Und zwar möchte ich Kabelbinder einbinden für Rebellen. Nur das Problem ist,ich finde keine Script Anleitung für die 3.1.4.8. Hat jemand eine Idee,wie ich Kabelbinder für die 3.1.4.8 einfüge ?
Danke im Voraus,
Michi
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Und zwar möchte ich Kabelbinder einbinden für Rebellen. Nur das Problem ist,ich finde keine Script Anleitung für die 3.1.4.8. Hat jemand eine Idee,wie ich Kabelbinder für die 3.1.4.8 einfüge ?
Danke im Voraus,
Michi
moeck hat da glaube die meisten 3.1.4.8 Erfahrungen / aber ich denke das vom Inhalt sich da nicht viel nimmt ....
Du erstellst ein Item die Kabelbinder halt ...
Dann in den Keyhandler und halt dein civInteractionMenu.
Okay ja. Bräuchte auf jeden Fall mal eine Ausführliche Erklärung,wie genau ich da vor gehe,und die Datei für Kabelbinder habe ich leider auch nicht.
Master of Desaster Einmal die "fn_civInteractionMenu.sqf":
#include "..\..\script_macros.hpp"
/*
File: fn_civInteractionMenu.sqf
Author: jmuirhead(help from AlaskaVet)
Description:
Replaces the mass addactions for various cop actions towards another player.
*/
#define Btn1 37450
#define Btn2 37451
#define Btn3 37452
#define Btn4 37453
#define Btn5 37454
#define Btn6 37455
#define Btn7 37456
#define Btn8 37457
#define Title 37401
private ["_display","_curTarget","_Btn1","_Btn2","_Btn3","_Btn4","_Btn5","_Btn6","_Btn7","_Btn8"];
disableSerialization;
_curTarget = param [0,objNull,[objNull]];
if (player getVariable ["Escorting", false]) then {
if (isNull _curTarget) exitWith {closeDialog 0;}; //Bad target
if (!isPlayer _curTarget && side _curTarget isEqualTo civilian) exitWith {closeDialog 0;}; //Bad side check?
if (player distance _curTarget > 4 ) exitWith {closeDialog 0;}; // Prevents menu accessing from far distances.
};
if (!dialog) then {
createDialog "pInteraction_Menu";
};
_display = findDisplay 37400;
_Btn1 = _display displayCtrl Btn1;
_Btn2 = _display displayCtrl Btn2;
_Btn3 = _display displayCtrl Btn3;
_Btn4 = _display displayCtrl Btn4;
_Btn5 = _display displayCtrl Btn5;
_Btn6 = _display displayCtrl Btn6;
_Btn7 = _display displayCtrl Btn7;
_Btn8 = _display displayCtrl Btn8;
life_pInact_curTarget = _curTarget;
if (player getVariable ["isEscorting",false]) then {
{ _x ctrlShow false; } forEach [_Btn2,_Btn5,_Btn6,_Btn7,_Btn8];
};
//Set Unrestrain Button
_Btn1 ctrlSetText localize "STR_pInAct_Unrestrain";
_Btn1 buttonSetAction "[life_pInact_curTarget] call life_fnc_unrestrain; closeDialog 0;";
//Set Escort Button
_Btn2 ctrlSetText localize "STR_pInAct_Escort";
_Btn2 buttonSetAction "[life_pInact_curTarget] call life_fnc_escortAction; closeDialog 0;";
_Btn3 ctrlSetText localize "STR_pInAct_StopEscort";
_Btn3 buttonSetAction "[life_pInact_curTarget] call life_fnc_stopEscorting; [life_pInact_curTarget] call life_fnc_civInteractionMenu;closeDialog 0;";
_Btn4 ctrlSetText localize "STR_pInAct_PutInCar";
_Btn4 buttonSetAction "[life_pInact_curTarget] call life_fnc_putInCar;closeDialog 0;";
_Btn5 ctrlShow false;
_Btn6 ctrlShow false;
_Btn7 ctrlShow false;
_Btn8 ctrlShow false;
Alles anzeigen
Und das vItem (in die Stringtabelle eintragen!):
(Icon angehängt!)
class zipties {
variable = "zipties";
displayName = "STR_Item_ZipTies";
weight = 0;
buyPrice = 1200;
sellPrice = -1;
illegal = false;
edible = -1;
icon = "icons\ziptie.paa";
};
Die "fn_restrainAction.sqf":
#include "..\..\script_macros.hpp"
/*
File: fn_restrainAction.sqf
Author: Bryan "Tonic" Boardwine
Description:
Restrains the target.
*/
private ["_unit"];
_unit = cursorObject;
if (isNull _unit) exitWith {}; //Not valid
if (player distance _unit > 3) exitWith {};
if (_unit getVariable "restrained") exitWith {};
if (side _unit isEqualTo west) exitWith {};
if (player isEqualTo _unit) exitWith {};
if (side player isEqualTo civilian) then {
if(life_inv_zipties < 1) exitWith { hintSilent "Du hast keine Kabelbinder!"; };
life_inv_zipties = life_inv_zipties - 1;
hintSilent "You have ziptied him";
};
if (!isPlayer _unit) exitWith {};
//Broadcast!
_unit setVariable ["playerSurrender",false,true];
_unit setVariable ["restrained",true,true];
[player] remoteExec ["life_fnc_restrain",_unit];
[0,"STR_NOTF_Restrained",true,[_unit getVariable ["realname", name _unit], profileName]] remoteExecCall ["life_fnc_broadcast",west];
Alles anzeigen
Und noch die "fn_vInteractionMenu.sqf":
#include "..\..\script_macros.hpp"
/*
File: fn_vInteractionMenu.sqf
Author: Bryan "Tonic" Boardwine
Description:
Replaces the mass addactions for various vehicle actions
*/
#define Btn1 37450
#define Btn2 37451
#define Btn3 37452
#define Btn4 37453
#define Btn5 37454
#define Btn6 37455
#define Title 37401
private["_display","_curTarget","_Btn1","_Btn2","_Btn3","_Btn4","_Btn5","_Btn6","_dlcVehicles"];
if(!dialog) then {
createDialog "vInteraction_Menu";
};
disableSerialization;
_curTarget = param [0,ObjNull,[ObjNull]];
if(isNull _curTarget) exitWith {closeDialog 0;}; //Bad target
_isVehicle = if((_curTarget isKindOf "landVehicle") OR (_curTarget isKindOf "Ship") OR (_curTarget isKindOf "Air")) then {true} else {false};
if(!_isVehicle) exitWith {closeDialog 0;};
_display = findDisplay 37400;
_Btn1 = _display displayCtrl Btn1;
_Btn2 = _display displayCtrl Btn2;
_Btn3 = _display displayCtrl Btn3;
_Btn4 = _display displayCtrl Btn4;
_Btn5 = _display displayCtrl Btn5;
_Btn6 = _display displayCtrl Btn6;
life_vInact_curTarget = _curTarget;
_dlcVehicles = ["C_Kart_01_Blu_F","C_Kart_01_Red_F","C_Kart_01_Fuel_F","C_Kart_01_Vrana_F","B_Heli_Transport_03_F","B_Heli_Transport_03_unarmed_F","O_Heli_Transport_04_F","O_Heli_Transport_04_ammo_F","O_Heli_Transport_04_bench_F","O_Heli_Transport_04_box_F","O_Heli_Transport_04_covered_F","O_Heli_Transport_04_fuel_F","O_Heli_Transport_04_medevac_F","O_Heli_Transport_04_repair_F"];
//Set Repair Action
_Btn1 ctrlSetText localize "STR_vInAct_Repair";
_Btn1 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_repairTruck;";
if("ToolKit" in (items player) && (damage _curTarget < 1)) then {_Btn1 ctrlEnable true;} else {_Btn1 ctrlEnable false;};
if(playerSide == west) then {
_Btn2 ctrlSetText localize "STR_vInAct_Registration";
_Btn2 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_searchVehAction;";
_Btn3 ctrlSetText localize "STR_vInAct_SearchVehicle";
_Btn3 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_vehInvSearch;";
_Btn4 ctrlSetText localize "STR_vInAct_PullOut";
_Btn4 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_pulloutAction;";
if(count crew _curTarget == 0) then {_Btn4 ctrlEnable false;};
_Btn5 ctrlSetText localize "STR_vInAct_Impound";
_Btn5 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_impoundAction;";
if(_curTarget isKindOf "Ship") then {
_Btn6 ctrlSetText localize "STR_vInAct_PushBoat";
_Btn6 buttonSetAction "[] spawn life_fnc_pushObject; closeDialog 0;";
if(_curTarget isKindOf "Ship" && {local _curTarget} && {count crew _curTarget == 0}) then { _Btn6 ctrlEnable true;} else {_Btn6 ctrlEnable false};
} else {
if((typeOf (_curTarget) in _dlcVehicles) && !(288520 in getDLCs 1)) then {
if(_curTarget isKindOf "Air") then {
_Btn6 ctrlSetText localize "STR_vInAct_GetInHeli";
} else {
_Btn6 ctrlSetText localize "STR_vInAct_GetInKart";
};
_Btn6 buttonSetAction "player moveInDriver life_vInact_curTarget; closeDialog 0;";
if(count crew _curTarget == 0 && {canMove _curTarget} && {locked _curTarget == 0}) then {_Btn6 ctrlEnable true;} else {_Btn6 ctrlEnable false};
} else {
_Btn6 ctrlSetText localize "STR_vInAct_Unflip";
_Btn6 buttonSetAction "life_vInact_curTarget setPos [getPos life_vInact_curTarget select 0, getPos life_vInact_curTarget select 1, (getPos life_vInact_curTarget select 2)+0.5]; closeDialog 0;";
if(count crew _curTarget == 0 && {canMove _curTarget}) then { _Btn6 ctrlEnable false;} else {_Btn6 ctrlEnable true;};
};
};
} else {
if(_curTarget isKindOf "Ship") then {
_Btn2 ctrlSetText localize "STR_vInAct_PushBoat";
_Btn2 buttonSetAction "[] spawn life_fnc_pushObject; closeDialog 0;";
if(_curTarget isKindOf "Ship" && {local _curTarget} && {count crew _curTarget == 0}) then { _Btn2 ctrlEnable true;} else {_Btn2 ctrlEnable false};
} else {
if((typeOf (_curTarget) in _dlcVehicles) && !(288520 in getDLCs 1)) then {
if(_curTarget isKindOf "Air") then {
_Btn2 ctrlSetText localize "STR_vInAct_GetInHeli";
} else {
_Btn2 ctrlSetText localize "STR_vInAct_GetInKart";
};
_Btn2 buttonSetAction "player moveInDriver life_vInact_curTarget; closeDialog 0;";
if(count crew _curTarget == 0 && {canMove _curTarget} && {locked _curTarget == 0}) then {_Btn2 ctrlEnable true;} else {_Btn2 ctrlEnable false};
} else {
_Btn2 ctrlSetText localize "STR_vInAct_Unflip";
_Btn2 buttonSetAction "life_vInact_curTarget setPos [getPos life_vInact_curTarget select 0, getPos life_vInact_curTarget select 1, (getPos life_vInact_curTarget select 2)+0.5]; closeDialog 0;";
if(count crew _curTarget == 0 && {canMove _curTarget}) then { _Btn2 ctrlEnable false;} else {_Btn2 ctrlEnable true;};
};
};
if(typeOf _curTarget == "O_Truck_03_device_F") then {
_Btn3 ctrlSetText localize "STR_vInAct_DeviceMine";
_Btn3 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_deviceMine";
if(!isNil {(_curTarget getVariable "mining")} OR !local _curTarget && {_curTarget in life_vehicles}) then {
_Btn3 ctrlEnable false;
} else {
_Btn3 ctrlEnable true;
};
} else {
_Btn3 ctrlShow false;
};
if(license_civ_rebel) then {
_Btn4 ctrlSetText localize "STR_vInAct_PullOut";
_Btn4 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_pulloutAction;";
if(count crew _curTarget == 0) then {_Btn4 ctrlEnable false;};
} else{
_Btn4 ctrlShow false;
};
_Btn5 ctrlShow false;
_Btn6 ctrlShow false;
};
Alles anzeigen
Und als Letztes noch die "fn_keyHandler.sqf":
Dort ersetzt du Case Nummer 19 (shift & r) einfach mit folgendem.
//Restraining (Shift + R)
case 19: {
if (_shift) then {_handled = true;};
if(_shift && playerSide isEqualTo civilian && {!isNull cursorObject} && {cursorObject isKindOf "Man"} && {(isPlayer cursorObject)} && {(side cursorObject in [civilian,independent])} && {alive cursorObject} && {cursorObject distance player < 3.5} && {!(cursorObject getVariable "Escorting")} && {!(cursorObject getVariable "restrained")} && {speed cursorObject < 1}) then{
if !(license_civ_rebel) exitWith { hintSilent "Du hast noch kein Rebellen Training abgeschlossen!"; };
if([false,"zipties",1] call life_fnc_handleInv) then {//Removes the zipties from the inventory
[] call life_fnc_RestrainAction;
hintSilent "Du hast diese Person erfolgreich gefesselt!";
} else {
hintSilent "Dafür brauchst du Kabelbinder!";
};
};
if (_shift && playerSide isEqualTo west && {!isNull cursorObject} && {cursorObject isKindOf "Man"} && {(isPlayer cursorObject)} && {(side cursorObject in [civilian,independent])} && {alive cursorObject} && {cursorObject distance player < 3.5} && {!(cursorObject getVariable "Escorting")} && {!(cursorObject getVariable "restrained")} && {speed cursorObject < 1}) then {
[] call life_fnc_restrainAction;
};
};
Alles anzeigen
Mach keine Copy & Paste Fehler und viel Spaß, ich hoffe ich konnte helfen
Alles anzeigenMaster of Desaster Einmal die "fn_civInteractionMenu.sqf":
Code Alles anzeigen#include "..\..\script_macros.hpp" /* File: fn_civInteractionMenu.sqf Author: jmuirhead(help from AlaskaVet) Description: Replaces the mass addactions for various cop actions towards another player. */ #define Btn1 37450 #define Btn2 37451 #define Btn3 37452 #define Btn4 37453 #define Btn5 37454 #define Btn6 37455 #define Btn7 37456 #define Btn8 37457 #define Title 37401 private ["_display","_curTarget","_Btn1","_Btn2","_Btn3","_Btn4","_Btn5","_Btn6","_Btn7","_Btn8"]; disableSerialization; _curTarget = param [0,objNull,[objNull]]; if (player getVariable ["Escorting", false]) then { if (isNull _curTarget) exitWith {closeDialog 0;}; //Bad target if (!isPlayer _curTarget && side _curTarget isEqualTo civilian) exitWith {closeDialog 0;}; //Bad side check? if (player distance _curTarget > 4 ) exitWith {closeDialog 0;}; // Prevents menu accessing from far distances. }; if (!dialog) then { createDialog "pInteraction_Menu"; }; _display = findDisplay 37400; _Btn1 = _display displayCtrl Btn1; _Btn2 = _display displayCtrl Btn2; _Btn3 = _display displayCtrl Btn3; _Btn4 = _display displayCtrl Btn4; _Btn5 = _display displayCtrl Btn5; _Btn6 = _display displayCtrl Btn6; _Btn7 = _display displayCtrl Btn7; _Btn8 = _display displayCtrl Btn8; life_pInact_curTarget = _curTarget; if (player getVariable ["isEscorting",false]) then { { _x ctrlShow false; } forEach [_Btn2,_Btn5,_Btn6,_Btn7,_Btn8]; }; //Set Unrestrain Button _Btn1 ctrlSetText localize "STR_pInAct_Unrestrain"; _Btn1 buttonSetAction "[life_pInact_curTarget] call life_fnc_unrestrain; closeDialog 0;"; //Set Escort Button _Btn2 ctrlSetText localize "STR_pInAct_Escort"; _Btn2 buttonSetAction "[life_pInact_curTarget] call life_fnc_escortAction; closeDialog 0;"; _Btn3 ctrlSetText localize "STR_pInAct_StopEscort"; _Btn3 buttonSetAction "[life_pInact_curTarget] call life_fnc_stopEscorting; [life_pInact_curTarget] call life_fnc_civInteractionMenu;closeDialog 0;"; _Btn4 ctrlSetText localize "STR_pInAct_PutInCar"; _Btn4 buttonSetAction "[life_pInact_curTarget] call life_fnc_putInCar;closeDialog 0;"; _Btn5 ctrlShow false; _Btn6 ctrlShow false; _Btn7 ctrlShow false; _Btn8 ctrlShow false;
Und das vItem (in die Stringtabelle eintragen!):
(Icon angehängt!)
Codeclass zipties { variable = "zipties"; displayName = "STR_Item_ZipTies"; weight = 0; buyPrice = 1200; sellPrice = -1; illegal = false; edible = -1; icon = "icons\ziptie.paa"; };
Die "fn_restrainAction.sqf":
Code Alles anzeigen#include "..\..\script_macros.hpp" /* File: fn_restrainAction.sqf Author: Bryan "Tonic" Boardwine Description: Restrains the target. */ private ["_unit"]; _unit = cursorObject; if (isNull _unit) exitWith {}; //Not valid if (player distance _unit > 3) exitWith {}; if (_unit getVariable "restrained") exitWith {}; if (side _unit isEqualTo west) exitWith {}; if (player isEqualTo _unit) exitWith {}; if (side player isEqualTo civilian) then { if(life_inv_zipties < 1) exitWith { hintSilent "Du hast keine Kabelbinder!"; }; life_inv_zipties = life_inv_zipties - 1; hintSilent "You have ziptied him"; }; if (!isPlayer _unit) exitWith {}; //Broadcast! _unit setVariable ["playerSurrender",false,true]; _unit setVariable ["restrained",true,true]; [player] remoteExec ["life_fnc_restrain",_unit]; [0,"STR_NOTF_Restrained",true,[_unit getVariable ["realname", name _unit], profileName]] remoteExecCall ["life_fnc_broadcast",west];
Und noch die "fn_vInteractionMenu.sqf":
Code Alles anzeigen#include "..\..\script_macros.hpp" /* File: fn_vInteractionMenu.sqf Author: Bryan "Tonic" Boardwine Description: Replaces the mass addactions for various vehicle actions */ #define Btn1 37450 #define Btn2 37451 #define Btn3 37452 #define Btn4 37453 #define Btn5 37454 #define Btn6 37455 #define Title 37401 private["_display","_curTarget","_Btn1","_Btn2","_Btn3","_Btn4","_Btn5","_Btn6","_dlcVehicles"]; if(!dialog) then { createDialog "vInteraction_Menu"; }; disableSerialization; _curTarget = param [0,ObjNull,[ObjNull]]; if(isNull _curTarget) exitWith {closeDialog 0;}; //Bad target _isVehicle = if((_curTarget isKindOf "landVehicle") OR (_curTarget isKindOf "Ship") OR (_curTarget isKindOf "Air")) then {true} else {false}; if(!_isVehicle) exitWith {closeDialog 0;}; _display = findDisplay 37400; _Btn1 = _display displayCtrl Btn1; _Btn2 = _display displayCtrl Btn2; _Btn3 = _display displayCtrl Btn3; _Btn4 = _display displayCtrl Btn4; _Btn5 = _display displayCtrl Btn5; _Btn6 = _display displayCtrl Btn6; life_vInact_curTarget = _curTarget; _dlcVehicles = ["C_Kart_01_Blu_F","C_Kart_01_Red_F","C_Kart_01_Fuel_F","C_Kart_01_Vrana_F","B_Heli_Transport_03_F","B_Heli_Transport_03_unarmed_F","O_Heli_Transport_04_F","O_Heli_Transport_04_ammo_F","O_Heli_Transport_04_bench_F","O_Heli_Transport_04_box_F","O_Heli_Transport_04_covered_F","O_Heli_Transport_04_fuel_F","O_Heli_Transport_04_medevac_F","O_Heli_Transport_04_repair_F"]; //Set Repair Action _Btn1 ctrlSetText localize "STR_vInAct_Repair"; _Btn1 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_repairTruck;"; if("ToolKit" in (items player) && (damage _curTarget < 1)) then {_Btn1 ctrlEnable true;} else {_Btn1 ctrlEnable false;}; if(playerSide == west) then { _Btn2 ctrlSetText localize "STR_vInAct_Registration"; _Btn2 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_searchVehAction;"; _Btn3 ctrlSetText localize "STR_vInAct_SearchVehicle"; _Btn3 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_vehInvSearch;"; _Btn4 ctrlSetText localize "STR_vInAct_PullOut"; _Btn4 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_pulloutAction;"; if(count crew _curTarget == 0) then {_Btn4 ctrlEnable false;}; _Btn5 ctrlSetText localize "STR_vInAct_Impound"; _Btn5 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_impoundAction;"; if(_curTarget isKindOf "Ship") then { _Btn6 ctrlSetText localize "STR_vInAct_PushBoat"; _Btn6 buttonSetAction "[] spawn life_fnc_pushObject; closeDialog 0;"; if(_curTarget isKindOf "Ship" && {local _curTarget} && {count crew _curTarget == 0}) then { _Btn6 ctrlEnable true;} else {_Btn6 ctrlEnable false}; } else { if((typeOf (_curTarget) in _dlcVehicles) && !(288520 in getDLCs 1)) then { if(_curTarget isKindOf "Air") then { _Btn6 ctrlSetText localize "STR_vInAct_GetInHeli"; } else { _Btn6 ctrlSetText localize "STR_vInAct_GetInKart"; }; _Btn6 buttonSetAction "player moveInDriver life_vInact_curTarget; closeDialog 0;"; if(count crew _curTarget == 0 && {canMove _curTarget} && {locked _curTarget == 0}) then {_Btn6 ctrlEnable true;} else {_Btn6 ctrlEnable false}; } else { _Btn6 ctrlSetText localize "STR_vInAct_Unflip"; _Btn6 buttonSetAction "life_vInact_curTarget setPos [getPos life_vInact_curTarget select 0, getPos life_vInact_curTarget select 1, (getPos life_vInact_curTarget select 2)+0.5]; closeDialog 0;"; if(count crew _curTarget == 0 && {canMove _curTarget}) then { _Btn6 ctrlEnable false;} else {_Btn6 ctrlEnable true;}; }; }; } else { if(_curTarget isKindOf "Ship") then { _Btn2 ctrlSetText localize "STR_vInAct_PushBoat"; _Btn2 buttonSetAction "[] spawn life_fnc_pushObject; closeDialog 0;"; if(_curTarget isKindOf "Ship" && {local _curTarget} && {count crew _curTarget == 0}) then { _Btn2 ctrlEnable true;} else {_Btn2 ctrlEnable false}; } else { if((typeOf (_curTarget) in _dlcVehicles) && !(288520 in getDLCs 1)) then { if(_curTarget isKindOf "Air") then { _Btn2 ctrlSetText localize "STR_vInAct_GetInHeli"; } else { _Btn2 ctrlSetText localize "STR_vInAct_GetInKart"; }; _Btn2 buttonSetAction "player moveInDriver life_vInact_curTarget; closeDialog 0;"; if(count crew _curTarget == 0 && {canMove _curTarget} && {locked _curTarget == 0}) then {_Btn2 ctrlEnable true;} else {_Btn2 ctrlEnable false}; } else { _Btn2 ctrlSetText localize "STR_vInAct_Unflip"; _Btn2 buttonSetAction "life_vInact_curTarget setPos [getPos life_vInact_curTarget select 0, getPos life_vInact_curTarget select 1, (getPos life_vInact_curTarget select 2)+0.5]; closeDialog 0;"; if(count crew _curTarget == 0 && {canMove _curTarget}) then { _Btn2 ctrlEnable false;} else {_Btn2 ctrlEnable true;}; }; }; if(typeOf _curTarget == "O_Truck_03_device_F") then { _Btn3 ctrlSetText localize "STR_vInAct_DeviceMine"; _Btn3 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_deviceMine"; if(!isNil {(_curTarget getVariable "mining")} OR !local _curTarget && {_curTarget in life_vehicles}) then { _Btn3 ctrlEnable false; } else { _Btn3 ctrlEnable true; }; } else { _Btn3 ctrlShow false; }; if(license_civ_rebel) then { _Btn4 ctrlSetText localize "STR_vInAct_PullOut"; _Btn4 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_pulloutAction;"; if(count crew _curTarget == 0) then {_Btn4 ctrlEnable false;}; } else{ _Btn4 ctrlShow false; }; _Btn5 ctrlShow false; _Btn6 ctrlShow false; };
Und als Letztes noch die "fn_keyHandler.sqf":
Dort ersetzt du Case Nummer 19 (shift & r) einfach mit folgendem.
Code Alles anzeigen//Restraining (Shift + R) case 19: { if (_shift) then {_handled = true;}; if(_shift && playerSide isEqualTo civilian && {!isNull cursorObject} && {cursorObject isKindOf "Man"} && {(isPlayer cursorObject)} && {(side cursorObject in [civilian,independent])} && {alive cursorObject} && {cursorObject distance player < 3.5} && {!(cursorObject getVariable "Escorting")} && {!(cursorObject getVariable "restrained")} && {speed cursorObject < 1}) then{ if !(license_civ_rebel) exitWith { hintSilent "Du hast noch kein Rebellen Training abgeschlossen!"; }; if([false,"zipties",1] call life_fnc_handleInv) then {//Removes the zipties from the inventory [] call life_fnc_RestrainAction; hintSilent "Du hast diese Person erfolgreich gefesselt!"; } else { hintSilent "Dafür brauchst du Kabelbinder!"; }; }; if (_shift && playerSide isEqualTo west && {!isNull cursorObject} && {cursorObject isKindOf "Man"} && {(isPlayer cursorObject)} && {(side cursorObject in [civilian,independent])} && {alive cursorObject} && {cursorObject distance player < 3.5} && {!(cursorObject getVariable "Escorting")} && {!(cursorObject getVariable "restrained")} && {speed cursorObject < 1}) then { [] call life_fnc_restrainAction; }; };
Mach keine Copy & Paste Fehler und viel Spaß, ich hoffe ich konnte helfen
Kannst du bitte mir erklären,worunter ich das zweite einfügen soll?
Master of Desaster das vItem in die "Config_vitems.hpp" im Ordner config.
Einfach irgendwo am besten unter das Toolkit oder wo sich es halt anbietet.
Das Icon das ich angehängt habe dann in den Ordner Icons
Ich habe diese Datei nicht,bitte bedenke,dass ich die 3.1.4.8 Version nutze. Wo soll es sonst hin ?
Master of Desaster das vItem in die "Config_vitems.hpp" im Ordner config.
Einfach irgendwo am besten unter das Toolkit oder wo sich es halt anbietet.
Das Icon das ich angehängt habe dann in den Ordner Icons
Hast du da eine Idee ? Wo soll ich das dann erstellen ?
Nur rein aus Interesse warum nutzt du die 3.1.8 ?
Nur rein aus Interesse warum nutzt du die 3.1.8 ?
Weil ich meine ganzen Scripts darauf abgestimmt,habe. Und weil ich mehr mit ihr vertraut bin. (Ich weiß viele Verurteilen diese Version,aber jedem das seine)
Weil ich meine ganzen Scripts darauf abgestimmt,habe. Und weil ich mehr mit ihr vertraut bin. (Ich weiß viele Verurteilen diese Version,aber jedem das seine)
also verurteilt wird nur Sealdrop aber nicht die 3.1.4.8
also verurteilt wird nur Sealdrop aber nicht die 3.1.4.8
Sealdrop nutze ich nicht !:) Naja ich hoffe,dass ich irgendwie das mit den Kabelbindern auf die Kette bekomme. Bitte um weitere Vorschläge
Master of Desaster Entschuldige die späte Antwort. Leider habe ich deine Version vollkommen übersehen.
Evtl. sind die Scripts die ich oben gepostet habe, nicht mit deiner Version kompatibel.
Tut mir leid, ich kann dir nur raten auf die x5.0 umzusteigen
Master of Desaster Entschuldige die späte Antwort. Leider habe ich deine Version vollkommen übersehen.
Evtl. sind die Scripts die ich oben gepostet habe, nicht mit deiner Version kompatibel.
Tut mir leid, ich kann dir nur raten auf die x5.0 umzusteigen
Danke trotzdem. Ein Umstieg kommt leider nicht in Frage
Master of Desaster Okay, nur ein Vorschlag. Dann viel Erfolg dir weiterhin^^
moin, ich kann mir das am montag mal anschauen da ich gerade auf der flucht nach deutschland bin
moin, ich kann mir das am montag mal anschauen da ich gerade auf der flucht nach deutschland bin
Danke dir !:)
So bin erfolgreich gelandet. Master of Desaster hast Du die Dateien für die 4.4 bzw. 5.0?
So bin erfolgreich gelandet. Master of Desaster hast Du die Dateien für die 4.4 bzw. 5.0?
Halli Hallo,
Nein,die habe ich nicht. Müssten noch bereit gestellt werden. Aber die funktionieren doch eigentlich auch nicht auf der 3.1.4.8 oder?
also es gibt ein paar dinge zu beachten, z.b. werden items anders behandelt und der aufruf beim anderen spieler sieht entwässerung anders aus. Alles andere ist aber identisch. daher ist es einfacher ein bestehendes script auf die jeweilige version zu portieren als es neu zu schreiben. schon bei altisrpg geschaut?