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keypad code in funline.ini

PostPosted: Mon Jan 16, 06 7:25 pm
by rpmg
hi,what do i do in funline.ini to set code do you know?

Thanks,RPMG.

PostPosted: Mon Jan 16, 06 7:32 pm
by Rödewijk
post this in Technical issues :arrow:

PostPosted: Mon Jan 16, 06 7:58 pm
by Dae
What version of FLKeypad?

PostPosted: Mon Jan 16, 06 8:41 pm
by IchoTolot

PostPosted: Mon Jan 16, 06 9:35 pm
by rpmg
no that thread is ruined.off topic as well.
Could you remove it daedulus?
I have flkeypad3,
but keypad2 is on as well,in folder,should that make any difference?

PostPosted: Mon Jan 16, 06 10:04 pm
by ~ô¿ô~Nobody~
of course there's a BIG difference

FLKeypad2 -> hackable
FLKeypad3 -> unhackable

with hackable i mean that one could get the keypad code without someone told him the code

with FLKeypad3 this isn't possible anymore..
so.. a code applied to a FLKeypad3 can just be gotten by opening the map in the unreal editor and looking for the code
..if you protect the map against opening with the editor (points to MapProtectionTool, copyright [GODZ]Nobody (now [A]Nobody))
then the keypad code isN't getable anymore at all


in the case you just wanna add a common MPKeypad you can use the FLKeypad2

PostPosted: Tue Jan 17, 06 10:02 pm
by Dae
As for FLKeypad2, open (or create a new one) FunLine.ini file and put these lines into it
Code: Select all
[FLKeypad2.ProKeypad]
newcode=654321


Unfortunately I don't remember variables for FLKeypad3 :(

PostPosted: Tue Jan 17, 06 10:19 pm
by rpmg
i wanna use flkeypad2,but that doesnt work.
Whats wrong with it. BTW daedulus,there IS a bug in my game, how do i remove it?

PostPosted: Fri Feb 10, 06 9:55 am
by bazza
i want to put a key pad in funline unlimitedparty 3 for the shop doors, but i don't know how, can you please help me [A]Daedalus

PostPosted: Fri Feb 10, 06 11:22 am
by Dae
Spawn keypads, set their tags to doors and it's done. No need to edit the map.

PostPosted: Fri Feb 10, 06 11:24 am
by bazza
i don't know how 2 spawn keypads

PostPosted: Fri Feb 10, 06 11:59 am
by Gishank
Look, in game become admin and summon a keypad.
Code: Select all
Summon DeusEx.KeyPad1

Then type...
Code: Select all
AdminSet KeyPad1 Event <Door Tag>
I think.
Or open SDK make a keypad next to the door and make the door locked and make the keypads code (E.G 1234). Then make the tag summing simple like KeyPad1. Then last but not least Set the event of the keypad to the doors tag. and save load up the game and vola.

PostPosted: Fri Feb 10, 06 3:19 pm
by Alex
Ever thought of the fact he needs an MP Keypad, not SP?

PostPosted: Fri Feb 10, 06 3:43 pm
by Gishank
DOH!!!!
Well he should already have FLKeypad anyways.

PostPosted: Fri Feb 10, 06 4:36 pm
by ~ô¿ô~Nobody~
~[A]Daedalus~ wrote:As for FLKeypad2, open (or create a new one) FunLine.ini file and put these lines into it
Code: Select all
[FLKeypad2.ProKeypad]
newcode=654321


Unfortunately I don't remember variables for FLKeypad3 :(


the FLKeypad3 is handled differently..

there you assign the codes to them in the editor
if you host a server you can set in the server settings which Mode the keypads shall use
so either they use their code assigned in the editor or they use a code out of the avaiable keypadTags/keypadCodes list which you can fill over the server settings

EDIT:
there in attachment is the FLKeypad3

you can change the keypad stuff in the Advanced Options of your dedicated server

so.. right click at the DX server symbol in the task tray
there Advanced Options
there all is setable in the FunLine section

however, you can also easily manage that /keypadEvents/keypadCodes lists as admin in the game
if you have some FLKeypad3 in the map and you want to change the keycode temporarily just target it and type in the console (removing say first)
a example
Code: Select all
mutate keypad.add 5824

this programs the target keypad to the code 5824

if you want to change the code just target it again and to the same command with another code (it will overwrite the already existing entry in the list)

in the case you want to remove a temporarily programmed code again, target the keypad and type
Code: Select all
mutate keypad.remove

this will remove the entry out of the list again