LordRampantHump 58 Report post Posted July 4, 2017 Hi Folks, Im looking for some advice here, not so much a complete script, just a little direction. Im looking into some options on a test server for base security and one of those is locking all doors in the base radius (or unlocking). I have seen this done with certain vehicles and wondered how it would work on a base. I thought it would be simple enough but i am either blind or not working it out. So far all I have been able to do is "Bodge Lock" the doors by setting the variable "ExileIsLocked" but it doesnt hold after restart (Assume because its the physical lock not the full lock and remember) CursorTarget setVariable ["ExileIsLocked",1,true]; I am looking for more of a "Rotate Shut and Lock" / "Rotate Open and Lock" like the above mentioned vehicle script. If anyone could kindly point me in the right direction I would be grateful Regards LordRampantHump Share this post Link to post Share on other sites
BaroN 256 Report post Posted July 4, 2017 I would do this in the database with a sql job/event scheduled to run 1 min before restarts? Sorry am on phone so, can't give you examples but, from memory, you're looking to update a column called 'is_locked' in the construction and container tables to -1. If you're not au fe with sql, you should be able to get an example from Google pretty easily. Maybe Update `container` set `is_locked` to -1 But don't quote me.... Good luck 1 Share this post Link to post Share on other sites
LordRampantHump 58 Report post Posted July 4, 2017 (edited) Thanks for the reply @BaroN however I am looking more for something triggerable by the player in game such as an add action on the base laptop "Lockdown Base" Heres what I have so far: _LockableDoors = nearestObjects [player, ["Exile_Construction_ConcreteGate_Static"], 50]; { _position = getPos _x; _positionx = _position select 0; _positiony = _position select 1; _placesmarkername = format ["door%1", _forEachIndex]; _placesmarker = createMarker [_placesmarkername, [_positionx, _positiony] ]; _placesmarkername setMarkerColor "ColorRed"; _placesmarkername setMarkerType "hd_objective"; ["SuccessTitleAndText", ["Debug Note", format ["%1", _x]]] call ExileClient_gui_toaster_addTemplateToast; _x spawn ExileClient_object_construction_deconstruct; } foreach _LockableDoors; I get the doors ok and my test markers are fine but i have no ability to lock or unlock the doors. The reason why i am trying "ExileClient_object_construction_deconstruct" in this example is im trying to see it i can do ANYTHING to the object but i cant. Ive tried: _x getVariable ["ExileAllreadyKnownCode",""]; to see if i can grab the code from the memory or the 0 or 1 or whatever but i get nothing. Edited July 4, 2017 by LordRampantHump Further Info Added Share this post Link to post Share on other sites
LordRampantHump 58 Report post Posted July 4, 2017 Ok im nearly there, I just need a way to validate the player, I was thinking about using the remembered code but that doesnt seem to wotk getVariable ["ExileAllreadyKnownCode",""]; Owner is working but that doesnt help getVariable ["ExileOwnerUID",""]; Any ideas? 1 Share this post Link to post Share on other sites
BaroN 256 Report post Posted July 6, 2017 39 minutes ago, Eldari said: PM'd Why? 1 Share this post Link to post Share on other sites