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    Offroader mit Türen kaufen, aus Garage aber ohne Türen

    • Saturin78
    • 13. März 2016 um 21:28
    • Geschlossen
    • Saturin78
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      • 13. März 2016 um 21:28
      • #1

      Hallo,

      ich habe noch ne Frage zu den Fahrzeugen. Ich kann al Medic oder Cop nen Offroader kaufen, dann haben die auch die Türen und den Blaulichtbalken auf dem Dach. Wenn ich die aber in die Garage packe und dann wieder raus hole sind die Blaulichtbalken weg, oder es fehlen die Türen. Habe ich da noch nen Fehler irgendwo drin?

      MfG

      Saturin78

      Tapse mich wieder ins Arma3 xxx-Life rein :D

    • Sacha
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      • 14. März 2016 um 06:27
      • #2

      Hey

      Welchen Offroader benutzt du? Den B_G_Offroad_01_F oder den C_Offroad_01? Es müsste der C_Offroad_01 sein.

      Gruss
      Sacha

    • Saturin78
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      • 14. März 2016 um 06:30
      • #3

      Ich nutze eigentlich den B_G_Offroader_01_F.

      Aso das sollte mit dem C_Offroader nicht so sein? Gleich mal testen.

      Danke.

      Tapse mich wieder ins Arma3 xxx-Life rein :D

    • Sacha
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      • 14. März 2016 um 06:52
      • #4

      Hey

      Jao der B_G_Offroader_01_F ist ein Rebellen Auto und hat dann manchmal keine Türen etc. Musst dann halt auch noch die Skins auf den Offroader umschreiben! Aber sollte das kleinere Übel sein.

      Gruss
      Sacha

    • Saturin78
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      • 14. März 2016 um 07:06
      • #5

      Sodele, habs nun getestet. Türen sind nun als dran, danke.

      Aber der Blaulichtbalken ist immer weg.

      Und das Blaulicht geht nichtmehr. Habe den auch in der copligths, mediclights und keyhandler geändert.
      In dieser Datei life_server\Functions\Systems\fn_spawnVehicle habe ich den C Offroader nun auch eingefügt. Aber er spawnt nach der Garage immernoch ohne Blaulichtbalken auf dem Dach und ich kann das Blaulicht nimmer einschalten. :(

      Tapse mich wieder ins Arma3 xxx-Life rein :D

    • Saturin78
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      • 14. März 2016 um 07:34
      • #6

      Also wenn ich ein Fahrzeug kaufe, hat es nun alles und das Blaulicht geht, aber wenn ich es in die Garage packe geht es nimmer. Verwende Altis Life 4.0.

      Das ist meine fn_spawnVehicle.sqf

      Spoiler anzeigen


      #include "\life_server\script_macros.hpp"
      /*
      File: fn_spawnVehicle.sqf
      Author: Bryan "Tonic" Boardwine


      Description:
      Sends the query request to the database, if an array is returned then it creates
      the vehicle if it's not in use or dead.
      */
      private["_vid","_sp","_pid","_query","_sql","_vehicle","_nearVehicles","_name","_side","_tickTime","_dir","_servIndex"];
      _vid = [_this,0,-1,[0]] call BIS_fnc_param;
      _pid = [_this,1,"",[""]] call BIS_fnc_param;
      _sp = [_this,2,[],[[],""]] call BIS_fnc_param;
      _unit = [_this,3,ObjNull,[ObjNull]] call BIS_fnc_param;
      _price = [_this,4,0,[0]] call BIS_fnc_param;
      _dir = [_this,5,0,[0]] call BIS_fnc_param;
      _unit_return = _unit;
      _name = name _unit;
      _side = side _unit;
      _unit = owner _unit;


      if(EQUAL(_vid,-1) OR EQUAL(_pid,"")) exitWith {};
      if(_vid in serv_sv_use) exitWith {};
      serv_sv_use pushBack _vid;
      _servIndex = serv_sv_use find _vid;


      _query = format["vehicleInfo:%1:%2",_vid,_pid];


      waitUntil{sleep (random 0.3); !DB_Async_Active};
      _tickTime = diag_tickTime;
      _queryResult = [_query,2] call DB_fnc_asyncCall;


      if((EQUAL(EXTDB_SETTINGS("MySQL_Query"),1))) then {
      ["diag_log",[
      "------------- Vehicle Query Request -------------",
      format["QUERY: %1",_query],
      format["Time to complete: %1 (in seconds)",(diag_tickTime - _tickTime)],
      format["Result: %1",_queryResult],
      "-------------------------------------------------"
      ]] call TON_fnc_logIt;
      };


      if(EQUAL(typeName _queryResult,typeName "")) exitWith {};


      _vInfo = _queryResult;
      if(isNil "_vInfo") exitWith {serv_sv_use deleteAt _servIndex;};
      if(EQUAL(count _vInfo,0)) exitWith {serv_sv_use deleteAt _servIndex;};


      if(EQUAL(SEL(_vInfo,5),0)) exitWith {
      serv_sv_use deleteAt _servIndex;
      [[1,format[(localize "STR_Garage_SQLError_Destroyed"),_vInfo select 2]],"life_fnc_broadcast",_unit,false,true] call life_fnc_MP;
      };


      if(EQUAL(SEL(_vInfo,6),1)) exitWith {
      serv_sv_use deleteAt _servIndex;
      [[1,format[(localize "STR_Garage_SQLError_Active"),_vInfo select 2]],"life_fnc_broadcast",_unit,false,true] call life_fnc_MP;
      };


      if!(EQUAL(typeName _sp,typeName "")) then {
      _nearVehicles = nearestObjects[_sp,["Car","Air","Ship"],10];
      } else {
      _nearVehicles = [];
      };


      if(count _nearVehicles > 0) exitWith {
      serv_sv_use deleteAt _servIndex;
      [[_price,_unit_return],"life_fnc_garageRefund",_unit,false] call life_fnc_MP;
      [[1,(localize "STR_Garage_SpawnPointError")],"life_fnc_broadcast",_unit,false,true] call life_fnc_MP;
      };


      _query = format["vehicleUpdateActive:1:%1:%2",_pid,_vid];


      waitUntil {!DB_Async_Active};
      [_query,false] spawn DB_fnc_asyncCall;
      if(typeName _sp == "STRING") then {
      _vehicle = createVehicle[(_vInfo select 2),[0,0,999],[],0,"NONE"];
      waitUntil {!isNil "_vehicle" && {!isNull _vehicle}};
      _vehicle allowDamage false;
      _hs = nearestObjects[getMarkerPos _sp,["Land_Hospital_side2_F"],50] select 0;
      _vehicle setPosATL (_hs modelToWorld [-0.4,-4,12.65]);
      sleep 0.6;
      } else {
      _vehicle = createVehicle [(_vInfo select 2),_sp,[],0,"NONE"];
      waitUntil {!isNil "_vehicle" && {!isNull _vehicle}};
      _vehicle allowDamage false;
      _vehicle setPos _sp;
      _vehicle setVectorUp (surfaceNormal _sp);
      _vehicle setDir _dir;
      };
      _vehicle allowDamage true;
      //Send keys over the network.
      [[_vehicle],"life_fnc_addVehicle2Chain",_unit,false] call life_fnc_MP;
      [_pid,_side,_vehicle,1] call TON_fnc_keyManagement;
      _vehicle lock 2;
      //Reskin the vehicle
      [[_vehicle,_vInfo select 8],"life_fnc_colorVehicle",nil,false] call life_fnc_MP;
      _vehicle setVariable["vehicle_info_owners",[[_pid,_name]],true];
      _vehicle setVariable["dbInfo",[(_vInfo select 4),_vInfo select 7]];
      //_vehicle addEventHandler["Killed","_this spawn TON_fnc_vehicleDead"]; //Obsolete function?
      [_vehicle] call life_fnc_clearVehicleAmmo;


      //Sets of animations


      if(EQUAL(SEL(_vInfo,1),"civ") && EQUAL(SEL(_vInfo,2),"B_Heli_Light_01_F") && !(EQUAL(SEL(_vInfo,8),13))) then {
      [[_vehicle,"civ_littlebird",true],"life_fnc_vehicleAnimate",_unit,false] call life_fnc_MP;
      };


      if(EQUAL(SEL(_vInfo,1),"cop") && (SEL(_vInfo,2)) in ["C_Hatchback_01_F","C_Hatchback_01_sport_F","B_Heli_Light_01_F","B_Heli_Transport_01_F","I_Heli_light_03_unarmed_F","I_MRAP_03_F","B_MRAP_01_hmg_F","C_Van_01_box_F","C_Offroad_01_F","B_MRAP_01_F","C_SUV_01_F"]) then {
      [[_vehicle,"cop_offroad",true],"life_fnc_vehicleAnimate",_unit,false] call life_fnc_MP;
      };


      if(EQUAL(SEL(_vInfo,1),"med") && EQUAL(SEL(_vInfo,2)),["C_Hatchback_01_F","C_Hatchback_01_sport_F","B_Heli_Light_01_F","B_Heli_Transport_01_F","I_Heli_light_03_unarmed_F","I_MRAP_03_F","B_MRAP_01_hmg_F","C_Van_01_box_F","C_Offroad_01_F","B_MRAP_01_F","C_SUV_01_F"]) then {
      [[_vehicle,"med_offroad",true],"life_fnc_vehicleAnimate",_unit,false] call life_fnc_MP;
      };
      [[1,"Your vehicle is ready!"],"life_fnc_broadcast",_unit,false,true] call life_fnc_MP;
      serv_sv_use deleteAt _servIndex;

      Meine fn_keyHandler.sqf

      Spoiler anzeigen


      #include <macro.h>
      /*
      File: fn_keyHandler.sqf
      Author: Bryan "Tonic" Boardwine

      Description:
      Main key handler for event 'keyDown'
      */
      private ["_handled","_shift","_alt","_code","_ctrl","_alt","_ctrlKey","_veh","_locked","_interactionKey","_mapKey","_interruptionKeys"];
      _ctrl = SEL(_this,0);
      _code = SEL(_this,1);
      _shift = SEL(_this,2);
      _ctrlKey = SEL(_this,3);
      _alt = SEL(_this,4);
      _speed = speed cursorTarget;
      _handled = false;


      _interactionKey = if((EQUAL(count (actionKeys "User10"),0))) then {219} else {(actionKeys "User10") select 0};
      _mapKey = SEL(actionKeys "ShowMap",0);
      //hint str _code;
      _interruptionKeys = [17,30,31,32]; //A,S,W,D


      //Vault handling...
      if((_code in (actionKeys "GetOver") _code in (actionKeys "salute")) && {(player GVAR ["restrained",false])}) exitWith {
      true;
      };


      if(life_action_inUse) exitWith {
      if(!life_interrupted && _code in _interruptionKeys) then {life_interrupted = true;};
      _handled;
      };


      //Hotfix for Interaction key not being able to be bound on some operation systems.
      if(!(EQUAL(count (actionKeys "User10"),0)) && {(inputAction "User10" > 0)}) exitWith {
      //Interaction key (default is Left Windows, can be mapped via Controls -> Custom -> User Action 10)
      if(!life_action_inUse) then {
      [] spawn {
      private "_handle";
      _handle = [] spawn life_fnc_actionKeyHandler;
      waitUntil {scriptDone _handle};
      life_action_inUse = false;
      };
      };
      true;
      };


      switch (_code) do {
      //Space key for Jumping
      case 57: {
      if(isNil "jumpActionTime") then {jumpActionTime = 0;};
      if(_shift && {!(EQUAL(animationState player,"AovrPercMrunSrasWrflDf"))} && {isTouchingGround player} && {EQUAL(stance player,"STAND")} && {speed player > 2} && {!life_is_arrested} && {SEL((velocity player),2) < 2.5} && {time - jumpActionTime > 1.5}) then {
      jumpActionTime = time; //Update the time.
      [player,true] spawn life_fnc_jumpFnc; //Local execution
      [[player,false],"life_fnc_jumpFnc",nil,FALSE] call life_fnc_MP; //Global execution
      _handled = true;
      };
      };

      //Map Key
      case _mapKey: {
      switch (playerSide) do {
      case west: {if(!visibleMap) then {[] spawn life_fnc_copMarkers;}};
      case independent: {if(!visibleMap) then {[] spawn life_fnc_medicMarkers;}};
      };
      };

      //Holster / recall weapon.
      case 35: {
      if(_shift && !_ctrlKey && !(EQUAL(currentWeapon player,""))) then {
      life_curWep_h = currentWeapon player;
      player action ["SwitchWeapon", player, player, 100];
      player switchCamera cameraView;
      };

      if(!_shift && _ctrlKey && !isNil "life_curWep_h" && {!(EQUAL(life_curWep_h,""))}) then {
      if(life_curWep_h in [RIFLE,LAUNCHER,PISTOL]) then {
      player selectWeapon life_curWep_h;
      };
      };
      };

      //Interaction key (default is Left Windows, can be mapped via Controls -> Custom -> User Action 10)
      case _interactionKey: {
      if(!life_action_inUse) then {
      [] spawn {
      private "_handle";
      _handle = [] spawn life_fnc_actionKeyHandler;
      waitUntil {scriptDone _handle};
      life_action_inUse = false;
      };
      };
      };

      //Restraining or robbing (Shift + R)
      case 19:
      {
      if(_shift) then {_handled = true;};
      if(_shift && playerSide == west && !isNull cursorTarget && cursorTarget isKindOf "Man" && (isPlayer cursorTarget) && (side cursorTarget == civilian) && alive cursorTarget && cursorTarget distance player < 3.5 && !(cursorTarget GVAR "Escorting") && !(cursorTarget GVAR "restrained") && speed cursorTarget < 1) then
      {
      [] call life_fnc_restrainAction;
      };

      //Robbing
      if(_shift && playerSide == civilian && !isNull cursorTarget && cursorTarget isKindOf "Man" && isPlayer cursorTarget && alive cursorTarget && cursorTarget distance player < 4 && speed cursorTarget < 1) then
      {
      if((animationState cursorTarget) != "Incapacitated" && (currentWeapon player == RIFLE OR currentWeapon player == PISTOL) && currentWeapon player != "" && !life_knockout && !(player GVAR["restrained",false]) && !life_istazed && !(player GVAR["surrender",false])) then
      {
      [cursorTarget] spawn life_fnc_knockoutAction;
      };
      _handled = true;
      };
      };

      //Shift + G (surrender)
      case 34:
      {
      if(_shift) then {_handled = true;};


      if (_shift) then
      {
      if (vehicle player == player && !(player GVAR ["restrained", false]) && (animationState player) != "Incapacitated" && !life_istazed) then
      {
      if (player GVAR ["surrender", false]) then
      {
      player SVAR ["surrender", false, true];
      } else
      {
      [] spawn life_fnc_surrender;
      };
      };
      };
      };

      //^ - Spitzhacke
      case 41:
      {
      if((!life_action_inUse) && (vehicle player == player) ) then
      { [] spawn {
      private "_handle";
      _handle = [] spawn life_fnc_pickAxeUse;
      waitUntil {scriptDone _handle};
      };
      };
      };


      //F1 für Ohrstöpsel
      case 59:
      {
      if(_shift) then {
      switch (player getVariable["Earplugs",0]) do {
      case 0: {hintSilent "Der Sound ist nun 90% leiser! "; 1 fadeSound 0.1; player setVariable ["Earplugs", 10]; };
      case 10: {hintSilent "Der Sound ist nun 60%leiser!"; 1 fadeSound 0.4; player setVariable ["Earplugs", 40]; };
      case 40: {hintSilent "Der Sound ist nun 30%leiser!"; 1 fadeSound 0.7; player setVariable ["Earplugs", 70]; };
      case 70: {hintSilent "Der Sound ist nun wieder normal!"; 1 fadeSound 1; player setVariable ["Earplugs", 0]; };
      };
      };
      };

      // Ä Schranken öffnen
      case 40:
      {
      if (!_shift && !_alt && !_ctrlKey && (playerSide in [west,independent,civilian]) && (vehicle player != player)) then {
      [] call life_fnc_copOpener;
      };
      };

      //T Key (Trunk)
      case 20: {
      if(!_alt && !_ctrlKey && !life_is_processing) 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";
      _list = ["landVehicle","Air","Ship","House_F"];
      if(KINDOF_ARRAY(cursorTarget,_list) && {player distance cursorTarget < 7} && {vehicle player == player} && {alive cursorTarget}) then {
      if(cursorTarget in life_vehicles OR {!(cursorTarget GVAR ["locked",true])}) then {
      [cursorTarget] call life_fnc_openInventory;
      };
      };
      };
      };
      };

      //L Key?
      case 38: {
      //If cop run checks for turning lights on.
      if(_shift && playerSide in [west,independent]) then {
      if(vehicle player != player && (typeOf vehicle player) in [
      "C_Hatchback_01_F",
      "C_Hatchback_01_sport_F",
      "B_Heli_Light_01_F",
      "B_Heli_Transport_01_F",
      "I_Heli_light_03_unarmed_F",
      "I_MRAP_03_F",
      "B_MRAP_01_hmg_F",
      "C_Van_01_box_F",
      "C_Offroad_01_F",
      "B_MRAP_01_F",
      "C_SUV_01_F"
      ]) then {
      if(!isNil {vehicle player GVAR "lights"}) then {
      if(playerSide == west) then {
      [vehicle player] call life_fnc_sirenLights;
      } else {
      [vehicle player] call life_fnc_medicSirenLights;
      };
      _handled = true;
      };
      };
      };

      if(!_alt && !_ctrlKey) then { [] call life_fnc_radar; };
      };

      //Z Player Menu
      case 21: {
      if(!_alt && !_ctrlKey && !dialog && !life_is_processing) then {
      [] call life_fnc_p_openMenu;
      };
      };

      //F Key
      case 33: {
      if(playerSide in [west,independent] && {vehicle player != player} && {!life_siren_active} && {((driver vehicle player) == player)}) then {
      [] spawn {
      life_siren_active = true;
      sleep 4.7;
      life_siren_active = false;
      };

      _veh = vehicle player;
      if(isNil {_veh GVAR "siren"}) then {_veh SVAR ["siren",false,true];};
      if((_veh GVAR "siren")) then {
      titleText [localize "STR_MISC_SirensOFF","PLAIN"];
      _veh SVAR ["siren",false,true];
      } else {
      titleText [localize "STR_MISC_SirensON","PLAIN"];
      _veh SVAR ["siren",true,true];
      if(playerSide == west) then {
      [[_veh],"life_fnc_copSiren",nil,true] call life_fnc_MP;
      } else {
      //I do not have a custom sound for and I really don't want to go digging for one, when you have a sound uncomment and change medicSiren.sqf in the medical folder.
      [[_veh],"life_fnc_medicSiren",nil,true] call life_fnc_MP;
      };
      };
      };
      };

      //Ö Key
      case 39: {
      if(playerSide in [west] && {vehicle player != player} && {!life_siren_active} && {((driver vehicle player) == player)}) then {
      [] spawn {
      life_siren_active = true;
      sleep 4.7;
      life_siren_active = false;
      };

      _veh = vehicle player;
      if(isNil {_veh GVAR "siren2"}) then {_veh SVAR ["siren2",false,true];};
      if((_veh GVAR "siren2")) then {
      titleText [localize "STR_MISC_SirensOFF2","PLAIN"];
      _veh SVAR ["siren2",false,true];
      } else {
      titleText [localize "STR_MISC_SirensON2","PLAIN"];
      _veh SVAR ["siren2",true,true];
      if(playerSide == west) then {
      [[_veh],"life_fnc_copSiren2",nil,true] call life_fnc_MP;
      } else {
      //I do not have a custom sound for and I really don't want to go digging for one, when you have a sound uncomment and change medicSiren.sqf in the medical folder.
      //[[_veh],"life_fnc_medicSiren",nil,true] call life_fnc_MP;
      };
      };
      };
      };


      //EMP Konsole - K
      case 37:
      {
      if (!_shift && !_alt && !_ctrlKey && (playerSide == west) && (vehicle player != player && (typeOf vehicle player) in ["B_Heli_Light_01_F","I_Heli_light_03_unarmed_F"])) then
      {
      [] call life_fnc_openEmpMenu; [_this] call life_fnc_isEmpOperator;
      };
      };

      //U Key
      case 22:
      {
      if(!_alt && !_ctrlKey) then {
      if(vehicle player == player) then {
      _veh = cursorTarget;
      } else {
      _veh = vehicle player;
      };
      if(_veh isKindOf "House_F" && playerSide == civilian) then {
      if(_veh in life_vehicles && player distance _veh < then {
      _door = [_veh] call life_fnc_nearestDoor;
      if(_door == 0) exitWith {hint "Du bist nicht in der Nähe einer Tür!"};
      _locked = _veh getVariable [format["bis_disabled_Door_%1",_door],0];
      if(_locked == 0) then {
      _veh setVariable[format["bis_disabled_Door_%1",_door],1,true];
      _veh animate [format["door_%1_rot",_door],0];
      systemChat "Du hast das Fahrzeug abgeschlossen.";
      } else {
      _veh setVariable[format["bis_disabled_Door_%1",_door],0,true];
      _veh animate [format["door_%1_rot",_door],1];
      systemChat "Du hast die Tür aufgeschlossen.";
      };
      };
      } else {
      _locked = locked _veh;
      if(_veh in life_vehicles && player distance _veh < then {
      if(_locked == 2) then {
      if(local _veh) then {
      _veh lock 0;
      _veh animateDoor ["door_back_R",1];
      _veh animateDoor ["door_back_L",1];
      _veh animateDoor ['door_R',1];
      _veh animateDoor ['door_L',1];
      _veh animateDoor ['Door_rear',1];
      _veh animateDoor ['Door_LM',1];
      _veh animateDoor ['Door_RM',1];
      _veh animateDoor ['Door_LF',1];
      _veh animateDoor ['Door_RF',1];
      _veh animateDoor ['Door_LB',1];
      _veh animateDoor ['Door_RB',1];
      }else {
      [[_veh,0], "life_fnc_lockVehicle",_veh,false] spawn life_fnc_MP;
      _veh animateDoor ["door_back_R",1];
      _veh animateDoor ["door_back_L",1];
      _veh animateDoor ['door_R',1];
      _veh animateDoor ['door_L',1];
      _veh animateDoor ['Door_rear',1];
      _veh animateDoor ['Door_LM',1];
      _veh animateDoor ['Door_RM',1];
      _veh animateDoor ['Door_LF',1];
      _veh animateDoor ['Door_RF',1];
      _veh animateDoor ['Door_LB',1];
      _veh animateDoor ['Door_RB',1];
      };
      hint composeText [ image "icons\unlock.paa", " Fahrzeug aufgeschlossen" ];
      [[_veh],"life_fnc_UnLockCarSound",nil,true] spawn life_fnc_MP;
      } else {
      if(local _veh) then {
      _veh lock 2;
      _veh animateDoor ["door_back_R",0];
      _veh animateDoor ["door_back_L",0];
      _veh animateDoor ['door_R',0];
      _veh animateDoor ['door_L',0];
      _veh animateDoor ['Door_rear',0];
      _veh animateDoor ['Door_LM',0];
      _veh animateDoor ['Door_RM',0];
      _veh animateDoor ['Door_LF',0];
      _veh animateDoor ['Door_RF',0];
      _veh animateDoor ['Door_LB',0];
      _veh animateDoor ['Door_RB',0];
      } else {
      [[_veh,2], "life_fnc_lockVehicle",_veh,false] spawn life_fnc_MP;
      _veh animateDoor ["door_back_R",0];
      _veh animateDoor ["door_back_L",0];
      _veh animateDoor ['door_R',0];
      _veh animateDoor ['door_L',0];
      _veh animateDoor ['Door_rear',0];
      _veh animateDoor ['Door_LM',0];
      _veh animateDoor ['Door_RM',0];
      _veh animateDoor ['Door_LF',0];
      _veh animateDoor ['Door_RF',0];
      _veh animateDoor ['Door_LB',0];
      _veh animateDoor ['Door_RB',0];
      };
      hint composeText [ image "icons\lock.paa", " Fahrzeug abgeschlossen" ];
      [[_veh],"life_fnc_LockCarSound",nil,true] spawn life_fnc_MP;
      };
      };
      };
      };
      };
      };


      _handled;

      Meine fn_vehicleAnimate.sqf

      Spoiler anzeigen


      /*
      File: fn_vehicleAnimate.sqf
      Author: Bryan "Tonic" Boardwine

      Description:
      Pass what you want to be animated.
      */
      private["_vehicle","_animate","_state"];
      _vehicle = [_this,0,Objnull,[Objnull]] call BIS_fnc_param;
      if(isnull _vehicle) exitwith {};
      _animate = [_this,1,"",["",[]]] call BIS_fnc_param;
      _preset = [_this,2,false,[false]] call BIS_fnc_param;


      if(!_preset) then
      {
      if(count _animate > 1) then
      {
      {
      _vehicle animate[_x select 0,_x select 1];
      } foreach _animate;
      }
      else
      {
      _vehicle animate[_animate select 0,_animate select 1];
      };
      }
      else
      {
      switch (_animate) do
      {
      case "civ_littlebird":
      {
      waitUntil {!isNil {_vehicle getVariable "Life_VEH_color"}};
      _vehicle animate ["addDoors",1];
      _vehicle animate ["addBenches",1];
      _vehicle animate ["addTread",0];
      _vehicle animate ["AddCivilian_hide",1];
      _vehicle lockCargo [2,true];
      _vehicle lockCargo [3,true];
      _vehicle lockCargo [4,true];
      _vehicle lockCargo [5,true];
      };

      case "service_truck":
      {
      //waitUntil{!isNil {_vehicle getVariable "color"}};
      _vehicle animate ["HideServices", 0];
      _vehicle animate ["HideDoor3", 1];
      };

      case "med_offroad":
      {
      if(typeOf _vehicle == "C_Offroad_01_F") then {
      waitUntil {!isNil {_vehicle getVariable "Life_VEH_color"}};
      };
      _vehicle animate ["HidePolice", 0];
      _vehicle animate ["HideBumper1", 0];
      _vehicle setVariable["lights",false,true];
      };

      case "cop_offroad":
      {
      if(typeOf _vehicle == "C_Offroad_01_F") then {
      waitUntil {!isNil {_vehicle getVariable "Life_VEH_color"}};
      };
      _vehicle animate ["HidePolice", 0];
      _vehicle animate ["HideBumper1", 0];
      _vehicle setVariable["lights",false,true];
      };
      };
      };

      Die fn_sirenLights.sqf

      Spoiler anzeigen


      #include <macro.h>
      /*
      File: fn_sirenLights.sqf
      Author: Bryan "Tonic" Boardwine

      Description:
      Lets play a game! Can you guess what it does? I have faith in you, if you can't
      then you have failed me and therefor I lose all faith in humanity.. No pressure.
      */
      private["_vehicle"];
      _vehicle = [_this,0,ObjNull,[ObjNull]] call BIS_fnc_param;
      if(isNull _vehicle) exitWith {}; //Bad entry!
      if(!(typeOf _vehicle in ["C_Hatchback_01_F","C_Hatchback_01_sport_F","B_Heli_Light_01_F","B_Heli_Transport_01_F","I_Heli_light_03_unarmed_F","I_MRAP_03_F","B_MRAP_01_hmg_F","C_Van_01_box_F","C_Offroad_01_F","B_MRAP_01_F","C_SUV_01_F"])) exitWith {}; //Last chance check to prevent something from defying humanity and creating a monster.


      _trueorfalse = _vehicle GVAR ["lights",FALSE];


      if(_trueorfalse) then {
      _vehicle SVAR ["lights",FALSE,TRUE];
      } else {
      _vehicle SVAR ["lights",TRUE,TRUE];
      [[_vehicle,0.22],"life_fnc_copLights",true,false] call life_fnc_MP;
      };

      Tapse mich wieder ins Arma3 xxx-Life rein :D

    • Saturin78
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      • 14. März 2016 um 07:38
      • #7

      Da der Beitrag sonst zu lang ist, hier noch die letzten Dateien.

      die fn_medicLights.sqf

      Spoiler anzeigen


      /*
      File: fn_copLights.sqf
      Author: mindstorm, modified by Adanteh
      Link: http://forums.bistudio.com/showthread.php…s-and-underglow

      Description:
      Adds the light effect to cop vehicles, specifically the offroad.
      */
      Private ["_vehicle","_lightRed","_lightBlue","_lightleft","_lightright","_leftRed"];
      _vehicle = _this select 0;

      if(isNil "_vehicle" OR isNull _vehicle OR !(_vehicle getVariable "lights")) exitWith {};
      _lightRed = [0.1, 0.1, 20];
      _lightBlue = [0.1, 0.1, 20];


      _lightleft = "#lightpoint" createVehicle getpos _vehicle;
      sleep 0.2;
      _lightleft setLightColor _lightBlue;
      _lightleft setLightBrightness 0.2;
      _lightleft setLightAmbient [0.1,0.1,1];


      switch (typeOf _vehicle) do
      {
      case "C_Hatchback_01_F":
      {
      _lightleft lightAttachObject [_vehicle, [-0.6, 2, -0.95]];
      };

      case "C_Hatchback_01_sport_F":
      {
      _lightleft lightAttachObject [_vehicle, [-0.6, 2, -0.95]];
      };

      case "B_Heli_Light_01_F":
      {
      _lightleft lightAttachObject [_vehicle, [-0.37, 0.0, 0.56]];
      };

      case "B_Heli_Transport_01_F":
      {
      _lightleft lightAttachObject [_vehicle, [-0.5, 0.0, 0.96]];
      };

      case "I_Heli_light_03_unarmed_F":
      {
      _lightleft lightAttachObject [_vehicle, [-0.37, 0.0, 0.56]];
      };

      case "I_MRAP_03_F":
      {
      _lightleft lightAttachObject [_vehicle, [-0.37, 0.0, 0.56]];
      };

      case "B_MRAP_01_hmg_F":
      {
      _lightleft lightAttachObject [_vehicle, [-0.37, -1.9, 0.7]];
      };

      case "C_Offroad_01_F":
      {
      _lightleft lightAttachObject [_vehicle, [-0.37, 0.0, 0.56]];
      };

      case "C_Van_01_box_F":
      {
      _lightleft lightAttachObject [_vehicle, [-1.00,-0.30, 1.400]];
      };

      case "B_MRAP_01_F":
      {
      _lightleft lightAttachObject [_vehicle, [-0.37, -1.9, 0.7]];
      };

      case "C_SUV_01_F":
      {
      _lightleft lightAttachObject [_vehicle, [-0.37,-1.2,0.42]];
      };
      };


      _lightleft setLightAttenuation [0.181, 0, 1000, 130];
      _lightleft setLightIntensity 10;
      _lightleft setLightFlareSize 0.38;
      _lightleft setLightFlareMaxDistance 150;
      _lightleft setLightUseFlare true;


      _lightright = "#lightpoint" createVehicle getpos _vehicle;
      sleep 0.2;
      _lightright setLightColor _lightBlue;
      _lightright setLightBrightness 0.2;
      _lightright setLightAmbient [0.1,0.1,1];


      switch (typeOf _vehicle) do
      {
      case "C_Hatchback_01_F":
      {
      _lightright lightAttachObject [_vehicle, [0.6, 2, -0.95]];
      };

      case "C_Hatchback_01_sport_F":
      {
      _lightright lightAttachObject [_vehicle, [0.6, 2, -0.95]];
      };

      case "B_Heli_Light_01_F":
      {
      _lightright lightAttachObject [_vehicle, [0.37, 0.0, 0.56]];
      };

      case "B_Heli_Transport_01_F":
      {
      _lightright lightAttachObject [_vehicle, [0.5, 0.0, 0.96]];
      };

      case "I_Heli_light_03_unarmed_F":
      {
      _lightright lightAttachObject [_vehicle, [0.37, 0.0, 0.56]];
      };

      case "I_MRAP_03_F":
      {
      _lightright lightAttachObject [_vehicle, [0.37, 0.0, 0.56]];
      };

      case "B_MRAP_01_hmg_F":
      {
      _lightright lightAttachObject [_vehicle, [0.37, -1.9, 0.7]];
      };

      case "C_Offroad_01_F":
      {
      _lightright lightAttachObject [_vehicle, [0.37, 0.0, 0.56]];
      };

      case "C_Van_01_box_F":
      {
      _lightright lightAttachObject [_vehicle, [1.00,-0.30, 1.400]];
      };

      case "B_MRAP_01_F":
      {
      _lightright lightAttachObject [_vehicle, [0.37, -1.9, 0.7]];
      };

      case "C_SUV_01_F":
      {
      _lightright lightAttachObject [_vehicle, [0.37,-1.2,0.42]];
      };
      };

      _lightright setLightAttenuation [0.181, 0, 1000, 130];
      _lightright setLightIntensity 10;
      _lightright setLightFlareSize 0.38;
      _lightright setLightFlareMaxDistance 150;
      _lightright setLightUseFlare true;


      //ARE YOU ALL HAPPY?!?!?!?!?!?!?!?!?%#?@WGD?TGD?BN?ZDHBFD?GA
      _lightleft setLightDayLight true;
      _lightright setLightDayLight true;


      _leftRed = true;
      while{ (alive _vehicle)} do
      {
      if(!(_vehicle getVariable "lights")) exitWith {};
      if(_leftRed) then
      {
      _leftRed = false;
      _lightright setLightBrightness 0.0;
      sleep 0.05;
      _lightleft setLightBrightness 6;
      }
      else
      {
      _leftRed = true;
      _lightleft setLightBrightness 0.0;
      sleep 0.05;
      _lightright setLightBrightness 6;
      };
      sleep (_this select 1);
      };
      deleteVehicle _lightleft;
      deleteVehicle _lightright;

      Und als letztes noch die fn_copLights.sqf

      Spoiler anzeigen


      /*
      File: fn_copLights.sqf
      Author: mindstorm, modified by Adanteh
      Link: http://forums.bistudio.com/showthread.php…s-and-underglow

      Description:
      Adds the light effect to cop vehicles, specifically the offroad.
      */
      Private ["_vehicle","_lightRed","_lightBlue","_lightleft","_lightright","_leftRed"];
      _vehicle = _this select 0;

      if(isNil "_vehicle" OR isNull _vehicle OR !(_vehicle getVariable "lights")) exitWith {};
      _lightRed = [20, 0.1, 0.1];
      _lightBlue = [0.1, 0.1, 20];


      _lightleft = "#lightpoint" createVehicle getpos _vehicle;
      sleep 0.2;
      _lightleft setLightColor _lightBlue;
      _lightleft setLightBrightness 0.2;
      _lightleft setLightAmbient [0.1,0.1,1];


      switch (typeOf _vehicle) do
      {
      case "C_Hatchback_01_F":
      {
      _lightleft lightAttachObject [_vehicle, [-0.6, 2, -0.95]];
      };

      case "C_Hatchback_01_sport_F":
      {
      _lightleft lightAttachObject [_vehicle, [-0.6, 2, -0.95]];
      };

      case "B_Heli_Light_01_F":
      {
      _lightleft lightAttachObject [_vehicle, [-0.37, 0.0, 0.56]];
      };

      case "B_Heli_Transport_01_F":
      {
      _lightleft lightAttachObject [_vehicle, [-0.5, 0.0, 0.96]];
      };

      case "I_Heli_light_03_unarmed_F":
      {
      _lightleft lightAttachObject [_vehicle, [-0.37, 0.0, 0.56]];
      };

      case "I_MRAP_03_F":
      {
      _lightleft lightAttachObject [_vehicle, [-0.37, 0.0, 0.56]];
      };

      case "B_MRAP_01_hmg_F":
      {
      _lightleft lightAttachObject [_vehicle, [-0.37, -1.9, 0.7]];
      };

      case "C_Offroad_01_F":
      {
      _lightleft lightAttachObject [_vehicle, [-0.37, 0.0, 0.56]];
      };

      case "C_Van_01_box_F":
      {
      _lightleft lightAttachObject [_vehicle, [-1.00,-0.30, 1.400]];
      };

      case "B_MRAP_01_F":
      {
      _lightleft lightAttachObject [_vehicle, [-0.37, -1.9, 0.7]];
      };

      case "C_SUV_01_F":
      {
      _lightleft lightAttachObject [_vehicle, [-0.37,-1.2,0.42]];
      };
      };


      _lightleft setLightAttenuation [0.181, 0, 1000, 130];
      _lightleft setLightIntensity 10;
      _lightleft setLightFlareSize 0.38;
      _lightleft setLightFlareMaxDistance 150;
      _lightleft setLightUseFlare true;


      _lightright = "#lightpoint" createVehicle getpos _vehicle;
      sleep 0.2;
      _lightright setLightColor _lightBlue;
      _lightright setLightBrightness 0.2;
      _lightright setLightAmbient [0.1,0.1,1];


      switch (typeOf _vehicle) do
      {
      case "C_Hatchback_01_F":
      {
      _lightright lightAttachObject [_vehicle, [0.6, 2, -0.95]];
      };

      case "C_Hatchback_01_sport_F":
      {
      _lightright lightAttachObject [_vehicle, [0.6, 2, -0.95]];
      };

      case "B_Heli_Light_01_F":
      {
      _lightright lightAttachObject [_vehicle, [0.37, 0.0, 0.56]];
      };

      case "B_Heli_Transport_01_F":
      {
      _lightright lightAttachObject [_vehicle, [0.5, 0.0, 0.96]];
      };

      case "I_Heli_light_03_unarmed_F":
      {
      _lightright lightAttachObject [_vehicle, [0.37, 0.0, 0.56]];
      };

      case "I_MRAP_03_F":
      {
      _lightright lightAttachObject [_vehicle, [0.37, 0.0, 0.56]];
      };

      case "B_MRAP_01_hmg_F":
      {
      _lightright lightAttachObject [_vehicle, [0.37, -1.9, 0.7]];
      };

      case "C_Offroad_01_F":
      {
      _lightright lightAttachObject [_vehicle, [0.37, 0.0, 0.56]];
      };

      case "C_Van_01_box_F":
      {
      _lightright lightAttachObject [_vehicle, [1.00,-0.30, 1.400]];
      };

      case "B_MRAP_01_F":
      {
      _lightright lightAttachObject [_vehicle, [0.37, -1.9, 0.7]];
      };

      case "C_SUV_01_F":
      {
      _lightright lightAttachObject [_vehicle, [0.37,-1.2,0.42]];
      };
      };

      _lightright setLightAttenuation [0.181, 0, 1000, 130];
      _lightright setLightIntensity 10;
      _lightright setLightFlareSize 0.38;
      _lightright setLightFlareMaxDistance 150;
      _lightright setLightUseFlare true;


      //ARE YOU ALL HAPPY?!?!?!?!?!?!?!?!?%#?@WGD?TGD?BN?ZDHBFD?GA
      _lightleft setLightDayLight true;
      _lightright setLightDayLight true;


      _leftRed = true;
      while{ (alive _vehicle)} do
      {
      if(!(_vehicle getVariable "lights")) exitWith {};
      if(_leftRed) then
      {
      _leftRed = false;
      _lightright setLightBrightness 0.0;
      sleep 0.05;
      _lightleft setLightBrightness 6;
      }
      else
      {
      _leftRed = true;
      _lightleft setLightBrightness 0.0;
      sleep 0.05;
      _lightright setLightBrightness 6;
      };
      sleep (_this select 1);
      };
      deleteVehicle _lightleft;
      deleteVehicle _lightright;

      Vielleicht sieht ja jemand den Fehler.

      Ich habe in der fn_spawnVehicle.sqf die Zeilen 108 bis 115 von:

      Spoiler anzeigen


      if(EQUAL(SEL(_vInfo,1),"cop") && (SEL(_vInfo,2)) in
      ["C_Hatchback_01_F","C_Hatchback_01_sport_F","B_Heli_Light_01_F","B_Heli_Transport_01_F","I_Heli_light_03_unarmed_F","I_MRAP_03_F","B_MRAP_01_hmg_F","C_Van_01_box_F","C_Offroad_01_F","B_MRAP_01_F","C_SUV_01_F"])
      then {
      [[_vehicle,"cop_offroad",true],"life_fnc_vehicleAnimate",_unit,false] call life_fnc_MP;
      };


      if(EQUAL(SEL(_vInfo,1),"med") &&
      EQUAL(SEL(_vInfo,2)),["C_Hatchback_01_F","C_Hatchback_01_sport_F","B_Heli_Light_01_F","B_Heli_Transport_01_F","I_Heli_light_03_unarmed_F","I_MRAP_03_F","B_MRAP_01_hmg_F","C_Van_01_box_F","C_Offroad_01_F","B_MRAP_01_F","C_SUV_01_F"])
      then {
      [[_vehicle,"med_offroad",true],"life_fnc_vehicleAnimate",_unit,false] call life_fnc_MP;
      };

      zudem geändert.

      Spoiler anzeigen


      if(EQUAL(SEL(_vInfo,1),"cop") && (SEL(_vInfo,2)) in ["C_Hatchback_01_F","C_Hatchback_01_sport_F","B_Heli_Light_01_F","B_Heli_Transport_01_F","I_Heli_light_03_unarmed_F","I_MRAP_03_F","B_MRAP_01_hmg_F","C_Van_01_box_F","C_Offroad_01_F","B_MRAP_01_F","C_SUV_01_F"]) then {
      [[_vehicle,"cop_offroad",true],"life_fnc_vehicleAnimate",_unit,false] call life_fnc_MP;
      };


      if(EQUAL(SEL(_vInfo,1),"med") && (SEL(_vInfo,2)),in ["C_Hatchback_01_F","C_Hatchback_01_sport_F","B_Heli_Light_01_F","B_Heli_Transport_01_F","I_Heli_light_03_unarmed_F","I_MRAP_03_F","B_MRAP_01_hmg_F","C_Van_01_box_F","C_Offroad_01_F","B_MRAP_01_F","C_SUV_01_F"]) then {
      [[_vehicle,"med_offroad",true],"life_fnc_vehicleAnimate",_unit,false] call life_fnc_MP;
      };

      Weil das seltsame ist, dass es bei der Polizei geht, aber bei den Medics nicht.

      Tapse mich wieder ins Arma3 xxx-Life rein :D

      Einmal editiert, zuletzt von Saturin78 (14. März 2016 um 08:14)

    • Xylometachlorid
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      • 14. März 2016 um 08:38
      • #8

      Kennst du die Suchen + Ersetzen Funktion von Notepad ++ ? :D

      Dann kannst du dir die ganzen Quellen selbst raussuchen.

      Grüße
      Xylo

      extDB2 Tutorial: extDB2 Einrichten - so geht's richtig

    • Saturin78
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      • 14. März 2016 um 08:50
      • #9

      Wie meinst du das? Welche Quellen? Sorry stehe auf dem Schlauch.

      Tapse mich wieder ins Arma3 xxx-Life rein :D

    • Xylometachlorid
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      • 14. März 2016 um 09:06
      • #10

      Schau hier bei Punkt 2.

      Ist zwar für HTML erklärt, funktioniert bei SQF aber genauso.

      10 tolle Tipps für Notepad++ – Webmaster-Zentrale


      Grüße
      Xylometachlorid

      extDB2 Tutorial: extDB2 Einrichten - so geht's richtig

    • Saturin78
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      • 14. März 2016 um 09:10
      • #11

      Achso :) Danke.

      Das kenne ich aber schon. Ist ja nun eigentlich auch soweit ja alles ersetzt. Habe nurnoch ein generelles Problem, dass sich die Cop Fahrzeuge in die Garage tun kann und wieder abrufen mit Blaulicht, aber mit dem Medic Fahrzeugen geht es wenn ich die kaufe, aber sobald ich diese in die Garage packe und wieder raus hole, geht das Blaulicht etc nimmer.

      Tapse mich wieder ins Arma3 xxx-Life rein :D

    • Xylometachlorid
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      • 14. März 2016 um 09:11
      • #12

      Vermutlich liegt der Fehler an einer Falschen Fahrzeugklasse. Deshalb sollst du deine Dateien mal nach der Ersetzten Klasse durchsuchen um hier mögliche Fehler auszuschließen.

      extDB2 Tutorial: extDB2 Einrichten - so geht's richtig

    • Hafensaenger
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      • 14. März 2016 um 10:14
      • #13

      Moin zusammen,

      in deiner Medic Zeile unter:

      (SEL(_vInfo,2)),in

      Bitte das "Komma" vor dem "in" weg lassen und nochmal testen.

    • Saturin78
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      • 14. März 2016 um 11:07
      • #14

      Super, genau das war es. Ohman wieder mal ein Komma am falschen Platz und nichts geht wie es soll.
      Vielen Dank für die Hilfe, irgendwann sihet man einfach nichtmehr an was es liegt, da ist dann ein weiteres paar Augen Hilfreich.

      Tapse mich wieder ins Arma3 xxx-Life rein :D

    • Hafensaenger
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      • 14. März 2016 um 11:16
      • #15

      Kein Problem.

      Ich kann dich aber beruhigen, weil das wird wahrscheinlich noch öfter passieren lol !

    • SirFluffyVonKitten
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      • 14. März 2016 um 12:16
      • #16

      [modclose][/modclose]

    • nox 25. März 2023 um 00:47

      Hat das Thema aus dem Forum Hilfeforum - ArmA 3 nach Archiv verschoben.

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