Automated doors A2by
This is a backport of Automated Doors for Arma 3 to Arma 2.
Altis/Stratis (combined in one file)
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.
- irreversibly* remove all actions related to "Automated Doors"
Installation / Usage:
Download the script.
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.
Execute the above line once upon mission start - that's it.
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.
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).
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.
- first Arma 2 / Arma 2: OA release
- BI forums