ehm ja nur die türen lassen sich nicht mehr schließen aber das ist egal bekomm ich schon hin danke für alles

Police Station Australia ID KARTE???
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Bronzo94 -
5. Dezember 2017 um 17:35 -
Erledigt
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hmm ok XD was hast du angestellt XD
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ich weiß auch noch nicht hier pack ich es mal in einen Spoiler
Spoiler anzeigen
#define _ARMA_
//Class mm_bank : config.bin{
class CfgPatches
{
class PoliceStation
{
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {};
};
};
class CfgVehicleClasses
{
class snb_buildings
{
displayName = "Australian Buildings";
};
};
class CfgVehicles
{
class Ruins_F;
class House;
class House_F: House
{
};
class Land_PoliceStation: House_F
{
displayName = "Australian Police Station";
textSingular = "Australian Police Station";
author = "Mattaust";
model = "\mm_buildings2\Police_Station\PoliceStation.p3d";
vehicleClass = "snb_buildings";
placement = "vertical";
scope = 2;
mapSize = 12;
animated = "true";
ladders[] = {{ "Ladder_1_start","Ladder_1_end" }};
class Reflectors
{
class Light_1
{
color[] = {1000,1000,1200};
ambient[] = {6,5,4};
intensity = 3;
size = 1;
innerAngle = 90;
outerAngle = 360;
coneFadeCoef = 1;
position = "Light1_pos";
direction = "Light1_dir";
hitpoint = "Light1_hitpoint";
selection = "Light_1";
useFlare = 1;
flareSize = 0.8;
flareMaxDistance = 250;
class Attenuation
{
start = 0;
constant = 20;
linear = 0;
quadratic = 0.5;
hardLimitStart = 40;
hardLimitEnd = 60;
};
};
class Light_2: Light_1
{
position = "light2_pos";
direction = "light2_dir";
hitpoint = "light2";
selection = "light_2";
};
class Light_3: Light_1
{
position = "light3_pos";
direction = "light3_dir";
hitpoint = "light3";
selection = "light_3";
};
class Light_4: Light_1
{
position = "light4_pos";
direction = "light4_dir";
hitpoint = "light4";
selection = "light_4";
};
class Light_5: Light_1
{
position = "light5_pos";
direction = "light5_dir";
hitpoint = "light5";
selection = "light_5";
};
class Light_6: Light_1
{
position = "light6_pos";
direction = "light6_dir";
hitpoint = "light6";
selection = "light_6";
};
class Light_7: Light_1
{
position = "light7_pos";
direction = "light7_dir";
hitpoint = "light7";
selection = "light_7";
};
class Light_8: Light_1
{
position = "light8_pos";
direction = "light8_dir";
hitpoint = "light8";
selection = "Light_8";
};
class Light_9: Light_1
{
position = "light9_pos";
direction = "light9_dir";
hitpoint = "light9";
selection = "Light_9";
};
class Light_10: Light_1
{
position = "light10_pos";
direction = "light10_dir";
hitpoint = "light10";
selection = "Light_10";
};
};
aggregateReflectors[] = {{ "Light_1;Light_2;Light_3;Light_4;Light_5;Light_6;Light_7;Light_8;Light_9;Light_10" }};
class AnimationSources
{
class Zeroanimation
{
source = "user";
animPeriod = 0;
initPhase = 0;
sound = "GenericDoorsSound";
};
class oneanimation
{
source = "user";
animPeriod = 5;
initPhase = 0;
sound = "VaultRotate";
};
class twoanimation
{
source = "user";
animPeriod = 0;
initPhase = 0;
sound = "GlassServoDoorsSound";
};
};
class UserActions
{
////////class Auto_Open
////////{
//////// displayName = "Open Door";
//////// position = "Auto_Open";
//////// radius = 3;
//////// onlyForplayer = "true";
//////// condition = "this animationPhase ""gatedoor_2"" < 0.5";
//////// statement = "this animate [""gatedoor_1"", -1.6];this animate [""gatedoor_2"", 1.6]";
////////};
//////// class Close_Auto
////////{
//////// displayName = "Close Door";
//////// position = "Auto_Open";
//////// radius = 3;
//////// onlyForplayer = "true";
//////// condition = "this animationPhase ""gatedoor_2"" > 0.5";
//////// statement = "this animate [""gatedoor_1"", 0];this animate [""gatedoor_2"", 0]";
////////};
class open_door_1
{
displayName = "Open Door";
position = "Interact1";
radius = 3;
onlyForplayer = "true";
condition="this animationPhase ""Door_1""<0.5";
statement="if(""vop_id_police"" in (assignedItems player)) then { this animate [""Door_1"", 1]; } else { titleText [""Dir fehlt die Zugangskarte."", ""PLAIN""]; };";
};
class close_door_1
{
displayName = "Close Door";
position = "Interact1";
radius = 3;
onlyForplayer = "true";
condition="this animationPhase ""Door_1""<0.5";
statement="if(""vop_id_police"" in (assignedItems player)) then { this animate [""Door_1"", 0]; } else { titleText [""Dir fehlt die Zugangskarte."", ""PLAIN""]; };";
};
class open_door_2
{
displayName = "Open Door";
position = "Interact2";
radius = 3;
onlyForplayer = "true";
condition="this animationPhase ""Door_2""<0.5";
statement="if(""vop_id_police"" in (assignedItems player)) then { this animate [""Door_2"", 1]; } else { titleText [""Dir fehlt die Zugangskarte."", ""PLAIN""]; };";
};
class close_door_2
{
displayName = "Close Door";
position = "Interact2";
radius = 3;
onlyForplayer = "true";
condition="this animationPhase ""Door_2""<0.5";
statement="if(""vop_id_police"" in (assignedItems player)) then { this animate [""Door_2"", 0]; } else { titleText [""Dir fehlt die Zugangskarte."", ""PLAIN""]; };";
};
class open_door_3
{
displayName = "Open Door";
position = "Interact3";
radius = 3;
onlyForplayer = "true";
condition="this animationPhase ""Door_3""<0.5";
statement="if(""vop_id_police"" in (assignedItems player)) then { this animate [""Door_3"", 1]; } else { titleText [""Dir fehlt die Zugangskarte."", ""PLAIN""]; };";
};
class close_door_3
{
displayName = "Close Door";
position = "Interact3";
radius = 3;
onlyForplayer = "true";
condition="this animationPhase ""Door_3""<0.5";
statement="if(""vop_id_police"" in (assignedItems player)) then { this animate [""Door_3"", 0]; } else { titleText [""Dir fehlt die Zugangskarte."", ""PLAIN""]; };";
};
class open_door_4
{
displayName = "Open Door";
position = "Interact4";
radius = 3;
onlyForplayer = "true";
condition="this animationPhase ""Door_4""<0.5";
statement="if(""vop_id_police"" in (assignedItems player)) then { this animate [""Door_4"", 1]; } else { titleText [""Dir fehlt die Zugangskarte."", ""PLAIN""]; };";
};
class close_door_4
{
displayName = "Close Door";
position = "Interact4";
radius = 3;
onlyForplayer = "true";
condition="this animationPhase ""Door_4""<0.5";
statement="if(""vop_id_police"" in (assignedItems player)) then { this animate [""Door_4"", 0]; } else { titleText [""Dir fehlt die Zugangskarte."", ""PLAIN""]; };";
};
class open_door_5
{
displayName = "Open Door";
position = "Interact5";
radius = 3;
onlyForplayer = "true";
condition="this animationPhase ""Door_5""<0.5";
statement="if(""vop_id_police"" in (assignedItems player)) then { this animate [""Door_5"", 1]; } else { titleText [""Dir fehlt die Zugangskarte."", ""PLAIN""]; };";
};
class close_door_5
{
displayName = "Close Door";
position = "Interact5";
radius = 3;
onlyForplayer = "true";
condition="this animationPhase ""Door_5""<0.5";
statement="if(""vop_id_police"" in (assignedItems player)) then { this animate [""Door_5"", 0]; } else { titleText [""Dir fehlt die Zugangskarte."", ""PLAIN""]; };";
};
class open_door_6
{
displayName = "Open Door";
position = "Interact6";
radius = 3;
onlyForplayer = "true";
condition="this animationPhase ""Door_6""<0.5";
statement="if(""vop_id_police"" in (assignedItems player)) then { this animate [""Door_6"", 1]; } else { titleText [""Dir fehlt die Zugangskarte."", ""PLAIN""]; };";
};
class close_door_6
{
displayName = "Close Door";
position = "Interact6";
radius = 3;
onlyForplayer = "true";
condition="this animationPhase ""Door_6""<0.5";
statement="if(""vop_id_police"" in (assignedItems player)) then { this animate [""Door_6"", 0]; } else { titleText [""Dir fehlt die Zugangskarte."", ""PLAIN""]; };";
};
class open_door_7
{
displayName = "Open Door";
position = "Interact7";
radius = 3;
onlyForplayer = "true";
condition="this animationPhase ""Door_7""<0.5";
statement="if(""vop_id_police"" in (assignedItems player)) then { this animate [""Door_7"", 1]; } else { titleText [""Dir fehlt die Zugangskarte."", ""PLAIN""]; };";
};
class close_door_7
{
displayName = "Close Door";
position = "Interact7";
radius = 3;
onlyForplayer = "true";
condition="this animationPhase ""Door_7""<0.5";
statement="if(""vop_id_police"" in (assignedItems player)) then { this animate [""Door_7"", 0]; } else { titleText [""Dir fehlt die Zugangskarte."", ""PLAIN""]; };";
};
class open_door_8
{
displayName = "Open Garage";
position = "Interact8";
radius = 5;
onlyForplayer = "true";
condition="this animationPhase ""Door_8""<0.5";
statement="if(""vop_id_police"" in (assignedItems player)) then { this animate [""Door_8"", 1]; } else { titleText [""Dir fehlt die Zugangskarte."", ""PLAIN""]; };";
};
class close_door_8
{
displayName = "Close Garage";
position = "Interact8";
radius = 5;
onlyForplayer = "true";
condition="this animationPhase ""Door_8""<0.5";
statement="if(""vop_id_police"" in (assignedItems player)) then { this animate [""Door_8"", 0]; } else { titleText [""Dir fehlt die Zugangskarte."", ""PLAIN""]; };";
};
};
};
};
//};
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hab den fehler aber glaub schon
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also so auf denn ersten blick sehe ich jetzt nix musste da für meine Confi offen haben um denn fehler zu finden
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okey hab den fehler doch nicht gefunek GG
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hast du den fehler endeckst?
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ne leider nicht....
hab dir aber mal was als PN geschickt -
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... blackfisch kannst schließen
Und vorallem
then then??Und nein warum sollte man sowas machen? Wenn einem die IDCard geklaut wird hat man trz coplevel 1 wtf???
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ja um den Realismus zu erhöhen in echt wenn du die Schlüssel Klaus kans du auch in ein haus rein und then then war ein fehler von mir sry
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