- VJ - 13 Report post Posted February 17, 2016 Hello I have searched every script client and server but can't find where the scroll wheel menu option for "Repair" is. can anyone point me in the right direction please? Thanks. Share this post Link to post Share on other sites
ka0s 457 Report post Posted February 17, 2016 Yeah you didn't search in everything obviously. config.cpp in your mission file. Spoiler class CfgInteractionMenus { class Car { targetType = 2; target = "Car"; class Actions { class ScanLock: ExileAbstractAction { title = "Scan Lock"; condition = "('Exile_Item_ThermalScannerPro' in (magazines player)) && !ExilePlayerInSafezone && ((locked ExileClientInteractionObject) != 1)"; action = "_this call ExileClient_object_lock_scan"; }; // Locks a vehicle class Lock: ExileAbstractAction { title = "Lock"; condition = "((locked ExileClientInteractionObject) isEqualTo 0) && ((locked ExileClientInteractionObject) != 1)"; action = "true spawn ExileClient_object_lock_toggle"; }; // Unlocks a vehicle class Unlock: ExileAbstractAction { title = "Unlock"; condition = "((locked ExileClientInteractionObject) isEqualTo 2) && ((locked ExileClientInteractionObject) != 1)"; action = "false spawn ExileClient_object_lock_toggle"; }; // Repairs a vehicle to 100%. Requires Duckttape class Repair: ExileAbstractAction { title = "Repair"; condition = "call ExileClient_object_vehicle_interaction_show"; action = "_this call ExileClient_object_vehicle_Repair"; }; // Flips a vehicle so the player doesnt have to call an admin // Check if vector up is fucked class Flip: ExileAbstractAction { title = "Flip"; condition = "call ExileClient_object_vehicle_interaction_show"; action = "_this call ExileClient_object_vehicle_flip"; }; // Fills fuel from a can into a car class Refuel: ExileAbstractAction { title = "Refuel"; condition = "call ExileClient_object_vehicle_interaction_show"; action = "_this call ExileClient_object_vehicle_refuel"; }; // Drains fuel from a car into an empty jerry can class DrainFuel: ExileAbstractAction { title = "Drain Fuel"; condition = "call ExileClient_object_vehicle_interaction_show"; action = "_this call ExileClient_object_vehicle_drain"; }; }; }; 1 Share this post Link to post Share on other sites
- VJ - 13 Report post Posted February 17, 2016 Never mind the one place i didn't look for it and it's there (in the mission file config.cpp) Share this post Link to post Share on other sites
- VJ - 13 Report post Posted February 17, 2016 7 minutes ago, ka0s said: Yeah you didn't search in everything obviously. config.cpp in your mission file. Reveal hidden contents class CfgInteractionMenus { class Car { targetType = 2; target = "Car"; class Actions { class ScanLock: ExileAbstractAction { title = "Scan Lock"; condition = "('Exile_Item_ThermalScannerPro' in (magazines player)) && !ExilePlayerInSafezone && ((locked ExileClientInteractionObject) != 1)"; action = "_this call ExileClient_object_lock_scan"; }; // Locks a vehicle class Lock: ExileAbstractAction { title = "Lock"; condition = "((locked ExileClientInteractionObject) isEqualTo 0) && ((locked ExileClientInteractionObject) != 1)"; action = "true spawn ExileClient_object_lock_toggle"; }; // Unlocks a vehicle class Unlock: ExileAbstractAction { title = "Unlock"; condition = "((locked ExileClientInteractionObject) isEqualTo 2) && ((locked ExileClientInteractionObject) != 1)"; action = "false spawn ExileClient_object_lock_toggle"; }; // Repairs a vehicle to 100%. Requires Duckttape class Repair: ExileAbstractAction { title = "Repair"; condition = "call ExileClient_object_vehicle_interaction_show"; action = "_this call ExileClient_object_vehicle_Repair"; }; // Flips a vehicle so the player doesnt have to call an admin // Check if vector up is fucked class Flip: ExileAbstractAction { title = "Flip"; condition = "call ExileClient_object_vehicle_interaction_show"; action = "_this call ExileClient_object_vehicle_flip"; }; // Fills fuel from a can into a car class Refuel: ExileAbstractAction { title = "Refuel"; condition = "call ExileClient_object_vehicle_interaction_show"; action = "_this call ExileClient_object_vehicle_refuel"; }; // Drains fuel from a car into an empty jerry can class DrainFuel: ExileAbstractAction { title = "Drain Fuel"; condition = "call ExileClient_object_vehicle_interaction_show"; action = "_this call ExileClient_object_vehicle_drain"; }; }; }; Ya lol thanks. Share this post Link to post Share on other sites
EZKatnipz 8 Report post Posted February 20, 2016 About the CfgInteractionMenus, how to the targets work? I've noticed that some will just have a simple keyword like "Car" and others will have actual class names. Im going to assume that the simple keywords are defined groups. How do i go about creating a new group? Share this post Link to post Share on other sites
Mezo 1264 Report post Posted February 21, 2016 We have closed this thread and marked it as solved. Share this post Link to post Share on other sites