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frunction

Problem with safes in "Potato"

Question

Posted (edited)

Purchased a safe and when placed in territory the only option is Inventory or Pack.  No option to set a PIN or use default PIN.  No option to lock/unlock.  Also cannot pack as it says PIN is incorrect.

 

Only thing can be done is move inventory in and out.

 

Edited by frunction

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11 answers to this question

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Exile.ini got updated, check you updated that.

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Also, it looks like the safes are not persisting

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Posted (edited)

7 hours ago, SaintZ said:

Also, it looks like the safes are not persisting

Yeah, ours disappeared as well.

Edited by frunction

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Posted (edited)

This will fix the lock, haven't tested for persistence yet. It looks like exile devs have exile_item_safekit at the trader. The item that has the lock and change pin actions is exile_container_safe.

open your mission config.cpp

Find CFGInteractionMenus and paste this in (I have not tested persistence with this but locking and changing pins does work)

Spoiler
 class SafeKit
 {
  targetType = 2;
  target = "Exile_Item_SafeKit";
 
  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";
   };
  };
 };

 

Edited by SaintZ
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10 hours ago, SaintZ said:

This will fix the lock, haven't tested for persistence yet. It looks like exile devs have exile_item_safekit at the trader. The item that has the lock and change pin actions is exile_container_safe.

open your mission config.cpp

Find CFGInteractionMenus and paste this in (I have not tested persistence with this but locking and changing pins does work)

  Hide contents
 class SafeKit
 {
  targetType = 2;
  target = "Exile_Item_SafeKit";
 
  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";
   };
  };
 };

 

Anyone can confirm if this worked for persistance?

 

ta. 

 

 

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it doesn't work at all... I was looking at a safe I had placed prior to potato thinking it was was from during potato. My bad guys it doesn't work.... :'( I tried though

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I had the no lock option and the problem was fixed with updating the exile.ini

not noticed of they are now persistant but have had players saying storage crates etc have vanished - only updated the ini file today though 

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Safes work just fine for me. They persist, lock, unlock, can be moved, give the option to change the PIN after placement... 

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20 hours ago, Honest Jon said:

I had the no lock option and the problem was fixed with updating the exile.ini

not noticed of they are now persistant but have had players saying storage crates etc have vanished - only updated the ini file today though 

All good with the latest exile.ini 

I had the safe issues as I hadn't updated that file when I upgraded to potato !

Admin error :)

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