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    4. ArmA Series - ArmA 3 / Reforger
    5. Hilfeforum

    Windows Menü funktioniert nicht

    • Alex
    • 9. März 2019 um 12:40
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    • Alex
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      • 9. März 2019 um 12:40
      • #1

      Hallo,

      ich habe keine Ahnung was ich machen soll, das Admintool von AllianceApps ist ausgefallen und das Hauptproblem: das Windowsmenü geht nicht, aber auch nur über die Windowstaste; die Aktion 10 führt er normal aus.

      Code: fn_keyhandler.sqf
      #include "..\..\script_macros.hpp"
      /*
      *    File: fn_keyHandler.sqf
      *    Author: Bryan "Tonic" Boardwine
      *
      *    Description:
      *    Main key handler for event 'keyDown'.
      */
      
      params [
          "_ctrl",
          "_code",
          "_shift",
          "_ctrlKey",
          "_alt"
      ];
      
      private _speed = speed cursorObject;
      private _handled = false;
      private _interactionKey = if (actionKeys "User10" isEqualTo []) then {219} else {(actionKeys "User10") select 0};
      private _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 (!(actionKeys "User10" isEqualTo []) && {(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 = [] 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;
              };
          };
      
          //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 = [] 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 "CAManBase"} && {(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 "CAManBase" && 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;
                              };
                          };
                      };
                  };
              };
          };
          
          case 59: {[] call life_fnc_playerSkins; hint "Dein Skin wurde erfolgreich neugeladen!";};
          //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;
                  };
      
                  private _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];
                      if !(isNil {(_veh getVariable "sirenJIP")}) then {
                          private _jip = _veh getVariable "sirenJIP";
                          _veh setVariable ["sirenJIP",nil,true];
                          remoteExec ["",_jip]; //remove from JIP queue
                      };
                  } else {
                      titleText [localize "STR_MISC_SirensON","PLAIN"];
                      _veh setVariable ["siren",true,true];
                      private "_jip";
                      if (playerSide isEqualTo west) then {
                          _jip = [_veh] remoteExec ["life_fnc_copSiren",RCLIENT,true];
                      } else {
                          _jip = [_veh] remoteExec ["life_fnc_medicSiren",RCLIENT,true];
                      };
                      _veh setVariable ["sirenJIP",_jip,true];
                  };
              };
          };
      
          //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 {
                  private _veh = if (isNull objectParent player) then {
                      cursorObject;
                  } else {
                      vehicle player;
                  };
      
                  if (_veh isKindOf "House_F" && {playerSide isEqualTo civilian}) then {
                      if (_veh in life_vehicles && {player distance _veh < 20}) then {
                          private _door = [_veh] call life_fnc_nearestDoor;
                          if (_door isEqualTo 0) exitWith {hint localize "STR_House_Door_NotNear"};
                          private _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 {
                      private _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",50,1] 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",50,1] remoteExec ["life_fnc_say3D",RANY];
                          };
                      };
                  };
              };
          };
      };
      
      _handled;
      Alles anzeigen

      Dateien

      Arma3_x64_2019-03-09_11-48-52.rpt 303,01 kB – 206 Downloads arma3server_x64_2019-03-09_12-32-58.rpt 62,43 kB – 131 Downloads
    • Alice Kingsleigh
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      • 9. März 2019 um 15:36
      • #2

      Leider sehe ich so grad nicht, was dein Problem bewirkt. Ich sehe weder im Server noch im Client Log einen entsprechenden Eintrag. Wenn du denkst es hat mit dem AdminTool zu tun würde ich dir den Support von Alliance Apps empfehlen. Die sind nett und helfen schnell und kompetent.

      Ansonsten gibt es aber ein paar Fehler bei dir, die du heben solltest

      String STR_MAR_Police_HQ_Kav not found Den musst du noch in die Stringtable eintragen oder er ist falsch/anders geschrieben

      Warning Message: Cannot load texture mpmissions\v-life.altis\textures\cop\uniform_2.paa.

      Warning Message: Cannot load texture mpmissions\v-life.altis\textures\medic_uniform.jpg. hast du evtl. deine Mission nicht als PBO verpackt? Wäre typisch für den Fehler.

    • Alex
      Amateur
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      • 9. März 2019 um 22:41
      • #3

      Das mit dem Admintool wurde durch AustrianNoob seeehr schnell gefixt, danke dafür. War ein fehlender Eintrag in der query Request.

      Das mit der Windowstaste lag an der pbo -.-. Dieses Spiel ist echt unglaublich. Danke!

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