• 0
5niper

can't repair CUP vehicles / no repair scroll menu option

Question

I'm running CUP vehicles 1.9.0 and many of the vehicles don't offer the "repair" option on the scroll menu.
Anyone else encountering this on Exile Mod? Any workarounds out there?

On vehicles that don't have a lock/unlock option on scroll menu, I use a custom key bind to lock/unlock.
Hoping there's a similar function I can use a custom key for the repair option as well.

Share this post


Link to post
Share on other sites

4 answers to this question

  • 0

U have to modify ur "class CfgInteractionMenus" in ur config.cpp...when ur cup vehicles have their own area u must add them in the interactionmenu too...for example like this:

Spoiler

class Tank 
    {
        targetType = 2;
        target = "Tank";

        class Actions 
        {    

            // 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 = "true";
                action = "['RepairVehicle', _this select 0] call ExileClient_action_execute";
            };

            // 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";
            };
        };
    };

 

  • Like 1

Share this post


Link to post
Share on other sites
Advertisement
Advertisement

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Recently Browsing   0 members

    No registered users viewing this page.