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    Fehler in der Vinteractionmenu

    • Deathman
    • 22. November 2018 um 16:29
    • Erledigt
    • Deathman
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      • 22. November 2018 um 16:29
      • #1

      Hey leute ich habe ein problem mit der VInteractionMenu

      Error im Rpt

      Spoiler anzeigen
      Code: RPT Log
      16:12:39 Error in expression <e_fnc_impoundAction;";
      
      if (!_curTarget {!dialog} && {!life_action_inUse} && {!(>
      16:12:39   Error position: <{!dialog} && {!life_action_inUse} && {!(>
      16:12:39   Error Missing )
      16:12:39 File core\vehicle\fn_vInteractionMenu.sqf [life_fnc_vInteractionMenu], line 154
      16:12:39 Error in expression <e_fnc_impoundAction;";
      
      if (!_curTarget {!dialog} && {!life_action_inUse} && {!(>
      16:12:39   Error position: <{!dialog} && {!life_action_inUse} && {!(>
      16:12:39   Error Missing )
      16:12:39 File core\vehicle\fn_vInteractionMenu.sqf [life_fnc_vInteractionMenu], line 154
      Alles anzeigen

      Die Datei

      Spoiler anzeigen
      Code: fn_vInteractionMenu.sqf
      #include "..\..\script_macros.hpp"
      /*
          Author: DerOnkel & Williams edit by Deathman
          
          Description:
          Vehicle Interaction Menu
      */
      private["_curTarget","_isVehicle","_display","_btn1","_btn2","_btn3","_btn4","_btn5","_btn6","_btn7","_btn8","_btn9","_btn10"];
      disableSerialization;
      _curTarget = param [0,ObjNull,[ObjNull]];
      _damage = 0;
      
      {
          if(_x > 0.34) then
          {
              _damage = _damage + _x;
          };
      } forEach ((getAllHitPointsDamage _curTarget) # 2);
      
      if(isNull _curTarget) exitWith {closeDialog 0;};
      _isVehicle = if((_curTarget isKindOf "landVehicle") OR (_curTarget isKindOf "Ship") OR (_curTarget isKindOf "Air")) then {true} else {false};
      if(!_isVehicle) exitWith {closeDialog 0;};
      
      if(!dialog) then
      {
          switch (playerside) do
          {
              case west: {createDialog "vInteraction_Menu_8";};
              case independent: {createDialog "vInteraction_Menu_7";};
              case civilian: {createDialog "vInteraction_Menu_7";};
          };
      };
      
      _display = findDisplay 37400;
      _background = _display displayCtrl 37401;
      _background ctrlsetFade 0;
      _background ctrlcommit 5;
      
      _btn1 = _display displayCtrl 37450; 
      _btn2 = _display displayCtrl 37451; 
      _btn3 = _display displayCtrl 37452; 
      _btn4 = _display displayCtrl 37453; 
      _btn5 = _display displayCtrl 37454; 
      _btn6 = _display displayCtrl 37455; 
      _btn7 = _display displayCtrl 37456; 
      _btn8 = _display displayCtrl 37457; 
      
      life_vInact_curTarget = _curTarget;
      
      switch (playerside) do
      {
          case west:
          {
              _Btn1 ctrlShow false;
              _Btn2 ctrlShow false;
              _Btn3 ctrlShow false;
              _Btn4 ctrlShow false;
              _Btn5 ctrlShow false;
              _Btn6 ctrlShow false;
              _Btn7 ctrlShow false;
              _Btn8 ctrlShow false;
              
              _btn1 ctrlSetText "textures\interaction\Vehicle\icon_close.paa";
              _btn1 ctrlSetTooltip "Menü Schließen";
              _btn1 buttonSetAction "closeDialog 0;";
              
              if(_damage > 0) then
              {
                  _btn2 ctrlSetText "textures\interaction\Vehicle\icon_repair.paa";
                  _btn2 ctrlSetTooltip "Reparieren";
                  _btn2 buttonSetAction "closeDialog 0; [life_vInact_curTarget] spawn life_fnc_repairTruck;";
                  _btn2 ctrlEnable false;
                  if ((life_inv_toolkit >= 1) && {alive life_vInact_curTarget} && {([life_vInact_curTarget] call life_fnc_isDamaged)}) then {_Btn2 ctrlEnable true;} else {_Btn2 ctrlEnable false;};
              } else {
                  _btn2 ctrlSetText "textures\interaction\Vehicle\icon_repair.paa";
                  _btn2 ctrlSetTooltip "Reparieren";
                  _btn2 ctrlEnable false;
              };
              
              _btn3 ctrlSetText "textures\interaction\Vehicle\icon_push.paa";
              _btn3 ctrlSetTooltip "Schieben";
              _btn3 buttonSetAction "closeDialog 0; [life_vInact_curTarget] spawn life_fnc_pushObject;";
              if(_curTarget isKindOf "Ship" && {local _curTarget} && {count crew _curTarget == 0}) then { _Btn3 ctrlEnable true;} else {_Btn3 ctrlEnable false};
              
              _btn4 ctrlSetText "textures\interaction\Vehicle\icon_register.paa";
              _btn4 ctrlSetTooltip "Besitzer Abfrage";
              _btn4 buttonSetAction "closeDialog 0; [life_vInact_curTarget] spawn life_fnc_searchVehAction;";
              
              _btn5 ctrlSetText "textures\interaction\Vehicle\icon_search.paa";
              _btn5 ctrlSetTooltip "Durchsuchen";
              _btn5 buttonSetAction "closeDialog 0; [life_vInact_curTarget] spawn life_fnc_vehInvSearch;";
              
              _btn6 ctrlSetText "textures\interaction\Vehicle\icon_pullout.paa";
              _btn6 ctrlSetTooltip "Herausziehen";
              _btn6 buttonSetAction "closeDialog 0; [life_vInact_curTarget] spawn life_fnc_pulloutAction;";
              if(count crew _curTarget == 0) then {_Btn6 ctrlEnable false;};
              
              _btn7 ctrlSetText "textures\interaction\Vehicle\icon_impound.paa";
              _btn7 ctrlSetTooltip "Beschlagnahmen";
              _btn7 buttonSetAction "closeDialog 0; [life_vInact_curTarget] spawn life_fnc_impoundAction;";
              
              if (!_curTarget {!dialog} && {!life_action_inUse} && {!(player getVariable ["playerSurrender",false])} && {!(player getVariable ["restrained",false])} && {!life_isknocked} && {!life_istazed}) then
              {
                  _btn8 ctrlSetText "textures\interaction\Vehicle\icon_trunk.paa";
                  _btn8 ctrlSetTooltip "Kofferraum";
                  _btn8 buttonSetAction "closeDialog 0; [life_vInact_curTarget] spawn life_fnc_openInventory";
                  _btn8 ctrlEnable true;
              } else {
                  _btn8 ctrlSetTooltip "Kofferaum";
                  _btn8 ctrlSetText "textures\interaction\Vehicle\icon_trunk.paa";
                  _btn8 ctrlEnable false;
              };
              
              {
                  _x ctrlSetFade 0;
                  _x ctrlCommit 3;
                  _x ctrlShow true;
              } forEach [_Btn1,_Btn2,_Btn3,_Btn4,_Btn5,_Btn6,_Btn7,_Btn8];
          };
              
          case independent:
          {
              _Btn1 ctrlShow false;
              _Btn2 ctrlShow false;
              _Btn3 ctrlShow false;
              _Btn4 ctrlShow false;
              _Btn5 ctrlShow false;
              _Btn6 ctrlShow false;
              _Btn7 ctrlShow false;
          
              _btn1 ctrlSetText "textures\interaction\Vehicle\icon_close.paa";
              _btn1 ctrlSetTooltip "Menü Schließen";
              _btn1 buttonSetAction "closeDialog 0;";
              
              if(_damage > 0) then
              {
                  _btn2 ctrlSetText "textures\interaction\Vehicle\icon_repair.paa";
                  _btn2 ctrlSetTooltip "Reparieren";
                  _btn2 buttonSetAction "closeDialog 0; [life_vInact_curTarget] spawn life_fnc_repairTruck;";
                  _btn2 ctrlEnable false;
                  if ((life_inv_toolkit >= 1) && {alive life_vInact_curTarget} && {([life_vInact_curTarget] call life_fnc_isDamaged)}) then {_Btn2 ctrlEnable true;} else {_Btn2 ctrlEnable false;};
              } else {
                  _btn2 ctrlSetText "textures\interaction\Vehicle\icon_repair.paa";
                  _btn2 ctrlSetTooltip "Reparieren";
                  _btn2 ctrlEnable false;
              };
              
              _btn3 ctrlSetText "textures\interaction\Vehicle\icon_push.paa";
              _btn3 ctrlSetTooltip "Schieben";
              _btn3 buttonSetAction "closeDialog 0; [life_vInact_curTarget] spawn life_fnc_pushObject;";
              if(_curTarget isKindOf "Ship" && {local _curTarget} && {count crew _curTarget == 0}) then { _Btn3 ctrlEnable true;} else {_Btn3 ctrlEnable false};
              
              _btn4 ctrlSetText "textures\interaction\Vehicle\icon_pullout.paa";
              _btn4 ctrlSetTooltip "Herausziehen";
              _btn4 buttonSetAction "closeDialog 0; [life_vInact_curTarget] spawn life_fnc_pulloutAction;";
              if(count crew _curTarget == 0) then {_Btn6 ctrlEnable false;};
              
              _btn5 ctrlSetText "textures\interaction\Vehicle\icon_unflip.paa";
              _btn5 ctrlSetTooltip "Unflip";
              _btn5 buttonSetAction "closeDialog 0; life_vInact_curTarget setPos [getPos life_vInact_curTarget select 0, getPos life_vInact_curTarget select 1, (getPos life_vInact_curTarget select 2)+0.5];";
              if(count crew _curTarget == 0 && {canMove _curTarget}) then { _Btn5 ctrlEnable false;} else {_Btn5 ctrlEnable true;};
              
              _btn6 ctrlSetText "textures\interaction\Vehicle\icon_impound.paa";
              _btn6 ctrlSetTooltip "Beschlagnahmen";
              _btn6 buttonSetAction "closeDialog 0; [life_vInact_curTarget] spawn life_fnc_impoundAction;";
              
              if (!_curTarget {!dialog} && {!life_action_inUse} && {!(player getVariable ["playerSurrender",false])} && {!(player getVariable ["restrained",false])} && {!life_isknocked} && {!life_istazed}) then
              {
                  _btn7 ctrlSetText "textures\interaction\Vehicle\icon_trunk.paa";
                  _btn7 ctrlSetTooltip "Kofferraum";
                  _btn7 buttonSetAction "closeDialog 0; [life_vInact_curTarget] spawn life_fnc_openInventory";
                  _btn7 ctrlEnable true;
              } else {
                  _btn7 ctrlSetTooltip "Kofferaum";
                  _btn7 ctrlSetText "textures\interaction\Vehicle\icon_trunk.paa";
                  _btn7 ctrlEnable false;
              };
              
              {
                  _x ctrlSetFade 0;
                  _x ctrlCommit 3;
                  _x ctrlShow true;
              } forEach [_Btn1,_Btn2,_Btn3,_Btn4,_Btn5,_Btn6, _Btn7];
          };
          
          case civilian:
          {    
              _Btn1 ctrlShow false;
              _Btn2 ctrlShow false;
              _Btn3 ctrlShow false;
              _Btn4 ctrlShow false;
              _Btn5 ctrlShow false;
              _Btn6 ctrlShow false;
              _Btn7 ctrlShow false;
          
              _btn1 ctrlSetText "textures\interaction\Vehicle\icon_close.paa";
              _btn1 ctrlSetTooltip "Menü Schließen";
              _btn1 buttonSetAction "closeDialog 0;";
              
              if(_damage > 0) then
              {
                  _btn2 ctrlSetText "textures\interaction\Vehicle\icon_repair.paa";
                  _btn2 ctrlSetTooltip "Reparieren";
                  _btn2 buttonSetAction "closeDialog 0; [life_vInact_curTarget] spawn life_fnc_repairTruck;";
                  _btn2 ctrlEnable false;
                  if ((life_inv_toolkit >= 1) && {alive life_vInact_curTarget} && {([life_vInact_curTarget] call life_fnc_isDamaged)}) then {_Btn2 ctrlEnable true;} else {_Btn2 ctrlEnable false;};
              } else {
                  _btn2 ctrlSetText "textures\interaction\Vehicle\icon_repair.paa";
                  _btn2 ctrlSetTooltip "Reparieren";
                  _btn2 ctrlEnable false;
              };
              
              _btn3 ctrlSetText "textures\interaction\Vehicle\icon_push.paa";
              _btn3 ctrlSetTooltip "Schieben";
              _btn3 buttonSetAction "closeDialog 0; [life_vInact_curTarget] spawn life_fnc_pushObject;";
              if(_curTarget isKindOf "Ship" && {local _curTarget} && {count crew _curTarget == 0}) then { _Btn3 ctrlEnable true;} else {_Btn3 ctrlEnable false};
              
              _btn4 ctrlSetText "textures\interaction\Vehicle\icon_unflip.paa";
              _btn4 ctrlSetTooltip "Unflip";
              _btn4 buttonSetAction "closeDialog 0; life_vInact_curTarget setPos [getPos life_vInact_curTarget select 0, getPos life_vInact_curTarget select 1, (getPos life_vInact_curTarget select 2)+0.5];";
              if(count crew _curTarget == 0 && {canMove _curTarget}) then { _Btn4 ctrlEnable false;} else {_Btn4 ctrlEnable true;};
              
              if (!_curTarget {!dialog} && {!life_action_inUse} && {!(player getVariable ["playerSurrender",false])} && {!(player getVariable ["restrained",false])} && {!life_isknocked} && {!life_istazed}) then
              {
                  _btn5 ctrlSetText "textures\interaction\Vehicle\icon_trunk.paa";
                  _btn5 ctrlSetTooltip "Kofferraum";
                  _btn5 buttonSetAction "closeDialog 0; [life_vInact_curTarget] spawn life_fnc_openInventory;";
                  _btn5 ctrlEnable true;
              } else {
                  _btn5 ctrlSetTooltip "Kofferaum";
                  _btn5 ctrlSetText "textures\interaction\Vehicle\icon_trunk.paa";
                  _btn5 ctrlEnable false;
              };
              
              if(_curTarget isKindOf "O_Truck_03_device_F") then
              {
                  _btn6 ctrlSetText "textures\interaction\Vehicle\icon_mining.paa";
                  _btn6 ctrlSetTooltip "Abbau Starten";
                  _btn6 buttonSetAction "closedialog 0; [life_vInact_curTarget] spawn life_fnc_deviceMine;";
                  if(!isNil {(_curTarget getVariable "mining")} OR !local _curTarget && {_curTarget in life_vehicles}) then {
                      _Btn6 ctrlEnable false;
                  } else {
                      _Btn6 ctrlEnable true;
                  };
              } else {
                  _btn6 ctrlSetText "textures\interaction\Vehicle\icon_mining.paa";
                  _btn6 ctrlSetTooltip "Abbau Starten";
                  _btn6 ctrlEnable false;
              };
              
              if(license_civ_rebel) then 
              {
                  _Btn7 ctrlSetText "textures\interaction\Vehicle\icon_pullout.paa";
                  _Btn7 ctrlSetTooltip "Herausziehen";
                  _Btn7 buttonSetAction "closeDialog 0; [life_vInact_curTarget] spawn life_fnc_pulloutAction;";
                  if(count crew _curTarget == 0) then {_Btn4 ctrlEnable false;};
                  } else{
                  _Btn7 ctrlShow false;
                  };
              
              {
                  _x ctrlSetFade 0;
                  _x ctrlCommit 3;
                  _x ctrlShow true;
              } forEach [_Btn1,_Btn2,_Btn3,_Btn4,_Btn5,_Btn6,_Btn7];
          };
      };
      Alles anzeigen

      Ich bedanke mich schonmal im Voraus

    • B4v4r!4n_Str!k3r
      Nerd
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      • 22. November 2018 um 17:30
      • #2

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

      Hier fehlt ein Vergleich bei _curTarget ... _curTarget ist kein boolean und die nächste Bedingung müsste dann mit && oder || abgetrennt werden.

      23106-logo-schrift-dunkel-390-70-png class=

      Services rund um ArmA RPG Life

      ArmA Bibel: https://community.bistudio.com/wiki/

    • Deathman
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      • 22. November 2018 um 17:39
      • #3

      ok hast du mir das gefixte jetzt schon oben in der Antwort

    • Deathman
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      • 22. November 2018 um 18:49
      • #4

      Und wenn ich es so mache

      Spoiler anzeigen
      Code
      if (!(_curTarget getVariable ["life_action_inUse",false]) OR !((count ((nearestObjects[player, ["Man"], 10]) arrayIntersect playableUnits)) > 1) then

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