Delgardo Posted November 25, 2015 Report Share Posted November 25, 2015 (edited) Still cant open my inventory, cant open safes or vehicle..so i cant eat and drink... now it works, dont know why.. :-) Edited November 25, 2015 by Delgardo solved Link to comment Share on other sites More sharing options...
Uranoxyd Posted November 25, 2015 Report Share Posted November 25, 2015 Still cant open my inventory, cant open safes or vehicle..so i cant eat and drink...Could it be possible you missed that since 0.3.5.0 you have to press a dedicated action key (Space in default) to unlock/lock? Link to comment Share on other sites More sharing options...
He-Man Posted November 25, 2015 Report Share Posted November 25, 2015 Players said, they have access to locked Safes and Lockboxes. I tried and I have no access.Will check a bit more, but could be okay now.Sorry for the last wrong?! post! Link to comment Share on other sites More sharing options...
Kenobi Posted November 25, 2015 Author Report Share Posted November 25, 2015 There was an event handler issue on the antihack that mustn't be named which is now fixed and pushed out. Indeed, Infistar problem, need update. Brian Soanes and He-Man 2 Link to comment Share on other sites More sharing options...
He-Man Posted November 25, 2015 Report Share Posted November 25, 2015 Infistar removes this eventhandler. Thanks Kenobi! Link to comment Share on other sites More sharing options...
Delgardo Posted November 25, 2015 Report Share Posted November 25, 2015 Could it be possible you missed that since 0.3.5.0 you have to press a dedicated action key (Space in default) to unlock/lock?Thanks :-) Link to comment Share on other sites More sharing options...
Kenobi Posted November 26, 2015 Author Report Share Posted November 26, 2015 (edited) Hmmm, issue continuing. Look at video. If i stay in right direction onto safe, looks like locked. But if I spin about 90-180 degree, I can get access. Infistar completelly disabled, EpochAH disabled, build 53. Edited November 26, 2015 by Kenobi Link to comment Share on other sites More sharing options...
RC_Robio Posted November 26, 2015 Report Share Posted November 26, 2015 Indeed, was able to reproduce it. But only when I dropped items on the ground. Link to comment Share on other sites More sharing options...
raymix Posted November 26, 2015 Report Share Posted November 26, 2015 Could be because of that nearby weaponholder... hmm dennis_stk and FiddyB 2 Link to comment Share on other sites More sharing options...
dennis_stk Posted November 26, 2015 Report Share Posted November 26, 2015 (edited) Yes its a problem with the weaponholder. You can it easy reproduce. Spawn some items nearby you and then turn a little bit. So you had access to safes and lockboxes. Edited November 26, 2015 by dennis_stk Link to comment Share on other sites More sharing options...
cyclops Posted November 29, 2015 Report Share Posted November 29, 2015 It's currently possible to loot a LOCKED safe or lockbox THROUGH a cinder wall if the container is on the other side of the wall. Tested this multiple ways and as long as there is a safe or lockbox in the area you can access the locked containers similar to the videos above. Pretty significant bug as bases are being raided without people even needing to use explosives or destroy walls. KPABATOK 1 Link to comment Share on other sites More sharing options...
infiSTAR.de Posted November 30, 2015 Report Share Posted November 30, 2015 You could add an eventhandler for "ContainerOpened" to the safe/lockbox and have that check if it is really unlocked or not. Maybe it is enough to add someting like player action ['Gear', player]; to the inventoryOpened evenhandler, as players will be forced into the "ground" tab dennis_stk and Brian Soanes 2 Link to comment Share on other sites More sharing options...
Steph_Fr Posted November 30, 2015 Report Share Posted November 30, 2015 Hi, I parked my vehicle in a cane reed bush before the updates. It's now very hard to unlock it : I have to stand at some special spots, aim everywhere at the hull until I get the "press inventory" circle, then and only then I can press the space bar and see the "unlock" icon. With the 052 patch, I just couldn't get the "unlock" icon but in either cases I can access the car inventory from anywhere around, even if it's locked. Link to comment Share on other sites More sharing options...
dennis_stk Posted November 30, 2015 Report Share Posted November 30, 2015 6 hours ago, infiSTAR.de said: You could add an eventhandler for "ContainerOpened" to the safe/lockbox and have that check if it is really unlocked or not. Maybe it is enough to add someting like player action ['Gear', player]; to the inventoryOpened evenhandler, as players will be forced into the "ground" tab I will test this evening and say if it works Edit: Doesnt work. Arma 3 scans surroundings and then you are still inside of the container. Link to comment Share on other sites More sharing options...
dennis_stk Posted November 30, 2015 Report Share Posted November 30, 2015 Btw its not an Epoch Problem. Its an Arma 3 Problem. In Exile you can do this too. Link to comment Share on other sites More sharing options...
KPABATOK Posted November 30, 2015 Report Share Posted November 30, 2015 ok so why then you couldn't access locked safes in 0.3.4 patch? Or was this issue before? Like with dropped items nearby? Link to comment Share on other sites More sharing options...
He-Man Posted November 30, 2015 Report Share Posted November 30, 2015 13 hours ago, infiSTAR.de said: You could add an eventhandler for "ContainerOpened" to the safe/lockbox and have that check if it is really unlocked or not. Maybe it is enough to add someting like player action ['Gear', player]; to the inventoryOpened evenhandler, as players will be forced into the "ground" tab Checked it also, but unfortunately this doesn't work because the eventhandler only triggers, when the Safe is in cursortarget. The only solution I found is changing the inventoryopened trigger from Epoch. But then, you can't open your inventory in a range of 2,5m around a locked Safe / Lockbox. But this should be better than accessable Safes :) NOTE: For Infistar Users, this will NOT work! It's, because Infistar overrides the InventoryOpened trigger (since 0220???) Change in a3_epoch_server_settings\configs\security\security_checks.h InventoryOpened = "_this spawn EPOCH_initUI; (locked (_this select 1) in [2, 3] || (_this select 1) getVariable['EPOCH_Locked', false])"; to InventoryOpened = "_this spawn EPOCH_initUI; (locked (_this select 1) in [2, 3] || (nearestobjects [player, ['Safe_EPOCH','Lockbox_EPOCH'],2.5] select 0) getvariable ['EPOCH_Locked', false])"; Add in Init.sqf (or other files, the client is loading) if (hasinterface) then { player removealleventhandlers "InventoryOpened"; player addeventhandler ["InventoryOpened",{_this spawn EPOCH_initUI; (locked (_this select 1) in [2, 3] || (nearestobjects [player, ['Safe_EPOCH','Lockbox_EPOCH'],2.5] select 0) getvariable ['EPOCH_Locked', false])}]; }; Link to comment Share on other sites More sharing options...
vbawol Posted December 1, 2015 Report Share Posted December 1, 2015 I am working on a fix guys, for testing I have this temp fix available here update your server settings pbo with this : https://github.com/EpochModTeam/Epoch/blob/85a25613549e50c9cee37f817c3ebbbca7eeb96f/Server_Install_Pack/@epochhive/addons/a3_epoch_server_settings.pbo?raw=true Commit: https://github.com/EpochModTeam/Epoch/commit/85a25613549e50c9cee37f817c3ebbbca7eeb96f This will currently prevent groundweaponholder access within 5m of a locked vehicle or storage device for non Admins and those that use our AH. Ideally the InventoryOpened handler should be expanded to return both containers so we can move towards preventing the cargo option without a bunch of workarounds. Also note: Since 0.3.5 safes and lockboxes now persist the locked/unlocked states. dennis_stk, KPABATOK, raymix and 2 others 5 Link to comment Share on other sites More sharing options...
KPABATOK Posted December 1, 2015 Report Share Posted December 1, 2015 So if server has Infistar it won't work, correct? Link to comment Share on other sites More sharing options...
He-Man Posted December 1, 2015 Report Share Posted December 1, 2015 It's really enough, to change it only in the security_checks.h? Or must it also be added into the Client Start script like: player removealleventhandlers "InventoryOpened"; player addeventhandler ["InventoryOpened",{ _this spawn EPOCH_initUI;_container = _this select 1; _lockedNear = false;if (_container isKindOf 'GroundWeaponHolder') then {{if (locked _x in [2, 3] || _x getVariable['EPOCH_Locked', false]) exitWith {_lockedNear = true}} forEach (player nearSupplies 5);};(locked _container in [2, 3] || _container getVariable['EPOCH_Locked', false] || _lockedNear) }]; Link to comment Share on other sites More sharing options...
RC_Robio Posted December 1, 2015 Report Share Posted December 1, 2015 1 hour ago, He-Man said: It's really enough, to change it only in the security_checks.h? Or must it also be added into the Client Start script like: player removealleventhandlers "InventoryOpened"; player addeventhandler ["InventoryOpened",{ _this spawn EPOCH_initUI;_container = _this select 1; _lockedNear = false;if (_container isKindOf 'GroundWeaponHolder') then {{if (locked _x in [2, 3] || _x getVariable['EPOCH_Locked', false]) exitWith {_lockedNear = true}} forEach (player nearSupplies 5);};(locked _container in [2, 3] || _container getVariable['EPOCH_Locked', false] || _lockedNear) }]; If you are using Epoch AH then security_checks.h is the only change needed. He-Man 1 Link to comment Share on other sites More sharing options...
Kenobi Posted December 1, 2015 Author Report Share Posted December 1, 2015 3 hours ago, He-Man said: _this spawn EPOCH_initUI;_container = _this select 1; _lockedNear = false;if (_container isKindOf 'GroundWeaponHolder') then {{if (locked _x in [2, 3] || _x getVariable['EPOCH_Locked', false]) exitWith {_lockedNear = true}} forEach (player nearSupplies 5);};(locked _container in [2, 3] || _container getVariable['EPOCH_Locked', false] || _lockedNear) }]; After change, new info in RPT: Can't change owner from 0 to 2 Is it OK? Link to comment Share on other sites More sharing options...
He-Man Posted November 30, 2016 Report Share Posted November 30, 2016 On 1.12.2015 at 5:45 AM, vbawol said: ... Ideally the InventoryOpened handler should be expanded to return both containers so we can move towards preventing the cargo option without a bunch of workarounds ... Coming soon: https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#InventoryOpened Link to comment Share on other sites More sharing options...
vbawol Posted November 30, 2016 Report Share Posted November 30, 2016 Just now, He-Man said: Coming soon: https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#InventoryOpened Ya! Looks like someone is listening Link to comment Share on other sites More sharing options...
gotteshand Posted January 3, 2017 Report Share Posted January 3, 2017 Hello I have the following problem after each restart, everyone can open each vehicle, so the "lock status" or owner is ignored. I can open any vehicle no matter if it belongs to me or not. Does somebody has any idea ? I use Infistar and have no errors in RPT Hallo Ich habe folgendes Problem nach jedem Restart kann jeder jedes Fahrzeug öffnen, also der "lock Status" bzw Eigentümer wird ignoriert. Ich kann jedes Fahrzeug öffnen egal ob es mir gehört oder nicht. Hat jemand eine Idee ? Ich nutze Infistar und habe keinerlei Fehler im RPT Link to comment Share on other sites More sharing options...
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