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Bellarophon

Tracked vehicles not lockable

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Posted (edited)

Is there a way to change some settings to allow tracked vehicles such as tanks to be lockable when purchased through vendors.  At the moment no tracked vehicle can be locked, regardless if you enter a pin when purchasing it.

 

Edit-- apparently it is possible to lock them, but the option does not show on scroll wheel, you have to bind a key on custom controls

Edited by Bellarophon

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You need to tell players they need to map the Use Action 1 to a key to lock their tracked vehicles. It's under the custom controls section. This also applies to taru pods if you ever have them on your server. I thought they fixed this in the last update as it was in the changelog? 

 

I haven't tested this but you might be able to tweak the cfgInteractionsMenu and add the specific tanks into the config. For example this would be for the tracked APC. 

	class TrackedAPC 
	{
		targetType = 2;
		target = "I_APC_tracked_03_cannon_F";

		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";
			};
		};
	};

I don't know if this will work so someone should try it out. For me its not that big of a deal, and I think players know to just use the action key bind.

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