DayZ
  • 🌶️FoxApo DayZ Mods
  • ⚙️Modding | Repacking
  • MODS
    • 👻CRDTN Creatures
      • Phantom
      • config.cpp
    • 💯CRDTN Core
      • File Logger
        • Logger Player Connected
      • Rest Api
        • Getting started
      • Event Handler
      • Notifications UI
      • Admin Utils
      • NPCs
    • 📺CRDTN Gui
    • 📦CRDTN Krabice
    • 🫂CRDTN Factions
    • ⁉️CRDTN Quests
      • ⁉️Getting started
      • 💻Client Side
      • 🖥️Server Side
        • ⚙️Installation
          • 🛠️Quests.json
            • ⚔️Goal
            • 🎁Reward
          • 🌎Quest Events
            • Teleport quest with quest event (server)
        • ⚙️Quest & Goal Types
          • 📜Turn-In goal
          • 📜Kill goal
          • 📜Trade goal
          • 📜Craft goal
          • 📜Action goal
          • 📜Explore goal
        • ⚙️Rewards
        • ⚙️Quest NPCs
    • 🔥CRDTN Fire Regen
      • Config
    • 🔊CRDTN Sounds
    • 🚪CRDTN Locked Doors
      • Config
      • How To
      • config.cpp
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On this page
  • New admin lockpick (inherit from CRDTN_AdminLockPick)
  • New key (inherit from CRDTN_Key_Base)
  • Extending your current keys / cards and using keys from other mods
  1. MODS
  2. CRDTN Locked Doors

How To

Mod the Locked Doors? You need to create a new config.cpp file and add it somewhere within your server mods.

New admin lockpick (inherit from CRDTN_AdminLockPick)

class AdminLockPick_NewOfYourChoice : CRDTN_AdminLockPick
{
    displayName = "Universal Admin Lockpick - Whatever";
    keys[] = {"MyVeryCoolKey"};
    descriptionShort = "Description goes here";
};

New key (inherit from CRDTN_Key_Base)

class MyVeryCoolKey : CRDTN_Key_Base
{
    scope = 2;
    displayName = "My very cool key";
    descriptionShort = "Modded key to unlock new types of doors I use.";
};

If you follow the instructions and will use something like above, when you use the AdminLockPick_NewOfYourChoice on the doors, it will automatically generate the config object for the certain doors on that particular location.

Extending your current keys / cards and using keys from other mods

I cannot guarantee the others mods will work properly because people are doing a lot of things differently.

But it should be able to use your own cards/keys by just extending the class by my base class. There are basically 2 approaches:

  • Set the actions on your class

  • Inherit from my base class

// Add Actions
override void SetActions()
{
    super.SetActions();
    AddAction(CRDTN_ActionUnlockLockedDoor);
}

// Inherit your class from CRDTN_LockedDoors_ItemBase
class YOUR_NEW_CLASSTYPE : CRDTN_LockedDoors_ItemBase {};

PreviousConfigNextconfig.cpp

Last updated 1 year ago

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