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Found 20 results

  1. Breaching Charge that sticks to surfaces, demolishes walls, and opens doors, with minimal collateral damage. Door Wedge that takes a few seconds to deploy and blocks a door from moving and takes longer to remove. Trees can also be quickly felled using the Breaching Charge. Requires ACE Explosives Downloads: Steam Workshop Github Class names: AMP_Breaching_Charge_Mag AMP_Door_Wedge Minimum safe area reference To lock a door: _house setVariable ["bis_disabled_Door_1", 1, true];
  2. Hi all, Here is a script you can run for each player (initPlayerLocal.sqf is just fine!) This script allow to lock / unlock any door of any house. Works fine in Arma3. I added a little workaround for WW2 houses like in CUP core used by IFA3 mod. That probably worth for ant Arma2 houses, not tested. There is just one parameter: TRUE means players must have the item "Keys" in their inventory. And no, I will not script for specific keys for due houses! Say it's a pass. FALSE allows players to lock - unlock the doors of the houses without keys. NOTE : you can also manage just some houses (see below) 0 = FALSE spawn { params [["_needKeys",FALSE],"_houses",["_house",objNull]]; while {true} do { if (isNull objectParent player) then { _houses = ((nearestObjects [player, ["house"], 50]) select {isNil {_x getVariable "securedHouse"}}); if (count _houses > 0) then { _house = _houses select 0; _house setVariable ["securedHouse",_needKeys]; [ _house, "Lock-unlock door", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", " call { private _intersects = []; private _intersect = ''; private _door_anim = ''; private _is_door = FALSE; private _dist = 4; { _intersects = ([_target, _x] intersect [ASLToATL eyepos player, (screentoworld [0.5,0.5])]); if (count (_intersects select 0) > 0) exitwith { _intersects } } forEach ['FIRE','GEOM','VIEW']; if (count _intersects > 0) then { _intersect = _intersects select 0 select 0; _dist = _intersects select 0 select 1; _is_door = ('door' in toLowerANSI _intersect); if (_is_door && _dist < 4) then { if ('ww2_' in toLowerANSI typeOf _target) then { _door_anim = format ['%1_anim', _intersect]; } else { _door_anim = format ['%1_rot', _intersect]; }; }; }; if (_this distance _target < 15 && {_door_anim !=''} && {_target animationPhase _door_anim == 0} && {'keys' in magazines _this or !(_target getVariable 'securedHouse')}) then { _target setVariable ['MGIselDoor',[_intersect,_door_anim]]; true } else {false}; }; ", "true", {}, {}, { if (_target getVariable ["MGIselDoor",[]] isnotEqualTo []) then { (_target getVariable "MGIselDoor") params ["_door","_door_anim"]; private _doorState = format ['bis_disabled_%1',_door]; if (_target getVariable [_doorState,0] == 0) then { _target setVariable [_doorState,1,true]; if ("ww2_" in toLowerANSI typeOf _target) then { [_target,_doorState,_door_anim] spawn { params ["_target","_doorState","_door_anim"]; while {alive _target && _target getVariable _doorState == 1} do { _target animate [_door_anim,0,TRUE]; sleep 0.1; }; }; }; } else { _target setVariable [_doorState,0,true]; }; }; }, {}, [], 5, nil, false, false ] call BIS_fnc_holdActionAdd; }; }; sleep 2; }; }; For specific houses, you want to secure (w. or w/o keys): The general parameter determines the need of keys if you want to skip this code for most of the houses except those which are in a trigger area (example trg1), just replace the line: _houses = ((nearestObjects [player, ["house"], 50]) select {isNil {_x getVariable "securedHouse"}}); by: _houses = ((nearestObjects [player, ["house"], 50]) select {isNil {_x getVariable "securedHouse"} && _x inArea trg1 }); Have fun!
  3. Hey guys, I have created several buildings and objects to use them on my terrain. After placing them with the terrain builder and exporting them ingame, the doors are not working anymore. No scroll option either. In EDEN everything is working perfect! Here´s my object class and model.cfg class CfgVehicles { class Static; class PDE_larmschutz_tur : Static { author = "Prodeath21"; displayName = "$STR_PDE_larmschutz_tur"; scope = 2; scopecurator = 2; model = "\projekt_deutschland_structures\larmschutz\larmschutz_tur.p3d"; icon = "iconObject_4x1"; editorCategory = "PDE_Addon"; editorSubcategory = "PDE_larmschutz"; editorPreview = "\projekt_deutschland_structures\larmschutz\icons\preview_PDE_larmschutz_tur.jpg"; class AnimationSources { class Door_1_sound_source { source = "user"; initPhase = 0; animPeriod = 1; sound = "MetalOldDoorsSound"; //From: A3\sounds_f\config.cpp soundPosition = "Door_1_trigger"; }; class Door_1_noSound_source { source = "user"; initPhase = 0; animPeriod = 1; }; class Door_1_locked_source { source = "user"; initPhase = 0; animPeriod = 0.80000001; }; }; class UserActions { class OpenDoor { displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />"; displayName = "$STR_DN_OUT_O_DOOR"; position = "Door_1_trigger"; priority = 1; actionNamedSel = "door"; radius = 2; aiMaxRange = 5.25; onlyForPlayer = 0; condition = "((this animationSourcePhase 'Door_1_sound_source') < 0.5) && (cameraOn isKindOf 'CAManBase')"; statement = "([this, 1, 1] call BIS_fnc_Door)"; }; class CloseDoor: OpenDoor { displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />"; displayName = "$STR_DN_OUT_C_DOOR"; priority = 1; condition = "((this animationSourcePhase 'Door_1_sound_source') >= 0.5) && ((this getVariable ['bis_disabled_Door_1', 0]) != 1) && (cameraOn isKindOf 'CAManBase')"; statement = "([this, 1, 0] call BIS_fnc_Door)"; }; }; }; }; My P3D name: "larmschutz_tur.p3d" class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class PDE_larmschutz_sceleton: Default { skeletonInherit = "Default"; skeletonBones[]= { "", "" }; }; class PDE_larmschutz_tur_sceleton: Default { skeletonInherit = "Default"; skeletonBones[]= { "door", "" }; }; }; class CfgModels { class Default { skeletonName=""; sections[]={}; sectionsInherit=""; }; class larmschutz: Default { skeletonName="PDE_larmschutz_sceleton"; sections[]={""}; sectionsInherit=""; }; class larmschutz_tur: larmschutz { skeletonName="PDE_larmschutz_tur_sceleton"; sections[]={""}; class Animations { class Door_1 { type = rotation; source = Door_1_sound_source; selection = door; axis = door_axis; memory = 1; minValue = 0.1; maxValue = 1; angle0 = 0; angle1 = (rad 80); }; }; }; }; In the Geometry LOD I added the propertys "class = building", "map = wall" I allready tryed for 2 weeks without a solution... Thx for your help! :)
  4. As the title says. I want a door to be locked in my mission, but since its a stealth mission I want the player to have to force the door lock instead of opening it with an explosion, for let's say 20 seconds, until it opens. How do I achieve this?
  5. Access Points A simple to use system which allows mission makers to easily setup access points that allow players to reach places they wouldn't be able to normally reach (but should) *whew*. Why'd I make it? Because Tanoa looks pretty, but the skyscrapers don't have interiors, making players unable to access the rooftops by foot. Download: http://files.bitdungeon.org/arma/AccessPoints.Tanoa.v0.3.zip Multiplayer Compatible! Updated on 6-9-2016 Demo Video License http://www.gnu.org/licenses/gpl-3.0.en.html Setup Preliminary: Copy the "AccessPoints" directory into your mission. Copy the "execVM" statement into your mission's "Init.sqf". 1. Find yourself a nice building that you want to rig. 2. Place a trigger that you want a player to enter to access the roof. 3. Resize the trigger to better fit the doorway (optional) 4. Change the "Text" attribute of the trigger to follow the format "AccessPoint_UniquePairNameHere". This distinguishes this access point pair from the others. 5. Apply the change to the trigger text. 6. Copy the trigger (or create a new one, if you hate yourself). 7. Paste the trigger at the position you want players to be able to access. 8. Tweak the rotation and scaling of the new access point to your heart's desire. 9. Start the scenario and test it out! 10. Boom! That's it! You got it done like the badass you are. Changelog
  6. I'm looking to see if it is possible to lock stand-alone doors so that only certain player IDs can open them. And if so, can it be done through a script in the mission folder so that IDs can be added without having to open the mission file in Arma every time I'd like to change the list?
  7. Download: MIL_ExplosiveBreaching - Dropbox/Armaholic Demo Missions - Dropbox * Mission #2 requires Advanced Rappelling to be run on the host/server only. * Mission haven't been updated with door breaching, and still use the old system at this stage. Previous demo missions are still set up for the old system. They will be updated at some point. New demo Missions (supports vanilla/RHS/CUP) - Dropbox - Co-op (4) - Attack-Defend (4v4) Description: MIL_ExplosiveBreaching is a set of scripts that allows designated players to breach urban walls, fences and building doors using vanilla Explosive Charges. Anyone in the same group as a breacher can be within 2m of a charge. Anyone else within 5m of a charge and not in cover may be knocked down for a short time. Any AI up to 10m and not knocked over will have their skills severely reduced for a short time. In a hosted MP environment please allow up to 30 seconds before trying to breach anything, otherwise breaching won't occur. Features: - Easy-to-use GUI system for managing breaching charges. - Uses explosive charges as breaching charges. - Optional Red/Green indicator on each charge to indicate a player's safe distance from a charge. - Specific players can be used as designated breachers. - All players (including non-breachers) can see effects/features of the system. - Disorientating effects for anyone, human or AI, caught by the explosive breach. - Single/Multiple charges can be used together ***Mission makers*** - Two variables to check if a unit's lifeState == "INCAPACITATED" have been added to account for conflicts with other lifeState checks that may be in use on other scripts. - e.g. Running custom revive scripts when lifeState == "INCAPACITATED". - In this case, it would be wrong to run the custom revive if a player was a bit too close to the breaching charge and got knocked out. - When being affected by breaching, a unit's lifeState will return "INCAPACITATED" for a few seconds. - This system makes use of publicVariables to return if a unit has been scripted into being unconscious. - The variables are: - MIL_ExplosiveBreaching_Stunned_Player & MIL_ExplosiveBreaching_Stunned_AI. - Each variable is a 4 index array: - _array select 0/1/2/3 will return number of unconscious units for BLUFOR/OPFOR/INDI/CIV respectively Example: - If a BluFor player stands too close to a door on breaching, and there's 2 AI OpFor on the other side and close enough to get knocked down the returns would be: - MIL_ExplosiveBreaching_Stunned_Player - [1,0,0,0]; - MIL_ExplosiveBreaching_Stunned_AI ------- [0,2,0,0]; - This might take some tweaking, but suits my purpose for what this breaching function was originally being made for, and so that's where it stands for now unless someone needs it changed/improved. To use: - Add these lines to your description.ext: #include "MIL_ExplosiveBreaching\dialog\defines.hpp" #include "MIL_ExplosiveBreaching\dialog\dialog.hpp" - Copy the folder MIL_ExplosiveBreaching to your mission folder. - Anyone assigned as a breacher will require Explosive Charges ("DemoCharge_Remote_Mag") to breach. - To avoid damage, the better the ballistic protection of a player's vest, the safer they will be. - For MP use: initServer.sqf nul = [_indicator] execVM "MIL_ExplosiveBreaching\initialiseServer.sqf"; initPlayerLocal.sqf nul = [] execVM "MIL_ExplosiveBreaching\initialiseClient.sqf"; - _indicator - boolean (optional - default: true) - true - a safe distance indicator will spawn with the charge - false - no safe distance indicator will spawn - For SP use: init.sqf nul = [_indicator] execVM "MIL_ExplosiveBreaching\initialiseServer.sqf"; nul = [] execVM "MIL_ExplosiveBreaching\initialiseClient.sqf"; Example: - This will set any group leaders as breachers: if (player == (leader (group player))) then { nul = [] execVM "MIL_ExplosiveBreaching\initialiseClient.sqf"; }; - This will set player4/8/12 as breachers: _allBreachers = ["player4","player8","player12"]; if !(_allBreachers find (str player)) then { nul = [] execVM "MIL_ExplosiveBreaching\initialiseClient.sqf"; }; Credits: - Credit to zorilya, who's code for aligning a bomb against a wall was offered up for use (in one of his replies in this video). - Honestly, without the maths already being available I doubt this would've worked out for me. I'm a numbers kind of guy, but I'm no mathemagician (Simpsons reference). - For the missions themselves, they are credited to a number of people within their briefings. - My mates for playing my stuff in ways which no sane person plays ArmA. - My kids for playing ArmA properly . Media: - My YouTube channel playlist of all the videos I've put up to show the explosive breaching and its progress - Playlist - ArmA 3 - Explosive Breaching MP Demo of the single-storey wall breaching demo mission (an oldie) (5:17): Coop demo mission, running the most recent version, v2.1 (2:06): Known bugs: - Sometimes walls (I think only in specific locations/circumstances) will collapse when setting a charge. I haven't seen this for a while though, but let me know if it happens. - Door breaching will not work on some buildings - https://feedback.bistudio.com/T133450. - In MP, breaching will not work immediately. Likely only in hosted MP, and should be ready after 30 seconds game time. To do: - Add ability to change the minimum safe distance to avoid being knocked down (both breacher's group and for other nearby units). - Add default compatability for charges from common mods to be used for breaching. - Add ability to designate custom array of charge/s to be used for breaching. - Add ACE menu compatability. - Add a 2-second timer to stunned AI to delay reactionary firing. - Adjust chance of being knocked if needed. If anyone happens across any bugs, or has any suggestions, please let me know. I would like to implement door breaching in the future too, so I'll see where that takes me. Thank you. Change log:
  8. Hello, I'm working on my psychological horror scenario called Silent Abdera. There is a scene where the camera zooms in on a door. The door is locked, and I want it to animate like someone is trying to open it. I'm only aware of opening and closing animations such as below. But, I can't seem to find a solution for the locked door/budge animation. I have tried the below and doesn't work. If someone knows the solution for this, I'd be more than happy to hear it! Thanks in advance! Some of my missions: [CO-04] Last Stand - Bunker [CO-04] Last Stand - Compound [CO-04] Last Stand - Town [CO-04] Terrorist Hunt - Village [CO-04] Terrorist Hunt - Factory
  9. Hello everyone. I've got a problem with a script That's my problem: I created a door with a digital board that must open with a code. Once the code entered on the digital board, the door can open. But if it closes, you can not open it again!! (That's the problem). my script is: class CfgVehicles { class Static; class Wall_F; class Rico_my_gate_digitale_01: Static { editorPreview="\mydoc\data\ui\Land_ConcreteWall_01_l_gate_F.jpg"; scope=2; scopeCurator=2; icon="iconObject_10x1"; model="\A3\Structures_F_Exp\Walls\Concrete\ConcreteWall_01_l_gate_F.p3d"; displayName="MyGateDigitalNamed"; vehicleClass="Structures_Walls"; cost=0; armor=200; mass=200; class EventHandlers { init=" Code_a_inserer =floor random [11451,50000,99999]; publicVariable ""Code_a_inserer""; Rico_code_gate_01=false; publicvariable ""Rico_code_gate_01""; [_this select 0] execVM ""mydoc\scripts\myOtherScript.sqf"";"; /*myOtherScript.sqf is the script I use to put de code on a keypad to open the door*/ }; class AnimationSources { class Door_1_sound_source { source="user"; initPhase=0; animPeriod=5; sound="RoadGateDoors"; soundPosition="Door_1_trigger"; }; class Door_1_noSound_source { source="user"; initPhase=0; animPeriod=5; }; class Door_1_locked_source { source="user"; initPhase=0; animPeriod=0.80000001; }; }; class 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=11; actionNamedSel="Door_1_action"; radius=3; aiMaxRange=9; onlyForPlayer=0; condition="((this animationSourcePhase 'Door_1_sound_source') < 0.5) && (cameraOn isKindOf 'CAManBase') && (Rico_code_gate_01)"; statement="([this, 1, 1] call BIS_fnc_Door)"; }; 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=11; condition="((this animationSourcePhase 'Door_1_sound_source') >= 0.5) && ((this getVariable ['bis_disabled_Door_1', 0]) != 1) && (cameraOn isKindOf 'CAManBase') && (Rico_code_gate_01)"; statement="([this, 1, 0] call BIS_fnc_Door); this animate [""OpenDoor_1"", 0]; Rico_code_gate_01=false; publicvariable ""Rico_code_gate_01"";"; }; }; actionBegin1="OpenDoor_1"; actionEnd1="OpenDoor_1"; }; }; So how to add a command that will verify that the unlocking script has been executed, and especially where? Thank you very much
  10. Hi all, If you used to play on Kunduz, Afghanistan map, you remarked the doors of any building are not active. Here is a simple code to add in initPlayerLocal.sqf to make them work. (Create it in mission root if missing) if (modParams ["@Kunduz, Afghanistan", ["active"]] param [0,false]) then { inGameUISetEventHandler ["action"," private _intersects = []; if (_this select 4 == 'Close Door' or _this select 4 == 'Close Window') then { _anims = 'true' configClasses (configfile >> 'CfgVehicles' >> typeof cursorObject >> 'AnimationSources') apply {configName _x}; { _intersects = ([cursorObject, _x] intersect [ASLToATL eyepos player, (screentoworld [0.5,0.5])]); if (count (_intersects select 0) > 0) exitwith {_intersects} } forEach ['VIEW','GEOM','FIRE']; if (count _intersects > 0) then { _select_door = (_intersects select 0) select 0; { if (count _anims > 0 && {[_select_door,_x] call Bis_fnc_inString}) exitWith { cursorObject animateSource [_x, 0];true}; false } forEach _anims; }; }; if (_this select 4 == 'Open Door' or _this select 4 == 'Open Window') then { _anims = 'true' configClasses (configfile >> 'CfgVehicles' >> typeof cursorObject >> 'AnimationSources') apply {configName _x}; { _intersects = ([cursorObject, _x] intersect [ASLToATL eyepos player, (screentoworld [0.5,0.5])]); if (count (_intersects select 0) > 0) exitwith {_intersects} } forEach ['VIEW','GEOM','FIRE']; if (count _intersects > 0) then { _select_door = (_intersects select 0) select 0; { if (count _anims > 0 && {[_select_door,_x] call Bis_fnc_inString}) exitWith { cursorObject animateSource [_x, 1];true};false } forEach _anims; }; }; "]; }; Have fun on this beautiful map. Updated Nov. 20th 2018 (see comments)
  11. Hello everyone, My problem that I want to unlock a gate door only if player has specific item. I use a Trigger for that: Activation for AllPlayer, present. In the condition line I put this: (Player need to have the Ace Cellphone to open gates). "ACE_Cellphone" in items player; In the On Activation line : house1_1 setVariable ['bis_disabled_Door_1',0,true]; house1 setVariable ['bis_disabled_Door_1',0,true]; house1 and house1_1 are 2 concrete wall gates. In my init.sqf file, I put this: house1 setVariable ['bis_disabled_Door_1',1,true]; house1_1 setVariable ['bis_disabled_Door_1',1,true]; There a no problem, It's works fine! My problem is how can the doors stay locked if the player loses or puts down the phone? I try this In a new trigger, but it don't work, !("ACE_Cellphone" in items player;); Somebody can help me??? ;)
  12. Hey guys, Basically I placed a building, now I want to define the door (or doors) of this building as "locked." In addition, I want to place a key and say that only if the player has this key, he can unlock it. I assume it should be easily possible, but whenever I place a building I can't seem to specifically choose the door and the "attribute" of the building don't make it straightforward also. Could you help me? Though I'm a modding newbie I really did do the best research I could before resorting to posting here.
  13. MadSKillz389

    Door and Step Sounds

    Hi, So far is a very interesting game and is going to get far in this genre. My suggestion is that the steps of other players and our own character should be better. If someone is on the same house you can barely hear the steps at all and I have gaming headphones. Also the door should make a better sound when you open it that would make othr players aware of danger and even the odds. The closing and opening of doors should make a louder sound as well. When you land from a higher position it should make a sound as well. There are some flashing items that you can not get. I got shot trying to get items from different positions because the X would not appear. Some openings would not let you go through even if they are clearly a way through. That’s my input.
  14. I'm after a modder that can make a standalone door object that I can place at the entrances of buildings that don't have doors. I'm currently working on a mission and a lot of the buildings in the map don't have doors, so I'd like just a door object that opens and closes like normal and possibly lockable? Should be a relatively easy mod, but I've got no idea when it comes to object addons and stuff like that. I only script. Cheers
  15. Automated Doors - v2.5 Download v2.5 from Armaholic What? For each player on the map, this script creates and removes triggers on nearby buildings which open the door if a player intends to walk through it and closes it again, when he walks away. This script is configurable and customizable on both server and client side. Features: all doors open and close automatically usable in Singleplayer (client side) or in Multiplayer (server side only) support for dynamic locations where this script should only work support for side specific locations, where this script only works for players of the respective side actions for the following features: enable/disable automatically closing doors enable/disable "Automated Doors" completely irreversibly* remove all actions related to "Automated Doors" globally force doors to stay open, no matter what the player's actions say can be terminated and restarted without trigger-leftovers or action-leftovers minimized server load due to need-based dynamic object management available as script and as addon *) Actions will be available again, if you rejoin the server (MP) or restart ArmA (SP) respectively Supported maps: Altis/Stratis (combined in one file) Chernarus Takistan Zargabad Utes Why? At some point, I got annoyed of having to walk really close to a door and sometimes even having to scroll, if my default action is something different, to get the right action to finally open it. Maybe there's some people out there feeling similarly. How? Download the script here. (Armaholic, same link as above) execVM "automatedDoors.sqf" If you use Automated Doors on a map which is not listed above, but has buildings from one or more of these maps or if you want to override the script's default behavior, paste the respective map name(s) as parameter into the script like this: [["Altis", "Chernarus", "Takistan"]] execVM "automatedDoors.sqf" If you don't do so, the script will automatically take into account all maps. Singleplayer: Using the script: Execute the above line once upon mission start - that's it. Using the addon: Start ArmA 3 with startup parameter -mod=@automatedDoors - that's it. Multiplayer: Execute this script server side once upon mission start. Client side execution is prevented by "isServer" check. After joining a mission running this script, it might take a few seconds until it actually works for you as new player, because the sever runs the "scan loop" regularly, not taking into account JIP or just spawned players. Further Information "Automated Doors" has two optional parameters: maps -> (optional, default: "all") defines the buildings to be taken into account by this script -> e.g. ["altis", "chernarus"] means, all buildings from Altis and Chernarus will be taken into account doorsStayOpen -> (optional, default: false) global definition of door closing behavior - if true, doors will have to be closed manually, player action "Don't keep doors open" has no effect - if false, doors will close automatically, player action "Keep doors open" has an effect You can easily customize important values, like the size of the area of the door triggers, the time between each scan for surrounding buildings or the area to scan on each loop. Do that by changing the defines at the beginning of the file (after the comment block). Define locations: If you want this script to only work in certain areas, create locations of type "Name" and set their name with the prefix "doors". This script will check on each scan loop if such locations exist. If so, it will only manage these areas. If all "doors" locations are deleted, this script will handle the whole map again. Side specific locations: If you create a location as described above and setVariable ["locationSide", any side here] to it, the doors inside that location automatically open and close only for players of that side. Have a nice Play! Changelogs:
  16. Hi guys! So I built a COOP mission for 1 - 5 players on Chernarus also with custom buildings. Yesterday I played with my brother for beta testing purpose and came along some really weird issues: First the doors' status of two buildings were differed between host and client. For example when the client opened the door and walked through I and the host tried to follow, the door was closed and no interaction was possible. Same vice versa. This problem did't occur with original Chernarus buildings. Second I put some ammo boxes down. One for equipment, one for magazines and another one for weapons. The equipment box could be opened though the inventory wasn't what I set it up to. The other two boxes couldn't be opened at all. AND when either one tried to change equipment from the box or dead soldiers it didn't work. We couldn't put stuff out of our uniform and also couldn't fill it with new stuff. When I tested the mission in SP everything worked as intended. Has anyone an idea about that? EDIT: Unchecking "dynamic simulation" solved the issue for the weapon / ammo boxes I guess same goes for the desynched doors issue though I don't know for sure. I placed the same building again and it worked as it should.
  17. Hey, I tried to make a building with a working door, but whatever I do, it doesn't work. I used the Arma 3 Samples and a tutorial on YouTube, but I'm doing something wrong. The action is there, but nothing happens when i "press" it. Here is my config.cpp I included the model.cfg into the config.cpp because then i don't have to binarize the addon. And of course i have the door_1_trigger/door_2_trigger/door_1_axis/door_2_axis in my memory lod
  18. HI All, I Would like to get all the doors on a hanger to close on-mission start but using this code: 0 = [getpos this, 100] spawn { sleep 0.1; { _x animate ["Door1", 1, TRUE]; _x animate ["Door2", 1, TRUE]; _x animate ["Door3", 1, TRUE]; } foreach ((_this select 0) nearObjects (_this select 1)) } This is what happens: Does anyone have a way or think they could help me fix this? Thanks In advance Tom
  19. Abd El Rahman

    door movement problem

    Hello I'm new to designing buildings I've designed many buildings but I couldn't put the door opening and closing movement Can anyone explain to me how do I put the motion of closing and opening the door in writing or pictures or video Preferably video These are pictures of some of the buildings designed by: https://www.dropbox.com/s/g71f1ib5ht7qsuu/2015-12-05_00004.jpg?dl=0 https://www.dropbox.com/s/d534nt8altva37w/2015-12-19_00002.jpg?dl=0 https://www.dropbox.com/s/8ru92f9nref7tqq/2015-12-23_00002.jpg?dl=0 https://www.dropbox.com/s/g1qtln92ymjhs0h/107410_screenshots_20160325131131_1.jpg?dl=0 https://www.dropbox.com/s/c9wpk3rcu720o5b/20160326040808_1.jpg?dl=0 your opinion I'd Thanks for reading topic
  20. Automated Doors - v2.5.a2 (ArmA 2 version) Download v2.5.a2 from Armaholic What? This is a backport of Automated Doors for ArmA 3 to ArmA 2. For each player on the map, this script creates and removes triggers on nearby buildings which open the door if a player intends to walk through it and closes it again, when he walks away. This script is configurable and customizable on both server and client side. Features: all doors open and close automatically usable in Singleplayer (client side) or in Multiplayer (server side only) support for dynamic locations where this script should only work support for side specific locations, where this script only works for players of the respective side actions for the following features:enable/disable automatically closing doors enable/disable "Automated Doors" completely irreversibly* remove all actions related to "Automated Doors" globally force doors to stay open, no matter what the player's actions say can be terminated and restarted without trigger-leftovers or action-leftovers minimized server load due to need-based dynamic object management *) Actions will be available again, if you rejoin the server (MP) or restart the mission (SP) respectively Supported maps: Altis/Stratis (combined in one file) Chernarus Takistan Zargabad Utes Why? At some point, I got annoyed of having to walk really close to a door and sometimes even having to scroll, if my default action is something different, to get the right action to finally open it. Maybe there's some people out there feeling similarly. How? Download the script here (Armaholic, same link as above). You need at least the following files: automatedDoors_a2.sqf or automatedDoors_a2oa.sqf removeAllActions.sqf setVariable.sqf one or more file(s) starting with "doors..." Execute one of the following lines depending on which file you're using: execVM "automatedDoors_a2.sqf" execVM "automatedDoors_a2oa.sqf" If you use Automated Doors on a map which is not listed above, but has buildings from one or more of these maps or if you want to override the script's default behavior, paste the respective map name(s) as parameter into the script like this: [["Chernarus", "Takistan", "Zargabad"]] execVM "automatedDoors_a2oa.sqf" If you don't do so, the script will automatically take into account all maps. Singleplayer: Execute the above line once upon mission start - that's it. Multiplayer: Execute this script server side once upon mission start. Client side execution is prevented by "isServer" check. After joining a mission running this script, it might take a few seconds until it actually works for you as new player, because the sever runs the "scan loop" regularly, not taking into account JIP or just spawned players. Further Information Note that there are two files, one compatible with ArmA 2 v1.06 or later and another one compatible with ArmA 2:OA v1.63 or later. The ArmA 2 version also works with OA, but not the other way around. Be aware that the version for OA is more efficient (faster) than the one for ArmA 2, so I'd recommend to use the version for the "normal" ArmA 2 only if necessary. "Automated Doors" has two optional parameters: maps -> (optional, default: "all") defines the buildings to be taken into account by this script - e.g. ["altis", "chernarus"] means, all buildings from Altis and Chernarus will be taken into account doorsStayOpen -> (optional, default: false) global definition of door closing behavior - if true, doors will have to be closed manually, player action "Don't keep doors open" has no effect - if false, doors will close automatically, player action "Keep doors open" has an effect You can easily customize important values, like the size of the area of the door triggers, the time between each scan for surrounding buildings or the area to scan on each loop. Do that by changing the defines at the beginning of the file (after the comment block). Define locations: If you want this script to only work in certain areas, create locations of type "Name" and set their name with the prefix "doors". This script will check on each scan loop if such locations exist. If so, it will only manage these areas. If all "doors" locations are deleted, this script will handle the whole map again. Side specific locations: If you create a location as described above and setVariable ["locationSide", any side here] to it, the doors inside that location automatically open and close only for players of that side. Changelogs will be posted in the original thread. Have a nice Play!
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