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spadge1989

No unlock / lock menu for vehicles

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I started experiencing this after the Arma 1.54 update.  It started to happen at about 4hrs in to the server being up and seemed like lag.  Especially when the server is full.  Eventually the unlock option will show up.  The player could have to wait up to 5 minutes.  I'm hoping its resolved in Lime which we recently deployed.  Haven't been able to play yet :(

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2 hours ago, spadge1989 said:

Hi,

 

Everyone on my server does not have a lock or unlock option, is there a different way to unlock / lock vehicles now or is this a bug?

 

Sean

I'm having this issue with my server also, no one is able to unlock their cars at all.

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This issue occurred before the 1.54 update, and is pretty common. Low server frames, or rather "lower" server frames with lots of people on can cause this. I have found that trying to force the vehicle to update itself, hitting it with another car, shooting it, or unlock something nearby, tends to get it to work.

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Hello, I am bring this post up as my vehicles do have the lock and repair etc functions although the only vehicle that doesn't is the Bobcat. Any ideas

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On 9/3/2018 at 8:17 PM, Bomber626 said:

Hello, I am bring this post up as my vehicles do have the lock and repair etc functions although the only vehicle that doesn't is the Bobcat. Any ideas

Spoiler

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

        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 = "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
            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 vehicle
            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";
            };
        };
    };

 

add this to your mission config.cpp before class plane

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