Hey ich habe ein Problem, undzwar auf manchen Servern geht mein Windowsmenu nicht, also das Interaktionmenu öffnet sich erst gar nicht. Die Clientlogs sind im Anhang[ attach=17675]Logs[/attach].
Wäre echt sehr nett, wenn mir wer helfen kann
Schön, dass du den Weg zu NodeZone.net gefunden hast! Aktuell bist du nicht angemeldet und kannst deshalb nur eingeschränkt auf unsere Community zugreifen. Um alle Funktionen freizuschalten, spannende Inhalte zu entdecken und dich aktiv einzubringen, registriere dich jetzt kostenlos oder melde dich mit deinem Account an.
Hey ich habe ein Problem, undzwar auf manchen Servern geht mein Windowsmenu nicht, also das Interaktionmenu öffnet sich erst gar nicht. Die Clientlogs sind im Anhang[ attach=17675]Logs[/attach].
Wäre echt sehr nett, wenn mir wer helfen kann
Hey ich habe ein Problem, undzwar auf manchen Servern geht mein Windowsmenu nicht, also das Interaktionmenu öffnet sich erst gar nicht. Die Clientlogs sind im Anhang[ attach=17675][/attach].
Wäre echt sehr nett, wenn mir wer helfen kann
Du hast win paar fehler wie die hint ausgaben send mal bitte die datei rein wo das drinne steht.(Die hints „willkommen im Dienst“)
Weiteres kann ich dir nur am pc sagen da ich herade am handy bin
Die hab ich im Editor in einem Trigger eingefügt. Aber das ist nicht das Problem. Das war auch einfach nur ein Test.
sen ma bitte deine keyhandler rein
weiter unten ist die datei selbst.
#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;
};
};
//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;
};
};
//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; };
};
//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;
lad sie dir bitte einfach runter dieses textgedöns ist für sowas nicht geeignet
bitte nächste mal die spoiler oder code funktion benutzen hm okay da scheint alles in ordnung
Okay ja sorry ist mein erster beitrag?
actionkeyhandler bidde. Danke
ich habs gefixt. hatte nur was falsch eingestellt.
SORRY für die störung und noch danke an alle