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AAwacs

Lockable vehicle ?

Question

Hello there,

i did a research but i was not able to find a solution...

Question : how to be able to get the lock/unlock menu on non exile vehicle like tank or something else ?

I would add some militarized vehicles onto my server and into the traders but some of them are unlockable....

Thank you
AAwacs

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1 answer to this question

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Go in ur "config.cpp" file and search for "class CfgInteractionMenus"...there u have to add a new class (for example "class tank") if u want tanks for their own class and not under the class "car".

That new class must be add like the other vehicle classes and with all the important functions...i can show u my "class Tank":

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";
            };
        };
    };

 

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