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https://github.com/EpochModTeam/DayZ-Epoch.git
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Add Object A2 sensor with light and sound SFX
Added sensor to mission.sqm to trigger Sumrak's custom lighting and sound effects when entering Object A2. The config position in mission.sqm doesn't want to work correctly with the distance command so I used the original position from Sumrak's file. The trigger activates when you get down the ladder about 2 meters.
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@@ -34,7 +34,7 @@
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5 displaySetEventHandler
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1 DZE_doorManagementAdmins !="00, \nfalse, \n2 \n];\n\nDZE_PlotManagementAdmins = []; \nDZE_doorManagementAdmins = []; \n\nDZE_disableThermal = []; \nDZE_clearStaticAm" !="true; };\n} count _doorFriends;\n\n\n\n\nif(_playerUID in DZE_DoorManagementAdmins) then { _isDoorAdmin = true; };\n};\n\n\n[ _isOwner\n, _"
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1 DZE_PlotManagementAdmins !="3, \n.25, \n1, \n1, \n.2,\n10, \n0, \n400, \nfalse, \n2 \n];\n\nDZE_PlotManagementAdmins = []; \nDZE_doorManagementAdmins = []; \n\nDZE_disable" !="ay = []; \nlocal _isAdmin = dayz_playerUID in DZE_PlotManagementAdmins;\n\nlocal _dir = 0; \nlocal _vector = []; " !="_Pole_EP1_DZ\");\nlocal _isAdmin = dayz_playerUID in DZE_PlotManagementAdmins;\nlocal _canBuild = false;\nlocal _plotPoles = 0;\nlo" !="true; };\n} count _plotFriends;\n\n\n\n\nif(_playerUID in DZE_PlotManagementAdmins) then { _isPlotAdmin = true; };\n};\n\n\nif(_targetType" !="ove select 0) == _ownerPUID && (!(dayz_playerUID in DZE_PlotManagementAdmins) && !(dayz_playerUID == _ownerPUID))) exitWith {sys"
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5 enableEnvironment
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5 enableEnvironment !="ze \"STR_OBJECTA2_ENTER\" call dayz_rollingMessages;\n};\n\nenableEnvironment false;\n\n\n{\nlocal _light = \"#LightPoint\" createVehicleLo"
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5 endMission !"rendMission" !"clearWeaponCargo\",\n\"endMission\"," !"enablesimulation\", \"endMission\"," !"lize \"str_player_login_timeout\", \"PLAIN DOWN\"];\nuiSleep 5;\nendMission" !"\npublicVariableServer \"PVDZ_sec_atp\";\nendMission \"LOSER\";\n};\n" !"Terminate\",\"BACK\"];\ncamDestroy _camera;\n\nendMission" !"endMission \"END1\";\n\n\ndayz_authed = true"
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5 entities !"nearEntities" !="\n if (isnil 'BIS_fnc_sceneCreateSoundEntities' || false) then {\n BIS_fnc_sceneCreateSoundEntities = {\n i" !="_loginCompleted = true;\n\n\ndayz_currentGlobalZombies = count entities \"zZombie_Base\";\n\n{\ncall compile preprocessFileLineNumbers (" !="haracterID)) then {\n_plotPoles = _plotPoles +1;\n};\n} count (entities \"Plastic_Pole_EP1_DZ\");\n};\n} else {\n_plotcheck = [player, f" !="VDZ_sec_atp\";\n};\n};\n\nif (isNull _grp) then { _grp = group ((entities 'FunctionsManager') select 0); };\nif (!isNull _grp) then {\n" !="_playerUID) then {\n_plotPoles = _plotPoles + 1;\n};\n} count (entities \"Plastic_Pole_EP1_DZ\"); \n};\n\nif ((DZE_limitPlots > 0) && (_"
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1 execVM !"rexecVM" !"\"execVM\", " !="[] execVM \"initJIPcompatible.sqf\";" !="_script = [] execVM (BIS_MP_Path + BIS_PATH_SQF + \"JIPWaitFor.sqf\");" !"execVM \"\\ca\\Data\\" !"execVM '\\ca\\Data\\" !"execVM \"\\ca\\missions" !"execVM 'ca\\modules\\" !"execVM \"ca\\modules\\" !"'\\ca\\ui\\" !"\"\\ca\\ui\\" !"scriptName \"MP\\data\\script" !"_handle\"];\n_handle = [_display] execVM _script;\n}" !"execVM '\\z\\addons\\dayz_code\\" !"execVM 'z\\addons\\dayz_code\\" !"execVM \"z\\addons\\dayz_code\\" !"execVM \"\\z\\addons\\dayz_code\\" !"execVM (\"\\z\\addons\\dayz_code\\" !="dayz_rulesHandle = execVM \"rules.sqf\";" !"execvm '\\ASC\\" !"\\usec_ch53\\scripts\\" !"execVM (_actionDir + \"warn.sqf" !="_this execVM \"\\GNT_C185\\scr\\C185_Exhaust.sqf\";[_this select 0] execvm \"\\GNT_C185\\scr\\G_CheckEngine.sqf\";" !="dummy = _this execVM \"ca\\characters2\\OTHER\\scripts\\fly.sqf\""
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@@ -551,6 +551,9 @@ if (!isDedicated) then {
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DZE_EVRBloodLoss = [4000,8000]; // Random number of blood loss if a player does not have an APSI and/or is not inside a building [min, max]. Player will not die, there is a minimum of 1000 after the calculation
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DZE_EVRSafezoneExempt = true; // Players in safe zones are exempt from the effects of the EVR storms.
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};
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// Namalsk Object AII Light Intensity
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DZE_ObjectA2lightIntensity = .10; // (RECOMMENDED VALUE = 0.10, 0 = off (dark), 1 = fully on (not recommended))
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// Garage Door Opener
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DZE_GarageDoor_Opener = false; // Enables the option to open Garage Doors from the inside of a vehicle.
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@@ -319,7 +319,7 @@ class Mission
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class Sensors
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{
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items=4;
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items=5;
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#define TRGDEF a=100;b=100;activationBy="WEST";repeating=1;interruptable=1;age="UNKNOWN";class Effects{};
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class Item0
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{
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@@ -356,7 +356,16 @@ class Mission
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expCond="(player distance zonedock) < 100;";
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expActiv="[""Dock Trader"",true,""enter""] call player_traderCity;";
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expDesactiv="[""Dock Trader"",true,""leave""] call player_traderCity;";
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};
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};
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class Item4
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{
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position[]={4977.15,4.74,6624.89};
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TRGDEF
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name="zoneAII";
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expCond="(player distance [4977.15,6624.89,0.74293]) < 41;";
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expActiv="[true,""enter""] call player_objectAII;";
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expDesactiv="[true,""leave""] call player_objectAII;";
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};
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};
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};
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class Intro
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