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[SOLVED] Where are the Scroll Wheel Options?

6 posts in this topic

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.

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Yeah you didn't search in everything obviously. 

config.cpp in your mission file.

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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";
            };
        };
    };

 

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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.

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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?

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