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Chests inventory T


rof
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Hello, there is a problem that I can not solve for a while.

Players can buy houses that come with a chests, accessible inventory "I" and "T" for inventory "T" you really have to stick to the chest to catch it. Do you know where can I change the acroche area to access the trunk without being stuck on it? Thank you very much

arma3server_x64_2019-12-04_13-48-28.rpt

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Thank you for your reply. I do not have that at home. Here is mine is it normal?


 

//T Key (Trunk) / Shift T Knockout
	case 20: {
		if(!_alt && !_ctrlKey && !dialog && {!life_action_inUse}) then {
			if(vehicle player != player && alive vehicle player) then {
				if((vehicle player) in life_vehicles) then {
					[vehicle player] call life_fnc_openInventory;
				};
			} else {
				private "_list";

				_curs = cursorTarget;
				_list = ["landVehicle","Air","Ship"];

				if (( !((_curs getVariable["Trunk", -1]) isEqualTo -1) || !((_curs getVariable ["inventory", -1]) isEqualTo -1) || !((_curs getVariable ["clan_inventory", -1]) isEqualTo -1)) && !(KINDOF_ARRAY(cursorTarget,_list))) then {
					_house = (nearestObjects [getPosATL player, ["House", "Building"], 50] select 0);
					
					_container = _curs;

					if ((_house in life_vehicles)) then {
						switch (true) do {
							case !(isNil {_container getVariable "inventory"}) : {
								life_house_current = _house;
								[_container] call life_fnc_houseOpenInventory;
							};

							case !(isNil {_container getVariable "clan_inventory"}) : {
								[_container] call life_fnc_clanHouseOpenInv;
							};

							default {[_container] call life_fnc_openInventory;}; 
						};
					} else {
						if (_container in life_vehicles) then {
							if !(isNil {_container getVariable "clan_inventory"}) then {
								[_container] call life_fnc_clanHouseOpenInv;
							};
						};
					};
				} else {
					if(KINDOF_ARRAY(cursorTarget,_list) && {player distance cursorTarget < 7} && {vehicle player == player} && {alive cursorTarget} && {!life_action_inUse}) then {
						if(cursorTarget in life_vehicles OR {!(cursorTarget GVAR ["locked",true])}) then {
							if (([cursorTarget] call life_fnc_fluidGetHasCargo)) then {
								[] spawn life_fnc_fluidVehOpenInv;
							} else {
								[cursorTarget] call life_fnc_openInventory;
							};
						};
					};
				}
			};
		};
	};



 

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