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SonGoku

Safe Lock/Unlock problem

Question

Hi guys! I have a big problem with safes.. Containers and other object storage are workin. I just have pack and inventory menu. I post a picture about the mods what i am running on my server(Ravage Not running). Can cause it any mod bugged with exile?

Thanks guys!

mods.png

Edited by SonGoku

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7 answers to this question

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Make sure your "class safe" is setup propoerly in your mission folder config file. Below is a copy of mine, you can modify it to include what you need. Maybe someone has the default code they can post but this one should work to solve your problem based on the info provided. If it doesn't please paste your current RTP file to pastebin and send link here and maybe I can (or someone smarter than me) help more.

class Safe
	{
		targetType = 2;
		target = "Exile_Container_Safe";

		class Actions 
		{
			class ScanLock: ExileAbstractAction
			{
				title = "Scan Lock";
				condition = "('Exile_Item_ThermalScannerPro' in (magazines player)) && !((ExileClientInteractionObject getvariable ['ExileIsLocked',1]) isEqualTo 1) && !ExilePlayerInSafezone";
				action = "_this call ExileClient_object_lock_scan";
			};

			// Locks a vehicle
			class Lock : ExileAbstractAction
			{
				title = "Lock";
				condition = "((ExileClientInteractionObject getvariable ['ExileIsLocked',1]) isEqualTo 0)";
				action = "true spawn ExileClient_object_lock_toggle";
			};

			class Unlock : ExileAbstractAction
			{
				title = "Unlock";
				condition = "((ExileClientInteractionObject getvariable ['ExileIsLocked',1]) isEqualTo -1)";
				action = "false spawn ExileClient_object_lock_toggle";
			};

			class Pack : ExileAbstractAction
			{
				title = "Pack";
				condition = "((ExileClientInteractionObject getvariable ['ExileIsLocked',1]) isEqualTo 0)";
				action = "_this spawn ExileClient_object_container_pack";
			};

			class SetPinCode : ExileAbstractAction
			{
				title = "Set PIN";
				condition = "((ExileClientInteractionObject getvariable ['ExileIsLocked',1]) isEqualTo 0)";
				action = "_this spawn ExileClient_object_lock_setPin";
			};
		};
	};

	class SafeSmall
	{
		targetType = 2;
		target = "Exile_Container_Safe_Small";

		class Actions 
		{
			class ScanLock: ExileAbstractAction
			{
				title = "Scan Lock";
				condition = "('Exile_Item_ThermalScannerPro' in (magazines player)) && !((ExileClientInteractionObject getvariable ['ExileIsLocked',1]) isEqualTo 1) && !ExilePlayerInSafezone";
				action = "_this call ExileClient_object_lock_scan";
			};

			// Locks a vehicle
			class Lock : ExileAbstractAction
			{
				title = "Lock";
				condition = "((ExileClientInteractionObject getvariable ['ExileIsLocked',1]) isEqualTo 0)";
				action = "true spawn ExileClient_object_lock_toggle";
			};

			class Unlock : ExileAbstractAction
			{
				title = "Unlock";
				condition = "((ExileClientInteractionObject getvariable ['ExileIsLocked',1]) isEqualTo -1)";
				action = "false spawn ExileClient_object_lock_toggle";
			};

			class Pack : ExileAbstractAction
			{
				title = "Pack";
				condition = "((ExileClientInteractionObject getvariable ['ExileIsLocked',1]) isEqualTo 0)";
				action = "_this spawn ExileClient_object_container_pack";
			};

			class SetPinCode : ExileAbstractAction
			{
				title = "Set PIN";
				condition = "((ExileClientInteractionObject getvariable ['ExileIsLocked',1]) isEqualTo 0)";
				action = "_this spawn ExileClient_object_lock_setPin";
			};
		};
	};

Edit: I'm pretty sure I have edited my code properly so it is the default code now.

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22 hours ago, StokesMagee said:

CrazyMike is too lazy to update his mod to fix it

Yeah, I've asked him to do so a couple of times but yeah, just lazy.

If I ever feel inclined to erase my server and start a fresh I'll be removing the mod but rewriting all my recipes is not something I have time for right now unfortunately so I'm putting up with the idiosyncrasies.

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22 hours ago, Riker2335 said:

Yeah, I've asked him to do so a couple of times but yeah, just lazy.

If I ever feel inclined to erase my server and start a fresh I'll be removing the mod but rewriting all my recipes is not something I have time for right now unfortunately so I'm putting up with the idiosyncrasies.

maybe soon(TM) something new will appear ;)

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