Guten abend liebe NN Community,
ich habe folgendes anliegen, ich verwende eine bisschen überarbeitete Version des ADV advanced Zeus scripts und es funktioniert alles gut und toll, nur ich möchte, dass Arsenale und schilder, die in der mission gemappt wurden, im MP dann nicht löschbar sind. Derzeit ist der Fall, dass NPCs, Schilder, Whiteboards und Arsenale von der Map gelöscht und verändert werden können.
Wäre dankbar wenn mir einer helfen könnte.
Code:
Code
/*
* Author: Belbo
*
* Adds objects dynamically to curator interface.
*
* Arguments:
* 0: name of curator module (optional). If left empty or <BOOL> objects will be added to all curator modules - <OBJECT>
*
* Return Value:
* Script handle - <HANDLE>
*
* Example:
* _handle = [] call adv_fnc_zeusObjects;
*
* Public: Yes
*/
if (!isServer) exitWith {};
//{ [_x] call adv_fnc_zeusEVH; nil; } count allCurators;
/*
{
_x addEventHandler ["CURATOROBJECTREGISTERED",{
disableSerialization;
private _display = (findDisplay 312);
private _ctrl = _display displayCtrl 15717;
_ctrl ctrlSetText "";
// OR
//_ctrl ctrlSetText "yourcustomlogo.paa";
_ctrl ctrlCommit 0;
}];
nil;
} count allCurators;
*/
_handle = _this spawn {
params [
["_curator", true, [true, objNull]]
];
//makes all units continuously available to Zeus (for respawning players and AI that's being spawned by a script.)
switch (typeName _curator) do {
case "OBJECT": {
//adds objects placed in editor:
_curator addCuratorEditableObjects [vehicles,true];
_curator addCuratorEditableObjects [(entities "Man"), false];
_curator addCuratorEditableObjects [(entities "Air"), false];
_curator addCuratorEditableObjects [(entities "Ammo"), false];
//makes all units continuously available to Zeus (for respawning players and AI that's being spawned by a script.)
while {true} do {
_curatorUnit = getAssignedCuratorUnit _curator;
if (!isNil "_curatorUnit") then {
_curator addCuratorEditableObjects [allUnits, false];
_curator addCuratorEditableObjects [vehicles, true];
};
sleep 5;
};
};
default {
{
_x addCuratorEditableObjects [vehicles,true];
_x addCuratorEditableObjects [(entities "Man"), false];
_x addCuratorEditableObjects [(entities "Air"), false];
_x addCuratorEditableObjects [(entities "Ammo"), false];
nil;
} count allCurators;
while {true} do {
{
if ( !isNull (getAssignedCuratorUnit _x) ) then {
_x addCuratorEditableObjects [allUnits, false];
_x addCuratorEditableObjects [vehicles, true];
/*
_bluforUnits = [];
{ if ( side (group _x) == west ) then { _bluforUnits pushBack _x }; nil; } count allUnits;
_x addCuratorEditableObjects [_bluforUnits,true];
*/
};
} count allCurators;
sleep 5;
};
};
};
};
_handle;
Alles anzeigen
MfG