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

    ACE Medic Request bei 15 Minuten Bewusstlosigkeit

      • Altis Life
    • Kraftwerk
    • 31. März 2020 um 18:42
    • Erledigt
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      • 31. März 2020 um 18:42
      • #1

      Hey, ich habe versucht es über die fn_survival zu machen jedoch kommt kein Fenster.


      Code
      #include "..\script_macros.hpp"
      /*
          File: fn_survival.sqf
          Author: Bryan "Tonic" Boardwine
      
          Description:
          All survival? things merged into one thread.
      */
      private ["_fnc_food","_fnc_water","_foodTime","_waterTime","_bp","_walkDis","_lastPos","_curPos"];
      _fnc_food =  {
          if (life_hunger < 2) then {player setDamage 1; hint localize "STR_NOTF_EatMSG_Death";}
          else
          {
              life_hunger = life_hunger - 10;
              [] call life_fnc_hudUpdate;
              if (life_hunger < 2) then {player setDamage 1; hint localize "STR_NOTF_EatMSG_Death";};
              switch (life_hunger) do {
                  case 30: {hint localize "STR_NOTF_EatMSG_1";};
                  case 20: {hint localize "STR_NOTF_EatMSG_2";};
                  case 10: {
                      hint localize "STR_NOTF_EatMSG_3";
                      if (LIFE_SETTINGS(getNumber,"enable_fatigue") isEqualTo 1) then {player setFatigue 1;};
                  };
              };
          };
      };
      
      _fnc_water = {
          if (life_thirst < 2) then {player setDamage 1; hint localize "STR_NOTF_DrinkMSG_Death";}
          else
          {
              life_thirst = life_thirst - 10;
              [] call life_fnc_hudUpdate;
              if (life_thirst < 2) then {player setDamage 1; hint localize "STR_NOTF_DrinkMSG_Death";};
              switch (life_thirst) do  {
                  case 30: {hint localize "STR_NOTF_DrinkMSG_1";};
                  case 20: {
                      hint localize "STR_NOTF_DrinkMSG_2";
                      if (LIFE_SETTINGS(getNumber,"enable_fatigue") isEqualTo 1) then {player setFatigue 1;};
                  };
                  case 10: {
                      hint localize "STR_NOTF_DrinkMSG_3";
                      if (LIFE_SETTINGS(getNumber,"enable_fatigue") isEqualTo 1) then {player setFatigue 1;};
                  };
              };
          };
      };
      
      //Setup the time-based variables.
      _foodTime = time;
      _waterTime = time;
      _walkDis = 0;
      _bp = "";
      _lastPos = visiblePosition player;
      _lastPos = (_lastPos select 0) + (_lastPos select 1);
      _lastState = vehicle player;
      
      for "_i" from 0 to 1 step 0 do {
          /* Thirst / Hunger adjustment that is time based */
          if ((time - _waterTime) > 600) then {[] call _fnc_water; _waterTime = time;};
          if ((time - _foodTime) > 850) then {[] call _fnc_food; _foodTime = time;};
      
          /* Adjustment of carrying capacity based on backpack changes */
          if (backpack player isEqualTo "") then {
              life_maxWeight = LIFE_SETTINGS(getNumber,"total_maxWeight");
              _bp = backpack player;
          } else {
              if (!(backpack player isEqualTo "") && {!(backpack player isEqualTo _bp)}) then {
                  _bp = backpack player;
                  life_maxWeight = LIFE_SETTINGS(getNumber,"total_maxWeight") + round(FETCH_CONFIG2(getNumber,"CfgVehicles",_bp,"maximumload") / 4);
              };
          };
      
          /* Check if the player's state changed? */
          if (!(vehicle player isEqualTo _lastState) || {!alive player}) then {
              [] call life_fnc_updateViewDistance;
              _lastState = vehicle player;
          };
      
          /* Check if the weight has changed and the player is carrying to much */
          if (life_carryWeight > life_maxWeight && {!isForcedWalk player}) then {
              player forceWalk true;
              if (LIFE_SETTINGS(getNumber,"enable_fatigue") isEqualTo 1) then {player setFatigue 1;};
              hint localize "STR_NOTF_MaxWeight";
          } else {
              if (isForcedWalk player) then {
                  player forceWalk false;
              };
          };
      
          /* Travelling distance to decrease thirst/hunger which is captured every second so the distance is actually greater then 650 */
          if (!alive player) then {_walkDis = 0;} else {
              _curPos = visiblePosition player;
              _curPos = (_curPos select 0) + (_curPos select 1);
              if (!(_curPos isEqualTo _lastPos) && {(isNull objectParent player)}) then {
                  _walkDis = _walkDis + 1;
                  if (_walkDis isEqualTo 650) then {
                      _walkDis = 0;
                      life_thirst = life_thirst - 5;
                      life_hunger = life_hunger - 5;
                      [] call life_fnc_hudUpdate;
                  };
              };
              _lastPos = visiblePosition player;
              _lastPos = (_lastPos select 0) + (_lastPos select 1);
          };
          uiSleep 1;
      };
      
      [] spawn
      {
       private["_bp","_load","_cfg"];
       while{true} do
       {
       waitUntil {backpack player != ""};
       _bp = backpack player;
       _cfg = getNumber(configFile >> "CfgVehicles" >> (backpack player) >> "maximumload");
       _load = round(_cfg / 8);
       life_maxWeight = life_maxWeightT + _load;
       waitUntil {backpack player != _bp};
       if(backpack player == "") then 
       {
       life_maxWeight = life_maxWeightT;
       };
       };
      };
      
      [] call life_fnc_playerTags;
      [player, uniform player] call life_fnc_equipGear;
      [] execVM "fullScreenNightVision.sqf";
      
      
      if((player getVariable "ACE_isUnconscious") && _medictimer <= time) then {
       _action = [
       format["Du bist kurz vor dem verbluten. Möchtest du aufgeben und ein neues Leben beginnen?"],
       "Aufgeben",
       localize "STR_Global_Yes",
       localize "STR_Global_No"
       ] call BIS_fnc_guiMessage;
       life_corpse = player;
       if(!isNil "_action" && {_action}) then {
       player setDamage 0;
       _medicsOnline = {_x != player && {side _x == independent} && {alive _x}} count playableUnits > 0;
       if(!_medicsOnline) then {
       _action = [
       format["Kein Notarzt hat auf deine Nachricht geantwortet."],
       "Niemand da",
       "Ok"
       ] call BIS_fnc_guiMessage;
       };
       _medictimer = time + (1*60);
       };
       };
       uiSleep 1;
      };
      Alles anzeigen
    • Basti0208
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      • 31. März 2020 um 19:28
      • #2

      Logs? Was für ein Fehler?

      Mit freundlichen Grüßen

      Basti

    • Kraftwerk
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      • 31. März 2020 um 19:43
      • #3
      Zitat

      17:26:12 Error in expression <timer = time + (1*60);

      };

      };

      uiSleep 1;

      };>

      17:26:12 Error position: <};>

      17:26:12 Error Missing {

      17:26:12 File core\fn_survival.sqf [life_fnc_survival]..., line 217

      17:26:12 Error in expression <timer = time + (1*60);

      };

      };

      uiSleep 1;

      };>

      17:26:12 Error position: <};>

      17:26:12 Error Missing {

      17:26:12 File core\fn_survival.sqf [life_fnc_survival]..., line 217

      Alles anzeigen
    • SBuserhy
      Kenner
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      • 31. März 2020 um 20:48
      • #4

      }; in Zeile 153 ist falsch. einfach entfernen und es sollte funktionieren.

      Code
      #include "..\script_macros.hpp"
      /*
       File: fn_survival.sqf
       Author: Bryan "Tonic" Boardwine
      
       Description:
       All survival? things merged into one thread.
      */
      private ["_fnc_food","_fnc_water","_foodTime","_waterTime","_bp","_walkDis","_lastPos","_curPos"];
      _fnc_food = {
       if (life_hunger < 2) then {player setDamage 1; hint localize "STR_NOTF_EatMSG_Death";}
       else
       {
       life_hunger = life_hunger - 10;
       [] call life_fnc_hudUpdate;
       if (life_hunger < 2) then {player setDamage 1; hint localize "STR_NOTF_EatMSG_Death";};
       switch (life_hunger) do {
       case 30: {hint localize "STR_NOTF_EatMSG_1";};
       case 20: {hint localize "STR_NOTF_EatMSG_2";};
       case 10: {
       hint localize "STR_NOTF_EatMSG_3";
       if (LIFE_SETTINGS(getNumber,"enable_fatigue") isEqualTo 1) then {player setFatigue 1;};
       };
       };
       };
      };
      
      _fnc_water = {
       if (life_thirst < 2) then {player setDamage 1; hint localize "STR_NOTF_DrinkMSG_Death";}
       else
       {
       life_thirst = life_thirst - 10;
       [] call life_fnc_hudUpdate;
       if (life_thirst < 2) then {player setDamage 1; hint localize "STR_NOTF_DrinkMSG_Death";};
       switch (life_thirst) do {
       case 30: {hint localize "STR_NOTF_DrinkMSG_1";};
       case 20: {
       hint localize "STR_NOTF_DrinkMSG_2";
       if (LIFE_SETTINGS(getNumber,"enable_fatigue") isEqualTo 1) then {player setFatigue 1;};
       };
       case 10: {
       hint localize "STR_NOTF_DrinkMSG_3";
       if (LIFE_SETTINGS(getNumber,"enable_fatigue") isEqualTo 1) then {player setFatigue 1;};
       };
       };
       };
      };
      
      //Setup the time-based variables.
      _foodTime = time;
      _waterTime = time;
      _walkDis = 0;
      _bp = "";
      _lastPos = visiblePosition player;
      _lastPos = (_lastPos select 0) + (_lastPos select 1);
      _lastState = vehicle player;
      
      for "_i" from 0 to 1 step 0 do {
       /* Thirst / Hunger adjustment that is time based */
       if ((time - _waterTime) > 600) then {[] call _fnc_water; _waterTime = time;};
       if ((time - _foodTime) > 850) then {[] call _fnc_food; _foodTime = time;};
      
       /* Adjustment of carrying capacity based on backpack changes */
       if (backpack player isEqualTo "") then {
       life_maxWeight = LIFE_SETTINGS(getNumber,"total_maxWeight");
       _bp = backpack player;
       } else {
       if (!(backpack player isEqualTo "") && {!(backpack player isEqualTo _bp)}) then {
       _bp = backpack player;
       life_maxWeight = LIFE_SETTINGS(getNumber,"total_maxWeight") + round(FETCH_CONFIG2(getNumber,"CfgVehicles",_bp,"maximumload") / 4);
       };
       };
      
       /* Check if the player's state changed? */
       if (!(vehicle player isEqualTo _lastState) || {!alive player}) then {
       [] call life_fnc_updateViewDistance;
       _lastState = vehicle player;
       };
      
       /* Check if the weight has changed and the player is carrying to much */
       if (life_carryWeight > life_maxWeight && {!isForcedWalk player}) then {
       player forceWalk true;
       if (LIFE_SETTINGS(getNumber,"enable_fatigue") isEqualTo 1) then {player setFatigue 1;};
       hint localize "STR_NOTF_MaxWeight";
       } else {
       if (isForcedWalk player) then {
       player forceWalk false;
       };
       };
      
       /* Travelling distance to decrease thirst/hunger which is captured every second so the distance is actually greater then 650 */
       if (!alive player) then {_walkDis = 0;} else {
       _curPos = visiblePosition player;
       _curPos = (_curPos select 0) + (_curPos select 1);
       if (!(_curPos isEqualTo _lastPos) && {(isNull objectParent player)}) then {
       _walkDis = _walkDis + 1;
       if (_walkDis isEqualTo 650) then {
       _walkDis = 0;
       life_thirst = life_thirst - 5;
       life_hunger = life_hunger - 5;
       [] call life_fnc_hudUpdate;
       };
       };
       _lastPos = visiblePosition player;
       _lastPos = (_lastPos select 0) + (_lastPos select 1);
       };
       uiSleep 1;
      };
      
      [] spawn
      {
       private["_bp","_load","_cfg"];
       while{true} do
       {
       waitUntil {backpack player != ""};
       _bp = backpack player;
       _cfg = getNumber(configFile >> "CfgVehicles" >> (backpack player) >> "maximumload");
       _load = round(_cfg / 8);
       life_maxWeight = life_maxWeightT + _load;
       waitUntil {backpack player != _bp};
       if(backpack player == "") then 
       {
       life_maxWeight = life_maxWeightT;
       };
       };
      };
      
      [] call life_fnc_playerTags;
      [player, uniform player] call life_fnc_equipGear;
      [] execVM "fullScreenNightVision.sqf";
      
      
      if((player getVariable "ACE_isUnconscious") && _medictimer <= time) then {
           _action = [
           format["Du bist kurz vor dem verbluten. Möchtest du aufgeben und ein neues Leben beginnen?"],
           "Aufgeben",
           localize "STR_Global_Yes",
           localize "STR_Global_No"
           ] call BIS_fnc_guiMessage;
           life_corpse = player;
           if(!isNil "_action" && {_action}) then {
               player setDamage 0;
               _medicsOnline = {_x != player && {side _x == independent} && {alive _x}} count playableUnits > 0;
               if(!_medicsOnline) then {
               _action = [
               format["Kein Notarzt hat auf deine Nachricht geantwortet."],
               "Niemand da",
               "Ok"
               ] call BIS_fnc_guiMessage;
               };
               _medictimer = time + (1*60);
           };
          uiSleep 1;
       };
      Alles anzeigen

      ausprobieren, lernen, weiterentwickeln, verbessern :gamer:

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

    • Kraftwerk
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      • 31. März 2020 um 21:23
      • #5

      Die Log Datei ist jetzt fehlerfrei jedoch geht es immernoch nicht

    • Kraftwerk
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      • 1. April 2020 um 10:13
      • #6

      Hat jemand noch eine Idee?

    • Michael Scott
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      • 1. April 2020 um 11:22
      • #7

      ja, aber bin auf der Arbeit. Wenn du heut Abend Zeit hast, kann ich dir das zeigen. Ist sehr simpel

    • Zuruhapser010
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      • 1. April 2020 um 12:06
      • #8

      Michael Scott könntest du mir dann auch helfen :)

    • BlueType
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      • 1. April 2020 um 13:46
      • #9

      Wird hier wohl gepostet werden...

      MFG ƁLƱΣƬΨƤΣ™

      :!:Hinweis:!:

      :!:Ich bin zwar erfahren mit der Sprache SQF, lerne trotzdem noch, definitiv kein Profi:!:

      Discord : ╲⎝⧹⎝ƁLƱΣƬΨƤΣ™⎠⧸⎠╱#0448

      Discord Server : https://discord.gg/K8KhAnE

      Teamspeak : ts.Endless-Net.de

    • Michael Scott
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      • 1. April 2020 um 14:47
      • #10

      Ich mach nachher ein Beispiel und poste es hier rein

    • Michael Scott
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      • 1. April 2020 um 14:49
      • #11

      Du möchtest deinen medic request automatisch absenden? Oder wie genau?


      Verwendest du den Vanilla Ablauf?

    • Zuruhapser010
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      • 1. April 2020 um 15:08
      • #12

      Ich benutze the Programmer Dispatch System :o


      Sollte der Call sein

      Code
      //There is medics let's send them the request.
      [2] spawn max_callsmanage_fnc_deathMessage;
      //No medics were online, send it to the police.
      [1] spawn max_callsmanage_fnc_deathMessage;
    • Michael Scott
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      • 1. April 2020 um 15:14
      • #13

      Alles klar. Ich schick heute Abend die Lösung rein. Wenn nicht jemand anderes bis da hin etwas getan hat :P

    • Kraftwerk
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      • 1. April 2020 um 16:40
      • #14

      Ich hätte es eher gern so das der Spieler nach 15 Minuten Bewusstlosigkeit (ACE Neuste Version) die Entscheidung bekommt entweder Weiter Bewusstlos zu sein oder sein Leben aufzugeben

    • Michael Scott
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      • 1. April 2020 um 19:07
      • #15

      Hi,

      versuch bitte mal dies, ich denke es funktioniert soweit.

      Unter [_lastState = vehicle player;] folgendes:

      Code: fn_survival.sqf
      private["_isUnconscious", "_unconsciousTime", "_unconsciousQuest"];
      _isUnconscious = false;
      _unconsciousQuest= false;
      _unconsciousTime = time;


      Vor der letzten [uisleep 1;]:

      Code: fn_survival.sqf
      if(player getVariable ["ACE_isUnconscious", false]) then {
          if(!_isUnconscious) then {
              _unconsciousTime = time;
              _isUnconscious = true;
              _unconsciousQuest = false;
          };
      
          if (((time - _unconsciousTime) > (15*60)) && !_unconsciousQuest) then {
              _unconsciousQuest = true;
      
              private _action = [
                  "Du warst nun 15 Minuten Bewusstlos, möchtest du dein Leben beenden?",
                  "Der Himmel",
                  "Ja",
                  "Nein"
                  ] call BIS_fnc_guiMessage;
      
              if(_action) then {
                  player setdamage 1;
                  _isUnconscious = false;
              } else {
                  [1] spawn max_callsmanage_fnc_deathMessage;
                  [2] spawn max_callsmanage_fnc_deathMessage;
                  _isUnconscious = false;           
              };
          };
      } else {
          _isUnconscious = false;
          _unconsciousQuest = false;
      };
      Alles anzeigen

      Ich denke das ist der richtige Weg, ob das 100%ig funktioniert kann ich leider nicht sagen - bin am Ipad...

      Bei Problemen -> Clientlog und Beschreibung bitte :P

      Viele Grüße

    • Kraftwerk
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      • 1. April 2020 um 20:22
      • #16

      Ich teste es und werde das Ergebnis nach dem Nächsten Restart sehen

    • Kraftwerk
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      • 1. April 2020 um 22:24
      • #17
      Code
      22:19:19 Error in expression <le ["ACE_isUnconscious", false]) then {
         if(!_isUnconscious) then {
         ¾
      22:19:19   Error position: <   if(!_isUnconscious) then {
         ¾
      22:19:19   Error Invalid number in expression
      22:19:19 File core\fn_survival.sqf [life_fnc_survival]..., line 200
      22:19:19 Error in expression <le ["ACE_isUnconscious", false]) then {
         if(!_isUnconscious) then {
         ¾
      22:19:19   Error position: <   if(!_isUnconscious) then {
         ¾
      22:19:19   Error Invalid number in expression
      22:19:19 File core\fn_survival.sqf [life_fnc_survival]..., line 200
      Alles anzeigen
      Code
      #include "..\script_macros.hpp"
      /*
       File: fn_survival.sqf
       Author: Bryan "Tonic" Boardwine
      
       Description:
       All survival? things merged into one thread.
      */
      private ["_fnc_food","_fnc_water","_foodTime","_waterTime","_bp","_walkDis","_lastPos","_curPos"];
      _fnc_food = {
       if (life_hunger < 2) then {player setDamage 1; hint localize "STR_NOTF_EatMSG_Death";}
       else
       {
       life_hunger = life_hunger - 10;
       [] call life_fnc_hudUpdate;
       if (life_hunger < 2) then {player setDamage 1; hint localize "STR_NOTF_EatMSG_Death";};
       switch (life_hunger) do {
       case 30: {hint localize "STR_NOTF_EatMSG_1";};
       case 20: {hint localize "STR_NOTF_EatMSG_2";};
       case 10: {
       hint localize "STR_NOTF_EatMSG_3";
       if (LIFE_SETTINGS(getNumber,"enable_fatigue") isEqualTo 1) then {player setFatigue 1;};
       };
       };
       };
      };
      
      _fnc_water = {
       if (life_thirst < 2) then {player setDamage 1; hint localize "STR_NOTF_DrinkMSG_Death";}
       else
       {
       life_thirst = life_thirst - 10;
       [] call life_fnc_hudUpdate;
       if (life_thirst < 2) then {player setDamage 1; hint localize "STR_NOTF_DrinkMSG_Death";};
       switch (life_thirst) do {
       case 30: {hint localize "STR_NOTF_DrinkMSG_1";};
       case 20: {
       hint localize "STR_NOTF_DrinkMSG_2";
       if (LIFE_SETTINGS(getNumber,"enable_fatigue") isEqualTo 1) then {player setFatigue 1;};
       };
       case 10: {
       hint localize "STR_NOTF_DrinkMSG_3";
       if (LIFE_SETTINGS(getNumber,"enable_fatigue") isEqualTo 1) then {player setFatigue 1;};
       };
       };
       };
      };
      
      //Setup the time-based variables.
      _foodTime = time;
      _waterTime = time;
      _walkDis = 0;
      _bp = "";
      _lastPos = visiblePosition player;
      _lastPos = (_lastPos select 0) + (_lastPos select 1);
      _lastState = vehicle player;
      private["_isUnconscious", "_unconsciousTime", "_unconsciousQuest"];
      _isUnconscious = false;
      _unconsciousQuest= false;
      _unconsciousTime = time;
      
      for "_i" from 0 to 1 step 0 do {
       /* Thirst / Hunger adjustment that is time based */
       if ((time - _waterTime) > 600) then {[] call _fnc_water; _waterTime = time;};
       if ((time - _foodTime) > 850) then {[] call _fnc_food; _foodTime = time;};
      
       /* Adjustment of carrying capacity based on backpack changes */
       if (backpack player isEqualTo "") then {
       life_maxWeight = LIFE_SETTINGS(getNumber,"total_maxWeight");
       _bp = backpack player;
       } else {
       if (!(backpack player isEqualTo "") && {!(backpack player isEqualTo _bp)}) then {
       _bp = backpack player;
       life_maxWeight = LIFE_SETTINGS(getNumber,"total_maxWeight") + round(FETCH_CONFIG2(getNumber,"CfgVehicles",_bp,"maximumload") / 4);
       };
       };
      
       /* Check if the player's state changed? */
       if (!(vehicle player isEqualTo _lastState) || {!alive player}) then {
       [] call life_fnc_updateViewDistance;
       _lastState = vehicle player;
       };
      
       /* Check if the weight has changed and the player is carrying to much */
       if (life_carryWeight > life_maxWeight && {!isForcedWalk player}) then {
       player forceWalk true;
       if (LIFE_SETTINGS(getNumber,"enable_fatigue") isEqualTo 1) then {player setFatigue 1;};
       hint localize "STR_NOTF_MaxWeight";
       } else {
       if (isForcedWalk player) then {
       player forceWalk false;
       };
       };
      
       /* Travelling distance to decrease thirst/hunger which is captured every second so the distance is actually greater then 650 */
       if (!alive player) then {_walkDis = 0;} else {
       _curPos = visiblePosition player;
       _curPos = (_curPos select 0) + (_curPos select 1);
       if (!(_curPos isEqualTo _lastPos) && {(isNull objectParent player)}) then {
       _walkDis = _walkDis + 1;
       if (_walkDis isEqualTo 650) then {
       _walkDis = 0;
       life_thirst = life_thirst - 5;
       life_hunger = life_hunger - 5;
       [] call life_fnc_hudUpdate;
       };
       };
       _lastPos = visiblePosition player;
       _lastPos = (_lastPos select 0) + (_lastPos select 1);
       };
       uiSleep 1;
      };
      
      [] spawn
      {
       private["_bp","_load","_cfg"];
       while{true} do
       {
       waitUntil {backpack player != ""};
       _bp = backpack player;
       _cfg = getNumber(configFile >> "CfgVehicles" >> (backpack player) >> "maximumload");
       _load = round(_cfg / 8);
       life_maxWeight = life_maxWeightT + _load;
       waitUntil {backpack player != _bp};
       if(backpack player == "") then 
       {
       life_maxWeight = life_maxWeightT;
       };
       };
      };
      
      [] call life_fnc_playerTags;
      [player, uniform player] call life_fnc_equipGear;
      [] execVM "fullScreenNightVision.sqf";
      
      
      if(player getVariable ["ACE_isUnconscious", false]) then {
          if(!_isUnconscious) then {
              _unconsciousTime = time;
              _isUnconscious = true;
              _unconsciousQuest = false;
          };
      
          if (((time - _unconsciousTime) > (15*60)) && !_unconsciousQuest) then {
              _unconsciousQuest = true;
      
              private _action = [
                  "Du warst nun 15 Minuten Bewusstlos, möchtest du dein Leben beenden?",
                  "Der Himmel",
                  "Ja",
                  "Nein"
                  ] call BIS_fnc_guiMessage;
      
              if(_action) then {
                  player setdamage 1;
                  _isUnconscious = false;
              } else {
                  [1] spawn max_callsmanage_fnc_deathMessage;
       [2] spawn max_callsmanage_fnc_deathMessage;
                  _isUnconscious = false;           
              };
          };
      } else {
          _isUnconscious = false;
          _unconsciousQuest = false;
      };
       uiSleep 1;
      Alles anzeigen
    • Michael Scott
      Nerd
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      • 2. April 2020 um 00:13
      • #18

      Was ist denn da passiert? Prüf mal bitte nach, dass sich hier keine komischen Zeichen eingeschlichen haben. Ich habe kein 3/4 eingetragen.

      VG

    • Zuruhapser010
      Amateur
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      • 2. April 2020 um 00:18
      • #19

      [2] spawn max_callsmanage_fnc_deathMessage;
      hab ich zuviel mitgeschickt :o obs dann geht ka hab grade noch nen anderes Problem

    • Kraftwerk
      Anfänger
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      • 2. April 2020 um 00:36
      • #20
      Zitat von 3picFAIL

      Was ist denn da passiert? Prüf mal bitte nach, dass sich hier keine komischen Zeichen eingeschlichen haben. Ich habe kein 3/4 eingetragen.

      VG

      Das Zeigt Notpad++ bei mir zumindest an das Zeichen, im Script selbst ist der Fehler mit 3/4 jedoch nicht

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