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    Polizei skins

    • Snakebyte1337
    • 9. Mai 2016 um 23:44
    • Geschlossen
    • Snakebyte1337
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      • 9. Mai 2016 um 23:44
      • #1

      Hallo Native-Network,

      Ich habe ein problem, und zwar, möchte ich für die Polizei pro Rank ein Skin machen
      aber das problem ist das jeder dieser Skins mit der Class: U_B_CombatUniform_mcam aufgebaut ist
      und daher kann nur 1 Skin geladen werden z. B. habe ich die Polizeimeister uniform eingefügt
      hat alles supergeklappt aber nun haben alle weitere 7-Ränke die Polizeimeister uniform und ich möchte
      pro Rank ein Skin machen.

      Wie kann ich das machen ?

      Ich habe dies bei fn_initCop.

      Code
      [] spawn {
          while {true} do {
         switch (true) do {
         case (__GETC__(life_coplevel) == 1) : { 
      
      
      
      
              waitUntil {uniform player == "U_Rangemaster"};
                  player setObjectTextureGlobal [0,"textures\cop\rekrut.jpg"];
              waitUntil {uniform player != "U_Rangemaster"};
      Alles anzeigen


      Aber es funkt immer noch nicht.

    • Big Mike
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      • 10. Mai 2016 um 08:25
      • #2

      Wie wäre es, wenn du dann sagst: cop_level 1 = uniform x, cop_level 2 = uniform ? Ich meine hier im Forum bereits was dazu gelesen zu haben

    • Crunch
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      • 10. Mai 2016 um 09:00
      • #3
      Code
      [] spawn {
       while {true} do {
       switch (true) do {
       case (__GETC__(life_coplevel) == 1) : { 
       waitUntil {uniform player == "U_Rangemaster"};
       player setObjectTextureGlobal [0,"ERSTE TEXTUR"];
       waitUntil {uniform player != "U_Rangemaster"};
      };
      case (__GETC__(life_coplevel) == 2) : { 
       waitUntil {uniform player == "U_Rangemaster"};
       player setObjectTextureGlobal [0,"ZWEITE TEXTUR"];
       waitUntil {uniform player != "U_Rangemaster"};
      };
      case (__GETC__(life_coplevel) == 3) : { 
       waitUntil {uniform player == "U_Rangemaster"};
       player setObjectTextureGlobal [0,"DRITTE TEXTUR"];
       waitUntil {uniform player != "U_Rangemaster"};
      };
      //Und das die ganze zeit lang
      };
      };
      //Vllt gehts ja so...
      Alles anzeigen

      Wenn das nich funzt:


      Code
      [] spawn {
       while {true} do {
       if (__GETC__(life_coplevel) == 1) then {
       waitUntil {uniform player == "U_Rangemaster"};
       player setObjectTextureGlobal [0,"ERSTE TEXTUR"];
       waitUntil {uniform player != "U_Rangemaster"};
      };
      
      
      
      
       if (__GETC__(life_coplevel) == 1) then {
       waitUntil {uniform player == "U_Rangemaster"};
       player setObjectTextureGlobal [0,"ZWEITE TEXTUR"];
       waitUntil {uniform player != "U_Rangemaster"};
      };
      
      
      
      
       if (__GETC__(life_coplevel) == 1) then {
       waitUntil {uniform player == "U_Rangemaster"};
       player setObjectTextureGlobal [0,"DRITTE TEXTUR"];
       waitUntil {uniform player != "U_Rangemaster"};
      };
      //Und das prinzip immer weiter so...
      
      
      
      
      sleep 10; //Texturen müssen ja nicht ständig neu geladen werden :)
      };
      Alles anzeigen
    • Snakebyte1337
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      • 12. Mai 2016 um 21:51
      • #4
      Code
      #include "..\script_macros.hpp"
      /*
      	File: fn_initCop.sqf
      	Author: Bryan "Tonic" Boardwine
      	Description:
      	Cop Initialization file.
      */
      private "_end";
      player addRating 9999999;
      waitUntil {!(isNull (findDisplay 46))};
      _end = false;
      
      
      
      
      if(life_blacklisted) exitWith {
      	["Blacklisted",false,true] call BIS_fnc_endMission;
      	sleep 30;
      };
      
      
      
      
      if(!(str(player) in ["cop_1","cop_2","cop_3","cop_4"])) then {
      	if((FETCH_CONST(life_coplevel) == 0) && (FETCH_CONST(life_adminlevel) == 0)) then {
      		["NotWhitelisted",false,true] call BIS_fnc_endMission;
      		sleep 35;
      	};
      };
      
      
      
      
      
      
      
      player setVariable["rank",(FETCH_CONST(life_coplevel)),true];
      [] call life_fnc_spawnMenu;
      waitUntil{!isNull (findDisplay 38500)}; //Wait for the spawn selection to be open.
      waitUntil{isNull (findDisplay 38500)}; //Wait for the spawn selection to be done.
      [] call life_fnc_playerSkins;
      
      
      
      
      [] spawn {
       while {true} do {
       if (__GETC__(life_coplevel) == 1) then {
       waitUntil {uniform player == "U_Rangemaster"};
       player setObjectTextureGlobal [0,"textures\rekrut.jpg"];
       waitUntil {uniform player != "U_Rangemaster"};
      };
       if (__GETC__(life_coplevel) == 2) then {
       waitUntil {uniform player == "U_B_CombatUniform_mcam"};
       player setObjectTextureGlobal [0,"textures\cop_sergeant.jpg"];
       waitUntil {uniform player != "U_B_CombatUniform_mcam"};
      };
       if (__GETC__(life_coplevel) == 3) then {
       waitUntil {uniform player == "U_B_CombatUniform_mcam"};
       player setObjectTextureGlobal [0,"textures\Polizei_2.paa"];
       waitUntil {uniform player != "U_B_CombatUniform_mcam"};
      };
      //Und das prinzip immer weiter so...
      sleep 10; //Texturen müssen ja nicht ständig neu geladen werden :)
      };
      Alles anzeigen

      Funkt immer noch nicht, aber es ist doch richtig ?

    • Crunch
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      • 12. Mai 2016 um 21:56
      • #5

      Nope so müsste es schon besser aussehen:

      Spoiler anzeigen


      #include "..\script_macros.hpp"
      /*
      File: fn_initCop.sqf
      Author: Bryan "Tonic" Boardwine
      Description:
      Cop Initialization file.
      */
      private "_end";
      player addRating 9999999;
      waitUntil {!(isNull (findDisplay 46))};
      _end = false;
      if(life_blacklisted) exitWith {
      ["Blacklisted",false,true] call BIS_fnc_endMission;
      sleep 30;
      };
      if(!(str(player) in ["cop_1","cop_2","cop_3","cop_4"])) then {
      if((FETCH_CONST(life_coplevel) == 0) && (FETCH_CONST(life_adminlevel) == 0)) then {
      ["NotWhitelisted",false,true] call BIS_fnc_endMission;
      sleep 35;
      };
      };
      player setVariable["rank",(FETCH_CONST(life_coplevel)),true];
      [] call life_fnc_spawnMenu;
      waitUntil{!isNull (findDisplay 38500)}; //Wait for the spawn selection to be open.
      waitUntil{isNull (findDisplay 38500)}; //Wait for the spawn selection to be done.
      [] call life_fnc_playerSkins;
      [] spawn {
      while {true} do {
      if (FETCH_CONST(life_coplevel) == 1) then {
      waitUntil {uniform player == "U_Rangemaster"};
      player setObjectTextureGlobal [0,"textures\rekrut.jpg"];
      waitUntil {uniform player != "U_Rangemaster"};
      };
      if (FETCH_CONST(life_coplevel) == 2) then {
      waitUntil {uniform player == "U_B_CombatUniform_mcam"};
      player setObjectTextureGlobal [0,"textures\cop_sergeant.jpg"];
      waitUntil {uniform player != "U_B_CombatUniform_mcam"};
      };
      if (FETCH_CONST(life_coplevel) == 3) then {
      waitUntil {uniform player == "U_B_CombatUniform_mcam"};
      player setObjectTextureGlobal [0,"textures\Polizei_2.paa"];
      waitUntil {uniform player != "U_B_CombatUniform_mcam"};
      };
      //Und das prinzip immer weiter so...
      sleep 10; //Texturen müssen ja nicht ständig neu geladen werden :)
      };

    • Snakebyte1337
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      • 18. Mai 2016 um 21:58
      • #6

      #PUSH

      Wieso funktioniert das nicht ?
      Ich habe das so eingestellt wie ihr es habt.

      Code
      #include <macro.h>
      /*
      	File: fn_initCop.sqf
      	Author: Bryan "Tonic" Boardwine
      
      	Description:
      	Cop Initialization file.
      */
      private["_end"];
      player addRating 9999999;
      waitUntil {!(isNull (findDisplay 46))};
      _end = false;
      if(life_blacklisted) exitWith
      {
      	["Blacklisted",false,true] call BIS_fnc_endMission;
      	sleep 30;
      };
      if(!(str(player) in ["cop_1","cop_2","cop_3","cop_4"])) then {
      	if((FETCH_CONST(life_coplevel) == 0) && (FETCH_CONST(life_adminlevel) == 0)) then {
      		["NotWhitelisted",false,true] call BIS_fnc_endMission;
      		sleep 35;
      	};
      };
      player setVariable["rank",(FETCH_CONST(life_coplevel)),true];
      [] call life_fnc_spawnMenu;
      waitUntil{!isNull (findDisplay 38500)}; //Wait for the spawn selection to be open.
      waitUntil{isNull (findDisplay 38500)}; //Wait for the spawn selection to be done.
      [] spawn {
       while {true} do {
       switch (true) do {
       case (__GETC__(life_coplevel) == 1) : { 
       waitUntil {uniform player == "U_Rangemaster"};
       player setObjectTextureGlobal [0,"textures\rekrut.jpg"];
       waitUntil {uniform player != "U_Rangemaster"};
      };
      case (__GETC__(life_coplevel) == 2) : { 
       waitUntil {uniform player == "U_B_CombatUniform_mcam"};
       player setObjectTextureGlobal [0,"textures\cop_sergeant.jpg"];
       waitUntil {uniform player != "U_B_CombatUniform_mcam"};
      };
      case (__GETC__(life_coplevel) == 3) : { 
       waitUntil {uniform player == "U_B_CombatUniform_mcam"};
       player setObjectTextureGlobal [0,"textures\cop_sergeant.jpg"];
       waitUntil {uniform player != "U_B_CombatUniform_mcam"};
      };
      case (__GETC__(life_coplevel) == 4) : { 
       waitUntil {uniform player == "U_B_CombatUniform_mcam"};
       player setObjectTextureGlobal [0,"textures\Polizei_2.paa"];
       waitUntil {uniform player != "U_B_CombatUniform_mcam"};
      };
      case (__GETC__(life_coplevel) == 5) : { 
       waitUntil {uniform player == "U_B_CombatUniform_mcam"};
       player setObjectTextureGlobal [0,"textures\Polizei_1.jpg"];
       waitUntil {uniform player != "U_B_CombatUniform_mcam"};
      };
      case (__GETC__(life_coplevel) == 6) : { 
       waitUntil {uniform player == "U_B_CombatUniform_mcam"};
       player setObjectTextureGlobal [0,"textures\sek.jpg"];
       waitUntil {uniform player != "U_B_CombatUniform_mcam"};
      };
      case (__GETC__(life_coplevel) == 7) : { 
       waitUntil {uniform player == "U_B_CombatUniform_mcam"};
       player setObjectTextureGlobal [0,"textures\cop_captain.jpg"];
       waitUntil {uniform player != "U_B_CombatUniform_mcam"};
      };
      //Und das die ganze zeit lang
      };
      };
      //Vllt gehts ja so...
      Alles anzeigen
    • SBuserhy
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      • 19. Mai 2016 um 15:44
      • #7
      Zitat von Snakebyte1337

      #include "..\script_macros.hpp"
      /*
      File: fn_initCop.sqf
      Author: Bryan "Tonic" Boardwine
      Description:
      Cop Initialization file.
      */

      Alles anzeigen


      was stimmt denn nun? das erste oder zweite?

      Zitat von Snakebyte1337

      #include <macro.h>
      /*
      File: fn_initCop.sqf
      Author: Bryan "Tonic" Boardwine

      Description:
      Cop Initialization file.
      */

      ausprobieren, lernen, weiterentwickeln, verbessern :gamer:

      kein Support per PM | schnelle Fehleranalyse >> RPT log Filter

    • Snakebyte1337
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      • 25. Mai 2016 um 23:15
      • #8

      !! ICH weiß, das ich bei den Ersten Beiträge, 2 Verschiedene #include habe !!

      Aber dies ist nun das Richtige, und es funkt immer noch nicht.


      Code
      #include <macro.h>
      /*
      	File: fn_initCop.sqf
      	Author: Bryan "Tonic" Boardwine
      	Description:
      	Cop Initialization file.
      */
      private["_end"];
      player addRating 9999999;
      waitUntil {!(isNull (findDisplay 46))};
      _end = false;
      if(life_blacklisted) exitWith
      {
      	["Blacklisted",false,true] call BIS_fnc_endMission;
      	sleep 30;
      };
      
      
      
      
      if((FETCH_CONST(life_coplevel) == 0) && (FETCH_CONST(life_adminlevel) == 0)) then {
      	["NotWhitelisted",false,true] call BIS_fnc_endMission;
      	sleep 35;
      };
      
      
      
      
      
      
      
      player setVariable["rank",(FETCH_CONST(life_coplevel)),true];
      [] call life_fnc_spawnMenu;
      waitUntil{!isNull (findDisplay 38500)}; //Wait for the spawn selection to be open.
      waitUntil{isNull (findDisplay 38500)}; //Wait for the spawn selection to be done
      
      
      
      
      [] spawn {
         while {true} do {
             switch (true) do {
      	       case (__GETC__(life_coplevel) == 1) : {
      		       waitUntil {uniform player == "U_Rangemaster"}; 
      			       player setObjectTextureGlobal [0,"textures\cop\rekrut.jpg"];
      			   waitUntil {uniform player != "U_Rangemaster"}; };  
      			};
      			case (__GETC__(life_coplevel) == 2) : {
      		       waitUntil {uniform player == "U_B_CombatUniform_mcam"}; 
      			       player setObjectTextureGlobal [0,"textures\cop\cop_sergeant.jpg"];
      			   waitUntil {uniform player != "U_B_CombatUniform_mcam"}; };  
      			};
      		    case (__GETC__(life_coplevel) == 3) : {
      		       waitUntil {uniform player == "U_B_CombatUniform_mcam"}; 
      			       player setObjectTextureGlobal [0,"textures\cop\Polizei_2.paa"];
      			   waitUntil {uniform player != "U_B_CombatUniform_mcam"}; };  
      			};
      			case (__GETC__(life_coplevel) == 4) : {
      		       waitUntil {uniform player == "U_B_CombatUniform_mcam"}; 
      			       player setObjectTextureGlobal [0,"textures\cop\Polizei_1.jpg"];
      			   waitUntil {uniform player != "U_B_CombatUniform_mcam"}; };  
      			};
      			case (__GETC__(life_coplevel) == 5) : {
      		       waitUntil {uniform player == "U_B_CombatUniform_mcam_vest"}; 
      			       player setObjectTextureGlobal [0,"textures\cop\cop_officer.paa"];
      			   waitUntil {uniform player != "U_B_CombatUniform_mcam_vest"}; };  
      			};
      			case (__GETC__(life_coplevel) == 6) : {
      		       waitUntil {uniform player == "U_B_CombatUniform_mcam"}; 
      			       player setObjectTextureGlobal [0,"textures\cop\sek.jpg"];
      			   waitUntil {uniform player != "U_B_CombatUniform_mcam"}; };  
      			};
      			case (__GETC__(life_coplevel) == 7) : {
      		       waitUntil {uniform player == "U_B_CombatUniform_mcam_worn"}; 
      			       player setObjectTextureGlobal [0,"textures\cop\gsg9.paa"];
      			   waitUntil {uniform player != "U_B_CombatUniform_mcam_worn"}; };  
      			};
      			case (__GETC__(life_coplevel) == 8) : {
      		       waitUntil {uniform player == "U_B_CombatUniform_mcam"}; 
      			       player setObjectTextureGlobal [0,"textures\cop\cop_captain.jpg"];
      			   waitUntil {uniform player != "U_B_CombatUniform_mcam"}; };  
      			};
      			case (__GETC__(life_coplevel) == 9) : {
      		       waitUntil {uniform player == "U_B_CombatUniform_mcam"}; 
      			       player setObjectTextureGlobal [0,"textures\cop\cop_captain.jpg"];
      			   waitUntil {uniform player != "U_B_CombatUniform_mcam"}; };  
      			};
      			case (__GETC__(life_coplevel) == 10) : {
      		       waitUntil {uniform player == "U_B_CombatUniform_mcam"}; 
      			       player setObjectTextureGlobal [0,"textures\cop\cop_captain.jpg"];
      			   waitUntil {uniform player != "U_B_CombatUniform_mcam"}; };  
      			};
      			case (__GETC__(life_coplevel) == 11) : {
      		       waitUntil {uniform player == "U_B_CombatUniform_mcam"}; 
      			       player setObjectTextureGlobal [0,"textures\cop\cop_captain.jpg"];
      			   waitUntil {uniform player != "U_B_CombatUniform_mcam"}; };  
      			};
      			default {};
      	    };
      	};
      };
      Alles anzeigen

      !! Die kommas, sind hier etwas verschoben

    • SBuserhy
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      • 25. Mai 2016 um 23:18
      • #9
      Zitat von Snakebyte1337

      #include <macro.h>

      in der 4.4 giebt es kein macro.h :whistling:

      ausprobieren, lernen, weiterentwickeln, verbessern :gamer:

      kein Support per PM | schnelle Fehleranalyse >> RPT log Filter

    • Snakebyte1337
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      • 26. Mai 2016 um 10:36
      • #10
      Zitat von SBuserhy

      in der 4.4 giebt es kein macro.h

      Habe Mittlerweile zur 4.0 gewechselt, hätte ich noch angeben sollen.
      Wollte auch keinen neuen Beitrag eröffnen deswegen.

      Habe hier mal etwas Besser die fn_initCop gepostet:

      http://pastebin.com/Q2JSDp1R

    • SBuserhy
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      • 26. Mai 2016 um 14:02
      • #11

      das geht nicht, weil du Levelabfragen aus der 3.1.4.8 verwendest und nicht aus der 4.0

      Cop/Medic - Level Abfrage 3.1.4.8 & 4.0

      ausprobieren, lernen, weiterentwickeln, verbessern :gamer:

      kein Support per PM | schnelle Fehleranalyse >> RPT log Filter

    • Big Mike
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      • 26. Mai 2016 um 14:56
      • #12

      logo ist da nen macro.h :)

    • Snakebyte1337
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      • 28. Mai 2016 um 23:50
      • #13

      Also, habe habe das nun so gemacht:

      C
      #include <macro.h>
      /*
          File: fn_initCop.sqf
          Author: Bryan "Tonic" Boardwine
      
          Description:
          Cop Initialization file.
      */
      private["_end"];
      player addRating 9999999;
      waitUntil {!(isNull (findDisplay 46))};
      _end = false;
      if(life_blacklisted) exitWith
      {
          ["Blacklisted",false,true] call BIS_fnc_endMission;
          sleep 30;
      };
       
      if((FETCH_CONST(life_coplevel) == 0) && (FETCH_CONST(life_adminlevel) == 0)) then {
          ["NotWhitelisted",false,true] call BIS_fnc_endMission;
          sleep 35;
      };
       
       
      player setVariable["rank",(FETCH_CONST(life_coplevel)),true];
      [] call life_fnc_spawnMenu;
      waitUntil{!isNull (findDisplay 38500)}; //Wait for the spawn selection to be open.
      waitUntil{isNull (findDisplay 38500)}; //Wait for the spawn selection to be done
       
      [] spawn {
         while {true} do {
             switch (true) do {
                 case if((FETCH_CONST(life_coplevel)) == 1) then {
                     waitUntil {uniform player == "U_Rangemaster"};
                         player setObjectTextureGlobal [0,"textures\cop\rekrut.jpg"];
                     waitUntil {uniform player != "U_Rangemaster"};  
                  };
                  case if((FETCH_CONST(life_coplevel)) >= 2) then {
                     waitUntil {uniform player == "U_B_CombatUniform_mcam_worn"};
                         player setObjectTextureGlobal [0,"textures\cop\cop_sergeant.jpg"];
                     waitUntil {uniform player != "U_B_CombatUniform_mcam_worn"};  
                  };
                  case if((FETCH_CONST(life_coplevel)) >= 3) then {
                     waitUntil {uniform player == "U_B_CombatUniform_mcam_worn"};
                         player setObjectTextureGlobal [0,"textures\cop\Polizei_2.paa"];
                     waitUntil {uniform player != "U_B_CombatUniform_mcam_worn"};
                  };
                  case if((FETCH_CONST(life_coplevel)) >= 4) then {
                     waitUntil {uniform player == "U_B_CombatUniform_mcam_worn"};
                         player setObjectTextureGlobal [0,"textures\cop\Polizei_1.jpg"];
                     waitUntil {uniform player != "U_B_CombatUniform_mcam_worn"};  
                  };
                  case if((FETCH_CONST(life_coplevel)) >= 5) then {
                     waitUntil {uniform player == "U_B_CombatUniform_mcam_vest"};
                         player setObjectTextureGlobal [0,"textures\cop\cop_officer.paa"];
                     waitUntil {uniform player != "U_B_CombatUniform_mcam_vest"};  
                  };
                  case if((FETCH_CONST(life_coplevel)) >= 6) then {
                     waitUntil {uniform player == "U_B_CombatUniform_mcam_worn"};
                         player setObjectTextureGlobal [0,"textures\cop\sek.jpg"];
                     waitUntil {uniform player != "U_B_CombatUniform_mcam_worn"};  
                  };
                  case if((FETCH_CONST(life_coplevel)) >= 7) then {
                     waitUntil {uniform player == "U_B_CombatUniform_mcam_worn"};
                         player setObjectTextureGlobal [0,"textures\cop\gsg9.paa"];
                     waitUntil {uniform player != "U_B_CombatUniform_mcam_worn"};  
                  };
                  case if((FETCH_CONST(life_coplevel)) >= 8) then {
                     waitUntil {uniform player == "U_B_CombatUniform_mcam_worn"};
                         player setObjectTextureGlobal [0,"textures\cop\cop_captain.jpg"];
                     waitUntil {uniform player != "U_B_CombatUniform_mcam_worn"};  
                  };
                  case if((FETCH_CONST(life_coplevel)) >= 9) then {
                     waitUntil {uniform player == "U_B_CombatUniform_mcam_worn"};
                         player setObjectTextureGlobal [0,"textures\cop\cop_captain.jpg"];
                     waitUntil {uniform player != "U_B_CombatUniform_mcam_worn"};  
                  };
                  case if((FETCH_CONST(life_coplevel)) >= 10) then {
                     waitUntil {uniform player == "U_B_CombatUniform_mcam_worn"};
                         player setObjectTextureGlobal [0,"textures\cop\cop_captain.jpg"];
                     waitUntil {uniform player != "U_B_CombatUniform_mcam_worn"};  
                  };
                  case if((FETCH_CONST(life_coplevel)) >= 11) then {
                     waitUntil {uniform player == "U_B_CombatUniform_mcam_worn"};
                         player setObjectTextureGlobal [0,"textures\cop\cop_captain.jpg"];
                     waitUntil {uniform player != "U_B_CombatUniform_mcam_worn"};  
                  };
                  default {};
              };
          };
      };
      Alles anzeigen

      Ich habe es mit dem Case und auch ohne gemacht, was mache ich nur falsch ?

      Einmal editiert, zuletzt von SirFluffyVonKitten (29. Mai 2016 um 00:05)

    • stolzerrabe
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      • 29. Mai 2016 um 00:24
      • #14

      Einer deiner Fehler:

      switch (true) do {
      case if then
      };


      https://community.bistudio.com/wiki/switch_do
      SWITCH (CONDITION) DO {

      CASE x : { CODE };
      CASE x : { CODE };
      CASE x : { CODE };
      CASE x : { CODE };
      default { CODE };

      };


      Ich denke mal, man kann sich, wenn nur ein Anzug vorhanden ist, das Ständige waituntil sparen:...


      SQL
      [] spawn {
         while {true} do {
      		waitUntil {uniform player == "U_Rangemaster"};
                      switch (FETCH_CONST(life_coplevel)) do {
                         case 1: { player setObjectTextureGlobal [0,"textures\cop\rekrut.jpg"]; };
      		   case 2: { player setObjectTextureGlobal [0,"textures\cop\cop_sergeant.jpg"]; };
      		   ...
      		   default {};
      		};
      		waitUntil {uniform player != "U_Rangemaster"};  
      	};	
      };
      Alles anzeigen

      Ansonsten halt:

      SQL
      [] spawn {
         while {true} do {
      
      
      
      
      
             switch (FETCH_CONST(life_coplevel)) do {
                 case 1: { 
      		   	waitUntil {uniform player == "U_Rangemaster"};
      		        player setObjectTextureGlobal [0,"textures\cop\rekrut.jpg"]; 
      		        waitUntil {uniform player != "U_Rangemaster"};  
      
                               waitUntil {uniform player == "U_B_CombatUniform_mcam_worn"};
                               player setObjectTextureGlobal [0,"textures\cop\cop_rekrut.jpg"];
                               waitUntil {uniform player != "U_B_CombatUniform_mcam_worn"};		   
      		   };
      		   case 2: {  ... };
      		   ...
      		   default {};
      		};
       
      	};	
      };
      Alles anzeigen

      PMC Earpiece: https://goo.gl/zS9U8
      @Admins: Falls nicht gestattet, bitte entfernen...

    • stolzerrabe
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      • 29. Mai 2016 um 00:33
      • #15

      Sry in meinen Beispielen war eine Klammer in der Switch-Anweisung zu wenig. Habs korrigiert!

      PMC Earpiece: https://goo.gl/zS9U8
      @Admins: Falls nicht gestattet, bitte entfernen...

    • nox 25. März 2023 um 00:47

      Hat das Thema aus dem Forum Hilfeforum - ArmA 3 nach Archiv verschoben.

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