Heeeere's johnny! 51 Posted July 22, 2016 Hey guyz, thanks for the heads-up. Sorry that I was inactive lately, but I'm currently writing my diploma thesis, hence I don't have much time left for anything else. But I'll do my very best to step-by-step update the script and will notify you as soon as it's done. Please be a bit patient since in case of doubt my real life goes first. :) Have a nice Play! Johnny 2 Share this post Link to post Share on other sites
Tajin 349 Posted July 22, 2016 Hey johnny, have you ever considered using https://community.bistudio.com/wiki/intersect to detect doors near a player instead of placing triggers everywhere? I guess that would be easier to handle and quite a bit faster. Share this post Link to post Share on other sites
Heeeere's johnny! 51 Posted July 22, 2016 Hey johnny, have you ever considered using https://community.bistudio.com/wiki/intersect to detect doors near a player instead of placing triggers everywhere? I guess that would be easier to handle and quite a bit faster. Yes I have and I did at first until I realized that intersect does not work with slider doors (like in the hospital) and I'm not sure if it works for fences like in ArmA 2. That's why I did the trigger approach. But as you may have seen, the triggers are only created in a certain area around players and they are removed as soon as no player is near a "trigger filled" building anymore, so I tried to keep the amount of simultaniously existing triggers as few as possible. But a few weeks ago, I saw that for at least some buildings, there is a generic approach without the need for huge lists of building positions. But I'll have to reseach that again as I cannot remember how it went, but if it works for all buildings, that would be a nice way to make this script map independent. 1 Share this post Link to post Share on other sites
Tajin 349 Posted July 22, 2016 But a few weeks ago, I saw that for at least some buildings, there is a generic approach without the need for huge lists of building positions. But I'll have to reseach that again as I cannot remember how it went, but if it works for all buildings, that would be a nice way to make this script map independent. Well you could just grab them from config. Old maps are missing some of the newer configentries for doors, but this should work for all of them afaik: configFile >> "cfgVehicles" >> _buildingClassname >> "UserActions" 1 Share this post Link to post Share on other sites
OldIn Doma 0 Posted November 22, 2016 In first, excuse my bad english, i make my best (from france) @Johnny ! I discover Arma only now (what a shame !!, but better late than never :( ) I have a lot of gratitude for the people who program and allow the game to refining according to a few small needs. Your script goes in this direction, and thank you very much for sharing it! Here you'r the boss! (At least in this discussion), and have my respect. So,, boss, i have a request! Currently I play mainly on the Exile Mod (and i create a dedicased server for my friend). Would it be possible / realistic / realizable / "easy" to imagine, a similar thing, BUT from a vehicle? I specify the thing: In Exile, it is possible to build Bases, and to bring in vehicles (by a Wood Gate). Actually, to get a vehicle into the base, you have to get out of the vehicle, move to Wood Gate, open the Wood Gate, go back to the vehicle, go in your base, get out the vehicle, return to the Wood Gate, close it ... Whoo I'm at home :wacko: The idea would be, since a vehicle open / close the Wood Gate (A must be open / close the Woo Gate using klaxon :P ) That's a idea .... for a new script :rolleyes: What do you think of that? Edit: If you want/need, i can give you a access on our server to make tests or something else, without create a Base/territory (i make it for you as your ID) Share this post Link to post Share on other sites
kremator 1065 Posted November 22, 2016 There is an error I think with the latest stable executable, and it doesn't work very well. Share this post Link to post Share on other sites
EO 11277 Posted June 10, 2017 Heeere's johnny!....where are you! I was hoping for a Malden version of Automated Doors, but you haven't been around since December.....would there be any objections to me posting an updated doorsAltis.sqf that includes all the new/retextured Malden buildings and gates?....It works like a charm on Malden. Share this post Link to post Share on other sites
kremator 1065 Posted June 10, 2017 We need the mod version updated too ... don't think it is working as intended :( Share this post Link to post Share on other sites
EO 11277 Posted June 10, 2017 49 minutes ago, kremator said: We need the mod version updated too ... don't think it is working as intended :( I've tidied up the mod version too....it still throws up an error while in Eden Editor, but works as intended when playing SP/MP scenarios. (no pop-up errors) 1 Share this post Link to post Share on other sites
kremator 1065 Posted June 11, 2017 How long does the author of a mod/script have to be away before others can modify ? (of course keeping credits etc) Share this post Link to post Share on other sites