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    Clothing Shop aus 4.0 in 3.1.4.8

      • Altis Life
    • stolzerrabe
    • 9. August 2015 um 17:56
    • stolzerrabe
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      • 9. August 2015 um 17:56
      • #1

      Hey Leute,
      um die Kleidervorschau aus Altis Life 4 in der 3.1.4.8 zu erhalten,
      müßt ihr nur 2 Dateien verändern.

      Die fn_clothingMenu.sqf und die fn_clothingFilter.sqf

      Wenn ihr diese Files noch NICHT verändert habt, dann ersetzt sie mit diesem Code:


      fn_clothingMenu.sqf

      Spoiler anzeigen
      SQL: fn_clothingMenu.sqf
      /*
      	File: fn_clothingMenu.sqf
      	Author: Bryan "Tonic" Boardwine
      
      	Description:
      	Opens and initializes the clothing store menu.
      	Started clean, finished messy.
      */
      #include <macro.h>
      private["_list","_clothes","_pic","_filter"];
      createDialog "Life_Clothing";
      disableSerialization;
      
      
      
      
      //Cop / Civ Pre Check
      if((_this select 3) in ["bruce","dive","reb","kart"] && playerSide != civilian) exitWith {hint localize "STR_Shop_NotaCiv"; closeDialog 0;};
      if((_this select 3) == "reb" && !license_civ_rebel) exitWith {hint localize "STR_Shop_NotaReb"; closeDialog 0;};
      if((_this select 3) in ["cop"] && playerSide != west) exitWith {hint localize "STR_Shop_NotaCop"; closeDialog 0;};
      if((_this select 3) in ["dive"] && !license_civ_dive) exitWith { hint localize "STR_Shop_NotaDive"; closeDialog 0;};
      
      
      
      
      life_clothing_store = _this select 3;
      
      
      
      
      //License Check?
      _var = [life_clothing_store,0] call life_fnc_licenseType;
      if(_var select 0 != "") then
      {
      	if(!(missionNamespace getVariable (_var select 0))) exitWith {hint format[localize "STR_Shop_YouNeed",[_var select 0] call life_fnc_varToStr]; closeDialog 0;};
      };
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      // :::...:::.... Clothing NEU?! ....:::...::: \\
      _pos = [1000,1000,10000];
      _oldDir = getDir player;
      _oldPos = visiblePositionASL player;
      _testLogic = "Logic" createVehicleLocal _pos;
      _testLogic setPosATL _pos;
      _ut1 = "UserTexture10m_F" createVehicleLocal (_testLogic modelToWorld [0,5,10]);
      _ut1 attachTo [_testLogic,[0,5,5]];
      _ut1 setDir 0;
      _ut4 = "UserTexture10m_F" createVehicleLocal (_testLogic modelToWorld [0,-5,10]);
      _ut4 attachTo [_testLogic,[0,-5,5]];
      _ut4 setDir 180;
      _ut2 = "UserTexture10m_F" createVehicleLocal (_testLogic modelToWorld [5,0,10]);
      _ut2 attachTo [_testLogic,[5,0,5]];
      _ut2 setDir (getDir _testLogic) + 90;
      _ut3 = "UserTexture10m_F" createVehicleLocal (_testLogic modelToWorld [-5,0,10]);
      _ut3 attachTo [_testLogic,[-5,0,5]];
      _ut3 setDir (getDir _testLogic) - 90;
      _ut5 = "UserTexture10m_F" createVehicleLocal (_testLogic modelToWorld [0,0,10]);
      _ut5 attachTo [_testLogic,[0,0,0]];
      _ut5 setObjectTexture [0,"a3\map_data\gdt_concrete_co.paa"];
      detach _ut5;
      _ut5 setVectorDirAndUp [[0,0,-.33],[0,.33,0]];
      _light = "#lightpoint" createVehicleLocal [1000,1000,10000];   
      _light setLightBrightness 1;  
      _light setLightAmbient [1.0, 1.0, 1.0];
      _light lightAttachObject [_ut1, [0,0,10]];
      
      
      
      
      {if(_x != player) then {_x hideObject true;};} foreach playableUnits;
      
      
      
      
      {
      	_x setObjectTexture [0,"#(argb,8,8,3)color(0,0,0,1)"];
      } foreach [_ut1,_ut2,_ut3,_ut4];
      
      
      
      
      player attachTo [_testLogic,[0,0,0]];
      player switchMove "";
      // :::...:::.... Clothing NEU?! ....:::...::: \\
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      //initialize camera view
      life_shop_cam = "CAMERA" camCreate getPos player;
      showCinemaBorder false;
      life_shop_cam cameraEffect ["Internal", "Back"];
      life_shop_cam camSetTarget (player modelToWorld [0,0,1]);
      life_shop_cam camSetPos (player modelToWorld [1,4,2]);
      life_shop_cam camSetFOV .33;
      life_shop_cam camSetFocus [50, 0];
      life_shop_cam camCommit 0;
      life_cMenu_lock = false;
      
      
      
      
      if(isNull (findDisplay 3100)) exitWith {};
      _list = (findDisplay 3100) displayCtrl 3101;
      _filter = (findDisplay 3100) displayCtrl 3105;
      lbClear _filter;
      lbClear _list;
      
      
      
      
      _filter lbAdd localize "STR_Shop_UI_Clothing";
      _filter lbAdd localize "STR_Shop_UI_Hats";
      _filter lbAdd localize "STR_Shop_UI_Glasses";
      _filter lbAdd localize "STR_Shop_UI_Vests";
      _filter lbAdd localize "STR_Shop_UI_Backpack";
      
      
      
      
      _filter lbSetCurSel 0;
      
      
      
      
      life_oldClothes = uniform player;
      life_olduniformItems = uniformItems player;
      life_oldBackpack = backpack player;
      life_oldVest = vest player;
      life_oldVestItems = vestItems player;
      life_oldBackpackItems = backpackItems player;
      life_oldGlasses = goggles player;
      life_oldHat = headgear player;
      
      
      
      
      
      
      
      
      
      
      waitUntil {isNull (findDisplay 3100)};
      
      
      
      
      
      
      
      // :::...:::.... Clothing NEU?! ....:::...::: \\
      {if(_x != player) then {_x hideObject false;};} foreach playableUnits;
      detach player;
      player setPosASL _oldPos;
      player setDir _oldDir;
      {deleteVehicle _x;} foreach [_testLogic,_ut1,_ut2,_ut3,_ut4,_ut5,_light];
      // :::...:::.... Clothing NEU?! ....:::...::: \\
      
      
      
      
      
      
      
      life_shop_cam cameraEffect ["TERMINATE","BACK"];
      camDestroy life_shop_cam;
      life_clothing_filter = 0;
      
      
      
      
      
      
      
      
      
      
      
      
      
      if(isNil "life_clothesPurchased") exitWith
      {
      	life_clothing_purchase = [-1,-1,-1,-1,-1];
      	if(life_oldClothes != "") then {player addUniform life_oldClothes;} else {removeUniform player};
      	if(life_oldHat != "") then {player addHeadgear life_oldHat} else {removeHeadgear player;};
      	if(life_oldGlasses != "") then {player addGoggles life_oldGlasses;} else {removeGoggles player};
      	if(backpack player != "") then
      	{
      		if(life_oldBackpack == "") then
      		{
      			removeBackpack player;
      		}
      			else
      		{
      			removeBackpack player;
      			player addBackpack life_oldBackpack;
      			clearAllItemsFromBackpack player;
      			if(count life_oldBackpackItems > 0) then
      			{
      				{
      					[_x,true,true] call life_fnc_handleItem;
      				} foreach life_oldBackpackItems;
      			};
      		};
      	};
      
      	if(count life_oldUniformItems > 0) then
      	{
      		{[_x,true,false,false,true] call life_fnc_handleItem;} foreach life_oldUniformItems;
      	};
      
      	if(vest player != "") then
      	{
      		if(life_oldVest == "") then
      		{
      			removeVest player;
      		}
      			else
      		{
      			player addVest life_oldVest;
      			if(count life_oldVestItems > 0) then
      			{
      				{[_x,true,false,false,true] call life_fnc_handleItem;} foreach life_oldVestItems;
      			};
      		};
      	};
      };
      life_clothesPurchased = nil;
      
      
      
      
      //Check uniform purchase.
      if((life_clothing_purchase select 0) == -1) then
      {
      	if(life_oldClothes != uniform player) then {player addUniform life_oldClothes;};
      };
      //Check hat
      if((life_clothing_purchase select 1) == -1) then
      {
      	if(life_oldHat != headgear player) then {if(life_oldHat == "") then {removeHeadGear player;} else {player addHeadGear life_oldHat;};};
      };
      //Check glasses
      if((life_clothing_purchase select 2) == -1) then
      {
      	if(life_oldGlasses != goggles player) then
      	{
      		if(life_oldGlasses == "") then 
      		{
      			removeGoggles player;
      		}
      			else
      		{
      			player addGoggles life_oldGlasses;
      		};
      	};
      };
      //Check Vest
      if((life_clothing_purchase select 3) == -1) then
      {
      	if(life_oldVest != vest player) then
      	{
      		if(life_oldVest == "") then {removeVest player;} else
      		{
      			player addVest life_oldVest;
      			{[_x,true,false,false,true] call life_fnc_handleItem;} foreach life_oldVestItems;
      		};
      	};
      };
      
      
      
      
      //Check Backpack
      if((life_clothing_purchase select 4) == -1) then
      {
      	if(life_oldBackpack != backpack player) then
      	{
      		if(life_oldBackpack == "") then {removeBackpack player;} else
      		{
      			removeBackpack player;
      			player addBackpack life_oldBackpack;
      			{[_x,true,true] call life_fnc_handleItem;} foreach life_oldBackpackItems;
      		};
      	};
      };
      
      
      
      
      life_clothing_purchase = [-1,-1,-1,-1,-1];
      
      
      
      
      [] call life_fnc_saveGear;
      Alles anzeigen


      fn_clothingFilter.sqf

      Spoiler anzeigen
      SQL: fn_clothingFilter.sqf
      /*
      	File: fn_clothingFilter.sqf
      	Author: Bryan "Tonic" Boardwine
      
      	Description:
      	Functionality for filtering clothing types in the menu.
      */
      disableSerialization;
      private["_control","_selection","_list","_filter"];
      _control = _this select 0;
      _selection = _this select 1;
      life_clothing_filter = _selection;
      /* 
      if(_selection == 4) then
      {
      	life_shop_cam camSetTarget (player modelToWorld [0,-.15,1.3]);
      	life_shop_cam camSetPos (player modelToWorld [1,-4,2]);
      	life_shop_cam camCommit 1;
      }
      	else
      {
      	life_shop_cam camSetTarget (player modelToWorld [0,0,1]);
      	life_shop_cam camSetPos (player modelToWorld [1,4,2]);
      	life_shop_cam camCommit 1;
      };
       */
       
       
      // :::...:::.... Clothing NEU?! ....:::...::: \\
      
      
      
      
      switch (_selection) do {
      	case 4: {
      		life_shop_cam camSetTarget (player modelToWorld [0,-.15,1.3]);
      		life_shop_cam camSetPos (player modelToWorld [1,-4,2]);
      		life_shop_cam camCommit 1;
      	};
      
      	case 0: {
      		life_shop_cam camSetTarget (player modelToWorld [0,0,1]);
      		life_shop_cam camSetPos (player modelToWorld [1,4,2]);
      		life_shop_cam camCommit 1;
      	};
      
      	case 3: {
      		life_shop_cam camSetTarget (player modelToWorld [0,0,1.4]);
      		life_shop_cam camSetPos (player modelToWorld [-.1,2,1.4]);
      		life_shop_cam camCommit 1;
      	};
      
      	default {
      		life_shop_cam camSetTarget (player modelToWorld [0,0,1.6]);
      		life_shop_cam camSetPos (player modelToWorld [-.5,1,1.6]);
      		life_shop_cam camCommit 1;
      	};
      };
      
      
      
      
      // :::...:::.... Clothing NEU?! ....:::...::: \\
      
      
      
      
      
      
      
      if(isNull (findDisplay 3100)) exitWith {};
      _list = (findDisplay 3100) displayCtrl 3101;
      lbClear _filter;
      lbClear _list;
      
      
      
      
      //Temp code, subjected to become one master config in future
      _clothes = switch (life_clothing_store) do
      {
      	case "bruce": {[_selection] call life_fnc_clothing_bruce;};
      	case "cop": {[_selection] call life_fnc_clothing_cop;};
      	case "reb": {[_selection] call life_fnc_clothing_reb;};
      	case "dive": {[_selection] call life_fnc_clothing_dive;};
      	case "kart": {[_selection] call life_fnc_clothing_kart;};
      };
      
      
      
      
      if(count _clothes == 0) exitWith {};
      {
      	_details = [_x select 0] call life_fnc_fetchCfgDetails;
      	if(isNil {_x select 1}) then
      	{
      		_list lbAdd format["%1",(getText(configFile >> (_details select 6) >> (_x select 0) >> "DisplayName"))];
      	}
      		else
      	{
      		_list lbAdd format["%1", _x select 1];
      	};
      	//_pic = getText(configFile >> (_details select 6) >> (_x select 0) >> "picture");
      	_list lbSetData [(lbSize _list)-1,_x select 0];
      	_list lbSetValue [(lbSize _list)-1,_x select 2];
      	//_list lbSetPicture [(lbSize _list)-1,_pic];
      } foreach _clothes;
      Alles anzeigen


      Die relevanten, neuen Sachen aus der 4.0 stehen zwischen den // :::...:::.... Clothing NEU?! ....:::...::: \\ Markierungen.

      PMC Earpiece: https://goo.gl/zS9U8
      @Admins: Falls nicht gestattet, bitte entfernen...

      Einmal editiert, zuletzt von stolzerrabe (22. März 2016 um 18:02)

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    Tags

    • Altis Life 3.1.4.8
    • altis life tutorial
    • Altis life 4.0
    • altis life tutorials
    • altis life clothing shop
    • altis life shop
    • altis life shop 4.0

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