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#1 Posted at 2016-03-10 12:23        
     
!! Current version is made by Yakavetta. It should be treated as an official version. All credits for this should go to Yakavetta

Actual aramaholic page: Sushi's Breaching Script - Yak's Fix

Thank you for your work, and keeping this script alive.




OLD DESCRIPTION: --------------------------------------------->
Hi there! Another small script that i would like to share.
My friend show me graeat work of LuzifR (http://www.armaholic.com/page.php?id=30548) and asked me why i dont released my breach script jet. So, here it is. Script was written some time ago and its provided "as it is", but (at the moment i write this) its 100% working and dedicated server compatible.

Description

Script for locking and breaching doors. Players can use shotguns, expplosives or simply pick a lock. Working on A3 buildings, JBAD and most of AiA TP doors (Thanks to Yakavetta[31stMEU] from v1.2 it also supports more community made maps, but proper configuration is needed, more in "Instalation" section).
This script is inspired by great Jarhead (http://www.armaholic.com/page.php?id=25202) script and i use little part of his code to place explosives on doors and stun AI. All credits for this part of code should go to him.

Media

Video presentation*:


*this video was created using Sushi Breach Script AND Sushi S.W.A.T Script. S.W.A.T script is not released.

Features

-Locking all or random doors
-"Check lock" option to check if doors are locked without opening them
-"Pick Lock" option (players must have ToolKit or ACE_key_lockpick item in inventory)
-Doors can be opened by shooting from weapon (RHS shotgun by default)
-- if doors are locked, first round "breach" the lock, second opening doors
-- if dors are not locked first round opens door
-Player can plant explosives on door to breach them (all credits to Jarhead)
-- players must have Demolition Block in inventory
-- explosives DO NOT destroy building
-- explosives "stun" AI inside room for few seconds (all credits to Jarhead)
-- anyone standing near door will get dammage
-Easy configure for MM in config file

Credits & Thanks:

This script is inspired by great Jarhead (http://www.armaholic.com/page.php?id=25202) script and i use little part of his code to place explosives on doors and stun AI. All credits for this part of code should go to him.
Version 1.2 was created with huge help of Yakavetta[31stMEU]. Thank You for Your feedback and parts of code.

Changelog:

V1.3

+Added more door name support by default
+Added new param: customDoorAnim - for defining custom door anim related to custom door names
^Reduced delay when door are breaching by explosive

V1.2

+Added new param: closeFix - it allows "fix" closing doors on maps with invertet animation values
+Added new param: customDoorNames - for defining custom door names if needed
+Added new param: closeDoors - for closing all doors in zone

^Better support for non standard maps
^Some smaller fixes

Known issues

Explosives not always are rendered exactly on doors
Double doors need to be unlocked separetly

Instalation

Unzip files to your mission folder. There should be:
-sushi_scripts folder
-description.ext

If you have description.ext already just merge content. Go to sushi_scripts\breach-settings.cpp and set up what you need. If you would like to lock doors, in editor place rectangle/ellise marker over some buildings, name it and use this marker name in breach-settings.cpp.

If script dont work on map You are using:

Check what is the state of animation of doors. Default closed doors are 0, but on some maps its 1. In that case try set param:
closeFix = 1;

Check door names and door animation names on your map. For example on Stratis door name is Door_1 and animation name is Door_1_rot.
In that case set params customDoorNames and customDoorAnim. Remember to do it in same order:
customDoorNames[] = {"door_1","door_2"};
customDoorAnim[] = {"door_1_rot","door_2_rot"};

Example:

/* BREACH Settings */

class BREACH {	
 useBreach = 1; //< 0 script off, 1 script on
 //closeFix = 1; //< try to use it if script dont work on some maps like N`ziwasogo.
 //customDoorNames[] = {"door1","door2"}; //< use to define custom door names if script dont work
 //customDoorAnim[] = {"door_1_rot","door_2_rot"}; //< use to define custom door anims for related custom door names. Keep same order!		
 /*Allow to lock pick closed doors (player must have ToolKIT item or ACE_key_lockpick item in inventory)*/
 allowLockPick = 1; //< 0-no, 1 -yes
		
 /*Allow to breach doors with gun*/
 allowGunBreach = 1; //< 0-no, 1-yes
 gunClasses[] = {"rhs_weap_M590_8RD","rhs_weap_M590_5RD"}; //< classes of guns that allowed to breach doors. RHS shotgun default.
		
 /*Allow to breach doors with explosive, (player must have Demolition block item in inventory -works with vanilla, ace3 and RHS)*/
 allowExplosiveBreach = 1; 
		
 /* Zones with locked doors */
 class lockDoor {		
     /*Zone example:*/
     class zone_1 //< custom zone name
     {
          zone = "mrk_zone_lockDoor_1"; //< marker (rectangle or elipse) that covers zone
          closeDoors = 1; //<1- close all doors in zone, 0- do nothing
          lockAll = 0; //< 1- lock all dors in zone, 0-random lock
      };
			
     /* Another zone example: */
     class my_zone_2 
     {
          zone = "mrk_zone_lockDoor_2";
          lockAll = 1; 
     };		
  };
};


Download

Google Drive - v1.3

This post was edited by bp.sushi (2016-08-17 22:10, 426 days ago)


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#2 Posted at 2016-03-10 14:09        
     
Thanks !

Can player lock doors ? (with ACE key for example) ?
If not it'll be nice to add this feature for PvP / TvT mission don't you think? :)

Anyway I'll definitely try your script ASAP !


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#3 Posted at 2016-03-10 14:57        
     
No, player cant lock doors. Its sripted with COOP in mind so... But feel free to make changes.


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#4 Posted at 2016-03-10 21:47        
     
Thanks for posting the script here :-)
News is up on the frontpage and you can find our mirror here:



Visit my family webshop desteigerhoutshop.nl.

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#5 Posted at 2016-03-10 21:48        
     
Thanks Foxhound!


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#6 Posted at 2016-03-11 18:46        
     
Hi, bp.sushi!

Your script and LuzifR's are both very easy to implement into a mission and map. I'm not great at using or writing scripts, so thank you for that.

I can't get your breach-settings.cpp to recognize the CUP shotguns. In-game, I should just fire the shotgun twice at a locked door, right (I did check that the door is set to lock by your script)?

	/*Allow to breach doors with gun*/
		allowGunBreach = 1; //< 0-no, 1-yes
		gunClasses[] = {"CUP_Weapon_sgun_M1014", "CUP_Weapon_sgun_Saiga12K", "CUP_Weapon_sgun_AA12"};

Otherwise I successfully changed .cpp settings for lockpicking, marker zone names, and was able to use both breaching and lockpicking in-game.

Thank you for any guidance on this!


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#7 Posted at 2016-03-12 01:00        
     
Are You shure that weapon classes are correct?
I dont use CUP, but in documentation is something like this:
http://wiki.cup-arma3.org/index.php?title=Class_Names_-_Shotguns so:

not "CUP_Weapon_sgun_M1014" but "CUP_M1014", etc.


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#8 Posted at 2016-03-12 10:00        
     
I copied the class name directly from the config viewer in-game. It turns out that BOTH class names are in the cfg viewer. So I put both "CUP_Weapon_sgun_M1014" and "CUP_M1014" in the gunClasses; it didn't work.

I double-checked with a vanilla ARMA 3 weapon (the Chiappa Rhino revolver), and that worked perfectly. So it's definitely not a problem with your script (as you already knew!). So thank you for your help, and I think I must ask in the CUP forum or BIS thread about any unique CUP problems with the M1014 and its class names.

In the meantime, my missions will just have to rely on placing door explosives! :)


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#9 Posted at 2016-03-12 13:10        
     
EDIT (SOLVED):
Ok, i just downloaded CUP and tested it. Its working. Weapon classes are:
"CUP_sgun_M1014","CUP_sgun_Saiga12K","CUP_sgun_AA12"

Why? I have no idea. CUP documentation seems to be outdated or something...


HOW TO TEST WEAPON CLASSES:
-------------------

This post was edited by bp.sushi (2016-03-12 14:51, 585 days ago)


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#10 Posted at 2016-03-28 02:19        
     
any Idea when you will release the other half? Swat so we can surrender ai?


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#11 Posted at 2016-03-28 18:26        
     
Im affraid never. S.W.A.T was created for personal use and learning purposes only. S.W.A.T script use SWAT 3: Close Quarters Battle game sounds. Those sound are property of Sierra Northwest and Sierra Entertainment. I dont think i can release script without breaking copyrights. And launching it without sounds is pointless.

However there is other grate script for that: http://www.armaholic.com/page.php?id=30646


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#12 Posted at 2016-03-30 10:19        
     
Hey, your script is awesome. We are using it all day long, makes fighting in towns or objectives in towns more intense.

Question:
Is there a way to make the marker for the area invisible?

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#13 Posted at 2016-03-30 10:24        
     
Thanks, im glad that You enjoy. And shure, just use:
"your_marker" setMarkerAlpha 0;


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#14 Posted at 2016-03-30 10:55        
     
Thanks for the fast answer :)

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#15 Posted at 2016-04-02 00:19        
     
Sushi,

I've tried your script on several user-made maps that use the A3 buildings, specifically N'ziwasogo and a few others, without luck. It works fine on Altis and Stratis, but the only thing I see with N'ziwasogo is that the doors show they are closed, however they aren't actually locked and none of the methods for breaching work properly (the M112 will still sit on the door, but it wont breach it open).

When I run diagnostics logs, the script appears to be working right so all I can think is somehow the doors have become renamed, or there's an issue between the maps and your scripts. Any insight you have would be great. Thanks