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    1. Nodezone.net Community
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    4. ArmA Series - ArmA 3 / Reforger
    5. Hilfeforum

    Fahrzeuginteraktionsmenü für Zivilisten ums das herausziehen von Personen erweitern.

    • Gerrit
    • 23. Mai 2018 um 14:28
    • Erledigt
    • Gerrit
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      • 23. Mai 2018 um 14:28
      • #1

      Hallo,

      Ich brauch noch einmal eure Hilfe. (Altis 5.0.0)

      Es geht um die Funktion als Zivilist gefesselte Spieler Herauszuziehen aus einem Fahrzeug. Dabei soll nur die Person herausgezogen werden die Gefesselt ist.

      Es muss ebenfalls in das Fahrzeuginteraktionsmenü eingefügt werden.

      Wo und Wie ist das möglich ?

      Danke für eure Hilfe.8)

      Einmal editiert, zuletzt von Gerrit (23. Mai 2018 um 22:17)

    • moeck
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      • 23. Mai 2018 um 14:54
      • #2

      Moin,

      wenn ich das jetzt richtig gesehen habe musst Du einfach das else in der fn_pullOutVeh.sqf deaktivieren.

      Code
      if (playerSide isEqualTo west || (isNull objectParent player)) exitWith {};
      if (player getVariable "restrained") then {
          detach player;
          player setVariable ["Escorting",false,true];
          player setVariable ["transporting",false,true];
          life_disable_getOut = false;
          player action ["Eject", vehicle player];
          titleText[localize "STR_NOTF_PulledOut","PLAIN"];
          titleFadeOut 4;
          life_disable_getIn = true;
      /*} else {
          player action ["Eject", vehicle player];
          titleText[localize "STR_NOTF_PulledOut","PLAIN"];
          titleFadeOut 4;*/
      };
      Alles anzeigen

      allerdings können dann auch die Cops niemanden aus dem Fahrzeug ziehen der nicht gefesselt ist.

      Gruß,

      moeck

      Signatur? Was ist eine Signatur? Kann man das essen?

      Bitte beachten: Ich gebe keinen Support über private Nachrichten!


      Ganz wichtig: [Leitfaden] Wie frage Ich richtig um Hilfe?

      Nicht zu vergessen [Tutorial/Selbst-Test] Sollte ich einen Life Server eröffnen ?

    • Gerrit
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      • 23. Mai 2018 um 22:13
      • #3

      Ich brauch das für die Zivs :)

    • moeck
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      • 23. Mai 2018 um 22:46
      • #4

      ist doch für die Civs auch

      Signatur? Was ist eine Signatur? Kann man das essen?

      Bitte beachten: Ich gebe keinen Support über private Nachrichten!


      Ganz wichtig: [Leitfaden] Wie frage Ich richtig um Hilfe?

      Nicht zu vergessen [Tutorial/Selbst-Test] Sollte ich einen Life Server eröffnen ?

    • Gerrit
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      • 24. Mai 2018 um 13:33
      • #5

      in dem Windows Menü wird mit das herausziehen nicht als auswählbar angezeigt.

    • moeck
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      • 24. Mai 2018 um 13:49
      • #6

      Ok, warum übernimmst Du nicht den Button 4 von den Cops in das Civ fn_vInteractionMenu?

      Code
      #include "..\..\script_macros.hpp"
      /*
          File: fn_vInteractionMenu.sqf
          Author: Bryan "Tonic" Boardwine
      
          Description:
          Replaces the mass add actions 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","_id"];
      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") || (_curTarget isKindOf "Ship") || (_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;
      _id = getObjectDLC _curTarget;
      
      //Set Repair Action
      _Btn1 ctrlSetText localize "STR_vInAct_Repair";
      _Btn1 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_repairTruck; closeDialog 0;";
      
      if ((life_inv_toolkit >= 1) && {alive life_vInact_curTarget} && {([life_vInact_curTarget] call life_fnc_isDamaged)}) then {_Btn1 ctrlEnable true;} else {_Btn1 ctrlEnable false;};
      
      if (playerSide isEqualTo west) then {
          _Btn2 ctrlSetText localize "STR_vInAct_Registration";
          _Btn2 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_searchVehAction; closeDialog 0;";
      
          _Btn3 ctrlSetText localize "STR_vInAct_SearchVehicle";
          _Btn3 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_vehInvSearch; closeDialog 0;";
      
          _Btn4 ctrlSetText localize "STR_vInAct_PullOut";
          _Btn4 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_pulloutAction; closeDialog 0;";
          if (crew _curTarget isEqualTo []) then {_Btn4 ctrlEnable false;};
      
          _Btn5 ctrlSetText localize "STR_vInAct_Impound";
          _Btn5 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_impoundAction; closeDialog 0;";
      
          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} && {crew _curTarget isEqualTo []}) then { _Btn6 ctrlEnable true;} else {_Btn6 ctrlEnable false};
          } else {
              if (!isNil "_id") then {
                  if !(_id in getDLCs 1) then {
                      _Btn6 ctrlSetText localize "STR_vInAct_GetInVehicle";
                      _Btn6 buttonSetAction "player moveInDriver life_vInact_curTarget; closeDialog 0;";
                      if (crew _curTarget isEqualTo [] && {canMove _curTarget} && {locked _curTarget isEqualTo 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 (alive _curTarget && {crew _curTarget isEqualTo []} && {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 (alive _curTarget && {_curTarget isKindOf "Ship"} && {local _curTarget} && {crew _curTarget isEqualTo []}) then { _Btn2 ctrlEnable true;} else {_Btn2 ctrlEnable false};
          } else {
              if (!isNil "_id") then {
                  if !(_id in getDLCs 1) then {
                      _Btn2 ctrlSetText localize "STR_vInAct_GetInVehicle";
                      _Btn2 buttonSetAction "player moveInDriver life_vInact_curTarget; closeDialog 0;";
                      if (crew _curTarget isEqualTo [] && {canMove _curTarget} && {locked _curTarget isEqualTo 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 (alive _curTarget && {crew _curTarget isEqualTo []} && {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")} || !local _curTarget && {_curTarget in life_vehicles}) then {
                  _Btn3 ctrlEnable false;
              } else {
                  _Btn3 ctrlEnable true;
              };
          } else {
              _Btn3 ctrlShow false;
              if (typeOf (_curTarget) in ["C_Van_01_fuel_F","I_Truck_02_fuel_F","B_Truck_01_fuel_F"] && _curTarget in life_vehicles) then {
                  if (!isNil {_curTarget getVariable "fuelTankWork"}) then {
                      _Btn3 ctrlSetText localize "STR_FuelTank_Stop";
                      _Btn3 buttonSetAction "life_vInact_curTarget setVariable [""fuelTankWork"",nil,true]; closeDialog 0;";
                      _Btn3 ctrlShow true;
                  } else {
                      if (count (nearestObjects [_curTarget, ["Land_FuelStation_Feed_F","Land_fs_feed_F"], 15]) > 0) then {
                          _Btn3 ctrlSetText localize "STR_FuelTank_Supply";
                          _Btn3 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_fuelSupply";
                          _Btn3 ctrlShow true;
                      }else{
                          {
                              if (player distance (getMarkerPos _x) < 20) exitWith {
                                  _Btn3 ctrlSetText localize "STR_FuelTank_Store";
                                  _Btn3 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_fuelStore";
                                  _Btn3 ctrlShow true;
                              };
                          } forEach ["fuel_storage_1","fuel_storage_2"];
                      };
                  };
              };
          };
          _Btn4 ctrlSetText localize "STR_vInAct_PullOut";
          _Btn4 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_pulloutAction; closeDialog 0;";
          if (crew _curTarget isEqualTo []) then {_Btn4 ctrlEnable false;};
      
          _Btn5 ctrlShow false;
          _Btn6 ctrlShow false;
      };
      Alles anzeigen

      Signatur? Was ist eine Signatur? Kann man das essen?

      Bitte beachten: Ich gebe keinen Support über private Nachrichten!


      Ganz wichtig: [Leitfaden] Wie frage Ich richtig um Hilfe?

      Nicht zu vergessen [Tutorial/Selbst-Test] Sollte ich einen Life Server eröffnen ?

    • Gerrit
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      • 24. Mai 2018 um 15:00
      • #7

      Danke hat geklappt nun wenn ich spieler eskortiere kann ich die nicht nicht mehr Eskortieren.

      fn_civInteractionMenu.sqf

      #include "..\..\script_macros.hpp"

      /*

      File: fn_civInteractionMenu.sqf

      Author: Bryan "Tonic" Boardwine

      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","_seizeRank","_Btn1","_Btn2","_Btn3","_Btn4","_Btn5","_Btn6","_Btn7","_Btn8"];

      disableSerialization;

      _curTarget = param [0,objNull,[objNull]];

      _seizeRank = LIFE_SETTINGS(getNumber,"seize_minimum_rank");

      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 [_Btn1,_Btn2,_Btn3,_Btn5,_Btn6,_Btn7,_Btn8];

      };


      //Set Escort Button

      if (player getVariable ["isEscorting",false]) then {

      _Btn4 ctrlSetText localize "STR_pInAct_StopEscort";

      _Btn4 buttonSetAction "[] call life_fnc_stopEscorting; closeDialog 0;";

      } else {

      _Btn4 ctrlSetText localize "STR_pInAct_Escort";

      _Btn4 buttonSetAction "[life_pInact_curTarget] call life_fnc_escortAction; closeDialog 0;";

      };

      _Btn7 ctrlSetText localize "STR_pInAct_PutInCar";

      _Btn7 buttonSetAction "[life_pInact_curTarget] call life_fnc_putInCar; closeDialog 0;";


    • moeck
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      • 24. Mai 2018 um 15:04
      • #8

      Wie meinst Du das? Kannst Du das bitte etwas genauer beschrieben?

      Signatur? Was ist eine Signatur? Kann man das essen?

      Bitte beachten: Ich gebe keinen Support über private Nachrichten!


      Ganz wichtig: [Leitfaden] Wie frage Ich richtig um Hilfe?

      Nicht zu vergessen [Tutorial/Selbst-Test] Sollte ich einen Life Server eröffnen ?

    • Gerrit
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      • 24. Mai 2018 um 15:07
      • #9

      Wenn jemand ein Spieler Eskortiert dann kann er diese Eskorte nicht stoppen. Bei Win Taste drücken öffnet sich kein menü um Stop Eskort zu drücken.

    • moeck
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      • 24. Mai 2018 um 15:13
      • #10

      dann hänge mal dein civ interaction menu an

      Signatur? Was ist eine Signatur? Kann man das essen?

      Bitte beachten: Ich gebe keinen Support über private Nachrichten!


      Ganz wichtig: [Leitfaden] Wie frage Ich richtig um Hilfe?

      Nicht zu vergessen [Tutorial/Selbst-Test] Sollte ich einen Life Server eröffnen ?

    • Gerrit
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      • 24. Mai 2018 um 15:14
      • #11

      Siehe oben !!

      Dateien

      fn_civInteractionMenu.sqf 2,03 kB – 173 Downloads

      Einmal editiert, zuletzt von Gerrit (24. Mai 2018 um 15:22)

    • moeck
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      • 24. Mai 2018 um 15:30
      • #12

      versuchs mal damit

      Code
      #include "..\..\script_macros.hpp"
      /*
      
      File: fn_civInteractionMenu.sqf
      Author: Bryan "Tonic" Boardwine
      
      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","_seizeRank","_Btn1","_Btn2","_Btn3","_Btn4","_Btn5","_Btn6","_Btn7","_Btn8"];
      disableSerialization;
      _curTarget = param [0,objNull,[objNull]];
      _seizeRank = LIFE_SETTINGS(getNumber,"seize_minimum_rank");
      
      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 [_Btn1,_Btn2,_Btn3,_Btn4,_Btn5,_Btn6,_Btn7,_Btn8];
      };
      
      //Set Escort Button
      if (player getVariable ["isEscorting",false]) then {
          _Btn4 ctrlSetText localize "STR_pInAct_StopEscort";
          _Btn4 buttonSetAction "[] call life_fnc_stopEscorting; closeDialog 0;";
          _Btn4 ctrlShow true;
      } else {
          _Btn4 ctrlSetText localize "STR_pInAct_Escort";
          _Btn4 buttonSetAction "[life_pInact_curTarget] call life_fnc_escortAction; closeDialog 0;";
          _Btn4 ctrlShow true;
      };
      _Btn7 ctrlSetText localize "STR_pInAct_PutInCar";
      _Btn7 buttonSetAction "[life_pInact_curTarget] call life_fnc_putInCar; closeDialog 0;";
      _Btn7 ctrlShow true;
      Alles anzeigen

      Signatur? Was ist eine Signatur? Kann man das essen?

      Bitte beachten: Ich gebe keinen Support über private Nachrichten!


      Ganz wichtig: [Leitfaden] Wie frage Ich richtig um Hilfe?

      Nicht zu vergessen [Tutorial/Selbst-Test] Sollte ich einen Life Server eröffnen ?

    • Gerrit
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      • 24. Mai 2018 um 15:44
      • #13

      Nop Sry er öffnet immer noch nichts

    • moeck
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      • 24. Mai 2018 um 15:59
      • #14

      achso wie sieht dein actionKeyHandler aus?

      Signatur? Was ist eine Signatur? Kann man das essen?

      Bitte beachten: Ich gebe keinen Support über private Nachrichten!


      Ganz wichtig: [Leitfaden] Wie frage Ich richtig um Hilfe?

      Nicht zu vergessen [Tutorial/Selbst-Test] Sollte ich einen Life Server eröffnen ?

    • Gerrit
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      • 24. Mai 2018 um 16:07
      • #15
      fn_keyHandler.sqf

      #include "..\..\script_macros.hpp"

      /*

      * File: fn_keyHandler.sqf

      * Author: Bryan "Tonic" Boardwine

      *

      * Description:

      * Main key handler for event 'keyDown'.

      */

      private ["_handled","_shift","_alt","_code","_ctrl","_alt","_ctrlKey","_veh","_locked","_interactionKey","_mapKey","_interruptionKeys"];

      _ctrl = _this select 0;

      _code = _this select 1;

      _shift = _this select 2;

      _ctrlKey = _this select 3;

      _alt = _this select 4;

      _speed = speed cursorObject;

      _handled = false;

      _interactionKey = if (count (actionKeys "User10") isEqualTo 0) then {219} else {(actionKeys "User10") select 0};

      _mapKey = (actionKeys "ShowMap" select 0);

      //hint str _code;

      _interruptionKeys = [17,30,31,32]; //A,S,W,D

      //Vault handling...

      if ((_code in (actionKeys "GetOver") || _code in (actionKeys "salute") || _code in (actionKeys "SitDown") || _code in (actionKeys "Throw") || _code in (actionKeys "GetIn") || _code in (actionKeys "GetOut") || _code in (actionKeys "Fire") || _code in (actionKeys "ReloadMagazine") || _code in [16,18]) && ((player getVariable ["restrained",false]) || (player getVariable ["playerSurrender",false]) || life_isknocked || life_istazed)) exitWith {

      true;

      };

      if (life_action_inUse) exitWith {

      if (!life_interrupted && _code in _interruptionKeys) then {life_interrupted = true;};

      _handled;

      };

      //Hotfix for Interaction key not being able to be bound on some operation systems.

      if (!(count (actionKeys "User10") isEqualTo 0) && {(inputAction "User10" > 0)}) exitWith {

      //Interaction key (default is Left Windows, can be mapped via Controls -> Custom -> User Action 10)

      if (!life_action_inUse) then {

      [] spawn {

      private "_handle";

      _handle = [] spawn life_fnc_actionKeyHandler;

      waitUntil {scriptDone _handle};

      life_action_inUse = false;

      };

      };

      true;

      };

      if (life_container_active) exitwith {

      //ignore movement actions

      private _allowedMoves = [

      "MoveForward",

      "MoveBack",

      "TurnLeft",

      "TurnRight",

      "MoveFastForward",

      "MoveSlowForward",

      "turbo",

      "TurboToggle",

      "MoveLeft",

      "MoveRight",

      "WalkRunTemp",

      "WalkRunToggle",

      "AdjustUp",

      "AdjustDown",

      "AdjustLeft",

      "AdjustRight",

      "Stand",

      "Crouch",

      "Prone",

      "MoveUp",

      "MoveDown",

      "LeanLeft",

      "LeanLeftToggle",

      "LeanRight",

      "LeanRightToggle"

      ];

      if (({_code in (actionKeys _x)} count _allowedMoves) > 0) exitwith {

      false;

      };

      //handle other keys

      if (_code isEqualTo 57) then {//space key -> place

      life_storagePlacing = 0 spawn life_fnc_placestorage;

      } else { //other keys -> abort

      if (!isNull life_storagePlacing) exitWith {}; //already placing down a box

      if (!isNull life_container_activeObj) then {

      deleteVehicle life_container_activeObj;

      titleText [localize "STR_NOTF_PlaceContainerAbort", "PLAIN"];

      };

      life_container_active = false;

      };

      true;

      };

      switch (_code) do {

      // -- Disable commander/tactical view

      if (LIFE_SETTINGS(getNumber,"disableCommanderView") isEqualTo 1) then {

      private _CommandMode = actionKeys "tacticalView";

      if (_code in _CommandMode) then {

      hint localize "STR_NOTF_CommanderView";

      _handled = true;

      };

      };

      //Space key for Jumping

      case 57: {

      if (isNil "jumpActionTime") then {jumpActionTime = 0;};

      if (_shift && {!(animationState player isEqualTo "AovrPercMrunSrasWrflDf")} && {isTouchingGround player} && {stance player isEqualTo "STAND"} && {speed player > 2} && {!life_is_arrested} && {((velocity player) select 2) < 2.5} && {time - jumpActionTime > 1.5}) then {

      jumpActionTime = time; //Update the time.

      [player] remoteExec ["life_fnc_jumpFnc",RANY]; //Global execution

      _handled = true;

      };

      };

      //Surrender (Shift + B)

      case 48: {

      if (_shift) then {

      if (player getVariable ["playerSurrender",false]) then {

      player setVariable ["playerSurrender",false,true];

      } else {

      [] spawn life_fnc_surrender;

      };

      _handled = true;

      };

      };

      //K EMP

      case 37: {

      if (!_shift && !_alt && !_ctrlKey && (playerSide == west) && (vehicle player != player && (typeOf vehicle player) in ["B_Heli_Light_01_F"])) then

      {

      [] call life_fnc_openEmpMenu; [_this] call life_fnc_isEmpOperator;

      };

      };

      //Map Key

      case _mapKey: {

      switch (playerSide) do {

      case west: {if (!visibleMap) then {[] spawn life_fnc_copMarkers;}};

      case independent: {if (!visibleMap) then {[] spawn life_fnc_medicMarkers;}};

      case civilian: {if (!visibleMap) then {[] spawn life_fnc_civMarkers;}};

      };

      };

      //Holster / recall weapon. (Shift + H)

      case 35: {

      if (_shift && !_ctrlKey && !(currentWeapon player isEqualTo "")) then {

      life_curWep_h = currentWeapon player;

      player action ["SwitchWeapon", player, player, 100];

      player switchCamera cameraView;

      };

      if (!_shift && _ctrlKey && !isNil "life_curWep_h" && {!(life_curWep_h isEqualTo "")}) then {

      if (life_curWep_h in [primaryWeapon player,secondaryWeapon player,handgunWeapon player]) then {

      player selectWeapon life_curWep_h;

      };

      };

      };

      //Interaction key (default is Left Windows, can be mapped via Controls -> Custom -> User Action 10)

      case _interactionKey: {

      if (!life_action_inUse) then {

      [] spawn {

      private "_handle";

      _handle = [] spawn life_fnc_actionKeyHandler;

      waitUntil {scriptDone _handle};

      life_action_inUse = false;

      };

      };

      };

      //Restraining (Shift + R)

      case 19: {

      if (_shift) then {_handled = true;};

      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;

      } else {

      if (_shift && playerSide isEqualTo civilian && {!isNull cursorObject} && {cursorObject isKindOf "Man"} && {(isPlayer cursorObject)} && {(side cursorObject in [civilian,west])} && {alive cursorObject} && {cursorObject distance player < 3.5} && {!(cursorObject getVariable "Escorting")} && {!(cursorObject getVariable "restrained")} && {speed cursorObject < 1}) then {

      if (life_inv_kabelbinder > 0) then {

      if ([false,"kabelbinder",1] call life_fnc_handleInv) then {

      [] call life_fnc_restrainAction;

      } else {hintSilent "Du besitzt keine Kabelbinder";};

      } else {hintSilent "Du besitzt keine Kabelbinder";};

      };

      };

      };

      //Knock out, this is experimental and yeah... (Shift + G)

      case 34: {

      if (_shift) then {_handled = true;};

      if (_shift && playerSide isEqualTo civilian && !isNull cursorObject && cursorObject isKindOf "Man" && isPlayer cursorObject && alive cursorObject && cursorObject distance player < 4 && speed cursorObject < 1) then {

      if ((animationState cursorObject) != "Incapacitated" && (currentWeapon player == primaryWeapon player || currentWeapon player == handgunWeapon player) && currentWeapon player != "" && !life_knockout && !(player getVariable ["restrained",false]) && !life_istazed && !life_isknocked) then {

      [cursorObject] spawn life_fnc_knockoutAction;

      };

      };

      };

      //T Key (Trunk)

      case 20: {

      if (!_alt && {!_ctrlKey} && {!dialog} && {!life_action_inUse} && {!(player getVariable ["playerSurrender",false])} && {!(player getVariable ["restrained",false])} && {!life_isknocked} && {!life_istazed}) then {

      if (!(isNull objectParent player) && alive vehicle player) then {

      if ((vehicle player) in life_vehicles) then {

      [vehicle player] spawn life_fnc_openInventory;

      };

      } else {

      private "_list";

      _list = ((ASLtoATL (getPosASL player)) nearEntities [["Box_IND_Grenades_F","B_supplyCrate_F"], 2.5]) select 0;

      if (!(isNil "_list")) then {

      _house = nearestObject [(ASLtoATL (getPosASL _list)), "House"];

      if (_house getVariable ["locked", false]) then {

      hint localize "STR_House_ContainerDeny";

      } else {

      [_list] spawn life_fnc_openInventory;

      };

      } else {

      _list = ["landVehicle","Air","Ship"];

      if (KINDOF_ARRAY(cursorObject,_list) && {player distance cursorObject < 7} && {isNull objectParent player} && {alive cursorObject} && {!life_action_inUse}) then {

      if (cursorObject in life_vehicles || {locked cursorObject isEqualTo 0}) then {

      [cursorObject] spawn life_fnc_openInventory;

      };

      };

      };

      };

      };

      };

      //L Key?

      case 38: {

      //If cop run checks for turning lights on.

      if (_shift && playerSide in [west,independent]) then {

      if (!(isNull objectParent player) && (typeOf vehicle player) in ["C_Offroad_01_F","B_MRAP_01_F","C_SUV_01_F","C_Hatchback_01_sport_F","B_Heli_Light_01_F","B_Heli_Transport_01_F"]) then {

      if (!isNil {vehicle player getVariable "lights"}) then {

      if (playerSide isEqualTo west) then {

      [vehicle player] call life_fnc_sirenLights;

      } else {

      [vehicle player] call life_fnc_medicSirenLights;

      };

      _handled = true;

      };

      };

      };

      if (!_alt && !_ctrlKey) then { [] call life_fnc_radar; };

      };

      //Ökey

      case 39: {

      if (!_shift && !_alt && !_ctrlKey && playerSide isEqualTo civilian && {license_civ_brot}) then {

      [] call life_fnc_Opener;

      };

      if (!_shift && !_alt && !_ctrlKey && playerSide isEqualTo civilian && {license_civ_mkwng}) then {

      [] call life_fnc_Opener;

      };

      if (!_shift && !_alt && !_ctrlKey && playerSide isEqualTo civilian && {license_civ_mkwngm}) then {

      [] call life_fnc_Opener;

      };

      if (playerSide in [west,independent] && {vehicle player != player} && {!life_siren_active} && {((driver vehicle player) == player)}) then {

      [] spawn {

      life_siren_active = true;

      sleep 7;

      life_siren_active = false;

      };

      _veh = vehicle player;

      if (isNil {_veh getVariable "siren2"}) then {_veh setVariable ["siren2",false,true];};

      if ((_veh getVariable "siren2")) then {

      titleText ["Warnung AUS","PLAIN"];

      _veh setVariable ["siren2",false,true];

      } else {

      titleText ["Warnung AN","PLAIN"];

      _veh setVariable ["siren2",true,true];

      if (playerSide isEqualTo west) then {

      [_veh] remoteExec ["life_fnc_copSiren2",RCLIENT];

      } else {

      [_veh] remoteExec ["life_fnc_medicSiren",RCLIENT];

      };

      };

      };

      };

      //Y Player Menu

      case 21: {

      if (!_alt && !_ctrlKey && !dialog && !(player getVariable ["restrained",false]) && {!life_action_inUse}) then {

      [] call life_fnc_p_openMenu;

      };

      };

      //F Key

      case 33: {

      if (playerSide in [west,independent] && {vehicle player != player} && {!life_siren_active} && {((driver vehicle player) == player)}) then {

      [] spawn {

      life_siren_active = true;

      sleep 4.7;

      life_siren_active = false;

      };

      _veh = vehicle player;

      if (isNil {_veh getVariable "siren"}) then {_veh setVariable ["siren",false,true];};

      if ((_veh getVariable "siren")) then {

      titleText [localize "STR_MISC_SirensOFF","PLAIN"];

      _veh setVariable ["siren",false,true];

      } else {

      titleText [localize "STR_MISC_SirensON","PLAIN"];

      _veh setVariable ["siren",true,true];

      if (playerSide isEqualTo west) then {

      [_veh] remoteExec ["life_fnc_copSiren",RCLIENT];

      } else {

      [_veh] remoteExec ["life_fnc_medicSiren",RCLIENT];

      };

      };

      };

      };

      //O Key

      case 24: {

      if (_shift) then {

      if !(soundVolume isEqualTo 1) then {

      1 fadeSound 1;

      systemChat localize "STR_MISC_soundnormal";

      } else {

      1 fadeSound 0.1;

      systemChat localize "STR_MISC_soundfade";

      };

      };

      };

      //U Key

      case 22: {

      if (!_alt && !_ctrlKey) then {

      if (isNull objectParent player) then {

      _veh = cursorObject;

      } else {

      _veh = vehicle player;

      };

      if (_veh isKindOf "House_F" && {playerSide isEqualTo civilian}) then {

      if (_veh in life_vehicles && {player distance _veh < 20}) then {

      _door = [_veh] call life_fnc_nearestDoor;

      if (_door isEqualTo 0) exitWith {hint localize "STR_House_Door_NotNear"};

      _locked = _veh getVariable [format ["bis_disabled_Door_%1",_door],0];

      if (_locked isEqualTo 0) then {

      _veh setVariable [format ["bis_disabled_Door_%1",_door],1,true];

      _veh animateSource [format ["Door_%1_source", _door], 0];

      systemChat localize "STR_House_Door_Lock";

      } else {

      _veh setVariable [format ["bis_disabled_Door_%1",_door],0,true];

      _veh animateSource [format ["Door_%1_source", _door], 1];

      systemChat localize "STR_House_Door_Unlock";

      };

      };

      } else {

      _locked = locked _veh;

      if (_veh in life_vehicles && {player distance _veh < 20}) then {

      if (_locked isEqualTo 2) then {

      if (local _veh) then {

      _veh lock 0;

      // BI

      _veh animateDoor ["door_back_R",1];

      _veh animateDoor ["door_back_L",1];

      _veh animateDoor ['door_R',1];

      _veh animateDoor ['door_L',1];

      _veh animateDoor ['Door_L_source',1];

      _veh animateDoor ['Door_rear',1];

      _veh animateDoor ['Door_rear_source',1];

      _veh animateDoor ['Door_1_source',1];

      _veh animateDoor ['Door_2_source',1];

      _veh animateDoor ['Door_3_source',1];

      _veh animateDoor ['Door_LM',1];

      _veh animateDoor ['Door_RM',1];

      _veh animateDoor ['Door_LF',1];

      _veh animateDoor ['Door_RF',1];

      _veh animateDoor ['Door_LB',1];

      _veh animateDoor ['Door_RB',1];

      _veh animateDoor ['DoorL_Front_Open',1];

      _veh animateDoor ['DoorR_Front_Open',1];

      _veh animateDoor ['DoorL_Back_Open',1];

      _veh animateDoor ['DoorR_Back_Open ',1];

      } else {

      [_veh,0] remoteExecCall ["life_fnc_lockVehicle",_veh];

      _veh animateDoor ["door_back_R",1];

      _veh animateDoor ["door_back_L",1];

      _veh animateDoor ['door_R',1];

      _veh animateDoor ['door_L',1];

      _veh animateDoor ['Door_L_source',1];

      _veh animateDoor ['Door_rear',1];

      _veh animateDoor ['Door_rear_source',1];

      _veh animateDoor ['Door_1_source',1];

      _veh animateDoor ['Door_2_source',1];

      _veh animateDoor ['Door_3_source',1];

      _veh animateDoor ['Door_LM',1];

      _veh animateDoor ['Door_RM',1];

      _veh animateDoor ['Door_LF',1];

      _veh animateDoor ['Door_RF',1];

      _veh animateDoor ['Door_LB',1];

      _veh animateDoor ['Door_RB',1];

      _veh animateDoor ['DoorL_Front_Open',1];

      _veh animateDoor ['DoorR_Front_Open',1];

      _veh animateDoor ['DoorL_Back_Open',1];

      _veh animateDoor ['DoorR_Back_Open ',1];

      };

      systemChat localize "STR_MISC_VehUnlock";

      [_veh,"unlockCarSound"] remoteExec ["life_fnc_say3D",RANY];

      } else {

      if (local _veh) then {

      _veh lock 2;

      _veh animateDoor ["door_back_R",0];

      _veh animateDoor ["door_back_L",0];

      _veh animateDoor ['door_R',0];

      _veh animateDoor ['door_L',0];

      _veh animateDoor ['Door_L_source',0];

      _veh animateDoor ['Door_rear',0];

      _veh animateDoor ['Door_rear_source',0];

      _veh animateDoor ['Door_1_source',0];

      _veh animateDoor ['Door_2_source',0];

      _veh animateDoor ['Door_3_source',0];

      _veh animateDoor ['Door_LM',0];

      _veh animateDoor ['Door_RM',0];

      _veh animateDoor ['Door_LF',0];

      _veh animateDoor ['Door_RF',0];

      _veh animateDoor ['Door_LB',0];

      _veh animateDoor ['Door_RB',0];

      _veh animateDoor ['DoorL_Front_Open',0];

      _veh animateDoor ['DoorR_Front_Open',0];

      _veh animateDoor ['DoorL_Back_Open',0];

      _veh animateDoor ['DoorR_Back_Open ',0];

      } else {

      [_veh,2] remoteExecCall ["life_fnc_lockVehicle",_veh];

      _veh animateDoor ["door_back_R",0];

      _veh animateDoor ["door_back_L",0];

      _veh animateDoor ['door_R',0];

      _veh animateDoor ['door_L',0];

      _veh animateDoor ['Door_L_source',0];

      _veh animateDoor ['Door_rear',0];

      _veh animateDoor ['Door_rear_source',0];

      _veh animateDoor ['Door_1_source',0];

      _veh animateDoor ['Door_2_source',0];

      _veh animateDoor ['Door_3_source',0];

      _veh animateDoor ['Door_LM',0];

      _veh animateDoor ['Door_RM',0];

      _veh animateDoor ['Door_LF',0];

      _veh animateDoor ['Door_RF',0];

      _veh animateDoor ['Door_LB',0];

      _veh animateDoor ['Door_RB',0];

      _veh animateDoor ['DoorL_Front_Open',0];

      _veh animateDoor ['DoorR_Front_Open',0];

      _veh animateDoor ['DoorL_Back_Open',0];

      _veh animateDoor ['DoorR_Back_Open ',0];

      };

      systemChat localize "STR_MISC_VehLock";

      [_veh,"lockCarSound"] remoteExec ["life_fnc_say3D",RANY];

      };

      };

      };

      };

      };

      };

      _handled;

    • moeck
      Erleuchteter
      Reaktionen
      632
      Trophäen
      9
      Beiträge
      3.160
      Bilder
      9
      • 24. Mai 2018 um 20:17
      • #16

      nein fn_actionKeyHandler und bitte als oder hänge noch besser die datei an

      Signatur? Was ist eine Signatur? Kann man das essen?

      Bitte beachten: Ich gebe keinen Support über private Nachrichten!


      Ganz wichtig: [Leitfaden] Wie frage Ich richtig um Hilfe?

      Nicht zu vergessen [Tutorial/Selbst-Test] Sollte ich einen Life Server eröffnen ?

    • Gerrit
      Anfänger
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      • 25. Mai 2018 um 14:07
      • #17

      hier die action

      Dateien

      fn_actionKeyHandler.sqf 5,69 kB – 188 Downloads
    • Gerrit
      Anfänger
      Trophäen
      9
      Beiträge
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      • 27. Mai 2018 um 16:21
      • #18

      wie sieht es aus ?

      ist eine Lösung möglich finde nämlich nichts

    • Jonas2K
      Anfänger
      Reaktionen
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      90
      • 27. Mai 2018 um 17:28
      • #19

      Kuck dir das Cop interaktionsmenü an und suche die passende Stelle und baue sie dann in dein civ interaktionsmenü ein. (Ich glaube aber das du dazu einen neuen Button im Dialog erstellen musst)

    • Gerrit
      Anfänger
      Trophäen
      9
      Beiträge
      29
      • 27. Mai 2018 um 19:58
      • #20

      Dies ist bereits geschehen. Der Dialog öffnet sich nicht.

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