Nerexis

ANZAC Class Frigate

7 posts in this topic

I have ANZAC Class Frigate (CUP_B_Frigate_ANZAC), available in shops. The problem is that its not possible to lock this vehicle.
Does anybody know how to fix it? I tried adding class Ship in my config.cpp with actions, but dint solve issue.

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11 hours ago, Nerexis said:

I have ANZAC Class Frigate (CUP_B_Frigate_ANZAC), available in shops. The problem is that its not possible to lock this vehicle.
Does anybody know how to fix it? I tried adding class Ship in my config.cpp with actions, but dint solve issue.

You need to findout a fine place to spawn, 'cause this thing need a deep water location.

Add in config - read another threads. At any forum you can find a same solution.

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I have added this in Exile.Altis\config.cpp:
 

Spoiler

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

        class Actions 
        {
            class ClaimVehicle: ExileAbstractAction
            {
                title = "Claim Ownership";
                condition = "true";
                action = "call ExileClient_ClaimVehicles_network_claimRequestSend";
            };
            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 = "true";
                action = "['RepairVehicle', _this select 0] call ExileClient_action_execute";
            };

            // Hot-wires a vehicle
            class Hotwire: ExileAbstractAction
            {
                title = "Hotwire";
                condition = "((locked ExileClientInteractionObject) isEqualTo 2) && ((locked ExileClientInteractionObject) != 1)";
                action = "['HotwireVehicle', _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";
            };
        };
    };    



Still I cant see Lock option when I stand near ship.

Edited by Nerexis

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1 hour ago, Nerexis said:

I have added this in Exile.Altis\config.cpp:
 

  Hide contents

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

        class Actions 
        {
            class ClaimVehicle: ExileAbstractAction
            {
                title = "Claim Ownership";
                condition = "true";
                action = "call ExileClient_ClaimVehicles_network_claimRequestSend";
            };
            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 = "true";
                action = "['RepairVehicle', _this select 0] call ExileClient_action_execute";
            };

            // Hot-wires a vehicle
            class Hotwire: ExileAbstractAction
            {
                title = "Hotwire";
                condition = "((locked ExileClientInteractionObject) isEqualTo 2) && ((locked ExileClientInteractionObject) != 1)";
                action = "['HotwireVehicle', _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";
            };
        };
    };    



Still I cant see Lock option when I stand near ship.

Check the a3 editor and need find parent class... Maybe parent will be a frigate (for example)...

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I was looking for it yesterday. I don't know what is the correct variable name, which specifies parent class. 
There was one called: "vehicleClass="Ship";".

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12 minutes ago, Nerexis said:

I was looking for it yesterday. I don't know what is the correct variable name, which specifies parent class. 
There was one called: "vehicleClass="Ship";".

I have last idea  - need to search point where show it. (like with some tanks/apcs)...

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