ReDBaroN Posted December 18, 2015 Report Share Posted December 18, 2015 Hi, since the 0.3.6 update, accessing safes and lockboxes seems to be random. Running version 0.3.6.024 Sometimes you can, sometimes you can't. When you can't, you only get the examine option which does nothing. Can't seem to work out the difference between when it works or not. have tried unlocking everything around etc. Doesn't seem to make a difference. KPABATOK 1 Link to comment Share on other sites More sharing options...
xai Posted December 18, 2015 Report Share Posted December 18, 2015 Same issue here. Seems like newly placed safes are working. Link to comment Share on other sites More sharing options...
Kenobi Posted December 18, 2015 Report Share Posted December 18, 2015 It is true, but after restart they stop working KPABATOK 1 Link to comment Share on other sites More sharing options...
KPABATOK Posted December 18, 2015 Report Share Posted December 18, 2015 same on my end ;) Server vanilla, can not access safe after restart anymore. Link to comment Share on other sites More sharing options...
SgtSeymour Posted December 18, 2015 Report Share Posted December 18, 2015 Got the same problem here to, safes and lock boxes. The update did wonders for backpack and long guns :) Link to comment Share on other sites More sharing options...
kk4pi Posted December 18, 2015 Report Share Posted December 18, 2015 last server update: [Changed] Disable simulation of locked storage devices. This also prevents removal of items until device is unlocked/re-simulated. in a3_epoch_server\compile\epoch_vehicle\EPOCH_load_storage.sqf Ligne 112 > _vehicle enableSimulationGlobal true; ausHaus 1 Link to comment Share on other sites More sharing options...
ReDBaroN Posted December 18, 2015 Author Report Share Posted December 18, 2015 25 minutes ago, kk4pi said: last server update: [Changed] Disable simulation of locked storage devices. This also prevents removal of items until device is unlocked/re-simulated. in a3_epoch_server\compile\epoch_vehicle\EPOCH_load_storage.sqf Ligne 112 > _vehicle enableSimulationGlobal true; well spotted, no doubt something to do with the issue.... Seems odd but, some players, including me say that running off some considerable distance, looting and returning and they get the ability to open them again. But, other players say that's not working for them. Did you remove this line? has it worked for you? Link to comment Share on other sites More sharing options...
ausHaus Posted December 19, 2015 Report Share Posted December 19, 2015 i edited the described file in my serverside a3_epoch_server.pbo and it works fine! safe can be unlocked and locked and interact... so, download the file from your server, open it with pbo manager, edit the described file, repack the pbo, reupload it, restart your server... done! big thx kk4pi Tophi 1 Link to comment Share on other sites More sharing options...
vbawol Posted December 19, 2015 Report Share Posted December 19, 2015 From the sounds of it it could simply be the addition of enableSimulationGlobal false on these objects at first spawn. However that was added with 0.3.5.055 server build. I have commented out these lines and repacked the pbo found here:https://github.com/EpochModTeam/Epoch/blob/experimental/Server_Install_Pack/@epochhive/addons/a3_epoch_server.pbo?raw=true Please give this a test and let me know if that does anything. Thanks! Brian Soanes 1 Link to comment Share on other sites More sharing options...
moosemilker Posted December 19, 2015 Report Share Posted December 19, 2015 3 hours ago, vbawol said: From the sounds of it it could simply be the addition of enableSimulationGlobal false on these objects at first spawn. However that was added with 0.3.5.055 server build. I have commented out these lines and repacked the pbo found here:https://github.com/EpochModTeam/Epoch/blob/experimental/Server_Install_Pack/@epochhive/addons/a3_epoch_server.pbo?raw=true Please give this a test and let me know if that does anything. Thanks! This fixed it. @vbawl for the win! Link to comment Share on other sites More sharing options...
ReDBaroN Posted December 19, 2015 Author Report Share Posted December 19, 2015 6 hours ago, vbawol said: From the sounds of it it could simply be the addition of enableSimulationGlobal false on these objects at first spawn. However that was added with 0.3.5.055 server build. I have commented out these lines and repacked the pbo found here:https://github.com/EpochModTeam/Epoch/blob/experimental/Server_Install_Pack/@epochhive/addons/a3_epoch_server.pbo?raw=true Please give this a test and let me know if that does anything. Thanks! Thanks. This fixed it for me too! Link to comment Share on other sites More sharing options...
Kenobi Posted December 19, 2015 Report Share Posted December 19, 2015 Yes, it works, but now is possible loot locked safes again if weaponholder is nearby on the ground Link to comment Share on other sites More sharing options...
He-Man Posted December 19, 2015 Report Share Posted December 19, 2015 in our last EPOCH_load_storage.sqf was "_vehicle enablesimulationGlobal false" already integrated and it worked. Now, after update to 0.3.6, the EPOCH_load_storage.sqf is exacly the same then before, but we have also the Problems, that Safes / Lockboxes have sometime no cursortarget. So it can't be only a problem with enablesimulationglobal. Any Idea, why there is sometimes no cursortarget for safes / lockboxes? Link to comment Share on other sites More sharing options...
dennis_stk Posted December 19, 2015 Report Share Posted December 19, 2015 Enable simulation. To fix the bug with the glitch that you can look inside when its locked use this here in client init. [] spawn { disableSerialization; while { true } do { waitUntil { !isNull findDisplay 602 }; _open = 0; _near = 0; { _near = _near + 1; if !(_x getVariable ['EPOCH_Locked', true]) then { _open = _open + 1; }; } forEach (nearestObjects[player,['Safe_EPOCH','Lockbox_EPOCH'],4]); if (_near > 0 && _open == 0) then { ((findDisplay 602) displayCtrl 6401) ctrlSetPosition [-9999 * safeZoneW,-9999 * SafeZoneH,0,0]; ((findDisplay 602) displayCtrl 6401) ctrlCommit 0; ctrlSetFocus ((findDisplay 602) displayCtrl 6321); ctrlActivate ((findDisplay 602) displayCtrl 6321); }; waitUntil { isNull findDisplay 602 }; }; }; He-Man and Scorpi 2 Link to comment Share on other sites More sharing options...
He-Man Posted December 20, 2015 Report Share Posted December 20, 2015 Works great, but Shelfes / Workbenches next to locked Safes / Lockboxes can't be accessed. For that, you can modify it as follow: [] spawn { disableSerialization; while {true} do { waitUntil {!isNull findDisplay 602}; if (cursortarget iskindof "WeaponHolderSimulated" || cursortarget iskindof "GroundWeaponHolder" || isnull cursortarget) then { _open = 0; _near = 0; { _near = _near + 1; if !(_x getVariable ['EPOCH_Locked', true]) then { _open = _open + 1; }; } forEach (nearestObjects[player,['Safe_EPOCH','Lockbox_EPOCH'],4]); if (_near > 0 && _open == 0) then { ((findDisplay 602) displayCtrl 6401) ctrlSetPosition [-9999 * safeZoneW,-9999 * SafeZoneH,0,0]; ((findDisplay 602) displayCtrl 6401) ctrlCommit 0; ctrlSetFocus ((findDisplay 602) displayCtrl 6321); ctrlActivate ((findDisplay 602) displayCtrl 6321); }; }; waitUntil {isNull findDisplay 602}; }; }; dennis_stk and Scorpi 2 Link to comment Share on other sites More sharing options...
viper179 Posted December 20, 2015 Report Share Posted December 20, 2015 Still doesnt work , with he mans one either unless i did something wrong, i have it in the init and if a shelf is right next to a safe you cant access it if the safe is locked once you unlock the safe the shelf is able to be access UPDATE<> ok i fixed it this call in the code needs to be changed <> } forEach (nearestObjects[player,['Safe_EPOCH','Lockbox_EPOCH'],4]);< The 4 needs to be changed to 1 Link to comment Share on other sites More sharing options...
DayZ Vet Posted December 20, 2015 Report Share Posted December 20, 2015 Maybe they finally fixed the safe/lockbox glitch people was using to gain access to safes/lockboxs, by not letting anyone access them at all lol Link to comment Share on other sites More sharing options...
viper179 Posted December 20, 2015 Report Share Posted December 20, 2015 No its fixed works great know lol Link to comment Share on other sites More sharing options...
He-Man Posted December 20, 2015 Report Share Posted December 20, 2015 11 hours ago, viper179 said: Still doesnt work , with he mans one either unless i did something wrong, i have it in the init and if a shelf is right next to a safe you cant access it if the safe is locked once you unlock the safe the shelf is able to be access UPDATE<> ok i fixed it this call in the code needs to be changed <> } forEach (nearestObjects[player,['Safe_EPOCH','Lockbox_EPOCH'],4]);< The 4 needs to be changed to 1 By changing it to 1, the glitching-bug will stay! 4m is correct, but the shelf must be in cursortarget to become access! dennis_stk 1 Link to comment Share on other sites More sharing options...
vbawol Posted December 20, 2015 Report Share Posted December 20, 2015 That workaround He-man posted should work but is also adding another endless loop to the scheduler. Ideally it should be event driven, and to do that properly we need to get BI to extend the InventoryOpened event handler to also return other connected containers. Please Vote this up: http://feedback.arma3.com/view.php?id=23192 But in the mean time I will figure something out as I would prefer not to use the old method that was using setpos as it was often very slow for detecting cursorTarget changes. The Epoch AH already has a temp workaround that checks for nearby locked supplies however its not working well so here is another take on it. This solution is mostly event driven but does have to use spawn and waituntil so its not perfect. This is sort of a hybrid from what has been shared by He-man in this thread. New security_checks.h line: 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 10);};if (locked _container in [2, 3] || _container getVariable['EPOCH_Locked', false] || _lockedNear) then {[] spawn {disableSerialization;waitUntil {!isNull findDisplay 602};_display = findDisplay 602;_ctrl_cargo = _display displayCtrl 6401;_ctrl_ground = _display displayCtrl 6321;_ctrl_cargo ctrlEnable false;ctrlSetFocus _ctrl_ground;ctrlActivate _ctrl_ground;};};"; I have also updated the server settings pbo found here: https://github.com/EpochModTeam/Epoch/blob/f196d8461fd014820499b224b7157bc3a929cb12/Server_Install_Pack/@epochhive/addons/a3_epoch_server_settings.pbo?raw=true The idea here is to use event handlers as we have before and simply detect if access to a container should be blocked. If so, we force the player to the ground inventory tab and disable the cargo tab. Please give this a test and report back, Thanks! RC_Robio, Hazmat and He-Man 3 Link to comment Share on other sites More sharing options...
Hazmat Posted December 20, 2015 Report Share Posted December 20, 2015 Thanks vbawol! Implementing fix now...will test and report. Link to comment Share on other sites More sharing options...
RC_Robio Posted December 20, 2015 Report Share Posted December 20, 2015 Groundweapon holder is still broken with nearby shelf. Edit: I can access the shelf then place object on the ground, then gain access to locked safe next to it. Link to comment Share on other sites More sharing options...
vbawol Posted December 20, 2015 Report Share Posted December 20, 2015 Make sure you are testing it without admin and you are using the Epoch AH. Whatever proves to work good will become a part of the main gamemode code in the next update. Link to comment Share on other sites More sharing options...
RC_Robio Posted December 20, 2015 Report Share Posted December 20, 2015 19 minutes ago, vbawol said: Make sure you are testing it without admin and you are using the Epoch AH. Whatever proves to work good will become a part of the main gamemode code in the next update. Ahh, thanks for the reminder. Yes, now the crate tab is disabled correctly. Link to comment Share on other sites More sharing options...
He-Man Posted December 20, 2015 Report Share Posted December 20, 2015 Voted up! But for now it is a usefull temp fix. The thanks goes to dennis_stk for this idea! dennis_stk 1 Link to comment Share on other sites More sharing options...
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