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#31 Posted at 2016-04-08 08:45        
     
# bp.sushi : EDIT:
New version released First post update.



Thanks for posting the updated version, excellent work! :-)
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PS: to prevent me from missing an update please feel free to indicate an updated version of your script a bit more. I overlooked the edit you made in your post at first. Maybe some colors to show there is a new version?

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#32 Posted at 2016-04-08 09:01        
     
Thanks Foxhound! Next time update will be more visible :)

phantom3013 i dont know map You trying to use, but last update SHOULD work. If not, there are two new params, that allows You to configure script exactly for map You use. Look at closeFix
and customDoorNames params.

This params was implemetend for cases like Yours or Yakavetta[31stMEU] issues. Its just impossible to ensure all custom made maps support by default.

First make shure that Your map doors are closed when animation is 0. If not, then set
closeFix = 1;
.
Next, make shure that door names are something like "door1" or "dvere1". If not, add door names from Your map like:
customDoorNames[] = {"vrata1","vrata2"};

Please read first post (updated) ad try to use this params.

This post was edited by bp.sushi (2016-04-08 09:16, 615 days ago)


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#33 Posted at 2016-04-08 19:20        
     
Yes I totally understand that the script can't work for all custom maps. The map I'm using is called "Santa Catalina Island" I'll give you a link and you can try out your script to see if anything needs more work.

Santa Catalina Island
http://www.armaholic.com/page.php?id=29035


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#34 Posted at 2016-04-08 22:29        
     
phantom3013 did You try what i was wrote before? What is the effect of playing with params? Any feedback on errors?


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#35 Posted at 2016-04-08 23:24        
     
I tried the new update, the custom urban buildings don't lock and when I place an explosive on the door they don't blast open either. The regular A3 buildings everything works fine.


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#36 Posted at 2016-04-09 00:34        
     
Tested on bank house. There can be issues with double front doors, but only if you not looking at them (script logic).Please give me feedback.
GOOGLE DRIVE (TEST VERSION 1.3A)

This post was edited by bp.sushi (2016-04-09 00:48, 614 days ago)


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#37 Posted at 2016-04-09 01:46        
     
Ok gave it a good test with the apt doors and bank doors. The doors lock, and I can lock pick all the doors and explosives work.

Minor issues, the double doors. Is there a way to lock them both? If so, is there a way to place one explosive to burst open both doors? I guess that's not a big deal, as long as one door blows open. But locking both doors would be great.

2nd minor issue, when the doors blow open from the explosives they seem to open on 2-3 second delay, is there a way for the doors to blow open the moment the explosive goes off?


Edited : Also I'd be willing to make you some sound effects for the lock-picking, placing explosive sound, locked door sound, if you'd like.

This post was edited by phantom3013 (2016-04-09 02:05, 614 days ago)


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#38 Posted at 2016-04-09 12:45        
     
Sushi,

That was my problem. I removed the config line from the child zone class to the parent breach class, and it is working as designed. Thanks for the hard work in improving this, it's much appreciated!

With diag_log _selectionname_XXX, I see what you mean, though. Lots of the doors are the same number. Oh, well, I can't fix that. Thanks again!


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#39 Posted at 2016-04-09 22:22        
     
Arma door system is difficoult to script, becouse its not single object, but only LOD GEOM selection. Also this selection name is not same for the animation name. Also map makers often uses custom names for both :/. Well, not everything is perfect :(

Phantom3013 - i managed to reduce delay in opening doors, but making both doors opening at one time needs lots of more complex changes in script. It can be done, but maybe in future. Added to known issues.


Version update to 1.3. First post update.

In case of issues please be shure You try steps described in Instlataion "If script dont work..." section.

This post was edited by bp.sushi (2016-04-09 22:48, 613 days ago)


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#40 Posted at 2016-04-10 13:25        
     
Thanks for the updated version :-)
News is up on the frontpage and you can find our mirror here:



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#41 Posted at 2016-04-12 19:45        
     
Good work, thanks for the update. One last thing maybe it's something I can change on my end, 0 means the locks are random, seems like 90% of the doors are locked, it is possible to make it more like 50% doors are locked or less? If not it's all good, still an awesome script you made!!


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#42 Posted at 2016-04-12 20:46        
     
Random means random 50% to lock foreach door. But You can try to change it: in fn_breachLockDoor.sqf in lines 20 and 23. Njoy :)


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#43 Posted at 2016-04-21 13:21        
     
Sushi - latest update, the script doesn't appear to work on a dedicated server. I dont have access to our dedicated server so I'm trying to build some diag_logs to see what's launching and what isn't. I'll let you know when I find anything.


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#44 Posted at 2016-04-23 12:03        
     
So I did some more testing, it appears the issue may be related to the postinit SQF line, specifically:
	waitUntil { time > 3 };

From what I'm reading, when the time command is uses in a MP environment, or a dedicated server, it causes issues. I tried with this line isntead:

	if (!isServer) exitWith {};
And so far I haven't gotten an error, and the doors are working. I'm sending it to our server guys for testing, but I'll let you know if it works.


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#45 Posted at 2016-04-25 00:39        
     
So after more testing, this wasn't the issue. The issue seems to be that the door closing and locking functions are executed client side, not server side. I'll play with them and see if I can clean it up.