Crate is not locked to whoever clear it.

I disable auto hack because other players can loot even if they not cleared it. But issue seems to be the same without auto hack. People still can hack it even if they did not clear the event. 

 "LockToPlayer (locks the crate to a player finishing the event)": true,

if (_settings.LockToPlayer && _plugin?.HackableLock != null) _plugin.HackableLock?.Call("LockCrateToPlayer", player, _crate);

The code suggests this plugin requires the plugin Hackable Lock to be installed for that feature to work.

8SecSleeper

if (_settings.LockToPlayer && _plugin?.HackableLock != null) _plugin.HackableLock?.Call("LockCrateToPlayer", player, _crate);

The code suggests this plugin requires the plugin Hackable Lock to be installed for that feature to work.

Thanks!!! I will test it out and update. 

8SecSleeper

if (_settings.LockToPlayer && _plugin?.HackableLock != null) _plugin.HackableLock?.Call("LockCrateToPlayer", player, _crate);

The code suggests this plugin requires the plugin Hackable Lock to be installed for that feature to work.

Ok i tested. It does lock to the person who cleared. But other's players still can hack the crate but can't access the loot. Which is kind of weird.

That's not weird. The plugin creator didn't anticipate that someone would decide to not auto start unlocking while binding the content to one player. 

Why not enable the default behavior to auto hack upon past scientist's death? Now that you have the other plugin installed. 

8SecSleeper

That's not weird. The plugin creator didn't anticipate that someone would decide to not auto start unlocking while binding the content to one player. 

Why not enable the default behavior to auto hack upon past scientist's death? Now that you have the other plugin installed. 

Hmm you have a point. I will let it auto hack see how it goes. I only disable it because last time it wasn't lock to the player who cleared. So causing players to lost there loot by ninjas.