Guten Morgen,
ich habe das Problem das man keine Lagerhallen abschließen kann. Häuser abzuschließen funktioniert. RPT oder Client Log sagt nichts.
Ich habe mich an folgendem probiert was aber weiter nicht funktioniert:
Code: lockuphouse.sqf
/*
Author: Bryan "Tonic" Boardwine
Description:
Locks up the entire house and closes all doors.
*/
private["_house"];
_house = [_this,0,ObjNull,[ObjNull]] call BIS_fnc_param;
if(isNull _house OR !(_house isKindOf "House_F")) exitWith {};
if(isNull _house OR !(_house isKindOf "Land_i_Shed_Ind_F")) exitWith {};
_numberOfDoors = getNumber(configFile >> "CfgVehicles" >> (typeOf _house) >> "numberOfDoors");
if(_numberOfDoors == -1 OR _numberOfDoors == 0) exitWith {}; //MEH
titleText [localize "STR_House_LockingUp","PLAIN"];
sleep 3;
for "_i" from 1 to _numberOfDoors do {
_house animate[format["door_%1_rot",_i],0];
_house setVariable[format["bis_disabled_Door_%1",_i],1,true];
};
_house setVariable["locked",true,true];
titleText[localize "STR_House_LockedUp","PLAIN"];
Alles anzeigen
Ich hatte Zeile 10 eingefügt.
"if(isNull _house OR !(_house isKindOf "Land_i_Shed_Ind_F")) exitWith {};"
Was muss ich tun?
Code: fn_keyHandler.sqf
//U Key
case 22:
{
if(!_alt && !_ctrlKey) then {
if(vehicle player == player) then {
_veh = cursorTarget;
} else {
_veh = vehicle player;
};
if(_veh isKindOf "House_F" && playerSide == civilian) then {
if(_veh in life_vehicles && player distance _veh < 8) then {
_door = [_veh] call life_fnc_nearestDoor;
if(_door == 0) exitWith {hint "Du bist nicht in der Nähe einer Tür!"};
_locked = _veh getVariable [format["bis_disabled_Door_%1",_door],0];
if(_locked == 0) then {
_veh setVariable[format["bis_disabled_Door_%1",_door],1,true];
_veh animate [format["door_%1_rot",_door],0];
hint composeText [ image "icons\lock.paa", " Tür abgeschlossen" ];
//systemChat "Du hast die Tür abgeschlossen.";
} else {
_veh setVariable[format["bis_disabled_Door_%1",_door],0,true];
_veh animate [format["door_%1_rot",_door],1];
hint composeText [ image "icons\unlock.paa", " Tür aufgeschlossen" ];
//systemChat "Du hast die Tür aufgeschlossen.";
};
};
} else {
_locked = locked _veh;
if(_veh in life_vehicles && player distance _veh < 8) then
{
if(_locked == 2) then
{
if(local _veh) then
{
_veh lock 0;
_veh animateDoor ["door_back_R",1];
_veh animateDoor ["door_back_L",1];
_veh animateDoor ['door_R',1];
_veh animateDoor ['door_L',1];
_veh animateDoor ['Door_rear',1];
_veh animateDoor ['Door_LM',1];
_veh animateDoor ['Door_RM',1];
_veh animateDoor ['Door_LF',1];
_veh animateDoor ['Door_RF',1];
_veh animateDoor ['Door_LB',1];
_veh animateDoor ['Door_RB',1];
}
else
{
[[_veh,0], "life_fnc_lockVehicle",_veh,false] spawn life_fnc_MP;
_veh animateDoor ["door_back_R",1];
_veh animateDoor ["door_back_L",1];
_veh animateDoor ['door_R',1];
_veh animateDoor ['door_L',1];
_veh animateDoor ['Door_rear',1];
_veh animateDoor ['Door_LM',1];
_veh animateDoor ['Door_RM',1];
_veh animateDoor ['Door_LF',1];
_veh animateDoor ['Door_RF',1];
_veh animateDoor ['Door_LB',1];
_veh animateDoor ['Door_RB',1];
};
hint composeText [ image "icons\unlock.paa", " Fahrzeug aufgeschlossen" ];
player say3D "unlock";
}
else
{
if(local _veh) then
{
_veh lock 2;
_veh animateDoor ["door_back_R",0];
_veh animateDoor ["door_back_L",0];
_veh animateDoor ['door_R',0];
_veh animateDoor ['door_L',0];
_veh animateDoor ['Door_rear',0];
_veh animateDoor ['Door_LM',0];
_veh animateDoor ['Door_RM',0];
_veh animateDoor ['Door_LF',0];
_veh animateDoor ['Door_RF',0];
_veh animateDoor ['Door_LB',0];
_veh animateDoor ['Door_RB',0];
}
else
{
[[_veh,2], "life_fnc_lockVehicle",_veh,false] spawn life_fnc_MP;
_veh animateDoor ["door_back_R",0];
_veh animateDoor ["door_back_L",0];
_veh animateDoor ['door_R',0];
_veh animateDoor ['door_L',0];
_veh animateDoor ['Door_rear',0];
_veh animateDoor ['Door_LM',0];
_veh animateDoor ['Door_RM',0];
_veh animateDoor ['Door_LF',0];
_veh animateDoor ['Door_RF',0];
_veh animateDoor ['Door_LB',0];
_veh animateDoor ['Door_RB',0];
};
hint composeText [ image "icons\lock.paa", " Fahrzeug abgeschlossen" ];
player say3D "car_lock";
Alles anzeigen
Meine vermutung liegt das man oben wo das aufschliesen vom Haus steht das man noch die Classname von der Lagerhalle einbauen muss oder?
Gruß