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Also, having the elevator work with multiple levels would be dope!
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)
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)
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.
For the functionality, absolutely. I'll add them to the todo list, but don't expect updates coming any time soon.