iV - Ghost 50 Posted February 15, 2022 If I create a crate and try to lock them with lockInventory so that the players can't get at the content the lock can be bypassed by still being able to access it via Inventory --> Crate on the top left side from the inventory menu. It seems that the lockInventory command only delete the "inventory" addAction but don't lock the container. // CREATE AMMOBOX ON SERVER private _crate = createVehicle ["Box_Syndicate_Ammo_F", position player, [], 5, "NONE"]; [_crate, true] remoteExec ["lockInventory", 0, true]; Share this post Link to post Share on other sites
Jackal326 1181 Posted February 15, 2022 What is the purpose of the crate, just a visual prop? If so just remove all the weapons/magazines from it and combine that with the lockInventory command you're using. Even if they do bypass the lock via the method you described, they still wont be able to access anything. Share this post Link to post Share on other sites
iV - Ghost 50 Posted February 16, 2022 The content of the crate is random and should not be deleted. But my intense was to report the "bug" and hopely get a fix from BI. I have tried to closeDialog 0; by using the InventoryOpened Eventhandler if the crate is lockedInventory. But I failed. Maybe have doing something wrong. Will try again. Share this post Link to post Share on other sites
Harzach 2517 Posted February 16, 2022 On 2/15/2022 at 12:44 PM, iV - Ghost said: the lock can be bypassed by still being able to access it via Inventory --> Crate on the top left side from the inventory menu. I am not seeing this behavior using the code you provided. How are you adding items to the crates? For sure, one problem with lockInventory is that is does not remove the option to "rearm at <crate>". Share this post Link to post Share on other sites
iV - Ghost 50 Posted February 16, 2022 I'm using the addItemCargoGlobal and the addBackpackCargoGlobal command. The containers will be created by the server on missionstart. A way or workaround could be that I set a variable on the locked container and search with nearObjects by using the InventoryOpened Eventhandler. But for now this is not my first choice. Share this post Link to post Share on other sites