Arma 3
SCP Extended Functions
38 Comments
Lenovo 3 hours ago 
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.
4N0N H4X0R||Floof 5 Dec, 2024 @ 10:15am 
any plans on getting the functionality from this mod added to the main mod? also would be great to have the ability to trigger a custom function on keypads, if possible on correct AND incorrect code, or just correct code.
Other than that, great addition uwu
Doggifast  [author] 5 Nov, 2024 @ 7:58am 
Oh, right. I thought there was only a private key and .bisign. I'll update the mod with the key in the files right now
Mac 2 Nov, 2024 @ 6:27pm 
hes looking for the .bikey along with myself so we can put it on a server
Doggifast  [author] 2 Nov, 2024 @ 8:38am 
@Frost what keying are you looking for? The mod is signed and the .bisign is in the addons folder
Frost 2 Nov, 2024 @ 6:22am 
The mod would have to be keyed for MP missions. Thank you.
Phenosi 25 Jul, 2024 @ 3:13pm 
Amazing work! :SBpanda::steamthumbsup:
Blackbird Ater 12 Jul, 2024 @ 10:09am 
Just checking, anyone else having issues with the keypad / numpad on a dedicated server?
EtherNight 14 Jun, 2024 @ 12:48pm 
Good job dude ;)
Darth Zick 22 Feb, 2024 @ 12:12pm 
THANKS M8
Doggifast  [author] 22 Feb, 2024 @ 11:58am 
@Darth Zick
I'd say either really soon or within march
Darth Zick 22 Feb, 2024 @ 3:59am 
any idean when we can use this mod in MP? :)
j.yellow28 29 Oct, 2023 @ 9:02am 
hows it going?
Doggifast  [author] 16 Oct, 2023 @ 11:07am 
Update: PC died again and i fixed it again, sorry. Work on this will resume when i reinstall arma
Doggifast  [author] 6 Oct, 2023 @ 3:41am 
Just un-deepfried my PC. Work on this will resume soon
OLDKsen 21 Sep, 2023 @ 4:36am 
:trolol:
Doggifast  [author] 20 Sep, 2023 @ 7:05am 
@DoWeR done! Check the linked videos.
AtomJuden ✡ 20 Sep, 2023 @ 3:03am 
@Doggifast Thank you! :steamhappy:
Doggifast  [author] 20 Sep, 2023 @ 1:49am 
@DoWeR sure
AtomJuden ✡ 20 Sep, 2023 @ 1:00am 
could you create a video guide on how to use elevators correctly?
aaronbok 18 Sep, 2023 @ 6:46am 
Thank you great fun. We used modules in our coop team mission Pistol Opera. Posted a short Video. Keep up the great work!:steamthumbsup:
little andy 16 Sep, 2023 @ 5:51am 
naice
aloneinkyiv 15 Sep, 2023 @ 3:39pm 
WOW
DenySon 15 Sep, 2023 @ 1:46pm 
Nice!
j.yellow28 15 Sep, 2023 @ 11:02am 
Love this and moduals make it alot better. Would love to see this grow.
Crin 15 Sep, 2023 @ 10:30am 
My prayers have been answered. Thank you for those features/fixes, this is going to make the facility way more fun and terrifying.
latin lover 15 Sep, 2023 @ 6:29am 
insane
=_X_=™© 13 Sep, 2023 @ 8:46am 
outstanding work , keep it up
Bread 11 Sep, 2023 @ 5:57am 
very cool