phm Posted October 18, 2015 Report Share Posted October 18, 2015 First of all, I apologize in advance if there is Safe documentation somewhere and I missed it. Here's my experience with safes (the only addon running is A3EAI and a new database): Give myself a Safe using the admin menuFind it in inventory, select "Build" after highlighting itThe build menu comes up as expectedRotate and place the safeSafe rotates and places as expectedApproach the safe and put some items inLock the safeNow unlock the safe: doesn't workSafe can only be unlocked after a server restartAlso, the rotation that I did when I placed the safe seems to have reverted after the server restart (???)Is that the way it's supposed to work? Link to comment Share on other sites More sharing options...
vbawol Posted October 18, 2015 Report Share Posted October 18, 2015 A small server side hotfix was released for this issue. Update your a3_epoch_server.pbo with the latest from https://github.com/EpochModTeam/Epoch/releases phm 1 Link to comment Share on other sites More sharing options...
phm Posted October 18, 2015 Author Report Share Posted October 18, 2015 A small server side hotfix was released for this issue. Update your a3_epoch_server.pbo with the latest from https://github.com/EpochModTeam/Epoch/releasesThank you! I will put in in place after I modify it to add the missing admin menu items. :-) Link to comment Share on other sites More sharing options...
Brian Soanes Posted October 18, 2015 Report Share Posted October 18, 2015 A small server side hotfix was released for this issue. Update your a3_epoch_server.pbo with the latest from https://github.com/EpochModTeam/Epoch/releasesNow we just need the server fix to stop them dropping through floors on restart. I looked through the server files and constructions are called long before containers which rules that out.Awol Link to comment Share on other sites More sharing options...
phm Posted October 18, 2015 Author Report Share Posted October 18, 2015 Even with the hotfix, locking/unlocking is still funky. Sometimes it refuses to lock, other times it still refuses to unlock. Link to comment Share on other sites More sharing options...
KPABATOK Posted October 18, 2015 Report Share Posted October 18, 2015 It just takes some time, just like with the lockbox, sometimes it takes me 30 seconds to lock or unlock lockbox. So it is the same with safes. Press one time "lock" and just move away for 10-20 seconds then come back. Same with unlocking. Link to comment Share on other sites More sharing options...
vbawol Posted October 18, 2015 Report Share Posted October 18, 2015 (edited) Next patch will address the UI and give some feedback to the player about the locking process. I did notice a potential issue that could have caused the secure storage devices to drop to the ground and pushed another hotfix build 050https://github.com/EpochModTeam/Epoch/releases/tag/0.3.4.050Please note: Any existing secure storage devices that are already on the ground will need to be packed/replaced for this fix to work. Edited October 18, 2015 by vbawol KPABATOK and Brian Soanes 2 Link to comment Share on other sites More sharing options...
phm Posted October 19, 2015 Author Report Share Posted October 19, 2015 Ok, it seems safes created when the problem existed continue to be problematic. New ones seem to work but the lock/unlock times are not consistent. Sometimes 10 seconds, sometimes 60. And if someone who doesn't own the safe attempts to open it, the safe will never unlock again for the owner.Can the safes be removed? I don't seem to be able to remove them via the build menu. Link to comment Share on other sites More sharing options...
KPABATOK Posted October 19, 2015 Report Share Posted October 19, 2015 Safes can be packed, just like lockboxes. Link to comment Share on other sites More sharing options...
phm Posted October 19, 2015 Author Report Share Posted October 19, 2015 Safes can be packed, just like lockboxes.Yes, I saw "pack" in the list that appears when using the scroll wheel. What is "pack" and how will it help delete a safe? Link to comment Share on other sites More sharing options...
TheVampire Posted October 19, 2015 Report Share Posted October 19, 2015 Yes, I saw "pack" in the list that appears when using the scroll wheel. What is "pack" and how will it help delete a safe?You can "pack" a safe which allows you to pick it up as an item, and then re-build it. It being rebuilt should fix it in the new hotfix. Link to comment Share on other sites More sharing options...
raymix Posted October 19, 2015 Report Share Posted October 19, 2015 There's an unpredictable time delay when locking/unlocking safes, could be anything between 2 or 20 seconds. Next update will have a visual feedback for this issue, something like this: serveratze88, phm, TheVampire and 1 other 4 Link to comment Share on other sites More sharing options...
JerryAtricks Posted October 21, 2015 Report Share Posted October 21, 2015 Might be a stupid question but why does it take time to unlock a safe? Why not just have them open immediately?Kewl new menus, btw. :) Link to comment Share on other sites More sharing options...
Brian Soanes Posted October 21, 2015 Report Share Posted October 21, 2015 Might be a stupid question but why does it take time to unlock a safe? Why not just have them open immediately?Kewl new menus, btw. :)I would think it's to add an element of risk Link to comment Share on other sites More sharing options...
KPABATOK Posted October 21, 2015 Report Share Posted October 21, 2015 I always guess because of how server handles interaction with the world so to speak. Then again, it is odd that locking/unlocking vehicles is instant. So now I am not sure if it is not intentional. Link to comment Share on other sites More sharing options...
raymix Posted October 21, 2015 Report Share Posted October 21, 2015 (edited) Might be a stupid question but why does it take time to unlock a safe? Why not just have them open immediately?Kewl new menus, btw. :)Not at all, that's a great question. It's the engine thing because how proxy is handled, but that's about to change and will work as fast as vehicle locking does. Edited October 21, 2015 by raymix correction TheStainlessSteelRat and KPABATOK 2 Link to comment Share on other sites More sharing options...
KS__ Posted December 1, 2015 Report Share Posted December 1, 2015 I think safes is to easy to destroy Link to comment Share on other sites More sharing options...
KPABATOK Posted December 1, 2015 Report Share Posted December 1, 2015 Haven't tested yet after 0.3.4 patch, how many satchels? I thought they were indestructable, didn't know it was fixed, which is nice. Lockboxes are easy to destroy for sure, 20-30 shots from any DLC gun. Link to comment Share on other sites More sharing options...
KS__ Posted December 1, 2015 Report Share Posted December 1, 2015 10 bullets of 7.62 abr or 2 apds so guys hide safes well Link to comment Share on other sites More sharing options...
FiddyB Posted December 1, 2015 Report Share Posted December 1, 2015 only took one burst from an SPMG, they burst into flames aswell Link to comment Share on other sites More sharing options...
KPABATOK Posted December 1, 2015 Report Share Posted December 1, 2015 Seems like a lockbox is harder to destroy than a safe now. I think safe should be possible to take out with an explosive charge or a satchel, not just shooting at it. Or at least it should require more than 10 shots from random gun. I guess for now it is better just to hide them protect them better. My safe is between 3 layers of cinder ;) Link to comment Share on other sites More sharing options...
RC_Robio Posted December 1, 2015 Report Share Posted December 1, 2015 Armor values for lockbox says 5000, safe says 15000? Link to comment Share on other sites More sharing options...
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