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oz1982

doors not opening on custom placed military buildings HELP Please

Question

Hi everyone, I know this is a problem at the moment but i have tried the posted workarounds and none work for me. 

I have 

"Land_Cargo_Tower_V4_F"
"Land_Cargo_House_V4_F"

on tanoa but the workaround has not worked on these buildings and there stuck shut 

does anyone have a workaround that re enables simulation on them?

Many thanks in advance Oz

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How did you add the buildings? like that?

["JeepWreck2", [3043.9, 8044.86, 15.2515], [0, 1, 0], [0, 0, 1], true],
    _vehicle enableSimulationGlobal (_x select 4);

_x select 4 is in example whats means True/false one the line above.

All things with doors need too set too True.

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Here is my temporary fix :

After line 46 in ExileServer_object_construction_database_load.sqf :

if (typeOf _constructionObject in ["Land_Airport_Tower_F", "Exile_Construction_Laptop_Static", "Exile_Construction_ConcreteDoor_Static", "Exile_Construction_ConcreteGate_Static", "Exile_Construction_WoodGate_Static", "Exile_Construction_WoodDoor_Static", "Exile_Construction_ConcreteWindowHatch_Static", "Exile_Construction_WoodGate_Reinforced_Static", "Exile_Construction_WoodDoor_Reinforced_Static", "Exile_Construction_ConcreteFloorHatch_Static"]) then
{
    _constructionObject enableSimulationGlobal true;
    _constructionObject call ExileServer_system_simulationMonitor_addVehicle;
};

 

And add the classnames you want, in my example you can see an example for the EBM Airport Tower ("Land_Airport_Tower_F") and the fix for the laptops ("Exile_Construction_Laptop_Static").

 

Works perfectly after a server restart...

Edited by Non's

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Hey non's will this work for the buildings I added in the first post?

Edited by LeTs

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give it a try dude and tell us ;)
But on my server, this is the only fix i found for Extended Base Mod, i guess it should be working for your custom buildings too, but you might experience some FPS drops...

Edited by Non's

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1 hour ago, Non's said:

Here is my temporary fix :

After line 46 in ExileServer_object_construction_database_load.sqf :

if (typeOf _constructionObject in ["Land_Airport_Tower_F", "Exile_Construction_Laptop_Static", "Exile_Construction_ConcreteDoor_Static", "Exile_Construction_ConcreteGate_Static", "Exile_Construction_WoodGate_Static", "Exile_Construction_WoodDoor_Static", "Exile_Construction_ConcreteWindowHatch_Static", "Exile_Construction_WoodGate_Reinforced_Static", "Exile_Construction_WoodDoor_Reinforced_Static", "Exile_Construction_ConcreteFloorHatch_Static"]) then
{
    _constructionObject enableSimulationGlobal true;
    _constructionObject call ExileServer_system_simulationMonitor_addVehicle;
};

 

And add the classnames you want, in my example you can see an example for the EBM Airport Tower ("Land_Airport_Tower_F") and the fix for the laptops ("Exile_Construction_Laptop_Static").

 

Works perfectly after a server restart...

You should use the official fix by Eichi: 

It may have less of an impact on server FPS until a proper fix comes out.

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Better Dead could you tell me where to add the class names within Eichis script please??

i need to add these two 

"Land_Cargo_Tower_V4_F"
"Land_Cargo_House_V4_F"

Thanks 

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BetterDeadThanZed

Ok, I have done this the way i think is right. 

 

 * To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/.
 */
 
private["_constructionID","_data","_position","_vectorDirection","_vectorUp","_constructionObject","_damageLevel","_public","_pinCode"];
_constructionID = _this;
_data = format ["loadConstruction:%1", _constructionID] call ExileServer_system_database_query_selectSingle;
_position = [_data select 4, _data select 5, _data select 6];
_vectorDirection = [_data select 7, _data select 8, _data select 9];
_vectorUp = [_data select 10, _data select 11, _data select 12];
_constructionObject = createVehicle [(_data select 1), _position, [], 0, "CAN_COLLIDE"];
_constructionObject setPosATL _position;
_constructionObject setVectorDirAndUp [_vectorDirection, _vectorUp];
_constructionObject setVariable ["ExileDatabaseID", _data select 0];
_constructionObject setVariable ["ExileOwnerUID", (_data select 2)];
_constructionObject setVariable ["ExileIsPersistent", true];
_constructionObject setVariable ["ExileTerritoryID", (_data select 15)];
_damageLevel = (_data select 17);
_public = _damageLevel > 0;
_constructionObject setVariable ["ExileConstructionDamage",_damageLevel,_public];
if(_public)then
{
    _constructionObject call ExileServer_util_setDamageTexture;
};
_pinCode = _data select 14;
if !(_pinCode isEqualTo "000000") then
{
    _constructionObject setVariable ["ExileAccessCode", _pinCode];
    _constructionObject setVariable ["ExileIsLocked", (_data select 13), true];
};

// 2017-03-16 + TEMPORARY WORKAROUND UNTIL EXILE UPDATE
//if (getNumber(configFile >> "CfgVehicles" >> (_data select 1) >> "exileRequiresSimulation") isEqualTo 1) then
//{
//    _constructionObject enableSimulationGlobal true;
//    _constructionObject call ExileServer_system_simulationMonitor_addVehicle;
//}
//else 
//{
//    _constructionObject enableSimulationGlobal false;
//};

if (typeOf _constructionObject in ["Exile_Construction_ConcreteDoor_Static", "Land_Cargo_Tower_V4_F", "Land_Barracks_01_camo_F", "Land_Cargo_House_V4_F", "Land_Cargo_HQ_V4_F", "Exile_Construction_ConcreteGate_Static", "Exile_Construction_WoodGate_Static", "Exile_Construction_WoodDoor_Static", "Exile_Construction_ConcreteWindowHatch_Static", "Exile_Construction_WoodGate_Reinforced_Static", "Exile_Construction_WoodDoor_Reinforced_Static", "Exile_Construction_ConcreteFloorHatch_Static"]) then
{
    _constructionObject enableSimulationGlobal true;
    _constructionObject call ExileServer_system_simulationMonitor_addVehicle;
}
else 
{
    _constructionObject enableSimulationGlobal false;
};
// 2017-03-16 - TEMPORARY WORKAROUND UNTIL EXILE UPDATE

_constructionObject setVelocity [0, 0, 0];
_constructionObject setPosATL _position;
_constructionObject setVelocity [0, 0, 0];
_constructionObject setVectorDirAndUp [_vectorDirection, _vectorUp];
_constructionObject setVelocity [0, 0, 0];
_constructionObject

I added the extra class names that i need the doors to work on, but still nothing, please could anyone advise me how to get these doors to open! 

"Land_Cargo_Tower_V4_F"

"Land_Barracks_01_camo_F"

"Land_Cargo_House_V4_F"

"Land_Cargo_HQ_V4_F"

as they still dont work after I try Eichis fix.

Many thanks to anyone that can help me....

 

 

 

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