dave_beastttt 135 Posted January 23, 2020 Found a pretty serious dupe method in Exile, it's done by accessing storage via a lootholder, in some instances, the storage isn't forced to update because it sees the container as the lootholder and doesn't force a save Pull ExileClient_object_player_event_onInventoryClosed from the client files and place in your mission file, change the code as per below:- if !(_container isKindOf "Man") then { if !((typeOf _container) in ["GroundWeaponHolder", "WeaponHolderSimulated", "LootWeaponHolder"]) then { ["vehicleSaveRequest", [netId _container]] call ExileClient_system_network_send; }; }; Change the above code to:- if !(_container isKindOf "Man") then { if !((typeOf _container) in ["GroundWeaponHolder", "WeaponHolderSimulated", "LootWeaponHolder"]) then { ["vehicleSaveRequest", [netId _container]] call ExileClient_system_network_send; } else { _acontainer = nearestObject [getPosATL player, "Exile_Container_Abstract"]; if!(isNull _acontainer)then { ["vehicleSaveRequest", [netId _acontainer]] call ExileClient_system_network_send; }; }; }; What the change does is if the container is a loot holder, it checks for closest Exile container storage, if there is one it forces a save on it Link in your mission config file CfgExileCustomCode 5 2 Share this post Link to post Share on other sites