DayZ
Zens Combination Locks
76 Comments
DDay987 18 May @ 5:16pm 
Hey Zenarchist,
Just wanted to let you know that your website linked in the description appears to be down or returning some empty html
Also, is this your github (https://github.com/ZenarchistCode/ZenComboLocks)?
Zenarchist  [author] 17 May @ 7:06pm 
Perfect glad to hear it man. Also, just pushed another update to finally fix compatibility with BBP and RaG and most other basebuilding mods which don't deviate too radically from vanilla's combination lock code. *Should* work on BBP and RaG now fully.
BOOM__95 5 May @ 11:53pm 
Hi @Zenarchist The new version has fixed the bug, thank you.
Zenarchist  [author] 2 May @ 4:28am 
Hey @BOOM__95, are you running any other mods with mine, particularly basebuilding or any storage mods which allow putting combination locks on objects? And please update the server mod to the latest version, those line numbers do not match what the latest version's code does. I also just pushed another update which *should* fix that issue if it's caused by what I think it was caused by from guessing what might have been an issue with those classnames mentioned in the error logs. Let me know if you encounter any issues with the new version.
BOOM__95 29 Apr @ 2:59am 
Do you have any ideas where this is coming from and how to fix it ?
BOOM__95 29 Apr @ 2:59am 
Hello everyone, i have this error:
Unhandled exception Reason: Access violation. Illegal read by 0x7ff7760462b4 at 0x1d0
Function: 'SetGroundPosByOwner'
Stack trace:
scripts/3_Game/systems\inventory\inventory.c:1259
scripts/3_Game/systems\inventory\inventory.c:1271
ZenComboLocks/Scripts/4_World/classes\useractionscomponent\actions\action_raid\zen_actionraidcombolocktarget.c:93
scripts/4_World/classes\useractionscomponent\actions\actioncontinuousbase.c:251
scripts/4_World/classes\useractionscomponent\actioncomponents\cacontinuousbase.c:12
scripts/4_World/classes\useractionscomponent\actioncomponents\cacontinuoustime.c:53
scripts/4_World/classes\useractionscomponent\animatedactionbase.c:74
scripts/4_World/classes\useractionscomponent\animatedactionbase.c:408
ZenComboLocks/Scripts/4_World/classes\useractionscomponent\actions\action_raid\zen_actionraidcombolocktarget.c:104
scripts/4_World/classes\useractionscomponent\actions\actioncontinuousbase.c:23
Zenarchist  [author] 25 Apr @ 12:48am 
Sorry for the delay guys. The SyncComboLockPermissions error log spam should be fixed now.

@LibertyJack unfortunately R22R's base reloaded mod doesn't provide a #define for me to include compatibility in my mod. You'll have to find someone to code up a version of my mod which works with that mod (my mod is open source & free to repack) or convince the author of R22R's base reloaded to add a #define so that other modders can interact with their code.

Sorry I can't be of more help with that. I don't have time to create and publish a secondary version of my mod that works with theirs right now but if they add a #define tag to their mod I can consider it in future updates
Bender 13 Apr @ 6:40am 
Function: 'SyncComboLockPermissions'
Stack trace:
ZenComboLocks/Scripts/4_World/entities\itembase\combinationlock.c:358
ZenComboLocks/Scripts/4_World/entities\itembase\combinationlock.c:323
scripts/3_Game/dayzgame.c:3022
JM/CF/Scripts/3_Game/communityframework\game\dayzgame.c:115
SCRIPT (E): NULL pointer to instance
Class: 'Zen_CombinationLock6'
Entity id:2983282
LibertyJack 6 Apr @ 5:11pm 
ZENARCHIST you around? still getting error messages like below. any idea of a fix?
LibertyJack 2 Apr @ 5:54am 
nope still getting errors like this something is messing up.
Gv3-Flyver 1 Mar @ 11:56am 
@LibertyJack
Got it working?
LibertyJack 1 Mar @ 1:17am 
Need Zen's help the mod is buggy and cashes some synccombolockpermissions

------------------------------------
NS530786, 28.02 2025 13:02:59
NULL pointer to instance
Class: 'Zen_CombinationLock5'
Entity id:2983389

Function: 'SyncComboLockPermissions'
Stack trace:
ZenComboLocks/Scripts/4_World/entities\itembase\combinationlock.c:358
ZenComboLocks/Scripts/4_World/entities\itembase\combinationlock.c:323
scripts/3_Game/dayzgame.c:3022
JM/CF/Scripts/3_Game/communityframework\game\dayzgame.c:92
DayZExpansion/Core/Scripts/3_Game/dayzexpansion_core\dayzgame.c:304

------------------------------------

I am getting this for multiple different dial # combination locks.
LibertyJack 10 Feb @ 7:05am 
Any chance this could be updated to work with R22R's base reloaded mod? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3389527449
Bobbles 1 Feb @ 3:01pm 
assume noone has a solution to this synccombolockpermissions crash log? Anyone know of the discord for Zen?
Bender 21 Dec, 2024 @ 9:50am 
Class: 'Zen_CombinationLock6'
Entity id:2988293

Function: 'SyncComboLockPermissions'
Stack trace:
ZenComboLocks/Scripts/4_World/entities\itembase\combinationlock.c:358
ZenComboLocks/Scripts/4_World/entities\itembase\combinationlock.c:323
scripts/3_Game/dayzgame.c:2998
JM/CF/Scripts/3_Game/communityframework\game\dayzgame.c:92
SCRIPT (E): NULL pointer to instance
Class: 'Zen_CombinationLock6'
Entity id:2988293

Function: 'SyncComboLockPermissions'
Stack trace:
ZenComboLocks/Scripts/4_World/entities\itembase\combinationlock.c:358
ZenComboLocks/Scripts/4_World/entities\itembase\combinationlock.c:323
scripts/3_Game/dayzgame.c:2998
iam 28 Nov, 2024 @ 11:11pm 
same: SyncComboLockPermissions crash log
Bobbles 9 Nov, 2024 @ 4:23am 
ps I only run building fortifications mod for base building
Bobbles 9 Nov, 2024 @ 4:20am 
Im getting crash logs all the time; NULL pointer to instance
Class: 'CombinationLock4'
Entity id:1019273

Function: 'SyncComboLockPermissions'
Stack trace:
ZenComboLocks/Scripts/4_World/entities\itembase\combinationlock.c:358
ZenComboLocks/Scripts/4_World/entities\itembase\combinationlock.c:323
scripts/3_Game/dayzgame.c:2998
evg_customKeycards_Scripts/Scripts/3_Game/evg_rpc.c:56
JM/CF/Scripts/3_Game/communityframework\game\dayzgame.c:92
VPPAdminTools/3_Game/communityframework\rpc\dayzgame.c:10
BuildingFortifications/scripts/3_Game/buildingfortifications\dayzgame.c:11
DayZExpansion/Core/Scripts/3_Game/dayzexpansion_core\dayzgame.c:302

Do you have discord to report?
Ki Shuya 26 Oct, 2024 @ 4:07am 
Looking to use this on my server, but first is it going into the Zen's Enormous Package? If so I'll wait till it's added. Also in the video you mention BaseBuildPlus having an issue, was that ever resolved?
Endergoth 3 Oct, 2024 @ 10:55am 
Added with pleasure to the DarkMoon server.
Bobbles 27 Sep, 2024 @ 11:13am 
do you have a discord, im getting an error, would like a view on it if poss?

NULL pointer to instance
Class: 'CombinationLock4'
Entity id:1012337

Function: 'SyncComboLockPermissions'
Stack trace:
ZenComboLocks/Scripts/4_World/entities\itembase\combinationlock.c:366
ZenComboLocks/Scripts/4_World/entities\itembase\combinationlock.c:323
scripts/3_Game/dayzgame.c:2953
JM/CF/Scripts/3_Game/communityframework\game\dayzgame.c:92
VPPAdminTools/3_Game/communityframework\rpc\dayzgame.c:10
BuildingFortifications/scripts/3_Game/buildingfortifications\dayzgame.c:11
DayZExpansion/Core/Scripts/3_Game/dayzexpansion_core\dayzgame.c:302
SmoakEater 22 Sep, 2024 @ 7:11am 
Hey, thanks for updating! I call that fast service ;)
Zenarchist  [author] 22 Sep, 2024 @ 12:47am 
Sorry for the late reply guys, haven't used this mod on my server in a while so haven't really kept tabs on it. Updated it today to fix compatibility with RaG Basebuilding and EvenMoreDoors. Just a quick note for other modders: RaG basebuilding and EvenMoreDoors do not call super.CloseFence() when overriding the vanilla Fence code, and when mods don't call their super for vanilla functions it breaks all kinds of things, such as my mod - very frustrating and requires all kinds of silly creative solutions to get the mod to work again. If you're a mod author and you're reading this - PLEASE CALL SUPER() in your mods unless you have a very very good reason not to! EvenMoreDoors is obfuscated so I can't even read the source code for that mod, so if this update doesn't fix compatibility for that mod I'm not even going to bother trying to fix it as I don't have time to guess solutions for an obfuscated mod that fails to follow basic good modding practices
Chicago Faucet 8 Aug, 2024 @ 11:23am 
This mod is installed on "Boosted Vanilla".

172.93.102.75:2342
Antnommer 30 Jun, 2024 @ 2:28pm 
Reporting the same issue sailthefail pointed out on RaG doors. Pretty much only the original owner can operate the lock correctly, anyone else that gets the code breaks it.
Endergoth 28 Jun, 2024 @ 2:43pm 
DarkMoon server lovels it! (Address: 88.99.164.150:2302).
Beard 12 Jun, 2024 @ 12:53am 
Can't compile "Game" script module!

ZenComboLocks/Scripts/3_Game/config\zencombolocksconfig.c(12): Variable name 'ServerConfig' already used as type name
sailthefail 13 Apr, 2024 @ 2:14pm 
Oh, and this has been tested on RaG and vanilla gates.
sailthefail 13 Apr, 2024 @ 2:12pm 
@Zenarchist
I can't seem to get the 'UnlockOnOpen' feature to turn off. It always unlocks the combination lock when someone enters the code first time. Then, the only way to lock the door again is to take the combination lock off the door and reattach it. However, then anyone who had put in the combination lock before then has to put it in again. Creating a cycle of the door being unlocked. Thus, anyone walking by who hasn't put in the combination lock can just walk over and open the door and even take the lock off because it's unlocked.
Hoo Lee Shet 25 Mar, 2024 @ 1:02am 
do this work with Underground Bases?
Bender 21 Feb, 2024 @ 5:58am 
Is it possible to find a text HELP for the configuration file?
Gobbles 14 Dec, 2023 @ 3:32pm 
does this work on non-build doors?
Yzoop 17 Nov, 2023 @ 12:15pm 
for me doesn't crash, but have a problem with EvenMoreDoors: gusts are not added to the lock. When a guest enters password, opens the door, closes it and the lock still remains "opened". Works perfectly with vanilla doors
ElsieRaven 9 Nov, 2023 @ 8:45am 
Was going to use this, is it still crashing 1.23
Sgt SaVage 8 Nov, 2023 @ 10:59pm 
Crashing server after 1.23 : /
Plattfuss 23 Sep, 2023 @ 5:31am 
hey zen, it looks like the type for the 10 place lock is missing.
it's in my types but it still times out at server startup:
Type "Zen_CombinationLock10" will be ignored. (Type does not exist. (typo?))
Out 16 Sep, 2023 @ 1:05pm 
My server crashes with:
Time: 21:52:31
Exception code: C0000094 INT_DIVIDE_BY_ZERO at D9E4537C
Allocator: system
graphics: No
resolution: 160x120x32
Mods: @Zen's Combination Locks Mod
Version 1.22.156656
Fault address: D9E4537C 00:D9E4537C Unknown module

Anybody seen that before?
Derleth 2 Aug, 2023 @ 11:36am 
Yes
Haegtes 10 Jul, 2023 @ 2:01pm 
Does this work?
Enlightened 26 Jun, 2023 @ 8:46am 
zen hows it going, atm no one apart from the person who puts the locks on are able to use them. no guest or member with the correct code is able to use the lock
elTasso 8 May, 2023 @ 7:23pm 
Hello, pls add ReadMe instruction what all things do and how to set up it correctly
Cline West 7 May, 2023 @ 11:25am 
@Zenarchist is the same still true from January? Some players are complaining about not being able to have a guest or additional faction member open the gates or doors even with the proper code. For factions of three or more members this is becoming an issue as the owner must be online at the same time the other two members are so as to allow them to open the gate with the code and set them as owners before server restarts... is there any way to circumvent this issue?
Prodigy 19 Apr, 2023 @ 11:37pm 
After using this mod for a month on a public server i can say for sure this is how the combination lock mechanism should suppose to be by default. After you last update mod works perfect and people loved it. 100% Underrated mod. For me one of the best mod out there. Thank you Zenarchist for your time and effort
Derleth 26 Jan, 2023 @ 12:52pm 
Complementary info - since I have the CabinMod on my server I have made the required edit and repacked the mod. When I test Combolocks on an empty server with just admin tools it works - so can there be a new conflict with either BuildingFortifications or the CabinMod? Or worse, with some random other mod?
Derleth 26 Jan, 2023 @ 12:21pm 
Hey, after this update I can't put new locks (of any kind, vanilla 3/4 or from the mod) on gates or doors from BuildingFortifications. Existing locks that were already in place work as long as we don't remove them, but if you remove the lock to update the combo - you can't get it back on. Is this just for me or has anybody else had this problem?
Zenarchist  [author] 25 Jan, 2023 @ 8:30pm 
Latest Change Notes:

Fixed a bug with sharing codes with other players. The combination lock's saved lock code was shuffling to a random code on each server restart, which meant that only the owner who attached it or any guests who entered the code before the server restarted would retain access to the lock. Anyone who entered the original code after the restart would not be able to unlock the door as they were actually dealing with a new random code.

Unfortunately in order to be able to share locks with other players again, the lock needs to be removed first and then re-attached to gates/doors so that the new code is saved and no longer random.

I strongly suggest setting "OwnerCanRemoveLockWithoutCode": 1 in the JSON config so that players can remove their own locks without needing to know the code, at least temporarily until everyone resets their codes.

Sorry for the inconvenience, took me a while to figure out what was going on.
Baktus 24 Jan, 2023 @ 11:12am 
Any news on an update on fixing the issues where people are getting locked out/in of their base? Even as Admin I can't gain control of the lock to try and unlock players from their bases.
Derleth 19 Jan, 2023 @ 1:54am 
I have noticed that this mod interacts weirdly with COT (Community Online Tools), if you use the admin tools near a combination lock in use, the COT menus can become hard to interact with due to the mouse cursor being constantly reset. This has never happened before and only started happening near a locked fence/door after I started testing this mod, which is why I suspect it has something to do with the mod. Minor issue and probably hard to track down, but worth checking out maybe?
LinusPauka 18 Jan, 2023 @ 10:29am 
Hello,
there seems to be a small problem with the mod, when placing a padlock added with the mod on a vanilla grid there is only the player who placed it who is able to open it, moreover once opened, impossible at times to remove the padlock from the door.
The placement of padlocks on the doors of the building fortification mod are also problematic. When another player, different from the owner, tries to manage the combination, it is impossible for him to open the door even with the right code. Also, it is impossible to remove the lock once opened.