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dave_beastttt

Urgent ExileMod fix

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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

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