Arma 3
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SCP Extended Functions
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Data Type: Mod
Mod Type: Mechanics
File Size
Posted
Updated
4.239 MB
5 Sep, 2023 @ 10:17am
5 Nov, 2024 @ 8:09am
9 Change Notes ( view )

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SCP Extended Functions

Description
Update 1: "Finally usable!" - modules and multiplayer


Adds working Tesla Gates, Elevators, and keypads. More to come.
Elevators use seamless teleport script by codemakeris.

Everything from the mod can be set up with modules or functions.
Remember to follow the instructions on synchronization in the description of the modules.
You can find the modules in "SCP Extended Functions" tab in the modules section.


Current Features:
- Tesla Gate (Create/Enable/Disable Tesla Gate modules and functions)
- Elevator (Create module/function)
- Keypad (Create module/function; -1 to make an unopenable keypad.)

Possible future features: (Don't take these as a promise)
- Something to ease facility creation;
- Fingerprint scanner interactivity;
- Elevators having several floors;
- Deeper keycard system, alike that in SCP: Secret Laboratory;


Reagalis' CB Assets Mod
Dev Build of SCP:EF most of the time has the latest experimental tech. Use with caution, updates to the dev branch may screw with multiplayer and/or your general experience.
Popular Discussions View All (3)
2
16 Oct, 2023 @ 11:06am
Support
Doggifast
0
11 Sep, 2023 @ 12:21am
Suggestions
Doggifast
0
11 Sep, 2023 @ 12:02am
Discussion
Doggifast
39 Comments
Doggifast  [author] 21 Jul @ 10:02am 
@Lenovo tesla gates should instakill, they use setDamage 1. Check if your character is invincible or if your ace settings mess with the mod somehow
Lenovo 20 Jul @ 2:39pm 
Is the Tesla Gate a WIP for doing damage to the player or am I doing something wrong?
Wiket 10 Jul @ 12:36am 
Ive been looking for a keypad in Arma for years, you sir are a legend, idk how I didnt find this sooner. I hope soon it can be used with doors not from the SCP mod.

Also, having the elevator work with multiple levels would be dope!
Doggifast  [author] 6 May @ 11:56pm 
Hey Spark, yea just make another keycard reader object with the same init
SparkD7P 6 May @ 4:39pm 
Is their I way I can use a keycard reader from a distance: For example the SCP 173 chamber so have the gate be opened from the control room
Doggifast  [author] 18 Feb @ 9:12am 
You will also need to change a parameter in Description.ext of your mission that allows you to overwrite mod functions, look up the Description.ext wiki page for that

In the function itself, what you're looking for is the "_buttonE: {}" case in the switch form. In it there is an if-statement that checks if the code is correct, remove the line with the "remoteExec" command in it (the entire line, remoteExec takes parameters and arguments before and after itself) and define your own behaviour! Just remember that all code you write there is executed locally on the client which has the keypad GUI open, so test test test and remoteExec what you need to. DM me if all of this is confusing and you need some help (2/2)
Doggifast  [author] 18 Feb @ 9:11am 
Hey Bad Luck Charm,
I'm 100% certain there's a way to open/close/lock a building's door by changing it's variable called BIS_DoorState or something (search it up). As for executing a custom function instead of it opening an assigned assets door: that addittion is planned, but update isn't going to come out anytime soon due to general disinterest and my computer's sincere inability to handle this game.

For a workaround: You can modify the function that's executed every time a person clicks on a button in the keypad UI, it's filename is fn_keypadHUD_onButtonClick.sqf in the mod files, and it's defined something alike in-game.
I think 3den enhanced allows you to look what functions are defined by what mods, find the actual function name which will be like "DGF_keypadHUD_onButtonClick" or along those lines (Or it might have SCP_EF as its tag instead of DGF. I really can't remember), and redefine it yourself with the standard global-variable code syntax (MyGlobalCodeVariable = {};) (1/2)
Bad_Luck_Charm 18 Feb @ 5:06am 
Is there a way to have the keypads work with doors that aren't from Regalis' Assets mod?

Since this is the only mod that adds keypads that still work, I feel people would love to be able to use them with other doors, especially since it seems that the assets mod won't be updated for a while.
4N0N H4X0R||Floof 7 Dec, 2024 @ 7:35am 
ah i see. As for the suggestion, nice ^^
Doggifast  [author] 7 Dec, 2024 @ 3:30am 
Hey 4N0N, I'm not sure what happened to the SCP+Arma association discord (whose owner is the owner of the Assets mod) and I can't sanction any changes myself.
For the functionality, absolutely. I'll add them to the todo list, but don't expect updates coming any time soon.