Hi NN ich setzt grade mein fn_boltcutter zurück da ich da mal ein fehler gemacht habe bei der bank jetzt kommt beim zurück setzten aber ein neuer fehler obwohl ich es von nem backup nehme und zwar
Code
20:51:03 Mission file: teufelskreis (__cur_mp)
20:51:03 Mission world: Malden
20:51:03 Mission directory: mpmissions\__cur_mp.Malden\
20:51:12 Attempt to override final function - life_fnc_tazed
20:51:12 Attempt to override final function - life_fnc_tazed_meta
20:51:12 Error in expression < >> "Life_Settings" >> "minimum_cops")))) exitWith {
hint format [localize "STR_>
20:51:12 Error position: <) exitWith {
hint format [localize "STR_>
20:51:12 Error Missing ;
20:51:12 File core\items\fn_boltcutter.sqf [life_fnc_boltcutter], line 62
20:51:12 Error in expression < >> "Life_Settings" >> "minimum_cops")))) exitWith {
hint format [localize "STR_>
20:51:12 Error position: <) exitWith {
hint format [localize "STR_>
20:51:12 Error Missing ;
20:51:12 File core\items\fn_boltcutter.sqf [life_fnc_boltcutter], line 62
Alles anzeigen
Ich kann mir den fehler leider nicht erklären und finde selber auch keine lösung hir nochmal meine fn_boltcutter.
Code
#include "..\..\script_macros.hpp"
/*
File: fn_boltcutter.sqf
Author: Bryan "Tonic" Boardwine
Description:
Breaks the lock on a single door (Closet door to the player).
*/
private["_building","_door","_doors","_cpRate","_title","_progressBar","_titleText","_cp","_ui"];
_building = param [0,ObjNull,[ObjNull]];
if (isNull _building) exitWith {};
if (!(_building isKindOf "House_F")) exitWith {hint localize "STR_ISTR_Bolt_NotNear";};
if (((nearestObject [[5872.744,8706.839,0.115],"Land_Offices_01_V1_F"]) == _building || (nearestObject [[5872.744,8706.839,0.115],"Land_Research_house_V1_F"])) == _building) && (west countSide playableUnits < (LIFE_SETTINGS(getNumber,"minimum_cops")))) exitWith {
hint format [localize "STR_Civ_NotEnoughCops",(LIFE_SETTINGS(getNumber,"minimum_cops"))]
};
if ((typeOf _building) == "Land_Research_house_V1_F" && (nearestObject [[5872.744,8706.839,0.115],"Land_Offices_01_V1_F"]) getVariable ["locked",true]) exitWith {hint localize "STR_ISTR_Bolt_Exploit"};
if (isNil "life_boltcutter_uses") then {life_boltcutter_uses = 0;};
_doors = FETCH_CONFIG2(getNumber,"CfgVehicles",(typeOf _building),"numberOfDoors");
_door = 0;
//Find the nearest door
for "_i" from 1 to _doors do {
_selPos = _building selectionPosition format["Door_%1_trigger",_i];
_worldSpace = _building modelToWorld _selPos;
if (player distance _worldSpace < 5) exitWith {_door = _i;};
};
if (_door isEqualTo 0) exitWith {hint localize "STR_Cop_NotaDoor"}; //Not near a door to be broken into.
if ((_building getVariable [format["bis_disabled_Door_%1",_door],0]) isEqualTo 0) exitWith {hint localize "STR_House_Raid_DoorUnlocked"};
if ((nearestObject [[5872.744,8706.839,0.115],"Land_Offices_01_V1_F"]) == _building || (nearestObject [[16019.5,16952.9,0],"Land_Research_house_V1_F"]) == _building) then {
[[1,2],"STR_ISTR_Bolt_AlertFed",true,[]] remoteExecCall ["life_fnc_broadcast",RCLIENT];
} else {
[0,"STR_ISTR_Bolt_AlertHouse",true,[profileName]] remoteExecCall ["life_fnc_broadcast",RCLIENT];
};
life_action_inUse = true;
//Setup the progress bar
disableSerialization;
_title = localize "STR_ISTR_Bolt_Process";
5 cutRsc ["life_progress","PLAIN"];
_ui = uiNamespace getVariable "life_progress";
_progressBar = _ui displayCtrl 38201;
_titleText = _ui displayCtrl 38202;
_titleText ctrlSetText format["%2 (1%1)...","%",_title];
_progressBar progressSetPosition 0.01;
_cP = 0.01;
switch (typeOf _building) do {
case "Land_Offices_01_V1_F": {_cpRate = 0.003;};
case "Land_Research_house_V1_F": {_cpRate = 0.0015;};
default {_cpRate = 0.08;}
};
for "_i" from 0 to 1 step 0 do {
if (animationState player != "AinvPknlMstpSnonWnonDnon_medic_1") then {
[player,"AinvPknlMstpSnonWnonDnon_medic_1",true] remoteExecCall ["life_fnc_animSync",RCLIENT];
player switchMove "AinvPknlMstpSnonWnonDnon_medic_1";
player playMoveNow "AinvPknlMstpSnonWnonDnon_medic_1";
};
sleep 0.26;
if (isNull _ui) then {
5 cutRsc ["life_progress","PLAIN"];
_ui = uiNamespace getVariable "life_progress";
_progressBar = _ui displayCtrl 38201;
_titleText = _ui displayCtrl 38202;
};
_cP = _cP + _cpRate;
_progressBar progressSetPosition _cP;
_titleText ctrlSetText format["%3 (%1%2)...",round(_cP * 100),"%",_title];
if (_cP >= 1 || !alive player) exitWith {};
if (life_istazed) exitWith {}; //Tazed
if (life_isknocked) exitWith {}; //Knocked
if (life_interrupted) exitWith {};
};
//Kill the UI display and check for various states
5 cutText ["","PLAIN"];
player playActionNow "stop";
if (!alive player || life_istazed || life_isknocked) exitWith {life_action_inUse = false;};
if (player getVariable["restrained",false]) exitWith {life_action_inUse = false;};
if (life_interrupted) exitWith {life_interrupted = false; titleText[localize "STR_NOTF_ActionCancel","PLAIN"]; life_action_inUse = false;};
life_boltcutter_uses = life_boltcutter_uses + 1;
life_action_inUse = false;
if (life_boltcutter_uses >= 5) then {
[false,"boltcutter",1] call life_fnc_handleInv;
life_boltcutter_uses = 0;
};
_building setVariable [format["bis_disabled_Door_%1",_door],0,true]; //Unlock the door.
_building setVariable["locked",false,true];
if (life_HC_isActive) then {
[getPlayerUID player,profileName,"459"] remoteExecCall ["HC_fnc_wantedAdd",HC_Life];
} else {
[getPlayerUID player,profileName,"459"] remoteExecCall ["life_fnc_wantedAdd",RSERV];
};
Alles anzeigen
ich habe auch schon meine configurationdurchsucht aber kein fehler gefunden genau wie mein config_MasterEs wäre nett wenn jemand mir helfen könnte und Ich bedanke mich bei jeden der mir helfen kann.