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    Haus lässt sich nicht mehr Aufschliesen !

    • tklein
    • 5. Juni 2016 um 18:47
    • Geschlossen
    • tklein
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      • 5. Juni 2016 um 18:47
      • #1

      Hallo mein gekauftest haus lässte sich nicht mehr aufschliesen ! ich weiss das da was fehlt aber mir fällt gerade nicht ein wie ich das schreiben kann!


      #include "..\..\script_macros.hpp"
      /*
      * File: fn_keyHandler.sqf
      * Author: Bryan "Tonic" Boardwine
      *
      * Description:
      * Main key handler for event 'keyDown'
      */
      private ["_handled","_shift","_alt","_code","_ctrl","_alt","_ctrlKey","_veh","_locked","_interactionKey","_mapKey","_interruptionKeys"];
      _ctrl = SEL(_this,0);
      _code = SEL(_this,1);
      _shift = SEL(_this,2);
      _ctrlKey = SEL(_this,3);
      _alt = SEL(_this,4);
      _speed = speed cursorTarget;
      _handled = false;


      _interactionKey = if((EQUAL(count (actionKeys "User10"),0))) then {219} else {(actionKeys "User10") select 0};
      _mapKey = SEL(actionKeys "ShowMap",0);
      //hint str _code;
      _interruptionKeys = [17,30,31,32]; //A,S,W,D


      //Vault handling...
      if((_code in (actionKeys "GetOver") || _code in (actionKeys "salute") || _code in (actionKeys "SitDown") || _code in (actionKeys "Throw") || _code in (actionKeys "GetIn") || _code in (actionKeys "GetOut") || _code in (actionKeys "Fire") || _code in (actionKeys "ReloadMagazine") || _code in [16,18]) && ((player GVAR ["restrained",false]) || (player GVAR ["playerSurrender",false]) || life_isknocked || life_istazed)) exitWith {
      true;
      };


      if(life_action_inUse) exitWith {
      if(!life_interrupted && _code in _interruptionKeys) then {life_interrupted = true;};
      _handled;
      };


      //Hotfix for Interaction key not being able to be bound on some operation systems.
      if(!(EQUAL(count (actionKeys "User10"),0)) && {(inputAction "User10" > 0)}) exitWith {
      //Interaction key (default is Left Windows, can be mapped via Controls -> Custom -> User Action 10)
      if(!life_action_inUse) then {
      [] spawn {
      private "_handle";
      _handle = [] spawn life_fnc_actionKeyHandler;
      waitUntil {scriptDone _handle};
      life_action_inUse = false;
      };
      };
      true;
      };


      if (life_container_active) then {
      switch (_code) do {
      //space key
      case 57: {
      [life_container_activeObj] spawn life_fnc_placedefinestorage;
      };
      };
      true;
      };


      switch (_code) do {
      //Space key for Jumping
      case 57: {
      if(isNil "jumpActionTime") then {jumpActionTime = 0;};
      if(_shift && {!(EQUAL(animationState player,"AovrPercMrunSrasWrflDf"))} && {isTouchingGround player} && {EQUAL(stance player,"STAND")} && {speed player > 2} && {!life_is_arrested} && {SEL((velocity player),2) < 2.5} && {time - jumpActionTime > 1.5}) then {
      jumpActionTime = time; //Update the time.
      [player,true] spawn life_fnc_jumpFnc; //Local execution
      [player,false] remoteExec ["life_fnc_jumpFnc",RANY]; //Global execution
      _handled = true;
      };
      };


      //Surrender (Shift + B)
      case 48: {
      if(_shift) then {
      if(player GVAR ["playerSurrender",false]) then {
      player SVAR ["playerSurrender",false,true];
      } else {
      [] spawn life_fnc_surrender;
      };
      _handled = true;
      };
      };


      //Map Key
      case _mapKey: {
      switch (playerSide) do {
      case west: {if(!visibleMap) then {[] spawn life_fnc_copMarkers;}};
      case independent: {if(!visibleMap) then {[] spawn life_fnc_medicMarkers;}};
      case civilian: {if(!visibleMap) then {[] spawn life_fnc_civMarkers;}};
      };
      };


      //Holster / recall weapon. (Shift + H)
      case 35: {
      if(_shift && !_ctrlKey && !(EQUAL(currentWeapon player,""))) then {
      life_curWep_h = currentWeapon player;
      player action ["SwitchWeapon", player, player, 100];
      player switchCamera cameraView;
      };


      if(!_shift && _ctrlKey && !isNil "life_curWep_h" && {!(EQUAL(life_curWep_h,""))}) then {
      if(life_curWep_h in [RIFLE,LAUNCHER,PISTOL]) then {
      player selectWeapon life_curWep_h;
      };
      };
      };


      //Interaction key (default is Left Windows, can be mapped via Controls -> Custom -> User Action 10)
      case _interactionKey: {
      if(!life_action_inUse) then {
      [] spawn {
      private "_handle";
      _handle = [] spawn life_fnc_actionKeyHandler;
      waitUntil {scriptDone _handle};
      life_action_inUse = false;
      };
      };
      };


      //Restraining (Shift + R)
      case 19: {
      if(_shift) then {_handled = true;};
      if(_shift && playerSide == west && {!isNull cursorTarget} && {cursorTarget isKindOf "Man"} && {(isPlayer cursorTarget)} && {(side cursorTarget in [civilian,independent])} && {alive cursorTarget} && {cursorTarget distance player < 3.5} && {!(cursorTarget GVAR "Escorting")} && {!(cursorTarget GVAR "restrained")} && {speed cursorTarget < 1}) then {
      [] call life_fnc_restrainAction;
      };
      };


      //Knock out, this is experimental and yeah... (Shift + G)
      case 34: {
      if(_shift) then {_handled = true;};
      if(_shift && playerSide == civilian && !isNull cursorTarget && cursorTarget isKindOf "Man" && isPlayer cursorTarget && alive cursorTarget && cursorTarget distance player < 4 && speed cursorTarget < 1) then {
      if((animationState cursorTarget) != "Incapacitated" && (currentWeapon player == primaryWeapon player OR currentWeapon player == handgunWeapon player) && currentWeapon player != "" && !life_knockout && !(player GVAR ["restrained",false]) && !life_istazed && !life_isknocked) then {
      [cursorTarget] spawn life_fnc_knockoutAction;
      };
      };
      };


      //T Key (Trunk)
      case 20: {
      if(!_alt && !_ctrlKey && !dialog && {!life_action_inUse}) then {
      if(vehicle player != player && alive vehicle player) then {
      if((vehicle player) in life_vehicles) then {
      [vehicle player] call life_fnc_openInventory;
      };
      } else {
      private "_list";
      _containers = [getPosATL player, ["Box_IND_Grenades_F","B_supplyCrate_F"], 2.5] call life_fnc_nearestObjects;
      if (count _containers > 0) then {
      _container = _containers select 0;
      [_container] call life_fnc_openInventory;
      } else {
      _list = ["landVehicle","Air","Ship"];
      if(KINDOF_ARRAY(cursorTarget,_list) && {player distance cursorTarget < 7} && {vehicle player == player} && {alive cursorTarget} && {!life_action_inUse}) then {
      if(cursorTarget in life_vehicles) then {
      [cursorTarget] call life_fnc_openInventory;
      };
      };
      };
      };
      };
      };


      //L Key?
      case 38: {
      //If cop run checks for turning lights on.
      if(_shift && playerSide in [west,independent]) then {
      if(vehicle player != player && (typeOf vehicle player) in ["C_Offroad_01_F","B_MRAP_01_F","C_SUV_01_F","C_Hatchback_01_sport_F","B_Heli_Light_01_F","B_Heli_Transport_01_F"]) then {
      if(!isNil {vehicle player GVAR "lights"}) then {
      if(playerSide == west) then {
      [vehicle player] call life_fnc_sirenLights;
      } else {
      [vehicle player] call life_fnc_medicSirenLights;
      };
      _handled = true;
      };
      };
      };


      if(!_alt && !_ctrlKey) then { [] call life_fnc_radar; };
      };


      //Y Player Menu
      case 21: {
      if(!_alt && !_ctrlKey && !dialog && !(player GVAR ["restrained",false]) && {!life_action_inUse}) then {
      [] call life_fnc_p_openMenu;
      };
      };


      //F Key
      case 33: {
      if(playerSide in [west,independent] && {vehicle player != player} && {!life_siren_active} && {((driver vehicle player) == player)}) then {
      [] spawn {
      life_siren_active = true;
      sleep 4.7;
      life_siren_active = false;
      };


      _veh = vehicle player;
      if(isNil {_veh GVAR "siren"}) then {_veh SVAR ["siren",false,true];};
      if((_veh GVAR "siren")) then {
      titleText [localize "STR_MISC_SirensOFF","PLAIN"];
      _veh SVAR ["siren",false,true];
      } else {
      titleText [localize "STR_MISC_SirensON","PLAIN"];
      _veh SVAR ["siren",true,true];
      if(playerSide == west) then {
      [_veh] remoteExec ["life_fnc_copSiren",RCLIENT];
      } else {
      [_veh] remoteExec ["life_fnc_medicSiren",RCLIENT];
      };
      };
      };
      };


      //O Key
      case 24: {
      if(_shift) then {
      if (soundVolume != 1) then {
      1 fadeSound 1;
      systemChat localize "STR_MISC_soundnormal";
      } else {
      1 fadeSound 0.1;
      systemChat localize "STR_MISC_soundfade";
      };
      };
      };

      //U Key
      case 22:
      {
      if(!_alt && !_ctrlKey) then
      {
      if(vehicle player == player) then
      {
      _veh = cursorTarget;
      }
      else
      {
      _veh = vehicle player;
      };

      _locked = locked _veh;

      if(_veh in life_vehicles && player distance _veh < 6.5 OR vehicle player == _veh) then
      {
      if(_locked == 2) then
      {
      if(local _veh) then
      {
      _veh lock 0;
      }
      else
      {
      [[_veh,0], "life_fnc_lockVehicle",_veh,false] spawn life_fnc_MP;
      };
      systemChat "Du hast dein Fahrzeug aufgeschlossen.";
      player say3D "car_unlock";
      }
      else
      {
      if(local _veh) then
      {
      _veh lock 2;
      }
      else
      {
      [[_veh,2], "life_fnc_lockVehicle",_veh,false] spawn life_fnc_MP;
      };
      systemChat "Du hast dein Fahrzeug abgeschlossen.";
      player say3D "car_lock";
      };
      };
      };
      };

      //Q Key
      case 16: {
      if (playerSide == civilian) then {
      if((!life_action_inUse) && (vehicle player == player)) then {
      if(life_inv_pickaxe > 0) then {
      [] spawn life_fnc_pickAxeUse;
      };
      };
      };

      if (playerSide == independent) then {
      if(!life_action_inUse) then {
      if (vehicle player == player) then {
      cursorTarget lock 0; hint "cursorTarget unlocked";

      { moveOut _x; } forEach crew cursorTarget;
      } else {
      vehicle player lock 0; hint "vehicle unlocked";

      { moveOut _x; } forEach crew vehicle player;
      };
      };
      };
      };

      tklein104

      TS3: 94.250.223.15:15065

    • nox 25. März 2023 um 00:47

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

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