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Combination Lock False

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When server restart the code of combination lock is change. Please help

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It doesn't work and there is no way to fix it besides destroying the whole gate. Issue is already posted on the feedback tracker... since 4 months.

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I just did some testing and found that this mod, which provides you with a 6 digit alpha/numeric combination works after restart. No destruction needed: https://steamcommunity.com/sharedfiles/filedetails/?id=1646187754. You'll need to be sure to add the code lock to the types.xml and remove the "combination lock". See the mod files for details.

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4 hours ago, BetterDeadThanZed said:

I just did some testing and found that this mod, which provides you with a 6 digit alpha/numeric combination works after restart. No destruction needed: https://steamcommunity.com/sharedfiles/filedetails/?id=1646187754. You'll need to be sure to add the code lock to the types.xml and remove the "combination lock". See the mod files for details.

Good. But if you're not a programmer, how can you solve your hell? What is the Community-Framework?

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What happens with my post from last night ?

try default code 1111...after this kick the lock from the server and use codelock

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On 4/22/2019 at 2:05 AM, Andris01 said:

Good. But if you're not a programmer, how can you solve your hell? What is the Community-Framework?

I'm sorry, but I don't understand your question.

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15 hours ago, BetterDeadThanZed said:

I'm sorry, but I don't understand your question.

 

15 hours ago, BetterDeadThanZed said:

I'm sorry, but I don't understand your question.

You don't understand because I wrote Chinese like this:

class CfgPatches
{
    class ...
    {
        ...
        requiredAddons[]=
        {
            "JM_CF_Scripts",
            ...
        };
    };
};

Or this;

void TestRPCFunction( CallType type, ref ParamsReadContext ctx, ref PlayerIdentity sender, ref Object target )
{
    Param1< string > data;
    if ( !ctx.Read( data ) ) return;

    if( type == CallType.Server )
    {
        Print( "Server function called!" );
    }
    else
    {
        Print( "Client function called!" );
    }
}

and of course

GetRPCManager().AddRPC( "RPCTestMod", "TestRPCFunction", this, SingleplayerExecutionType.Both ); 

 

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10 hours ago, Andris01 said:

 

You don't understand because I wrote Chinese like this:


class CfgPatches
{
    class ...
    {
        ...
        requiredAddons[]=
        {
            "JM_CF_Scripts",
            ...
        };
    };
};

Or this;


void TestRPCFunction( CallType type, ref ParamsReadContext ctx, ref PlayerIdentity sender, ref Object target )
{
    Param1< string > data;
    if ( !ctx.Read( data ) ) return;

    if( type == CallType.Server )
    {
        Print( "Server function called!" );
    }
    else
    {
        Print( "Client function called!" );
    }
}

and of course


GetRPCManager().AddRPC( "RPCTestMod", "TestRPCFunction", this, SingleplayerExecutionType.Both ); 

 

I guess I was confused because your question had nothing to do with what I had written.... I suggested that people use the mod that I linked to in order to have working locks on bases and then you responded with something that I couldn't quite put together.

  • Haha 1

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Dear Forum Admin....

Please...for the Love of all you consider Holy.....

Give us an emoji for "Nuclear Facepalm"!

🤦‍♂️🤦‍♂️🤦‍♂️

 

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