- VJ -

[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.

Share this post


Link to post
Share on other sites

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 person likes this

Share this post


Link to post
Share on other sites
Advertisement

:$

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
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

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

We have closed this thread and marked it as solved.

Share this post


Link to post
Share on other sites
Advertisement
Guest
This topic is now closed to further replies.

  • Recently Browsing   0 members

    No registered users viewing this page.