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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)?
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
@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
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
Got it working?
------------------------------------
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.
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
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?
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
172.93.102.75:2342
ZenComboLocks/Scripts/3_Game/config\zencombolocksconfig.c(12): Variable name 'ServerConfig' already used as type name
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.
it's in my types but it still times out at server startup:
Type "Zen_CombinationLock10" will be ignored. (Type does not exist. (typo?))
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?
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.
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.