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    [TUT]​Neuer Kleidungsshop

      • Altis Life
    • Deathman
    • 31. März 2021 um 15:46
    • Deathman
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      • 31. März 2021 um 15:46
      • #1

      Neuer Kleidungsshop

      Ich habe mich mit Mr.Frost bissel hingesetzt und haben uns gedacht wir machen mal ein ganz neues Shop-Menü, das auch nicht zu Schwer ist aber auch einfach zu verstehen ist.

      Wir hoffen es gefällt euch.

      1. Wir gehen in die fn_buyClothes.sqf und ersetzten alles mit dem hier (zu finden in core > shops > fn_buyClothes.sqf)

      fn_buyClothes.sqf


      2. Wir gehen in die fn_clothingMenu.sqf und ersetzten alles mit dem hier (zu finden in core > shops > fn_clothingMenu.sqf)

      fn_clothingMenu.sqf


      3. Wir gehen in die fn_clothingFilter.sqf und ersetzten alles mit dem hier (zu finden in core > shops > fn_clothingFilter.sqf)

      fn_clothingFilter.sqf


      4. Wir gehen in die clothing.hpp und ersetzten alles mit dem hier (zu finden in core > dialoge > clothing.hpp)

      clothing.rar


      5. Wir gehen in die common.hpp und ersetzten Life_RscTree  mit dem hier (zu finden in core > dialoge > common.hpp > class Life_RscTree)

      common.hpp
      C#: Life_RscTree
      class life_RscTree {
              access = 0; // Control access (0 - ReadAndWrite, 1 - ReadAndCreate, 2 - ReadOnly, 3 - ReadOnlyVerified)
                  idc = 890500; // Control identification (without it, the control won't be displayed)
                  type = 12; // Type is 12
                  style = ST_LEFT; // Style
                  default = 0; // Control selected by default (only one within a display can be used)
                  blinkingPeriod = 0; // Time in which control will fade out and back in. Use 0 to disable the effect.
      
                  x = 12 * GUI_GRID_CENTER_W + GUI_GRID_CENTER_X; // Horizontal coordinates
                  y = 3 * GUI_GRID_CENTER_H + GUI_GRID_CENTER_Y; // Vertical coordinates
                  w = 10 * GUI_GRID_CENTER_W; // Width
                  h = 3 * GUI_GRID_CENTER_H; // Height
      
                  colorBorder[] = {0,0,0,1}; // Frame color
      
                  colorBackground[] = {0.2,0.2,0.2,1}; // Fill color
                  colorSelect[] = {1,0.5,0,1}; // Selected item fill color (when multiselectEnabled is 0)
                  colorMarked[] = {1,0.5,0,0.5}; // Marked item fill color (when multiselectEnabled is 1)
                  colorMarkedSelected[] = {1,0.5,0,1}; // Selected item fill color (when multiselectEnabled is 1)
      
                  colorPicture[] = {1,1,1,1};
                  colorPictureSelected[] = {0,0,0,1};
                  colorPictureDisabled[] = {1,1,1,0.25};
                  colorPictureRight[] = {1,1,1,1};
                  colorPictureRightSelected[] = {0,0,0,1};
                  colorPictureRightDisabled[] = {1,1,1,0.25};
      
                  SizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)";
                  font = "RobotoCondensed"; // Font from CfgFontFamilies
                  shadow = 1; // Shadow (0 - none, 1 - N/A, 2 - black outline)
                  colorText[] = {1,1,1,1}; // Text color
                  colorSelectText[] = {1,1,1,1}; // Selected text color (when multiselectEnabled is 0)
                  colorMarkedText[] = {1,1,1,1}; // Selected text color (when multiselectEnabled is 1)
      
                  tooltip = "CT_TREE"; // Tooltip text
                  tooltipColorShade[] = {0,0,0,1}; // Tooltip background color
                  tooltipColorText[] = {1,1,1,1}; // Tooltip text color
                  tooltipColorBox[] = {1,1,1,1}; // Tooltip frame color
      
                  multiselectEnabled = 0; // Allow selecting multiple items while holding Ctrl or Shift
                  expandOnDoubleclick = 0; // Expand/collapse item upon double-click
                  //hiddenTexture = "A3\ui_f\data\gui\rsccommon\rsctree\hiddenTexture_ca.paa"; // Expand icon
                  //expandedTexture = "A3\ui_f\data\gui\rsccommon\rsctree\expandedTexture_ca.paa"; // Collapse icon
                  maxHistoryDelay = 1; // Time since last keyboard type search to reset it
      
                  // Scrollbar configuration
                  class ScrollBar
                  {
                      width = 0; // width of ScrollBar
                      height = 0; // height of ScrollBar
                      scrollSpeed = 0.01; // scroll speed of ScrollBar
      
                      arrowEmpty = "\A3\ui_f\data\gui\cfg\scrollbar\arrowEmpty_ca.paa"; // Arrow
                      arrowFull = "\A3\ui_f\data\gui\cfg\scrollbar\arrowFull_ca.paa"; // Arrow when clicked on
                      border = "\A3\ui_f\data\gui\cfg\scrollbar\border_ca.paa"; // Slider background (stretched vertically)
                      thumb = "\A3\ui_f\data\gui\cfg\scrollbar\thumb_ca.paa"; // Dragging element (stretched vertically)
      
                      color[] = {1,1,1,1}; // Scrollbar color
                  };
      
                  colorDisabled[] = {0,0,0,0}; // Does nothing, but must be present, otherwise an error is shown
                  colorArrow[] = {0,0,0,0}; // Does nothing, but must be present, otherwise an error is shown
      
      
                  //onCanDestroy = "systemChat str ['onCanDestroy',_this]; true";
                  //onDestroy = "systemChat str ['onDestroy',_this]; false";
                  //onMouseEnter = "systemChat str ['onMouseEnter',_this]; false";
                  //onMouseExit = "systemChat str ['onMouseExit',_this]; false";
                  //onSetFocus = "systemChat str ['onSetFocus',_this]; false";
                  //onKillFocus = "systemChat str ['onKillFocus',_this]; false";
                  //onKeyDown = "systemChat str ['onKeyDown',_this]; false";
                  //onKeyUp = "systemChat str ['onKeyUp',_this]; false";
                  //onMouseButtonDown = "systemChat str ['onMouseButtonDown',_this]; false";
                  //onMouseButtonUp = "systemChat str ['onMouseButtonUp',_this]; false";
                  //onMouseButtonClick = "systemChat str ['onMouseButtonClick',_this]; false";
                  //onMouseButtonDblClick = "systemChat str ['onMouseButtonDblClick',_this]; false";
                  //onMouseZChanged = "systemChat str ['onMouseZChanged',_this]; false";
                  //onMouseMoving = "";
                  //onMouseHolding = "";
      
                  //onTreeSelChanged = "systemChat str ['onTreeSelChanged',_this]; false";
                  //onTreeLButtonDown = "systemChat str ['onTreeLButtonDown',_this]; false";
                  //onTreeDblClick = "systemChat str ['onTreeDblClick',_this]; false";
                  //onTreeExpanded = "systemChat str ['onTreeExpanded',_this]; false";
                  //onTreeCollapsed = "systemChat str ['onTreeCollapsed',_this]; false";
                  //onTreeMouseMove = "systemChat str ['onTreeMouseMove',_this]; false"; // Causing CTD
                  //onTreeMouseHold = "systemChat str ['onTreeMouseHold',_this]; false"; // Causing CTD
                  //onTreeMouseExit = "systemChat str ['onTreeMouseExit',_this]; false";
      };
      Alles anzeigen

      6. Geht in eure Functions.hpp und sucht class clothingMenu {}; und fügt darunter class clothingSelection {}; ein

      7. Begebt euch zu core > shops und erstellt eine neue Datei namens fn_clothingSelection.sqf und fügt folgenden Inhalt ein

      fn_clothingSelection.sqf


      8. Jetzt geht ihr in die config > Config_Colthing.hpp rein, jetzt wird es bissel kompliziert, und zwar ist der neue aufbaue so

      Config_Colthing.hpp
      C#: Config_Colthing.hpp
      /*
      *   Clothing classnames can be found here: https://community.bistudio.com/wiki/Arma_3_CfgWeapons_Equipment
      *   Backpacks/remaining classnames can be found here (TIP: Search page for "pack"): https://community.bistudio.com/wiki/Arma_3_CfgVehicles_EMPTY
      *
      */
      class Clothing {
          class bruce {
              title = "STR_Shops_C_Bruce";
              conditions = "";
              side = "civ";
              class Catogary {
                  class bruce_Unfirorms {
                      displaname = "Uniform";
                      conditions = "";
                      colthing[] = {
                          { "NONE", $STR_C_Remove_uniforms, 0, "" },
                          { "U_C_Poloshirt_blue", "", 500, "" },
                          { "U_C_Poloshirt_burgundy", "", 500, "" },
                          { "U_C_Poloshirt_salmon", "", 500, "" },
                          { "U_C_Poloshirt_redwhite", "", 500, "" },
                          { "U_C_Poloshirt_stripped", "", 500, "" },
                          { "U_C_Poloshirt_tricolour", "", 500, "" },
                          { "U_C_Man_casual_5_F", "", 600, "" },
                          { "U_C_Man_casual_4_F", "", 600, "" },
                          { "U_C_Man_casual_6_F", "", 600, "" },
                          { "U_C_Uniform_Scientist_02_formal_F", "", 600, "" },
                          { "U_C_Man_casual_2_F", "", 700, "" },
                          { "U_C_Man_casual_3_F", "", 700, "" },
                          { "U_C_Man_casual_1_F", "", 700, "" },
                          { "U_OrestesBody", "", 1000, "" },
                          { "U_C_Uniform_Farmer_01_F", "", 1000, "" },
                          { "U_C_Mechanic_01_F", "", 1000, "" },
                          { "U_C_IDAP_Man_cargo_F", "", 2500, "" },
                          { "U_C_IDAP_Man_Jeans_F", "", 2500, "" },
                          { "U_C_IDAP_Man_casual_F", "", 2500, "" },
                          { "U_C_IDAP_Man_shorts_F", "", 2500, "" },
                          { "U_C_IDAP_Man_Tee_F", "", 2500, "" },
                          { "U_C_IDAP_Man_TeeShorts_F", "", 2500, "" }
                      };
                  };
                  class bruce_Headgear {
                      displaname = "Kopfbedeckung";
                      conditions = "";
                      colthing[] = {
                          { "NONE", $STR_C_Remove_headgear, 0, "" },
                          { "H_Bandanna_blu", "", 150, "" },
                          { "H_Bandanna_sand", "", 150, "" },
                          { "H_Bandanna_gry", "", 150, "" },
                          { "H_Bandanna_surfer_grn", "", 150, "" },
                          { "H_Bandanna_surfer_blk", "", 150, "" },
                          { "H_Bandanna_camo", "", 150, "" },
                          { "H_Booniehat_mgrn", "", 250, "" },
                          { "H_Booniehat_khk", "", 250, "" },
                          { "H_Booniehat_oli", "", 250, "" },
                          { "H_Booniehat_tan", "", 250, "" },
      
                          { "H_Hat_grey", "", 300, "" },
                          { "H_Hat_brown", "", 300, "" },
                          { "H_Hat_tan", "", 300, "" },
                          { "H_Hat_checker", "", 300, "" },
                          { "H_Hat_camo", "", 300, "" },
      
                          { "H_StrawHat", "", 350, "" },
                          { "H_StrawHat_dark", "", 350, "" },
      
                          { "H_Hat_Safari_olive_F", "", 400, "" },
                          { "H_Hat_Safari_sand_F", "", 400, "" },
      
                          { "H_Cap_Orange_IDAP_F", "", 500, "" },
                          { "H_Cap_Black_IDAP_F", "", 500, "" },
                          { "H_Cap_White_IDAP_F", "", 500, "" },
                          { "H_Cap_grn_BI", "", 500, "" },
                          { "H_Cap_blu", "", 500, "" },
                          { "H_Cap_red", "", 500, "" },
                          { "H_Cap_grn", "", 500, "" },
                          { "H_Cap_tan", "", 500, "" },
                          { "H_Cap_oli", "", 500, "" },
                          { "H_Cap_blk", "", 500, "" },
                          { "H_Cap_press", "", 500, "" },
                          { "H_Cap_blk_CMMG", "", 500, "" },
                          { "H_Cap_surfer", "", 500, "" },
      
                          { "H_Construction_basic_yellow_F", "", 750, "" },
                          { "H_Construction_headset_yellow_F", "", 750, "" },
                          { "H_Construction_earprot_yellow_F", "", 750, "" }
                      };
                  };
                  class bruce_Glasses {
                      displaname = "Brillen";
                      conditions = "";
                      colthing[] = {
                          { "NONE", $STR_C_Remove_goggles, 0, "" },
                          { "G_Lady_Blue", "", 150, "" },
                          { "G_Aviator", "", 250, "" },
                          { "G_Spectacles", "", 250, "" },
                          { "G_Spectacles_Tinted", "", 250, "" },
                          { "G_Squares", "", 255, "" },
                          { "G_EyeProtectors_F", "", 255, "" },
                          { "G_Shades_Blue", "", 300, "" },
                          { "G_Shades_Green", "", 300, "" },
                          { "G_Shades_Red", "", 300, "" },
                          { "G_Shades_Black", "", 300, "" }
                      };
                  };
                  class bruce_Vestes {
                      displaname = "Westen";
                      conditions = "";
                      colthing[] = {
                          { "NONE", $STR_C_Remove_vests, 0, "" },
                          { "V_Pocketed_coyote_F", "", 5000, "" },
                          { "V_Pocketed_olive_F", "", 5000, "" },
                          { "V_Pocketed_black_F", "", 5000, "" },
                          { "V_Safety_yellow_F", "", 1500, "" }
                      };
                  };
                  class bruce_Backpakink {
                      displaname = "Rucksack";
                      conditions = "";
                      colthing[] = {
                          { "NONE", $STR_C_Remove_backpacks, 0, "" },
                          { "B_OutdoorPack_blk", "", 500, "" },
                          { "B_AssaultPack_khk", "", 2000, "" },
                          { "B_AssaultPack_dgtl", "", 2000, "" },
                          { "B_AssaultPack_rgr", "", 2000, "" },
                          { "B_AssaultPack_sgg", "", 2000, "" },
                          { "B_AssaultPack_blk", "", 2000, "" },
                          { "B_AssaultPack_cbr", "", 2000, "" },
                          { "B_AssaultPack_mcamo", "", 2000, "" },
                          { "B_AssaultPack_tna_f", "", 2000, "" }, //Apex DLC
                          { "B_TacticalPack_oli", "", 2500, "" },
                          { "B_Kitbag_mcamo", "", 3500, "" },
                          { "B_Kitbag_sgg", "", 3500, "" },
                          { "B_Kitbag_cbr", "", 3500, "" },
                          { "B_FieldPack_blk", "", 5000, "" },
                          { "B_FieldPack_ocamo", "", 5000, "" },
                          { "B_FieldPack_oucamo", "", 5000, "" },
                          { "B_FieldPack_ghex_f", "", 5000, "" }, //Apex DLC
                          { "B_Bergen_sgg", "", 6500, "" },
                          { "B_Bergen_mcamo", "", 6500, "" },
                          { "B_Bergen_rgr", "", 6500, "" },
                          { "B_Bergen_blk", "", 6500, "" },
                          { "B_Carryall_ocamo", "", 7500, "" },
                          { "B_Carryall_oucamo", "", 7500, "" },
                          { "B_Carryall_mcamo", "", 7500, "" },
                          { "B_Carryall_oli", "", 7500, "" },
                          { "B_Carryall_khk", "", 7500, "" },
                          { "B_Carryall_cbr", "", 7500, "" },
                          { "B_Carryall_ghex_f", "", 7500, "" }, //Apex DLC
                          { "B_Bergen_dgtl_f", "", 9500, "" }, //Apex DLC
                          { "B_Bergen_tna_f", "", 9500, "" } //Apex DLC
                      };
                  };
              };
          };
      };
      Alles anzeigen


      Jetzt nicht in Panik verfallen ich versuche es so gut wie möglich zu erklären.

      Es gibt immer 5 Haupt class in diesen falle ist es bruce_Unfirorms | bruce_Headgear | bruce_Glasses | bruce_Vestes | bruce_Backpakink ihr müsst die nicht immer alle so benen haupt sache sie bleiben in dieser reinfolge.

      1. bruce_Unfirorms

      2. bruce_Headgear

      3. bruce_Glasses

      4. bruce_Vestes

      5. bruce_Backpakink

      Ich habe das ganze einfach nur so genannt weil es übersichtlicher ist und das die Classes nicht Doppelt vorkommen können das heißt so viel wie z.B bruce_Backpakink | bruce = Der Shop Class Name | _ | Backpakink = Der Name was dort drinn ist.

      Fertig das wars schon ihr könnt sonst den rest so lassen also die Inits in eure NPC oder Obj.

      Wenn jemand Fehler hat schreibt einfach hier drunter.

      Wer weiß wie man etwas besser machen kann schreibt bitte denn volständigen Code drunter.

      Den ich habe kein bock dann noch irgend wie rum zu basteln und rum zu raten wo er code rein kommt.

      Gebt mir einfach die veränderte Datei und ich gucke ob so alles passt.

      Zum Abschluss noch ein paar Bilder.

      Viel Spaß damit

      pssst: Mr.Frost und ich Arbeiten schon an einem ReWork vom Design und vom Aufbau, es kommt bald änliche Menus für den Waffen, Fahrzeug wie auch den V-Item Shop raus und noch viles mehr.

      Bilder


      nodezone.net/attachment/24561/

      nodezone.net/attachment/24562/

      nodezone.net/attachment/24564/


    • GraveYard
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      • 7. November 2021 um 02:01
      • #2

      I seem to be having an issue, When I go into the shop it won't change my clothes to the selected clothing and I get this error.

      Code
      19:54:47 Error in expression <hase set[life_clothing_filter,(_control lbValue _selection)];
      _data = _control l>
      19:54:47   Error position: <lbValue _selection)];
      _data = _control l>
      19:54:47   Error lbvalue: Type Array, expected Number
      19:54:47 File mpmissions\__CUR_MP.Altis\core\shops\fn_changeClothes.sqf..., line 20

      Here is the file

      Code
      #include "..\..\script_macros.hpp"
      /*
          File: fn_changeClothes.sqf
          Author: Bryan "Tonic" Boardwine
      
          Description:
          Used in the clothing store to show a 'preview' of the piece of clothing.
      */
      disableSerialization;
      private ["_control","_selection","_data","_price","_total","_totalPrice"];
      _control = (_this select 0) select 0;
      _selection = (_this select 0) select 1;
      _price = (findDisplay 3100) displayCtrl 3102;
      _total = (findDisplay 3100) displayCtrl 3106;
      if (_selection isEqualTo -1) exitWith {hint localize "STR_Shop_NoSelection";};
      if (isNull _control) exitWith {hint localize "STR_Shop_NoDisplay"};
      if (life_cMenu_lock) exitWith {};
      life_cMenu_lock = true;
      
      life_clothing_purchase set[life_clothing_filter,(_control lbValue _selection)];
      _data = _control lbData _selection;
      
      if (_data isEqualTo "NONE") then {
          _item = switch (life_clothing_filter) do {
              case 0: {uniform player};
              case 1: {headGear player};
              case 2: {goggles player};
              case 3: {vest player};
              case 4: {backpack player};
          };
      
          [_item,false] call life_fnc_handleItem;
      } else {
          [_data,true,nil,nil,nil,nil,nil,true] call life_fnc_handleItem;
      };
      
      life_cMenu_lock = false;
      _price ctrlSetStructuredText parseText format [(localize "STR_GNOTF_Price")+ " <t color='#8cff9b'>$%1</t>",[(_control lbValue _selection)] call life_fnc_numberText];
      
      _totalPrice = 0;
      {
          if (_x != -1) then {
              _totalPrice = _totalPrice + _x;
          };
      } forEach life_clothing_purchase;
      
      _total ctrlSetStructuredText parseText format [(localize "STR_Shop_Total")+ " <t color='#8cff9b'>$%1</t>",[_totalPrice] call life_fnc_numberText];
      
      [] call life_fnc_playerSkins;
      Alles anzeigen
    • Deathman
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      • 7. November 2021 um 10:16
      • #3

      Here is the File:

      Code: fn_changeClothes.sqf
      #include "..\..\script_macros.hpp"
      /*
          File: fn_changeClothes.sqf
          Author: Bryan "Tonic" Boardwine
      
          Description:
          Used in the clothing store to show a 'preview' of the piece of clothing.
      */
      disableSerialization;
      private ["_control","_selection","_data","_price","_total","_totalPrice"];
      private _type = tvdata[3101,(tvCurSel 3101)];
      private _buyprice = tvValue[3101,(tvCurSel 3101)];
      private _control = (_this select 0) select 0;
      private _selection = ((_this select 0) select 1) select 0;
      _price = (findDisplay 3100) displayCtrl 3102;
      _total = (findDisplay 3100) displayCtrl 3106;
      if (_selection isEqualTo -1) exitWith {hint localize "STR_Shop_NoSelection";};
      if (isNull _control) exitWith {hint localize "STR_Shop_NoDisplay"};
      if (Life_cMenu_lock) exitWith {};
      Life_cMenu_lock = true;
      
      Life_clothing_purchase set[_selection,_buyprice];
      if (_type isEqualTo "") then {
          _item = switch (_selection) do {
              case 0: {uniform player};
              case 1: {headGear player};
              case 2: {goggles player};
              case 3: {vest player};
              case 4: {backpack player};
          };
      
          [_item,false] call Life_fnc_handleItem;
      } else {
          [_type,true,nil,nil,nil,nil,nil,true] call Life_fnc_handleItem;
      };
      
      Life_cMenu_lock = false;
      _price ctrlSetStructuredText parseText format [(localize "STR_GNOTF_Price")+ " <t color='#8cff9b'>$%1</t>",[_buyprice] call Life_fnc_numberText];
      
      _totalPrice = 0;
      {
          if (_x != -1) then {
              _totalPrice = _totalPrice + _x;
          };
      } forEach Life_clothing_purchase;
      
      _total ctrlSetStructuredText parseText format [(localize "STR_Shop_Total")+ " <t color='#8cff9b'>$%1</t>",[_totalPrice] call Life_fnc_numberText];
      
      [] call Life_fnc_playerSkins;
      Alles anzeigen

    • GraveYard
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      • 7. November 2021 um 14:12
      • #4

      Thanks, Deathman that fixed the issue I was having. I love the new clothing shop.

    • GraveYard
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      • 10. November 2021 um 14:59
      • #5

      So I love the new shop but I have found something that may need a fix or not, Say I click on the text Backpack or uniform instead of the + or - it removes my current backpack or uniform. - (My thought is it should just open or close the list of items instead)

    • Deathman
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      • 10. November 2021 um 19:49
      • #6

      Ohh this is a Setting in the Shop that is no Bug

    • Patrick Snippe
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      • 25. November 2021 um 05:37
      • #7

      Moin Moin,

      ich habe mal eine Frage habe das System mal eingefügt bei den Zivilisten läuft das auch super jetzt hatte ich versucht denn Polizei Kleidungsshop auch mit reinzunehmen leider ist dann das Problem, dass man nicht mehr auf den Kleidungsshop der Polizei zugreifen kann.

      Vielleicht hat ja jemand eine Idee

      Code
      /*
      *   Clothing classnames can be found here: https://community.bistudio.com/wiki/Arma_3_CfgWeapons_Equipment
      *   Backpacks/remaining classnames can be found here (TIP: Search page for "pack"): https://community.bistudio.com/wiki/Arma_3_CfgVehicles_EMPTY
      *
      */
      class Clothing {
          class bruce {
              title = "STR_Shops_C_Bruce";
              conditions = "";
              side = "civ";
              class Catogary {
                  class bruce_Unfirorms {
                      displaname = "Uniform";
                      conditions = "";
                      colthing[] = {
                          { "NONE", $STR_C_Remove_uniforms, 0, "" },
                          { "U_C_Poloshirt_blue", "", 500, "" },
                          { "U_C_Poloshirt_burgundy", "", 500, "" },
                          { "U_C_Poloshirt_salmon", "", 500, "" },
                          { "U_C_Poloshirt_redwhite", "", 500, "" },
                          { "U_C_Poloshirt_stripped", "", 500, "" },
                          { "U_C_Poloshirt_tricolour", "", 500, "" },
                          { "U_C_Man_casual_5_F", "", 600, "" },
                          { "U_C_Man_casual_4_F", "", 600, "" },
                          { "U_C_Man_casual_6_F", "", 600, "" },
                          { "U_C_Uniform_Scientist_02_formal_F", "", 600, "" },
                          { "U_C_Man_casual_2_F", "", 700, "" },
                          { "U_C_Man_casual_3_F", "", 700, "" },
                          { "U_C_Man_casual_1_F", "", 700, "" },
                          { "U_OrestesBody", "", 1000, "" },
                          { "U_C_Uniform_Farmer_01_F", "", 1000, "" },
                          { "U_C_Mechanic_01_F", "", 1000, "" },
                          { "U_C_IDAP_Man_cargo_F", "", 2500, "" },
                          { "U_C_IDAP_Man_Jeans_F", "", 2500, "" },
                          { "U_C_IDAP_Man_casual_F", "", 2500, "" },
                          { "U_C_IDAP_Man_shorts_F", "", 2500, "" },
                          { "U_C_IDAP_Man_Tee_F", "", 2500, "" },
                          { "U_C_IDAP_Man_TeeShorts_F", "", 2500, "" }
                      };
                  };
                  class bruce_Headgear {
                      displaname = "Kopfbedeckung";
                      conditions = "";
                      colthing[] = {
                          { "NONE", $STR_C_Remove_headgear, 0, "" },
                          { "H_Bandanna_blu", "", 150, "" },
                          { "H_Bandanna_sand", "", 150, "" },
                          { "H_Bandanna_gry", "", 150, "" },
                          { "H_Bandanna_surfer_grn", "", 150, "" },
                          { "H_Bandanna_surfer_blk", "", 150, "" },
                          { "H_Bandanna_camo", "", 150, "" },
                          { "H_Booniehat_mgrn", "", 250, "" },
                          { "H_Booniehat_khk", "", 250, "" },
                          { "H_Booniehat_oli", "", 250, "" },
                          { "H_Booniehat_tan", "", 250, "" },
      
                          { "H_Hat_grey", "", 300, "" },
                          { "H_Hat_brown", "", 300, "" },
                          { "H_Hat_tan", "", 300, "" },
                          { "H_Hat_checker", "", 300, "" },
                          { "H_Hat_camo", "", 300, "" },
      
                          { "H_StrawHat", "", 350, "" },
                          { "H_StrawHat_dark", "", 350, "" },
      
                          { "H_Hat_Safari_olive_F", "", 400, "" },
                          { "H_Hat_Safari_sand_F", "", 400, "" },
      
                          { "H_Cap_Orange_IDAP_F", "", 500, "" },
                          { "H_Cap_Black_IDAP_F", "", 500, "" },
                          { "H_Cap_White_IDAP_F", "", 500, "" },
                          { "H_Cap_grn_BI", "", 500, "" },
                          { "H_Cap_blu", "", 500, "" },
                          { "H_Cap_red", "", 500, "" },
                          { "H_Cap_grn", "", 500, "" },
                          { "H_Cap_tan", "", 500, "" },
                          { "H_Cap_oli", "", 500, "" },
                          { "H_Cap_blk", "", 500, "" },
                          { "H_Cap_press", "", 500, "" },
                          { "H_Cap_blk_CMMG", "", 500, "" },
                          { "H_Cap_surfer", "", 500, "" },
      
                          { "H_Construction_basic_yellow_F", "", 750, "" },
                          { "H_Construction_headset_yellow_F", "", 750, "" },
                          { "H_Construction_earprot_yellow_F", "", 750, "" }
                      };
                  };
                  class bruce_Glasses {
                      displaname = "Brillen";
                      conditions = "";
                      colthing[] = {
                          { "NONE", $STR_C_Remove_goggles, 0, "" },
                          { "G_Lady_Blue", "", 150, "" },
                          { "G_Aviator", "", 250, "" },
                          { "G_Spectacles", "", 250, "" },
                          { "G_Spectacles_Tinted", "", 250, "" },
                          { "G_Squares", "", 255, "" },
                          { "G_EyeProtectors_F", "", 255, "" },
                          { "G_Shades_Blue", "", 300, "" },
                          { "G_Shades_Green", "", 300, "" },
                          { "G_Shades_Red", "", 300, "" },
                          { "G_Shades_Black", "", 300, "" }
                      };
                  };
                  class bruce_Vestes {
                      displaname = "Westen";
                      conditions = "";
                      colthing[] = {
                          { "NONE", $STR_C_Remove_vests, 0, "" },
                          { "V_Pocketed_coyote_F", "", 5000, "" },
                          { "V_Pocketed_olive_F", "", 5000, "" },
                          { "V_Pocketed_black_F", "", 5000, "" },
                          { "V_Safety_yellow_F", "", 1500, "" }
                      };
                  };
                  class bruce_Backpakink {
                      displaname = "Rucksack";
                      conditions = "";
                      colthing[] = {
                          { "NONE", $STR_C_Remove_backpacks, 0, "" },
                          { "B_OutdoorPack_blk", "", 500, "" },
                          { "B_AssaultPack_khk", "", 2000, "" },
                          { "B_AssaultPack_dgtl", "", 2000, "" },
                          { "B_AssaultPack_rgr", "", 2000, "" },
                          { "B_AssaultPack_sgg", "", 2000, "" },
                          { "B_AssaultPack_blk", "", 2000, "" },
                          { "B_AssaultPack_cbr", "", 2000, "" },
                          { "B_AssaultPack_mcamo", "", 2000, "" },
                          { "B_AssaultPack_tna_f", "", 2000, "" }, //Apex DLC
                          { "B_TacticalPack_oli", "", 2500, "" },
                          { "B_Kitbag_mcamo", "", 3500, "" },
                          { "B_Kitbag_sgg", "", 3500, "" },
                          { "B_Kitbag_cbr", "", 3500, "" },
                          { "B_FieldPack_blk", "", 5000, "" },
                          { "B_FieldPack_ocamo", "", 5000, "" },
                          { "B_FieldPack_oucamo", "", 5000, "" },
                          { "B_FieldPack_ghex_f", "", 5000, "" }, //Apex DLC
                          { "B_Bergen_sgg", "", 6500, "" },
                          { "B_Bergen_mcamo", "", 6500, "" },
                          { "B_Bergen_rgr", "", 6500, "" },
                          { "B_Bergen_blk", "", 6500, "" },
                          { "B_Carryall_ocamo", "", 7500, "" },
                          { "B_Carryall_oucamo", "", 7500, "" },
                          { "B_Carryall_mcamo", "", 7500, "" },
                          { "B_Carryall_oli", "", 7500, "" },
                          { "B_Carryall_khk", "", 7500, "" },
                          { "B_Carryall_cbr", "", 7500, "" },
                          { "B_Carryall_ghex_f", "", 7500, "" }, //Apex DLC
                          { "B_Bergen_dgtl_f", "", 9500, "" }, //Apex DLC
                          { "B_Bergen_tna_f", "", 9500, "" } //Apex DLC
                      };
                  };
              };
              
              class cop {
                  title = "STR_Shops_C_Police";
                  conditions = "";
                  side = "cop";
                  class Catogary {
                      class cop_Unfirorms {
                          displaname = "Uniform";
                          conditions = "";
                          colthing[] = {
                              { "NONE", $STR_C_Remove_uniforms, 0, "" },
                              { "U_B_CombatUniform_mcam_tshirt", "", 350, "call life_coplevel >= 1" },
                              { "U_B_CombatUniform_mcam_worn", "", 500, "call life_coplevel >= 2" },
                              { "U_B_survival_uniform", "", 1200, "call life_coplevel >= 1" }
                          };
                      };
                      class cop_Headgear {
                          displaname = "Kopfbedeckung";
                          conditions = "";
                          colthing[] = {
                              { "NONE", $STR_C_Remove_headgear, 0, "" },
                              { "H_Cap_police", "", 25, "" },
                              { "H_Booniehat_mcamo", "", 120, "call life_coplevel >= 1" },
                              { "H_HelmetB_plain_mcamo", "", 75, "call life_coplevel >= 1" },
                              { "H_HelmetB_Enh_tna_F", "", 80, "call life_coplevel >= 1" }, //Apex DLC
                              { "H_Beret_blk_POLICE", "", 50, "call life_coplevel >= 2" },
                              { "H_MilCap_mcamo", "", 100, "call life_coplevel >= 2" },
                              { "H_MilCap_gen_F", "", 1200, "call life_coplevel >= 2" }, //Apex DLC
                              { "H_MilCap_tna_F", "", 1200, "call life_coplevel >= 2" }, //Apex DLC
                              { "H_MilCap_oucamo", "", 1200, "call life_coplevel >= 2" }
                          };
                      };
                      class cop_Glasses {
                          displaname = "Brillen";
                          conditions = "";
                          colthing[] = {
                              { "NONE", $STR_C_Remove_goggles, 0, "" },
                              { "G_Squares", "", 10, "" },
                              { "G_Shades_Blue", "", 20, "" },
                              { "G_Sport_Blackred", "", 20, "" },
                              { "G_Sport_Checkered", "", 20, "" },
                              { "G_Sport_Blackyellow", "", 20, "" },
                              { "G_Sport_BlackWhite", "", 20, "" },
                              { "G_Shades_Black", "", 25, "" },
                              { "G_Lowprofile", "", 30, "" },
                              { "G_Combat", "", 55, "" },
                              { "G_Aviator", "", 100, "" },
                              { "G_Lady_Mirror", "", 150, "" },
                              { "G_Lady_Dark", "", 150, "" },
                              { "G_Lady_Blue", "", 150, "" }
                          };
                      };
                      class cop_Vestes {
                          displaname = "Westen";
                          conditions = "";
                          colthing[] = {
                              { "NONE", $STR_C_Remove_vests, 0, "" },
                              { "V_Rangemaster_belt", "", 800, "" },
                              { "V_TacVest_blk_POLICE", "", 1000, "call life_coplevel >= 1" },
                              { "V_TacVest_gen_F", "", 1000, "call life_coplevel >= 1" }, //Apex DLC
                              { "V_PlateCarrier2_rgr", "", 1500, "call life_coplevel >= 2" }
                          };
                      };
                      class cop_Backpacks {
                          displaname = "Rucksack";
                          conditions = "";
                          colthing[] = {
                              { "NONE", $STR_C_Remove_backpacks, 0, "" },
                              { "B_FieldPack_cbr", "", 500, "" },
                              { "B_AssaultPack_cbr", "", 700, "" },
                              { "B_Kitbag_cbr", "", 800, "" },
                              { "B_Bergen_sgg", "", 2500, "" },
                              { "B_Carryall_cbr", "", 3500, "" }
                          };
                      };
                  };
              };
          };
      };
      Alles anzeigen

      Liebe Grüße

      Patrick

    • Patrick Snippe
      Frischling
      Trophäen
      9
      Beiträge
      12
      • 25. November 2021 um 05:46
      • #8

      Hat sich erledigt habe den Fehler gefunden :)

      Code
      /*
      *   Clothing classnames can be found here: https://community.bistudio.com/wiki/Arma_3_CfgWeapons_Equipment
      *   Backpacks/remaining classnames can be found here (TIP: Search page for "pack"): https://community.bistudio.com/wiki/Arma_3_CfgVehicles_EMPTY
      *
      */
      class Clothing {
          class bruce {
              title = "STR_Shops_C_Bruce";
              conditions = "";
              side = "civ";
              class Catogary {
                  class bruce_Unfirorms {
                      displaname = "Uniform";
                      conditions = "";
                      colthing[] = {
                          { "NONE", $STR_C_Remove_uniforms, 0, "" },
                          { "U_C_Poloshirt_blue", "", 500, "" },
                          { "U_C_Poloshirt_burgundy", "", 500, "" },
                          { "U_C_Poloshirt_salmon", "", 500, "" },
                          { "U_C_Poloshirt_redwhite", "", 500, "" },
                          { "U_C_Poloshirt_stripped", "", 500, "" },
                          { "U_C_Poloshirt_tricolour", "", 500, "" },
                          { "U_C_Man_casual_5_F", "", 600, "" },
                          { "U_C_Man_casual_4_F", "", 600, "" },
                          { "U_C_Man_casual_6_F", "", 600, "" },
                          { "U_C_Uniform_Scientist_02_formal_F", "", 600, "" },
                          { "U_C_Man_casual_2_F", "", 700, "" },
                          { "U_C_Man_casual_3_F", "", 700, "" },
                          { "U_C_Man_casual_1_F", "", 700, "" },
                          { "U_OrestesBody", "", 1000, "" },
                          { "U_C_Uniform_Farmer_01_F", "", 1000, "" },
                          { "U_C_Mechanic_01_F", "", 1000, "" },
                          { "U_C_IDAP_Man_cargo_F", "", 2500, "" },
                          { "U_C_IDAP_Man_Jeans_F", "", 2500, "" },
                          { "U_C_IDAP_Man_casual_F", "", 2500, "" },
                          { "U_C_IDAP_Man_shorts_F", "", 2500, "" },
                          { "U_C_IDAP_Man_Tee_F", "", 2500, "" },
                          { "U_C_IDAP_Man_TeeShorts_F", "", 2500, "" }
                      };
                  };
                  class bruce_Headgear {
                      displaname = "Kopfbedeckung";
                      conditions = "";
                      colthing[] = {
                          { "NONE", $STR_C_Remove_headgear, 0, "" },
                          { "H_Bandanna_blu", "", 150, "" },
                          { "H_Bandanna_sand", "", 150, "" },
                          { "H_Bandanna_gry", "", 150, "" },
                          { "H_Bandanna_surfer_grn", "", 150, "" },
                          { "H_Bandanna_surfer_blk", "", 150, "" },
                          { "H_Bandanna_camo", "", 150, "" },
                          { "H_Booniehat_mgrn", "", 250, "" },
                          { "H_Booniehat_khk", "", 250, "" },
                          { "H_Booniehat_oli", "", 250, "" },
                          { "H_Booniehat_tan", "", 250, "" },
      
                          { "H_Hat_grey", "", 300, "" },
                          { "H_Hat_brown", "", 300, "" },
                          { "H_Hat_tan", "", 300, "" },
                          { "H_Hat_checker", "", 300, "" },
                          { "H_Hat_camo", "", 300, "" },
      
                          { "H_StrawHat", "", 350, "" },
                          { "H_StrawHat_dark", "", 350, "" },
      
                          { "H_Hat_Safari_olive_F", "", 400, "" },
                          { "H_Hat_Safari_sand_F", "", 400, "" },
      
                          { "H_Cap_Orange_IDAP_F", "", 500, "" },
                          { "H_Cap_Black_IDAP_F", "", 500, "" },
                          { "H_Cap_White_IDAP_F", "", 500, "" },
                          { "H_Cap_grn_BI", "", 500, "" },
                          { "H_Cap_blu", "", 500, "" },
                          { "H_Cap_red", "", 500, "" },
                          { "H_Cap_grn", "", 500, "" },
                          { "H_Cap_tan", "", 500, "" },
                          { "H_Cap_oli", "", 500, "" },
                          { "H_Cap_blk", "", 500, "" },
                          { "H_Cap_press", "", 500, "" },
                          { "H_Cap_blk_CMMG", "", 500, "" },
                          { "H_Cap_surfer", "", 500, "" },
      
                          { "H_Construction_basic_yellow_F", "", 750, "" },
                          { "H_Construction_headset_yellow_F", "", 750, "" },
                          { "H_Construction_earprot_yellow_F", "", 750, "" }
                      };
                  };
                  class bruce_Glasses {
                      displaname = "Brillen";
                      conditions = "";
                      colthing[] = {
                          { "NONE", $STR_C_Remove_goggles, 0, "" },
                          { "G_Lady_Blue", "", 150, "" },
                          { "G_Aviator", "", 250, "" },
                          { "G_Spectacles", "", 250, "" },
                          { "G_Spectacles_Tinted", "", 250, "" },
                          { "G_Squares", "", 255, "" },
                          { "G_EyeProtectors_F", "", 255, "" },
                          { "G_Shades_Blue", "", 300, "" },
                          { "G_Shades_Green", "", 300, "" },
                          { "G_Shades_Red", "", 300, "" },
                          { "G_Shades_Black", "", 300, "" }
                      };
                  };
                  class bruce_Vestes {
                      displaname = "Westen";
                      conditions = "";
                      colthing[] = {
                          { "NONE", $STR_C_Remove_vests, 0, "" },
                          { "V_Pocketed_coyote_F", "", 5000, "" },
                          { "V_Pocketed_olive_F", "", 5000, "" },
                          { "V_Pocketed_black_F", "", 5000, "" },
                          { "V_Safety_yellow_F", "", 1500, "" }
                      };
                  };
                  class bruce_Backpakink {
                      displaname = "Rucksack";
                      conditions = "";
                      colthing[] = {
                          { "NONE", $STR_C_Remove_backpacks, 0, "" },
                          { "B_OutdoorPack_blk", "", 500, "" },
                          { "B_AssaultPack_khk", "", 2000, "" },
                          { "B_AssaultPack_dgtl", "", 2000, "" },
                          { "B_AssaultPack_rgr", "", 2000, "" },
                          { "B_AssaultPack_sgg", "", 2000, "" },
                          { "B_AssaultPack_blk", "", 2000, "" },
                          { "B_AssaultPack_cbr", "", 2000, "" },
                          { "B_AssaultPack_mcamo", "", 2000, "" },
                          { "B_AssaultPack_tna_f", "", 2000, "" }, //Apex DLC
                          { "B_TacticalPack_oli", "", 2500, "" },
                          { "B_Kitbag_mcamo", "", 3500, "" },
                          { "B_Kitbag_sgg", "", 3500, "" },
                          { "B_Kitbag_cbr", "", 3500, "" },
                          { "B_FieldPack_blk", "", 5000, "" },
                          { "B_FieldPack_ocamo", "", 5000, "" },
                          { "B_FieldPack_oucamo", "", 5000, "" },
                          { "B_FieldPack_ghex_f", "", 5000, "" }, //Apex DLC
                          { "B_Bergen_sgg", "", 6500, "" },
                          { "B_Bergen_mcamo", "", 6500, "" },
                          { "B_Bergen_rgr", "", 6500, "" },
                          { "B_Bergen_blk", "", 6500, "" },
                          { "B_Carryall_ocamo", "", 7500, "" },
                          { "B_Carryall_oucamo", "", 7500, "" },
                          { "B_Carryall_mcamo", "", 7500, "" },
                          { "B_Carryall_oli", "", 7500, "" },
                          { "B_Carryall_khk", "", 7500, "" },
                          { "B_Carryall_cbr", "", 7500, "" },
                          { "B_Carryall_ghex_f", "", 7500, "" }, //Apex DLC
                          { "B_Bergen_dgtl_f", "", 9500, "" }, //Apex DLC
                          { "B_Bergen_tna_f", "", 9500, "" } //Apex DLC
                      };
                  };
              };
          };    
          class cop {
              title = "STR_Shops_C_Police";
              conditions = "";
              side = "cop";
              class Catogary {
                  class cop_Unfirorms {
                      displaname = "Uniform";
                      conditions = "";
                      colthing[] = {
                          { "NONE", $STR_C_Remove_uniforms, 0, "" },
                          { "U_B_CombatUniform_mcam_tshirt", "", 350, "call life_coplevel >= 1" },
                          { "U_B_CombatUniform_mcam_worn", "", 500, "call life_coplevel >= 2" },
                          { "U_B_survival_uniform", "", 1200, "call life_coplevel >= 1" }
                      };
                  };
                  class cop_Headgear {
                      displaname = "Kopfbedeckung";
                      conditions = "";
                      colthing[] = {
                          { "NONE", $STR_C_Remove_headgear, 0, "" },
                          { "H_Cap_police", "", 25, "" },
                          { "H_Booniehat_mcamo", "", 120, "call life_coplevel >= 1" },
                          { "H_HelmetB_plain_mcamo", "", 75, "call life_coplevel >= 1" },
                          { "H_HelmetB_Enh_tna_F", "", 80, "call life_coplevel >= 1" }, //Apex DLC
                          { "H_Beret_blk_POLICE", "", 50, "call life_coplevel >= 2" },
                          { "H_MilCap_mcamo", "", 100, "call life_coplevel >= 2" },
                          { "H_MilCap_gen_F", "", 1200, "call life_coplevel >= 2" }, //Apex DLC
                          { "H_MilCap_tna_F", "", 1200, "call life_coplevel >= 2" }, //Apex DLC
                          { "H_MilCap_oucamo", "", 1200, "call life_coplevel >= 2" }
                      };
                  };
                  class cop_Glasses {
                      displaname = "Brillen";
                      conditions = "";
                      colthing[] = {
                          { "NONE", $STR_C_Remove_goggles, 0, "" },
                          { "G_Squares", "", 10, "" },
                          { "G_Shades_Blue", "", 20, "" },
                          { "G_Sport_Blackred", "", 20, "" },
                          { "G_Sport_Checkered", "", 20, "" },
                          { "G_Sport_Blackyellow", "", 20, "" },
                          { "G_Sport_BlackWhite", "", 20, "" },
                          { "G_Shades_Black", "", 25, "" },
                          { "G_Lowprofile", "", 30, "" },
                          { "G_Combat", "", 55, "" },
                          { "G_Aviator", "", 100, "" },
                          { "G_Lady_Mirror", "", 150, "" },
                          { "G_Lady_Dark", "", 150, "" },
                          { "G_Lady_Blue", "", 150, "" }
                      };
                  };
                  class cop_Vestes {
                      displaname = "Westen";
                      conditions = "";
                      colthing[] = {
                          { "NONE", $STR_C_Remove_vests, 0, "" },
                          { "V_Rangemaster_belt", "", 800, "" },
                          { "V_TacVest_blk_POLICE", "", 1000, "call life_coplevel >= 1" },
                          { "V_TacVest_gen_F", "", 1000, "call life_coplevel >= 1" }, //Apex DLC
                          { "V_PlateCarrier2_rgr", "", 1500, "call life_coplevel >= 2" }
                      };
                  };
                  class cop_Backpacks {
                      displaname = "Rucksack";
                      conditions = "";
                      colthing[] = {
                          { "NONE", $STR_C_Remove_backpacks, 0, "" },
                          { "B_FieldPack_cbr", "", 500, "" },
                          { "B_AssaultPack_cbr", "", 700, "" },
                          { "B_Kitbag_cbr", "", 800, "" },
                          { "B_Bergen_sgg", "", 2500, "" },
                          { "B_Carryall_cbr", "", 3500, "" }
                          
                      };
                  };
              };
          };
      };
      Alles anzeigen

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      Ob Anleitungen für eigene Gameserver, Hilfe bei Root- und vServer-Konfigurationen oder Tipps zu Modding & Scripting – bei uns findest du fundiertes Wissen und praxisnahe Tutorials. Mit einer stetig wachsenden Community findest du hier Antworten auf deine Fragen, Projektpartner und Gleichgesinnte für deine Gaming- und Serverprojekte. Schließe dich NodeZone.net an und werde Teil einer aktiven Community rund um Server-Hosting, Gameserver-Management und Modding-Ressourcen.

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