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Change ComboLockUI to check if selected door is null
This then matches the safe/lockbox gui check which means modders can use the GUI screens for setting /retreiving codes (as per my codeChange script): https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_code/Configs/RscDisplay/safegui.hpp#L306 https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_code/Configs/RscDisplay/safegui.hpp#L654 Also removed the check for the safeKeyPad since it's done further along in `player_unlockVault` and also matches the lockbox ui. Thanks to @AirwavesMan for reporting
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@@ -303,7 +303,7 @@ class SafeKeyPad
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colorText[] = {0,1,0,1};
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colorBackground[] = {0,0,0,0};
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colorBackgroundActive[] = {0,0,0,0};
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onButtonClick = "[player,""keypad_tick"",0,false] call dayz_zombieSpeak; keypadCancel = false; ((ctrlParent (_this select 0)) closeDisplay 2); if(!isNull dayz_selectedVault and (typeOf dayz_selectedVault) in DZE_LockedStorage) then {dayz_selectedVault spawn player_unlockVault;};";
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onButtonClick = "[player,""keypad_tick"",0,false] call dayz_zombieSpeak; keypadCancel = false; ((ctrlParent (_this select 0)) closeDisplay 2); if(!isNull dayz_selectedVault) then {dayz_selectedVault spawn player_unlockVault;};";
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};
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};
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};
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@@ -458,7 +458,7 @@ class ComboLockUI
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y = 0.762017;
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w = 0.201064;
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h = 0.233964;
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onButtonClick = "keypadCancel = false; call player_unlockDoor";
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onButtonClick = "keypadCancel = false; if (!isNull dayz_selectedDoor) then {call player_unlockDoor;};";
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};
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};
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};
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