17

http://www.makconner.de/index.php?Seite=Referenz_screen&id=15

http://www.makconner.de/index.php?Seite=Referenz_screen&id=14

http://www.sniperfans.org/board/board1-%C3%B6ffentlich/board12-allgemeines/454-ixxl/

http://hx3.de/multiplayer-36/realwar-ligen-7392/

This 1944 D-Day concept/game sounds similar, yet from the page alone its not easy to get a good idea.

That one appears to be even more complex, realistic and hardcore. :)

Hopefully the presentation of the new game mode should give everyone a good idea. :bounce3:

Edited by .kju [PvPscene]

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@andersson

my english is too bad so i will totally aggree your post about Kju´s work

i am also a patreon of Kju since i read about it

@Kju Well done !

Edited by MCPXXL

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Hello kju, just a question! I'm really looking forward to having all the A2 models ported one day to A3, so maybe it would be possible to have the A2 campaign in A3! And I looked a little bit into your problem with too much work not rewarded... But, my question is, is it really a work for only one person? Because it appears to be a lot of things to do. So even if you manage to find enough support to live on it, it would take you for ever, or am I wrong?

(oh and btw, if I can ask, I use playwithsix, what is different with the lite version? Tkx :P )

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@ MCPXXL

As mentioned in my belated Skype response: Your support is and always has been very much appreciated. :o

@ papy.rabbit.08

It is certainly possible to make the BI campaigns work in A3. However it is not something for me for several reasons.

The effort is probably mostly about narrowing down and debugging issues due to AI behavior changes and overall gameplay.

The scripting problems should be limited. For me personally the animations are probably the biggest obstacle.

Finally there is all the remaining issues from BI itself in those campaigns..

The Lite version has low quality textures and sounds. You can learn more here and here.

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Ok thanks for the response! You didn't answer the rest of my question. It was about the long text where you stated that it was difficult for you to continue the work on this project. Don't you think it is a project for more than one person? I ask that because I was about to help you on patreon.com, but then I thought that if you work alone on this project, for sure it will take very long and it would probably be difficult for you.

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@ papy.rabbit.08

Sorry yes I missed that part. Wasn't my intention to skip it.

There is two aspects to keep in mind here:

1) While strictly speaking I am working alone on AiA, in a more practical sense there are several others contributing directly or indirectly

by porting the content itself to A3 standard. The situation report in post #340 tries to lay out what is still in my hands possible to do.

2) Besides AiA I having been working on multiple projects, and aside from hoping to continue to support these,

my goal is to be able to focus on new projects for A3 (new game mode, AI and gameplay tweaks/mods).

All in Arma and Iron Front in Arma along with other projects were meant to allow me these new projects.

As this didn't work out as I tried elaborate within the bounds set by NDAs, and after discussion with others,

most importantly the contributors to AiA, I am trying the approach with patreon now.

Does this answer it? If not, please ask additional specific questions. :)

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;2759547']@ papy.rabbit.08

Sorry yes I missed that part. Wasn't my intention to skip it.

There is two aspects to keep in mind here:

1) While strictly speaking I am working alone on AiA' date=' in a more practical sense there are several others contributing directly or indirectly

by porting the content itself to A3 standard. The situation report in post #340 tries to lay out what is still in my hands possible to do.

2) Besides AiA I having been working on multiple projects, and aside from hoping to continue to support these,

my goal is to be able to focus on new projects for A3 (new game mode, AI and gameplay tweaks/mods).

All in Arma and Iron Front in Arma along with other projects were meant to allow me these new projects.

As this didn't work out as I tried elaborate within the bounds set by NDAs, and after discussion with others,

most importantly the contributors to AiA, I am trying the approach with patreon now.

Does this answer it? If not, please ask additional specific questions. :)

Yeah it does :)

But I would be pleased to support, but I still think that such a project as porting A2 content to A3 should be done by a team, rather than with one person, even if there's the CUP project.

Thanks for your answer! I still hope one day being able to play Harvest Red in A3 because it was a nice campaign, but A2 was not as good as A3 is, and because of that it was sometimes frustrating. A3 really adds something in terms of graphics, gameplay,etc...

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@ papy.rabbit.08

Well it is a team project essentially. Its more about AiA being a project, while CUP is a team.

Both are/will be doing and we are sharing all our resources and work together very closely.

AiA is just this one big pack, while CUP will do a couple of packs.

Inside the CUP team there is some interest to port the campaigns; however the ones interested

also want to focus first on porting the units, vehicles and weapons.

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I have only one question (still downloading) are you able to lock the doors on the old buildings? Or do I still need to do my own config entries for that -_-

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@ Tonic-_-

What do you mean exactly? Please elaborate.

In general A3 has seen a couple of changes and improvements in regards to doors and windows.

However both need also model changes next config as far as I am aware.

If there is config only improvements possible, please share. :)

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;2759655']@ Tonic-_-

What do you mean exactly? Please elaborate.

In general A3 has seen a couple of changes and improvements in regards to doors and windows.

However both need also model changes next config as far as I am aware.

If there is config only improvements possible' date=' please share. :)[/quote']

Well originally with ARMA 3 you are able to lock the door from opening by setting a variable i.e bis_disabled_Door_1 to 1 on the building its self and it will stop the ability to open the door whereas the old ARMA 2 buildings did not have this as this was sort of new to Bohemia in a sense. So in A3MP I ended up nitpicking buildings that I wanted lockable doors on, here is the config.cpp that I used for A3MP which should not differ to much.

class CfgPatches
{
class a3mp_houseFixes
{
	units[] = {};
	weapons[] = {};
	requiredVersion = 0.1;
	requiredAddons[] = {"CAStructures_E_houseA"};
};
};
class CfgVehicles
{
class House;
class House_EP1: House
{
	class DestructionEffects;
};
class Land_House_K_3_EP1: House_EP1
{
	numberOfDoors = 3;
	class UserActions
	{
		class OpenDoors1
		{
			displayNameDefault = "$STR_DN_OUT_O_DOOR_DEFAULT";
			displayName = "$STR_DN_OUT_O_DOOR";
			position = "osa Door_1";
			radius = 2;
			onlyForPlayer = 0;
			condition = "this animationPhase ""Dvere1"" >= 0.5 AND (this getVariable[""bis_disabled_Door_1"",0]) == 0";
			statement = "this animate [""Dvere1"", 0]";
		};
		class CloseDoors1
		{
			displayNameDefault = "$STR_DN_OUT_C_DOOR_DEFAULT";
			displayName = "$STR_DN_OUT_C_DOOR";
			position = "osa Door_1";
			radius = 2;
			onlyForPlayer = 0;
			condition = "this animationPhase ""Dvere1"" < 0.5";
			statement = "this animate [""Dvere1"", 1]";
		};
		class OpenDoors2: OpenDoors1
		{
			position = "osa Door_2";
			condition = "this animationPhase ""Dvere2"" >= 0.5 AND (this getVariable[""bis_disabled_Door_2"",0]) == 0";
			statement = "this animate [""Dvere2"", 0]";
		};
		class CloseDoors2: CloseDoors1
		{
			position = "osa Door_2";
			condition = "this animationPhase ""Dvere2"" < 0.5";
			statement = "this animate [""Dvere2"", 1]";
		};
		class OpenDoors3: OpenDoors1
		{
			position = "osa Door_3";
			condition = "this animationPhase ""Dvere3"" >= 0.5 AND (this getVariable[""bis_disabled_Door_3"",0]) == 0";
			statement = "this animate [""Dvere3"", 0]";
		};
		class CloseDoors3: CloseDoors1
		{
			position = "osa Door_3";
			condition = "this animationPhase ""Dvere3"" < 0.5";
			statement = "this animate [""Dvere3"", 1]";
		};
	};
};
class Land_House_K_7_EP1: House_EP1
{
	numberOfDoors = 4;
	class UserActions
	{
		class OpenDoors1
		{
			displayNameDefault = "$STR_DN_OUT_O_DOOR_DEFAULT";
			displayName = "$STR_DN_OUT_O_DOOR";
			position = "osa Door_1";
			radius = 2;
			onlyForPlayer = 0;
			condition = "this animationPhase ""Dvere1"" >= 0.5 AND (this getVariable[""bis_disabled_Door_1"",0]) == 0";
			statement = "this animate [""Dvere1"", 0]";
		};
		class CloseDoors1
		{
			displayNameDefault = "$STR_DN_OUT_C_DOOR_DEFAULT";
			displayName = "$STR_DN_OUT_C_DOOR";
			position = "osa Door_1";
			radius = 2;
			onlyForPlayer = 0;
			condition = "this animationPhase ""Dvere1"" < 0.5";
			statement = "this animate [""Dvere1"", 1]";
		};
		class OpenDoors2: OpenDoors1
		{
			position = "osa Door_2";
			condition = "this animationPhase ""Dvere2"" >= 0.5 AND (this getVariable[""bis_disabled_Door_2"",0]) == 0";
			statement = "this animate [""Dvere2"", 0]";
		};
		class CloseDoors2: CloseDoors1
		{
			position = "osa Door_2";
			condition = "this animationPhase ""Dvere2"" < 0.5";
			statement = "this animate [""Dvere2"", 1]";
		};
		class OpenDoors3: OpenDoors1
		{
			position = "osa Door_3";
			condition = "this animationPhase ""Dvere3"" >= 0.5 AND (this getVariable[""bis_disabled_Door_3"",0]) == 0";
			statement = "this animate [""Dvere3"", 0]";
		};
		class CloseDoors3: CloseDoors1
		{
			position = "osa Door_3";
			condition = "this animationPhase ""Dvere3"" < 0.5";
			statement = "this animate [""Dvere3"", 1]";
		};
		class OpenDoors4: OpenDoors1
		{
			position = "osa Door_4";
			condition = "this animationPhase ""Dvere4"" >= 0.5 AND (this getVariable[""bis_disabled_Door_4"",0]) == 0";
			statement = "this animate [""Dvere4"", 0]";
		};
		class CloseDoors4: CloseDoors1
		{
			position = "osa Door_4";
			condition = "this animationPhase ""Dvere4"" < 0.5";
			statement = "this animate [""Dvere4"", 1]";
		};
	};
};
class Land_House_C_10_EP1: House_EP1
{
	numberOfDoors = 8;
	class UserActions
	{
		class OpenDoors1
		{
			displayNameDefault = "$STR_DN_OUT_O_DOOR_DEFAULT";
			displayName = "$STR_DN_OUT_O_DOOR";
			position = "osa Door_1";
			radius = 2;
			onlyForPlayer = 0;
			condition = "this animationPhase ""Dvere1"" >= 0.5 AND (this getVariable[""bis_disabled_Door_1"",0]) == 0";
			statement = "this animate [""Dvere1"", 0]";
		};
		class CloseDoors1
		{
			displayNameDefault = "$STR_DN_OUT_C_DOOR_DEFAULT";
			displayName = "$STR_DN_OUT_C_DOOR";
			position = "osa Door_1";
			radius = 2;
			onlyForPlayer = 0;
			condition = "this animationPhase ""Dvere1"" < 0.5";
			statement = "this animate [""Dvere1"", 1]";
		};
		class OpenDoors2: OpenDoors1
		{
			position = "osa Door_2";
			condition = "this animationPhase ""Dvere2"" >= 0.5 AND (this getVariable[""bis_disabled_Door_2"",0]) == 0";
			statement = "this animate [""Dvere2"", 0]";
		};
		class CloseDoors2: CloseDoors1
		{
			position = "osa Door_2";
			condition = "this animationPhase ""Dvere2"" < 0.5";
			statement = "this animate [""Dvere2"", 1]";
		};
		class OpenDoors3: OpenDoors1
		{
			position = "osa Door_3";
			condition = "this animationPhase ""Dvere3"" >= 0.5 AND (this getVariable[""bis_disabled_Door_3"",0]) == 0";
			statement = "this animate [""Dvere3"", 0]";
		};
		class CloseDoors3: CloseDoors1
		{
			position = "osa Door_3";
			condition = "this animationPhase ""Dvere3"" < 0.5";
			statement = "this animate [""Dvere3"", 1]";
		};
		class OpenDoors4: OpenDoors1
		{
			position = "osa Door_4";
			condition = "this animationPhase ""Dvere4"" >= 0.5 AND (this getVariable[""bis_disabled_Door_4"",0]) == 0";
			statement = "this animate [""Dvere4"", 0]";
		};
		class CloseDoors4: CloseDoors1
		{
			position = "osa Door_4";
			condition = "this animationPhase ""Dvere4"" < 0.5";
			statement = "this animate [""Dvere4"", 1]";
		};
		class OpenDoors5: OpenDoors1
		{
			position = "osa Door_5";
			condition = "this animationPhase ""Dvere5"" >= 0.5 AND (this getVariable[""bis_disabled_Door_5"",0]) == 0";
			statement = "this animate [""Dvere5"", 0]";
		};
		class CloseDoors5: CloseDoors1
		{
			position = "osa Door_5";
			condition = "this animationPhase ""Dvere5"" < 0.5";
			statement = "this animate [""Dvere5"", 1]";
		};
		class OpenDoors6: OpenDoors1
		{
			position = "osa Door_6";
			condition = "this animationPhase ""Dvere6"" >= 0.5 AND (this getVariable[""bis_disabled_Door_6"",0]) == 0";
			statement = "this animate [""Dvere6"", 0]";
		};
		class CloseDoors6: CloseDoors1
		{
			position = "osa Door_6";
			condition = "this animationPhase ""Dvere6"" < 0.5";
			statement = "this animate [""Dvere6"", 1]";
		};
		class OpenDoors7: OpenDoors1
		{
			position = "osa Door_7";
			condition = "this animationPhase ""Dvere7"" >= 0.5 AND (this getVariable[""bis_disabled_Door_7"",0]) == 0";
			statement = "this animate [""Dvere7"", 0]";
		};
		class CloseDoors7: CloseDoors1
		{
			position = "osa Door_7";
			condition = "this animationPhase ""Dvere7"" < 0.5";
			statement = "this animate [""Dvere7"", 1]";
		};
		class OpenDoors8: OpenDoors1
		{
			position = "osa Door_8";
			condition = "this animationPhase ""Dvere8"" >= 0.5 AND (this getVariable[""bis_disabled_Door_8"",0]) == 0";
			statement = "this animate [""Dvere8"", 0]";
		};
		class CloseDoors8: CloseDoors1
		{
			position = "osa Door_8";
			condition = "this animationPhase ""Dvere8"" < 0.5";
			statement = "this animate [""Dvere8"", 1]";
		};
	};
};
class Land_House_K_1_EP1: House_EP1
{
	numberOfDoors = 1;
	class UserActions
	{
		class OpenDoors1
		{
			displayNameDefault = "$STR_DN_OUT_O_DOOR_DEFAULT";
			displayName = "$STR_DN_OUT_O_DOOR";
			position = "osa Door_1";
			radius = 2;
			onlyForPlayer = 0;
			condition = "this animationPhase ""Dvere1"" >= 0.5 AND (this getVariable[""bis_disabled_Door_1"",0]) == 0";
			statement = "this animate [""Dvere1"", 0]";
		};
		class CloseDoors1
		{
			displayNameDefault = "$STR_DN_OUT_C_DOOR_DEFAULT";
			displayName = "$STR_DN_OUT_C_DOOR";
			position = "osa Door_1";
			radius = 2;
			onlyForPlayer = 0;
			condition = "this animationPhase ""Dvere1"" < 0.5";
			statement = "this animate [""Dvere1"", 1]";
		};
	};
};
class Land_Wall_L3_gate_EP1: House_EP1
{
	numberOfDoors = 2;
	class UserActions
	{
		class OpenDoors1
		{
			displayNameDefault = "$STR_DN_OUT_O_DOOR_DEFAULT";
			displayName = "$STR_DN_OUT_O_DOOR";
			position = "osa Door_1";
			radius = 2;
			onlyForPlayer = 0;
			condition = "this animationPhase ""Dvere1"" < 0.5 AND (this getVariable[""bis_disabled_Door_1"",0]) == 0";
			statement = "this animate [""Dvere1"", 1];this animate [""Dvere2"", 1]";
		};
		class CloseDoors1
		{
			displayNameDefault = "$STR_DN_OUT_C_DOOR_DEFAULT";
			displayName = "$STR_DN_OUT_C_DOOR";
			position = "osa Door_1";
			radius = 2;
			onlyForPlayer = 0;
			condition = "this animationPhase ""Dvere1"" >= 0.5";
			statement = "this animate [""Dvere1"", 0];this animate [""Dvere2"", 0]";
		};
		class OpenDoors2: OpenDoors1
		{
			position = "osa Door_2";
			condition = "this animationPhase ""Dvere2"" < 0.5 AND (this getVariable[""bis_disabled_Door_2"",0]) == 0";
			statement = "this animate [""Dvere2"", 1];this animate [""Dvere1"", 1]";
		};
		class CloseDoors2: CloseDoors1
		{
			position = "osa Door_2";
			condition = "this animationPhase ""Dvere2"" >= 0.5";
			statement = "this animate [""Dvere2"", 0];this animate [""Dvere1"", 0]";
		};
	};
};
class Land_House_L_6_EP1: House_EP1
{
	numberOfDoors = 1;
	class UserActions
	{
		class OpenDoors1
		{
			displayNameDefault = "$STR_DN_OUT_O_DOOR_DEFAULT";
			displayName = "$STR_DN_OUT_O_DOOR";
			position = "osa Door_1";
			radius = 2;
			onlyForPlayer = 0;
			condition = "this animationPhase ""Dvere1"" >= 0.5 AND (this getVariable[""bis_disabled_Door_1"",0]) == 0";
			statement = "this animate [""Dvere1"", 0]";
		};
		class CloseDoors1
		{
			displayNameDefault = "$STR_DN_OUT_C_DOOR_DEFAULT";
			displayName = "$STR_DN_OUT_C_DOOR";
			position = "osa Door_1";
			radius = 2;
			onlyForPlayer = 0;
			condition = "this animationPhase ""Dvere1"" < 0.5";
			statement = "this animate [""Dvere1"", 1]";
		};
	};
};
class Land_House_C_5_V3_EP1: House_EP1
{
	numberOfDoors = 2;
	class UserActions
	{
		class OpenDoors1
		{
			displayNameDefault = "$STR_DN_OUT_O_DOOR_DEFAULT";
			displayName = "$STR_DN_OUT_O_DOOR";
			position = "osa Door_1";
			radius = 2;
			onlyForPlayer = 0;
			condition = "this animationPhase ""Dvere1"" >= 0.5 AND (this getVariable[""bis_disabled_Door_1"",0]) == 0";
			statement = "this animate [""Dvere1"", 0]";
		};
		class CloseDoors1
		{
			displayNameDefault = "$STR_DN_OUT_C_DOOR_DEFAULT";
			displayName = "$STR_DN_OUT_C_DOOR";
			position = "osa Door_1";
			radius = 2;
			onlyForPlayer = 0;
			condition = "this animationPhase ""Dvere1"" < 0.5";
			statement = "this animate [""Dvere1"", 1]";
		};
		class OpenDoors2: OpenDoors1
		{
			position = "osa Door_2";
			condition = "this animationPhase ""Dvere2"" >= 0.5 AND (this getVariable[""bis_disabled_Door_2"",0]) == 0";
			statement = "this animate [""Dvere2"", 0];this animate [""Dvere3"", 0]";
		};
		class CloseDoors2: CloseDoors1
		{
			position = "osa Door_2";
			condition = "this animationPhase ""Dvere2"" < 0.5";
			statement = "this animate [""Dvere2"", 1];this animate [""Dvere3"", 1]";
		};
	};
};
class Land_House_L_3_EP1: House_EP1
{
	numberOfDoors = 2;
	class UserActions
	{
		class OpenDoors1
		{
			displayNameDefault = "$STR_DN_OUT_O_DOOR_DEFAULT";
			displayName = "$STR_DN_OUT_O_DOOR";
			position = "osa Door_1";
			radius = 2;
			onlyForPlayer = 0;
			condition = "this animationPhase ""Dvere1"" >= 0.5 AND (this getVariable[""bis_disabled_Door_1"",0]) == 0";
			statement = "this animate [""Dvere1"", 0]";
		};
		class CloseDoors1
		{
			displayNameDefault = "$STR_DN_OUT_C_DOOR_DEFAULT";
			displayName = "$STR_DN_OUT_C_DOOR";
			position = "osa Door_1";
			radius = 2;
			onlyForPlayer = 0;
			condition = "this animationPhase ""Dvere1"" < 0.5";
			statement = "this animate [""Dvere1"", 1]";
		};
		class OpenDoors2: OpenDoors1
		{
			position = "osa Door_2";
			condition = "this animationPhase ""Dvere2"" >= 0.5 AND (this getVariable[""bis_disabled_Door_2"",0]) == 0";
			statement = "this animate [""Dvere2"", 0];this animate [""Dvere3"", 0]";
		};
		class CloseDoors2: CloseDoors1
		{
			position = "osa Door_2";
			condition = "this animationPhase ""Dvere2"" < 0.5";
			statement = "this animate [""Dvere2"", 1];this animate [""Dvere3"", 1]";
		};
	};
};
class Land_A_Villa_EP1: House_EP1
{
	numberOfDoors = 12;
	class UserActions
	{
		class OpenDoors1
		{
			displayNameDefault = "$STR_DN_OUT_O_DOOR_DEFAULT";
			displayName = "$STR_DN_OUT_O_DOOR";
			position = "osa Door_1";
			radius = 2;
			onlyForPlayer = 0;
			condition = "this animationPhase ""Dvere1"" >= 0.5 AND (this getVariable[""bis_disabled_Door_1"",0]) == 0";
			statement = "this animate [""Dvere1"", 0]";
		};
		class CloseDoors1
		{
			displayNameDefault = "$STR_DN_OUT_C_DOOR_DEFAULT";
			displayName = "$STR_DN_OUT_C_DOOR";
			position = "osa Door_1";
			radius = 2;
			onlyForPlayer = 0;
			condition = "this animationPhase ""Dvere1"" < 0.5";
			statement = "this animate [""Dvere1"", 1]";
		};
		class OpenDoors2: OpenDoors1
		{
			position = "osa Door_2";
			condition = "this animationPhase ""Dvere2"" >= 0.5 AND (this getVariable[""bis_disabled_Door_2"",0]) == 0";
			statement = "this animate [""Dvere2"", 0]";
		};
		class CloseDoors2: CloseDoors1
		{
			position = "osa Door_2";
			condition = "this animationPhase ""Dvere2"" < 0.5";
			statement = "this animate [""Dvere2"", 1]";
		};
		class OpenDoors3: OpenDoors1
		{
			position = "osa Door_3";
			condition = "this animationPhase ""Dvere3"" >= 0.5 AND (this getVariable[""bis_disabled_Door_3"",0]) == 0";
			statement = "this animate [""Dvere3"", 0]";
		};
		class CloseDoors3: CloseDoors1
		{
			position = "osa Door_3";
			condition = "this animationPhase ""Dvere3"" < 0.5";
			statement = "this animate [""Dvere3"", 1]";
		};
		class OpenDoors4: OpenDoors1
		{
			position = "osa Door_4";
			condition = "this animationPhase ""Dvere4"" >= 0.5 AND (this getVariable[""bis_disabled_Door_4"",0]) == 0";
			statement = "this animate [""Dvere4"", 0]";
		};
		class CloseDoors4: CloseDoors1
		{
			position = "osa Door_4";
			condition = "this animationPhase ""Dvere4"" < 0.5";
			statement = "this animate [""Dvere4"", 1]";
		};
		class OpenDoors5: OpenDoors1
		{
			position = "osa Door_5";
			condition = "this animationPhase ""Dvere5"" >= 0.5 AND (this getVariable[""bis_disabled_Door_5"",0]) == 0";
			statement = "this animate [""Dvere5"", 0]";
		};
		class CloseDoors5: CloseDoors1
		{
			position = "osa Door_5";
			condition = "this animationPhase ""Dvere5"" < 0.5";
			statement = "this animate [""Dvere5"", 1]";
		};
		class OpenDoors6: OpenDoors1
		{
			position = "osa Door_6";
			condition = "this animationPhase ""Dvere6"" >= 0.5 AND (this getVariable[""bis_disabled_Door_6"",0]) == 0";
			statement = "this animate [""Dvere6"", 0]";
		};
		class CloseDoors6: CloseDoors1
		{
			position = "osa Door_6";
			condition = "this animationPhase ""Dvere6"" < 0.5";
			statement = "this animate [""Dvere6"", 1]";
		};
		class OpenDoors7: OpenDoors1
		{
			position = "osa Door_7";
			condition = "this animationPhase ""Dvere7"" >= 0.5 AND (this getVariable[""bis_disabled_Door_7"",0]) == 0";
			statement = "this animate [""Dvere7"", 0]";
		};
		class CloseDoors7: CloseDoors1
		{
			position = "osa Door_7";
			condition = "this animationPhase ""Dvere7"" < 0.5";
			statement = "this animate [""Dvere7"", 1]";
		};
		class OpenDoors8: OpenDoors1
		{
			position = "osa Door_8";
			condition = "this animationPhase ""Dvere8"" >= 0.5 AND (this getVariable[""bis_disabled_Door_8"",0]) == 0";
			statement = "this animate [""Dvere8"", 0]";
		};
		class CloseDoors8: CloseDoors1
		{
			position = "osa Door_8";
			condition = "this animationPhase ""Dvere8"" < 0.5";
			statement = "this animate [""Dvere8"", 1]";
		};
		class OpenDoors9: OpenDoors1
		{
			position = "osa Door_9";
			condition = "this animationPhase ""Dvere9"" >= 0.5 AND (this getVariable[""bis_disabled_Door_9"",0]) == 0";
			statement = "this animate [""Dvere9"", 0]";
		};
		class CloseDoors9: CloseDoors1
		{
			position = "osa Door_9";
			condition = "this animationPhase ""Dvere9"" < 0.5";
			statement = "this animate [""Dvere9"", 1]";
		};
		class OpenDoors10: OpenDoors1
		{
			position = "osa Door_10";
			condition = "this animationPhase ""Dvere10"" >= 0.5 AND (this getVariable[""bis_disabled_Door_10"",0]) == 0";
			statement = "this animate [""Dvere10"", 0]";
		};
		class CloseDoors10: CloseDoors1
		{
			position = "osa Door_10";
			condition = "this animationPhase ""Dvere10"" < 0.5";
			statement = "this animate [""Dvere10"", 1]";
		};
		class OpenDoors11: OpenDoors1
		{
			position = "osa Door_11";
			condition = "this animationPhase ""Dvere11"" >= 0.5 AND (this getVariable[""bis_disabled_Door_11"",0]) == 0";
			statement = "this animate [""Dvere11"", 0]";
		};
		class CloseDoors11: CloseDoors1
		{
			position = "osa Door_11";
			condition = "this animationPhase ""Dvere11"" < 0.5";
			statement = "this animate [""Dvere11"", 1]";
		};
		class OpenDoors12: OpenDoors1
		{
			position = "osa Door_12";
			condition = "this animationPhase ""Dvere12"" >= 0.5 AND (this getVariable[""bis_disabled_Door_12"",0]) == 0";
			statement = "this animate [""Dvere12"", 0]";
		};
		class CloseDoors12: CloseDoors1
		{
			position = "osa Door_12";
			condition = "this animationPhase ""Dvere12"" < 0.5";
			statement = "this animate [""Dvere12"", 1]";
		};
	};
};
};

ARMA 3 buildings actually have sort of a animation state for locked doors however where it keeps animating through to make it appear as if the doors are locked:

(_this select 0) animate [(_this select 1), 1];
sleep 0.1;
(_this select 0) animate [(_this select 2), 1];
sleep 0.1;
(_this select 0) animate [(_this select 2), 0];
sleep 0.1;
(_this select 0) animate [(_this select 2), 1];
sleep 0.1;
(_this select 0) animate [(_this select 1), 0];
(_this select 0) animate [(_this select 2), 0];
sleep 0.1;
(_this select 0) animate [(_this select 2), 1];
sleep 0.1;
(_this select 0) animate [(_this select 2), 0];

What I posted above was just a quick lazy thing and removes the action to open the door whereas A3 Buildings you have the option but just does a simple animation showing it as locked. Also it is good to follow the A3 building format and actually define the number of doors a building has via numberOfDoors = x;

Example of an A3 Building's userActions:

class OpenDoor_1
{
displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />";
displayName = "$STR_DN_OUT_O_DOOR";
position = "Door_1_trigger";
priority = 0.4;
radius = 1.5;
onlyForPlayer = 0;
       condition = "((this animationPhase 'Door_1_rot') < 0.5) && ((this getVariable ['bis_disabled_Door_1',0]) != 1) && ((this animationPhase 'Hitzone_1_hide') < 0.99999				)";
statement = "([this, 'Door_1_rot', 'Door_Handle_1_rot_1', 'Door_Handle_1_rot_2'] execVM ""\A3\Structures_F\scripts\Door_open.sqf"")";
};
class CloseDoor_1: OpenDoor_1
{
displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />";
displayName = "$STR_DN_OUT_C_DOOR";
priority = 0.2;
condition = "((this animationPhase 'Door_1_rot') >= 0.5) && ((this getVariable ['bis_disabled_Door_1',0]) != 1) && ((this animationPhase 'Hitzone_1_hide') < 0.99999				)";
statement = "([this, 'Door_1_rot', 'Door_Handle_1_rot_1', 'Door_Handle_1_rot_2'] execVM ""\A3\Structures_F\scripts\Door_close.sqf"")";
};
class OpenLockedDoor_1: OpenDoor_1
{
displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />";
condition = "((this animationPhase 'Door_1_rot') < 0.1) && ((this getVariable ['bis_disabled_Door_1',0]) == 1) && ((this animationPhase 'Hitzone_1_hide') < 0.99999				)";
statement = "([this, 'Door_Handle_1_rot_1', 'Door_Locked_1_rot'] execVM ""\A3\Structures_F\scripts\LockedDoor_open.sqf"")";
};

*Edit 3*

Ohhh did not notice they changed it in this patch, they added in a ability to shoot locked doors and allow it to be opened through its addAction.

Edited by Tonic-_-

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