I have tried to open the Loot Stash with the correct key and it works fine, but when I turn on one of my mods that is server sided it says "I can't do that." when I try to open it.
Here is an example of this happening to someone else. Are mods able to conflict with the Klaus Sack? and if so, what type of mods?
EDIT: I removed this part of code from the mod and the loot stash started working. So this is highly likely responsible for the Loot Stash not opening.
local Action = GLOBAL.Action
local ActionHandler = GLOBAL.ActionHandler
local ACTIONS = GLOBAL.ACTIONS
AddAction("CLOSE", "Close", function(act)
local tar = act.target
if tar and tar.components.wallgates and tar.components.wallgates:IsOpen() then
tar.components.wallgates:CloseWall(tar)
return true
end
end)
AddStategraphActionHandler("wilson", ActionHandler(GLOBAL.ACTIONS.CLOSE, "give"))
AddStategraphActionHandler("wilson_client", ActionHandler(GLOBAL.ACTIONS.CLOSE, "give"))
AddAction("OPEN", "Open", function(act)
local tar = act.target
if tar and tar.components.wallgates and not tar.components.wallgates:IsOpen() then
tar.components.wallgates:OpenWall(tar)
return true
end
end)
AddStategraphActionHandler("wilson", ActionHandler(GLOBAL.ACTIONS.OPEN, "give"))
AddStategraphActionHandler("wilson_client", ActionHandler(GLOBAL.ACTIONS.OPEN, "give"))
AddComponentAction("SCENE", "wallgates", function(inst, doer, actions, right)
if inst and not inst:HasTag("broken") then
if right and inst:HasTag("opened") then
table.insert(actions, GLOBAL.ACTIONS.CLOSE)
elseif right and not inst:HasTag("opened") then
table.insert(actions, GLOBAL.ACTIONS.OPEN)
end
end
end)
AddAction("UNLOCK", "Unlock", function(act)
local tar = act.target
if tar and tar.components.lockedwallgates and not tar.components.lockedwallgates:IsOpen() then
tar.components.lockedwallgates:OpenWall(tar)
return true
end
end)
AddStategraphActionHandler("wilson", ActionHandler(GLOBAL.ACTIONS.UNLOCK, "give"))
AddStategraphActionHandler("wilson_client", ActionHandler(GLOBAL.ACTIONS.UNLOCK, "give"))
AddAction("LOCK", "Lock", function(act)
local tar = act.target
if tar and tar.components.lockedwallgates and tar.components.lockedwallgates:IsOpen() then
tar.components.lockedwallgates:CloseWall(tar)
return true
end
end)
AddStategraphActionHandler("wilson", ActionHandler(GLOBAL.ACTIONS.LOCK, "give"))
AddStategraphActionHandler("wilson_client", ActionHandler(GLOBAL.ACTIONS.LOCK, "give"))
AddComponentAction("SCENE", "lockedwallgates", function(inst, doer, actions, right)
local tag = doer.userid
if inst and inst:HasTag(tag) then
if inst and not inst:HasTag("broken") then
if right and not inst:HasTag("opened") then
table.insert(actions, GLOBAL.ACTIONS.UNLOCK)
elseif right and inst:HasTag("opened") then
table.insert(actions, GLOBAL.ACTIONS.LOCK)
end
end
end
end)
function HighlightPostInit(self)
self.Highlight = function(self,r,g,b)
self.highlit = true
if self.inst:IsValid() and self.inst:HasTag("player") or GLOBAL.CanEntitySeeTarget(GLOBAL.ThePlayer, self.inst) then
local m = .2
if self.inst:HasTag("wallgate") or self.inst:HasTag("wallgateitem") then
self.highlight_add_colour_red = 0.3
self.highlight_add_colour_green = 0.3
self.highlight_add_colour_blue = 0
elseif self.inst:HasTag("lockedwallgate") or self.inst:HasTag("lockedwallgateitem") then
self.highlight_add_colour_red = 0.0
self.highlight_add_colour_green = 0.3
self.highlight_add_colour_blue = 0.3
else
self.highlight_add_colour_red = r or m
self.highlight_add_colour_green = g or m
self.highlight_add_colour_blue = b or m
end
end
self:ApplyColour()
end
end
AddComponentPostInit("highlight", HighlightPostInit)
Steps to Reproduce
Use Deer Antler or Stag Antler with a server sided mod. It seems to only happen with some but not all server sided mods.
Use Deer Antler or Stag Antler with a server sided mod. It seems to only happen with some but not all server sided mods.
A developer has marked this issue as fixed. This means that the issue has been addressed in the current development build and will likely be in the next update.
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