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    Frage zu fn_gutAnimal

    • Zeilord
    • 11. November 2017 um 21:31
    • Erledigt
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      • 11. November 2017 um 21:31
      • #1

      Hey
      habe da mal eine frage zu fn_gutAnimal

      ich wollte das man zb bei Hühner mehr Fleisch raus bekommt als nur eins

      Code
      #include "..\..\script_macros.hpp"
      /*
          File: fn_gutAnimal.sqf
          Author: Bryan "Tonic" Boardwine
      
          Description:
          Guts the animal?
      */
      private ["_animalCorpse","_upp","_ui","_progress","_pgText","_cP","_displayName","_item"];
      _animalCorpse = param [0,objNull,[objNull]];
      if (isNull _animalCorpse) exitWith {}; //Object passed is null?
      
      life_interrupted = false;
      if (player distance _animalCorpse > 3.5) exitWith {}; //WTF need check with nearest objects I love Arma
      life_action_inUse = true;
      
      switch (typeOf _animalCorpse) do {
          case "Hen_random_F": {_displayName = localize "STR_ANIM_chicken"; _item = "hen_raw";};
          case "Cock_white_F": {_displayName = localize "STR_ANIM_chicken"; _item = "hen_raw";};
          case "Cock_random_F": {_displayName = localize "STR_ANIM_Rooster"; _item = "rooster_raw";};
          case "Goat_random_F": {_displayName = localize "STR_ANIM_Goat"; _item = "goat_raw";};
          case "Sheep_random_F": {_displayName = localize "STR_ANIM_Sheep"; _item = "sheep_raw";};
          case "Rabbit_F": {_displayName = localize "STR_ANIM_Rabbit"; _item = "rabbit_raw";};
          default {_displayName = ""; _item = "";};
      };
      
      if (_displayName isEqualTo "") exitWith {life_action_inUse = false;};
      
      _upp = format [localize "STR_NOTF_Gutting",_displayName];
      //Setup our progress bar.
      disableSerialization;
      "progressBar" cutRsc ["life_progress","PLAIN"];
      _ui = uiNamespace getVariable "life_progress";
      _progress = _ui displayCtrl 38201;
      _pgText = _ui displayCtrl 38202;
      _pgText ctrlSetText format ["%2 (1%1)...","%",_upp];
      _progress progressSetPosition 0.01;
      _cP = 0.01;
      
      for "_i" from 0 to 1 step 0 do {
          if (animationState player != "AinvPknlMstpSnonWnonDnon_medic_1") then {
              [player,"AinvPknlMstpSnonWnonDnon_medic_1",true] remoteExecCall ["life_fnc_animSync",RCLIENT];
              player switchMove "AinvPknlMstpSnonWnonDnon_medic_1";
              player playMoveNow "AinvPknlMstpSnonWnonDnon_medic_1";
          };
          uiSleep 0.15;
          _cP = _cP + 0.01;
          _progress progressSetPosition _cP;
          _pgText ctrlSetText format ["%3 (%1%2)...",round(_cP * 100),"%",_upp];
          if (_cP >= 1) exitWith {};
          if (!alive player) exitWith {};
          if (isNull _animalCorpse) exitWith {};
          if !(isNull objectParent player) exitWith {};
          if (life_interrupted) exitWith {};
      };
      
      life_action_inUse = false;
      "progressBar" cutText ["","PLAIN"];
      player playActionNow "stop";
      if (isNull _animalCorpse) exitWith {life_action_inUse = false;};
      if (life_interrupted) exitWith {life_interrupted = false; titleText[localize "STR_NOTF_ActionCancel","PLAIN"]; life_action_inUse = false;};
      if !(isNull objectParent player) exitWith {titleText[localize "STR_NOTF_ActionInVehicle","PLAIN"];};
      
      if ([true,_item,1] call life_fnc_handleInv) then {
          deleteVehicle _animalCorpse;
          titleText[format [(localize "STR_NOTF_Guttingfinish"),_displayName],"PLAIN"];
      } else {
          titleText[(localize "STR_NOTF_InvFull"),"PLAIN"];
      };
      Alles anzeigen


      So und habe es so versucht

      Code
      case "Hen_random_F": {_displayName = localize "STR_ANIM_chicken"; _item = "hen_raw","hen_raw","hen_raw";};


      und ging leider nicht.... wert es wo anderes noch fest gelegt ?

      Oder übersehe ich da was :(?

    • Risk
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      • 11. November 2017 um 21:36
      • #2

      [true,_item,1] call life_fnc_handleInv

      Glaube nur da wennich es richtig im Kopf habe.

      mfg Risk

      https://www.twitch.tv/theriskarma

    • Zeilord
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      • 11. November 2017 um 21:41
      • #3
      Zitat von Risk

      [true,_item,1] call life_fnc_handleInv

      Glaube nur da wennich es richtig im Kopf habe.

      ok danke werde es mal versuchen =)

      wer es auch möglich das so zu schreiben das man bei ein tier mehr raus bekommt als beim anderen ?
      Weil ich wollte zb bei Scharfe und Ziegen Leder zu fügen und bei denn Hühner Federn was man dann zum craften nutzen kann

    • Risk
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      • 11. November 2017 um 21:45
      • #4

      case "Hen_random_F": {_displayName = localize "STR_ANIM_chicken"; _item = "hen_raw";

      _item_2 = "chicken_feather";

      _amount = 2;

      };

      Und dann noch

      [true,_item,_amount] call life_fnc_handleInv

      mfg Risk

      https://www.twitch.tv/theriskarma

    • Zeilord
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      • 11. November 2017 um 21:49
      • #5

      sieht ja ein wenig aus wie mein versuch nur ein wenig anderes aber werde es mal testen

    • Zeilord
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      • 11. November 2017 um 22:14
      • #6

      Also sieht bei mir jetzt so aus

      Code
      #include "..\..\script_macros.hpp"
      /*
          File: fn_gutAnimal.sqf
          Author: Bryan "Tonic" Boardwine
      
          Description:
          Guts the animal?
      */
      private ["_animalCorpse","_upp","_ui","_progress","_pgText","_cP","_displayName","_item"];
      _animalCorpse = param [0,objNull,[objNull]];
      if (isNull _animalCorpse) exitWith {}; //Object passed is null?
      
      life_interrupted = false;
      if (player distance _animalCorpse > 3.5) exitWith {}; //WTF need check with nearest objects I love Arma
      life_action_inUse = true;
      
      switch (typeOf _animalCorpse) do {
          case "Hen_random_F": {_displayName = localize "STR_ANIM_chicken"; _item = "hen_raw","hen_raw","hen_raw";
          _item_2 = "Stoff";
          _amount = 2;
          };
          case "Cock_white_F": {_displayName = localize "STR_ANIM_chicken"; _item = "hen_raw";};
          case "Cock_random_F": {_displayName = localize "STR_ANIM_Rooster"; _item = "rooster_raw";};
          case "Goat_random_F": {_displayName = localize "STR_ANIM_Goat"; _item = "goat_raw";};
          case "Sheep_random_F": {_displayName = localize "STR_ANIM_Sheep"; _item = "sheep_raw";};
          case "Rabbit_F": {_displayName = localize "STR_ANIM_Rabbit"; _item = "rabbit_raw";};
          default {_displayName = ""; _item = "";};
      };
      
      if (_displayName isEqualTo "") exitWith {life_action_inUse = false;};
      
      _upp = format [localize "STR_NOTF_Gutting",_displayName];
      //Setup our progress bar.
      disableSerialization;
      "progressBar" cutRsc ["life_progress","PLAIN"];
      _ui = uiNamespace getVariable "life_progress";
      _progress = _ui displayCtrl 38201;
      _pgText = _ui displayCtrl 38202;
      _pgText ctrlSetText format ["%2 (1%1)...","%",_upp];
      _progress progressSetPosition 0.01;
      _cP = 0.01;
      
      for "_i" from 0 to 1 step 0 do {
          if (animationState player != "AinvPknlMstpSnonWnonDnon_medic_1") then {
              [player,"AinvPknlMstpSnonWnonDnon_medic_1",true] remoteExecCall ["life_fnc_animSync",RCLIENT];
              player switchMove "AinvPknlMstpSnonWnonDnon_medic_1";
              player playMoveNow "AinvPknlMstpSnonWnonDnon_medic_1";
          };
          uiSleep 0.15;
          _cP = _cP + 0.01;
          _progress progressSetPosition _cP;
          _pgText ctrlSetText format ["%3 (%1%2)...",round(_cP * 100),"%",_upp];
          if (_cP >= 1) exitWith {};
          if (!alive player) exitWith {};
          if (isNull _animalCorpse) exitWith {};
          if !(isNull objectParent player) exitWith {};
          if (life_interrupted) exitWith {};
      };
      
      life_action_inUse = false;
      "progressBar" cutText ["","PLAIN"];
      player playActionNow "stop";
      if (isNull _animalCorpse) exitWith {life_action_inUse = false;};
      if (life_interrupted) exitWith {life_interrupted = false; titleText[localize "STR_NOTF_ActionCancel","PLAIN"]; life_action_inUse = false;};
      if !(isNull objectParent player) exitWith {titleText[localize "STR_NOTF_ActionInVehicle","PLAIN"];};
      
      if ([true,_item,2] call life_fnc_handleInv) then {
          deleteVehicle _animalCorpse;
          titleText[format [(localize "STR_NOTF_Guttingfinish"),_displayName],"PLAIN"];
      } else {
          titleText[(localize "STR_NOTF_InvFull"),"PLAIN"];
      };
      Alles anzeigen

      und habe es versucht ging leider nicht....
      ja habe mehr fleisch bekommen aber kein weiteres wie Stoff wie ich es angegeben habe

    • Zeilord
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      • 12. November 2017 um 01:16
      • #7

      Also ich habe es jetzt so gelost

      Code
      #include "..\..\script_macros.hpp"
      /*
          File: fn_gutAnimal.sqf
          Author: Bryan "Tonic" Boardwine
      
          Description:
          Guts the animal?
      */
      private ["_animalCorpse","_upp","_ui","_progress","_pgText","_cP","_displayName","_item","_item_2","_item_3"];
      _animalCorpse = param [0,objNull,[objNull]];
      if (isNull _animalCorpse) exitWith {}; //Object passed is null?
      
      life_interrupted = false;
      if (player distance _animalCorpse > 3.5) exitWith {}; //WTF need check with nearest objects I love Arma
      life_action_inUse = true;
      
      switch (typeOf _animalCorpse) do {
          case "Hen_random_F": {_displayName = localize "STR_ANIM_chicken"; _item = "hen_raw";};
          case "Cock_white_F": {_displayName = localize "STR_ANIM_chicken"; _item = "hen_raw";};
          case "Cock_random_F": {_displayName = localize "STR_ANIM_Rooster"; _item = "rooster_raw";};
          default {_displayName = ""; _item = "";};
      };
      
      switch (typeOf _animalCorpse) do {
          case "Goat_random_F": {_displayName = localize "STR_ANIM_Goat"; _item_3 = "goat_raw";};
          case "Sheep_random_F": {_displayName = localize "STR_ANIM_Sheep"; _item_3 = "sheep_raw";};
          case "Rabbit_F": {_displayName = localize "STR_ANIM_Rabbit"; _item_3 = "rabbit_raw";};
          default {_displayName = ""; _item = "";};
      };
      
      
      
      
      switch (typeOf _animalCorpse) do {
          case "Hen_random_F": {_displayName = localize "STR_ANIM_chicken"; _item_2 = "Feder";};
          case "Cock_white_F": {_displayName = localize "STR_ANIM_chicken"; _item_2 = "Feder";};
          case "Cock_random_F": {_displayName = localize "STR_ANIM_Rooster"; _item_2 = "Feder";};
          case "Goat_random_F": {_displayName = localize "STR_ANIM_Goat"; _item_2 = "Leder";};
          case "Sheep_random_F": {_displayName = localize "STR_ANIM_Sheep"; _item_2 = "Leder";};
          case "Rabbit_F": {_displayName = localize "STR_ANIM_Rabbit"; _item_2 = "Leder";};
          default {_displayName = ""; _item_2 = "";};
      };
      
      if (_displayName isEqualTo "") exitWith {life_action_inUse = false;};
      
      _upp = format [localize "STR_NOTF_Gutting",_displayName];
      //Setup our progress bar.
      disableSerialization;
      "progressBar" cutRsc ["life_progress","PLAIN"];
      _ui = uiNamespace getVariable "life_progress";
      _progress = _ui displayCtrl 38201;
      _pgText = _ui displayCtrl 38202;
      _pgText ctrlSetText format ["%2 (1%1)...","%",_upp];
      _progress progressSetPosition 0.01;
      _cP = 0.01;
      
      for "_i" from 0 to 1 step 0 do {
          if (animationState player != "AinvPknlMstpSnonWnonDnon_medic_1") then {
              [player,"AinvPknlMstpSnonWnonDnon_medic_1",true] remoteExecCall ["life_fnc_animSync",RCLIENT];
              player switchMove "AinvPknlMstpSnonWnonDnon_medic_1";
              player playMoveNow "AinvPknlMstpSnonWnonDnon_medic_1";
          };
          uiSleep 0.15;
          _cP = _cP + 0.01;
          _progress progressSetPosition _cP;
          _pgText ctrlSetText format ["%3 (%1%2)...",round(_cP * 100),"%",_upp];
          if (_cP >= 1) exitWith {};
          if (!alive player) exitWith {};
          if (isNull _animalCorpse) exitWith {};
          if !(isNull objectParent player) exitWith {};
          if (life_interrupted) exitWith {};
      };
      
      life_action_inUse = false;
      "progressBar" cutText ["","PLAIN"];
      player playActionNow "stop";
      if (isNull _animalCorpse) exitWith {life_action_inUse = false;};
      if (life_interrupted) exitWith {life_interrupted = false; titleText[localize "STR_NOTF_ActionCancel","PLAIN"]; life_action_inUse = false;};
      if !(isNull objectParent player) exitWith {titleText[localize "STR_NOTF_ActionInVehicle","PLAIN"];};
      
      if ([true,_item,2] call life_fnc_handleInv) then {
          deleteVehicle _animalCorpse;
          titleText[format [(localize "STR_NOTF_Guttingfinish"),_displayName],"PLAIN"];
      } else {
          titleText[(localize "STR_NOTF_InvFull"),"PLAIN"];
      };
      
      if ([true,_item_3,1] call life_fnc_handleInv) then {
          deleteVehicle _animalCorpse;
          titleText[format [(localize "STR_NOTF_Guttingfinish"),_displayName],"PLAIN"];
      } else {
          titleText[(localize "STR_NOTF_InvFull"),"PLAIN"];
      };
      
      if ([true,_item_2,1] call life_fnc_handleInv) then {
          deleteVehicle _animalCorpse;
          titleText[format [(localize "STR_NOTF_Guttingfinish2"),_displayName],"PLAIN"];
      } else {
          titleText[(localize "STR_NOTF_InvFull"),"PLAIN"];
      };
      Alles anzeigen

      Habe einfach die Sachen extra gemacht und ein paar Sachen verhobelt
      Naja ob das der richtig weg war ist eine andere Frage aber es lauft ^^

    • Zeilord
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      • 12. November 2017 um 15:06
      • #8

      Aber wie könnte man es denn um schreiben das man nicht mit der Windostaste da die Interaktion macht sondern zb mit Mausrad oder noch besser mit Ace das man sich endscheiden kann ob man das Fleisch nur haben will oder nur das Leder / Feder haben will

      Weil ich wusste leider nicht wie =/

    • Risk
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      • 12. November 2017 um 15:45
      • #9

      Ich guck nachher Zuhause.

      mfg Risk

      https://www.twitch.tv/theriskarma

    • Zeilord
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      • 12. November 2017 um 15:47
      • #10

      wer super wenn du mir da helfen könntest =)

    • Risk
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      • 12. November 2017 um 16:03
      • #11
      Code
      private _action = [
              format [localize "STR_GNOTF_AlreadyControlled",_gangName],
              localize "STR_GNOTF_CurrentCapture",
              localize "STR_Global_Yes",
              localize "STR_Global_No"
          ] call BIS_fnc_guiMessage;
      
      if (_action) then 
      {
      //hier alles für Fleisch
      }
      else
      {
      //hier sachen für feder
      };
      Alles anzeigen

      denke den Inhalt kannst du ausfüllen ect. Ansonsten mach ich dir das später am pc.

      Edit: die guiMessage musst du noch anpassen. Hatte ich aus dem Standard framework kopiert.

      mfg Risk

      https://www.twitch.tv/theriskarma

    • Zeilord
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      • 12. November 2017 um 16:12
      • #12

      Ok werde ich gleich mal versuchen

    • Zeilord
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      • 12. November 2017 um 16:33
      • #13

      Also wenn ich es so eintrage

      Code
      #include "..\..\script_macros.hpp"
      /*
          File: fn_gutAnimal.sqf
          Author: Bryan "Tonic" Boardwine
      
          Description:
          Guts the animal?
      */
      private ["_animalCorpse","_upp","_ui","_progress","_pgText","_cP","_displayName","_item","_item_2","_item_3""_loot"];
      _animalCorpse = param [0,objNull,[objNull]];
      if (isNull _animalCorpse) exitWith {}; //Object passed is null?
      
      
      life_interrupted = false;
      if (player distance _animalCorpse > 3.5) exitWith {}; //WTF need check with nearest objects I love Arma
      life_action_inUse = true;
      
      private _action = [
       format [localize "Tier ausnehmen",_loot],
       localize "Was willst du endnehmen?",
       localize "Fleisch",
       localize "Federn / Leder"
       ] call BIS_fnc_guiMessage;
      if (_action) then 
      {
      switch (typeOf _animalCorpse) do {
          case "Hen_random_F": {_displayName = localize "STR_ANIM_chicken"; _item = "hen_raw";};
          case "Cock_white_F": {_displayName = localize "STR_ANIM_chicken"; _item = "hen_raw";};
          case "Cock_random_F": {_displayName = localize "STR_ANIM_Rooster"; _item = "rooster_raw";};
          default {_displayName = ""; _item = "";};
      };
      
      switch (typeOf _animalCorpse) do {
          case "Goat_random_F": {_displayName = localize "STR_ANIM_Goat"; _item_3 = "goat_raw";};
          case "Sheep_random_F": {_displayName = localize "STR_ANIM_Sheep"; _item_3 = "sheep_raw";};
          case "Rabbit_F": {_displayName = localize "STR_ANIM_Rabbit"; _item_3 = "rabbit_raw";};
          default {_displayName = ""; _item = "";};
      };
      }
      else
      {
      switch (typeOf _animalCorpse) do {
          case "Hen_random_F": {_displayName = localize "STR_ANIM_chicken"; _item_2 = "Feder";};
          case "Cock_white_F": {_displayName = localize "STR_ANIM_chicken"; _item_2 = "Feder";};
          case "Cock_random_F": {_displayName = localize "STR_ANIM_Rooster"; _item_2 = "Feder";};
          case "Goat_random_F": {_displayName = localize "STR_ANIM_Goat"; _item_2 = "Leder";};
          case "Sheep_random_F": {_displayName = localize "STR_ANIM_Sheep"; _item_2 = "Leder";};
          case "Rabbit_F": {_displayName = localize "STR_ANIM_Rabbit"; _item_2 = "Leder";};
          default {_displayName = ""; _item_2 = "";};
      };
      };
      
      
      if (_displayName isEqualTo "") exitWith {life_action_inUse = false;};
      
      _upp = format [localize "STR_NOTF_Gutting",_displayName];
      //Setup our progress bar.
      disableSerialization;
      "progressBar" cutRsc ["life_progress","PLAIN"];
      _ui = uiNamespace getVariable "life_progress";
      _progress = _ui displayCtrl 38201;
      _pgText = _ui displayCtrl 38202;
      _pgText ctrlSetText format ["%2 (1%1)...","%",_upp];
      _progress progressSetPosition 0.01;
      _cP = 0.01;
      
      for "_i" from 0 to 1 step 0 do {
          if (animationState player != "AinvPknlMstpSnonWnonDnon_medic_1") then {
              [player,"AinvPknlMstpSnonWnonDnon_medic_1",true] remoteExecCall ["life_fnc_animSync",RCLIENT];
              player switchMove "AinvPknlMstpSnonWnonDnon_medic_1";
              player playMoveNow "AinvPknlMstpSnonWnonDnon_medic_1";
          };
          uiSleep 0.15;
          _cP = _cP + 0.01;
          _progress progressSetPosition _cP;
          _pgText ctrlSetText format ["%3 (%1%2)...",round(_cP * 100),"%",_upp];
          if (_cP >= 1) exitWith {};
          if (!alive player) exitWith {};
          if (isNull _animalCorpse) exitWith {};
          if !(isNull objectParent player) exitWith {};
          if (life_interrupted) exitWith {};
      };
      
      life_action_inUse = false;
      "progressBar" cutText ["","PLAIN"];
      player playActionNow "stop";
      if (isNull _animalCorpse) exitWith {life_action_inUse = false;};
      if (life_interrupted) exitWith {life_interrupted = false; titleText[localize "STR_NOTF_ActionCancel","PLAIN"]; life_action_inUse = false;};
      if !(isNull objectParent player) exitWith {titleText[localize "STR_NOTF_ActionInVehicle","PLAIN"];};
      
      if ([true,_item,3] call life_fnc_handleInv) then {
          deleteVehicle _animalCorpse;
          titleText[format [(localize "STR_NOTF_Guttingfinish"),_displayName],"PLAIN"];
      } else {
          titleText[(localize "STR_NOTF_InvFull"),"PLAIN"];
      };
      
      if ([true,_item_3,2] call life_fnc_handleInv) then {
          deleteVehicle _animalCorpse;
          titleText[format [(localize "STR_NOTF_Guttingfinish"),_displayName],"PLAIN"];
      } else {
          titleText[(localize "STR_NOTF_InvFull"),"PLAIN"];
      };
      
      if ([true,_item_2,1] call life_fnc_handleInv) then {
          deleteVehicle _animalCorpse;
          titleText[format [(localize "STR_NOTF_Guttingfinish"),_displayName],"PLAIN"];
      } else {
          titleText[(localize "STR_NOTF_InvFull"),"PLAIN"];
      };
      Alles anzeigen


      Taucht ja kleines Fenster ja auf wo ja noch nix drin steht das ist ja klar wegen das was du ja meintest
      so aber wenn ich links klicke macht er nix und wenn ich dann recht drauf klicke macht er was aber man bekommt leider nix

    • blackfisch
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      • 12. November 2017 um 16:37
      • #14

      Bitte befass dich nochmal mit den Grundlagen :| -> https://community.bistudio.com/wiki/localize

      #MakeArmaNotWar

      Kein Support via PN & Steam! / No Support via DM & Steam!


      Mit freundlichen Grüßen
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    • Zeilord
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      • 12. November 2017 um 17:14
      • #15

      Ja gut dachte wurde so gehen

      Code
      private _action = [
       format [localize "Tier ausnehmen",_loot],
       localize "Was willst du endnehmen?",
       localize "Fleisch",
       localize "Federn / Leder"
       ] call BIS_fnc_guiMessage;
      if (_action) then 
      {

      das man es nicht über die string lauft aber jetzt weis ich es


      Code
      private _action = [
       format [localize "STR_loot_Tier",_loot],
       localize "STR_loot_Frage",
       localize "STR_loot_Fleisch",
       localize "STR_loot_Leder"
       ] call BIS_fnc_guiMessage;
      if (_action) then 
      {
      switch (typeOf _animalCorpse) do {
          case "Hen_random_F": {_displayName = localize "STR_ANIM_chicken"; _item = "hen_raw";};
          case "Cock_white_F": {_displayName = localize "STR_ANIM_chicken"; _item = "hen_raw";};
          case "Cock_random_F": {_displayName = localize "STR_ANIM_Rooster"; _item = "rooster_raw";};
          case "Goat_random_F": {_displayName = localize "STR_ANIM_Goat"; _item_3 = "goat_raw";};
          case "Sheep_random_F": {_displayName = localize "STR_ANIM_Sheep"; _item_3 = "sheep_raw";};
          case "Rabbit_F": {_displayName = localize "STR_ANIM_Rabbit"; _item_3 = "rabbit_raw";};
          default {_displayName = ""; _item = ""; _item = "";_3};
          };
      }
      else
      {
      switch (typeOf _animalCorpse) do {
          case "Hen_random_F": {_displayName = localize "STR_ANIM_chicken"; _item_2 = "Feder";};
          case "Cock_white_F": {_displayName = localize "STR_ANIM_chicken"; _item_2 = "Feder";};
          case "Cock_random_F": {_displayName = localize "STR_ANIM_Rooster"; _item_2 = "Feder";};
          case "Goat_random_F": {_displayName = localize "STR_ANIM_Goat"; _item_2 = "Leder";};
          case "Sheep_random_F": {_displayName = localize "STR_ANIM_Sheep"; _item_2 = "Leder";};
          case "Rabbit_F": {_displayName = localize "STR_ANIM_Rabbit"; _item_2 = "Leder";};
          default {_displayName = ""; _item_2 = "";};
          };
      };
      Alles anzeigen

      muss da nur die zwei teste austauschen die noch verdreht sind.

      nun muss ich nur noch wieder hin bekommen das er wenn man es aus gesucht hat was man will man auch dies ins Inventar bekommt das ist das einzige was grad nicht will
      weil die Animation ist da aber da nach liegt das Tier noch und man bekommt nix

      Aber denn noch Danke Risk
      und auch an Black

    • Risk
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      • 12. November 2017 um 17:29
      • #16

      [true,itemvar,amount] call life_fnc_handleInv;

      Sollte helfen.

      mfg Risk

      https://www.twitch.tv/theriskarma

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      • 12. November 2017 um 18:02
      • #17

      Ok ich werde es mal testen

      hatte ja vor hin ein test gemacht aber leider ging der in die Hose

      weil da hatte man es gleich instand gehabt so bald man auf denn knopf gedrückt habe^^

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