Beowulfv

Interior Lock & Unlock

12 posts in this topic

This adds the ability to lock and unlock vehicles from the inside with either scroll wheel functions or the Exile default hot key to lock and unlock objects.

Installation Instruction

Step 1: Open your initPlayerLocal.sqf and paste the following into it (There is an example initPlayerLocal.sqf you can use to copy from)

[] execVM "Custom\Actions\fnc_showActions.sqf";

Step 2: In your mission root open config.sqf and find class CfgExileCustomCode and insert the below

//Custom keys
ExileClient_gui_hud_event_onKeyUp = "Custom\overwrites\ExileClient_gui_hud_event_onKeyUp.sqf";

For Example:

class CfgExileCustomCode 
{	
	//Custom keys
	ExileClient_gui_hud_event_onKeyUp = "Custom\overwrites\ExileClient_gui_hud_event_onKeyUp.sqf";
};

Step 3: Edit your description.exe and add the following

class CfgFunctions
{
	#include "Custom\CfgFunctions.cpp"
};

Step 4: Place the Custom folder into your mission folder

That's it Enjoy!

Download

Edited by Beowulfv
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Great post and nice work @Beowulfv

However, it is worth considering that whenever a player gets shot in the vehicle, the player who killed him can't then get the vehicle as a reward.... 

There is some code released somewhere which auto ejects players from vehicles as they are killed, maybe you could add that and then set the vehicle to unlock as the driver is ejected...? Just a thought but, again, nice work :) 

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Hi, sitting inside the transport appears only the function" Lock " but it is not active, what could be the reason?

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3 hours ago, Teacher said:

Hi, sitting inside the transport appears only the function" Lock " but it is not active, what could be the reason?

If it's unlocked, Lock will appear. If it's locked, unlock will appear. Idk what you mean by "it's not active".

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6 hours ago, Beowulfv said:

If it's unlocked, Lock will appear. If it's locked, unlock will appear. Idk what you mean by "it's not active".

This means that the "Lock" function itself is present in the menu, but when you click on it, nothing happens, as if it is not active

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49 minutes ago, Teacher said:

when you click on it

I have uploaded this addon to a vanilla Exile.Altis and see my error. Standby for an update to the instructions and GitHub

Edited by Beowulfv

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@Teacher Instructions on main post have been updated, missing step has been added and the file was added to the download. Please re-download the new ZIP file and follow the steps. Thank you for pointing that out.

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9 hours ago, Beowulfv said:

@Teacher Instructions on main post have been updated, missing step has been added and the file was added to the download. Please re-download the new ZIP file and follow the steps. Thank you for pointing that out.

Well, nothing, thank you for the script!

 

P.S.  Everything works like clockwork

Edited by Teacher
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Just to add:
I use vector building eXpoch and it already contained a custom code for ExileClient_gui_hud_event_onKeyUp
I just did not use the overwrite of this script. I left as was without using the custom download.
It's working. Thank you

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39 minutes ago, Sayago said:

Just to add:
I use vector building eXpoch and it already contained a custom code for ExileClient_gui_hud_event_onKeyUp
I just did not use the overwrite of this script. I left as was without using the custom download.
It's working. Thank you

All we are adding to that file is an extra check for a player being inside a vehicle so they can use the Exile hotkey to lock and unlock objects.
 

if (_keyCode in (actionKeys "User1")) exitWith 
{
	if (vehicle player != player) then
	{
		if !(ExileClientIsHandcuffed) then 
		{
			call Exile_fnc_vehicle_interaction_keyLock;
		};
	}else{
		if !(ExileClientIsHandcuffed) then 
		{
			call ExileClient_object_vehicle_interaction_keyLock;
		};
	};
	true
};

 

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