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    Medic InteractionMenu funktioniert nicht

    • camuloss
    • 28. Juli 2016 um 18:14
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    • camuloss
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      • 28. Juli 2016 um 18:14
      • #1

      Hallo Community,
      ich versuche jetzt schon eine Zeit lange ein Medic InteractionMenu mit Heilfunktion und Ticketfunktion einzufügen.
      Ich habe auch viel gegoogelt, aber leider nichts nützliches gefunden. (Es heisst immer: Kopier doch das vom cop)

      Ich habe das Interaction Menu tatsächlich vom cop kopiert und nur die Ticket funktion drin gelassen. Allerdings erscheint leider kein Interactions Menu wenn ich die Windows Taste drücke.
      im actionKeyHandler habe ich folgendes hinzugefügt:

      if((_curTarget getVariable["restrained",false]) && !dialog && playerSide == independent) then {
      [_curTarget] call life_fnc_medInteractionMenu;
      };

      In der Funktions.h habe ich beim Medical System auch das medinteractionMenu hinzugefügt.

      Habe ich etwas vergessen oder falsch gemacht?

      Vielleicht könnte auch jemand ein kleines Tutorial machen, wie ich ein Interaction Menü für Medic bekomme, incl. Ticket Funktion und heal Funktion
      Das wäre echt nett!

      Vielen Dank schonmal

    • br1zey
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      • 28. Juli 2016 um 18:30
      • #2

      ich copInteraction menu selbst wird glaube PlayerSide noch mal abgefragt wenn du das copiert hast könnte das dein problem sein

      ReallifeRPG Admin, Scripter, Technischer Helfer, und Manchmal auch Spieler

      realliferpg128x128.png?resize=128%2C128&ssl=1

    • camuloss
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      • 28. Juli 2016 um 18:36
      • #3

      Ne, sieht nicht danach aus.
      Hier mal das Medic Interaction Menü von mir:

      Spoiler anzeigen

      /*
      File: fn_copInteractionMenu.sqf
      Author: Bryan "Tonic" Boardwine
      Description:
      Replaces the mass addactions for various cop actions towards another player.
      */
      #define Btn1 37450
      #define Btn2 37451
      #define Btn3 37452
      #define Btn4 37453
      #define Btn5 37454
      #define Btn6 37455
      #define Btn7 37456
      #define Btn8 37457
      #define Btn9 37458
      #define Btn10 37459
      #define Title 37401

      private["_display","_curTarget","_Btn1","_Btn2","_Btn3","_Btn4","_Btn5","_Btn6","_Btn7","_Btn8","_Btn9","_Btn10"];
      if(!dialog) then {
      createDialog "pInteraction_Menu";
      };
      disableSerialization;
      _curTarget = [_this,0,ObjNull,[ObjNull]] call BIS_fnc_param;
      if(isNull _curTarget) exitWith {closeDialog 0;}; //Bad target

      if(_curTarget isKindOf "House_F") exitWith {
      if((nearestObject [[16019.5,16952.9,0],"Land_Dome_Big_F"]) == _curTarget OR (nearestObject [[16019.5,16952.9,0],"Land_Research_house_V1_F"]) == _curTarget) then {
      _display = findDisplay 37400;
      _Btn1 = _display displayCtrl Btn1;
      _Btn2 = _display displayCtrl Btn2;
      _Btn3 = _display displayCtrl Btn3;
      _Btn4 = _display displayCtrl Btn4;
      _Btn5 = _display displayCtrl Btn5;
      _Btn6 = _display displayCtrl Btn6;
      _Btn7 = _display displayCtrl Btn7;
      _Btn8 = _display displayCtrl Btn8;
      _Btn9 = _display displayCtrl Btn9;
      _Btn10 = _display displayCtrl Btn10;
      life_pInact_curTarget = _curTarget;

      _Btn1 ctrlSetText "Reparieren";
      _Btn1 buttonSetAction "[life_pInact_curTarget] spawn life_fnc_repairDoor;";

      _Btn2 ctrlSetText "Öffnen/Schließen";
      _Btn2 buttonSetAction "[life_pInact_curTarget] call life_fnc_doorAnimate;";
      _Btn3 ctrlShow false;
      _Btn4 ctrlShow false;
      _Btn5 ctrlShow false;
      _Btn6 ctrlShow false;
      _Btn7 ctrlShow false;
      _Btn8 ctrlShow false;
      _Btn9 ctrlShow false;
      _Btn10 ctrlShow false;
      } else {
      closeDialog 0;
      };
      };

      if(!isPlayer _curTarget && side _curTarget == civilian) exitWith {closeDialog 0;}; //Bad side check?
      _display = findDisplay 37400;
      _Btn1 = _display displayCtrl Btn1;
      _Btn2 = _display displayCtrl Btn2;
      _Btn3 = _display displayCtrl Btn3;
      _Btn4 = _display displayCtrl Btn4;
      _Btn5 = _display displayCtrl Btn5;
      _Btn6 = _display displayCtrl Btn6;
      _Btn7 = _display displayCtrl Btn7;
      _Btn8 = _display displayCtrl Btn8;
      _Btn9 = _display displayCtrl Btn9;
      _Btn10 = _display displayCtrl Btn10;
      life_pInact_curTarget = _curTarget;

      //Set Heal Button
      _Btn1 ctrlSetText localize "STR_Medic_Heal";
      _Btn1 buttonSetAction "[life_pInact_curTarget] call life_fnc_healPlayer; closeDialog 0;";

      //Set Check Licenses Button
      _Btn2 ctrlSetText localize "STR_pInAct_checkLicenses";
      _Btn2 buttonSetAction "[[player],""life_fnc_licenseCheck"",life_pInact_curTarget,FALSE] spawn life_fnc_MP";

      //Set Search Button
      _Btn3 ctrlSetText localize "STR_pInAct_SearchPlayer";
      _Btn3 buttonSetAction "[life_pInact_curTarget] spawn life_fnc_searchAction;";

      //Set Escort Button
      if((_curTarget getVariable["Escorting",false])) then {
      _Btn4 ctrlSetText localize "STR_pInAct_StopEscort";
      _Btn4 buttonSetAction "[life_pInact_curTarget] call life_fnc_stopEscorting; [life_pInact_curTarget] call life_fnc_medInteractionMenu;";
      } else {
      _Btn4 ctrlSetText localize "STR_pInAct_Escort";
      _Btn4 buttonSetAction "[life_pInact_curTarget] call life_fnc_escortAction; closeDialog 0;";
      };

      //Set Ticket Button
      _Btn5 ctrlSetText localize "STR_pInAct_TicketBtn";
      _Btn5 buttonSetAction "[life_pInact_curTarget] call life_fnc_ticketAction;";

      _Btn6 ctrlSetText localize "STR_pInAct_Arrest";
      _Btn6 buttonSetAction "closeDialog 0; [] call life_fnc_showArrestDialog;";

      _Btn7 ctrlSetText localize "STR_pInAct_PutInCar";
      _Btn7 buttonSetAction "[life_pInact_curTarget] call life_fnc_putInCar; closeDialog 0;";

      //Remove Weapons
      _Btn8 ctrlSetText localize "STR_pInAct_RemoveWeapons";
      _Btn8 buttonSetAction "[life_pInact_curTarget] spawn life_fnc_removeWeaponAction; closeDialog 0;";

      _Btn9 ctrlSetText localize "STR_pInAct_Breathalyzer";
      _Btn9 buttonSetAction "[[player],""life_fnc_breathalyzer"",life_pInact_curTarget,FALSE] spawn life_fnc_MP;closeDialog 0";

      _Btn10 ctrlSetText localize "STR_pInAct_RevokeLicense";
      _Btn10 buttonSetAction "[life_pInact_curTarget] call life_fnc_revokeLicense;";

      //Check that you are near a place to jail them.
      if(!((player distance (getMarkerPos "cop_spawn_1") < 50) OR (player distance (getMarkerPos "cop_spawn_2") < 50) OR (player distance (getMarkerPos "cop_spawn_3") < 50) OR (player distance (getMarkerPos "cop_spawn_bane") < 50))) then
      {
      _Btn6 ctrlEnable false;
      };

    • br1zey
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      • 28. Juli 2016 um 18:50
      • #4

      gehts den bei den cops noch was mich wunder der ober teil ist eigentlich im House Menu zu finden nicht im Player

      zeig bitte auch mal sonst die actionkeyHandler

      ReallifeRPG Admin, Scripter, Technischer Helfer, und Manchmal auch Spieler

      realliferpg128x128.png?resize=128%2C128&ssl=1

    • br1zey
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      • 28. Juli 2016 um 18:52
      • #5

      und dein menu kann so auch nicht gehn versuch mal das

      C
      /*
      File: fn_copInteractionMenu.sqf
      Author: Bryan "Tonic" Boardwine
      Description:
      Replaces the mass addactions for various cop actions towards another player.
      */
      #define Btn1 37450
      #define Btn2 37451
      #define Btn3 37452
      #define Btn4 37453
      #define Btn5 37454
      #define Btn6 37455
      #define Btn7 37456
      #define Btn8 37457
      #define Btn9 37458
      #define Btn10 37459
      #define Title 37401
      
      
      
      
      private["_display","_curTarget","_Btn1","_Btn2","_Btn3","_Btn4","_Btn5","_Btn6","_Btn7","_Btn8","_Btn9","_Btn10"];
      if(!dialog) then {
      createDialog "pInteraction_Menu";
      };
      disableSerialization;
      _curTarget = [_this,0,ObjNull,[ObjNull]] call BIS_fnc_param;
      if(isNull _curTarget) exitWith {closeDialog 0;}; //Bad target
      
      
      
      
      
      
      
      if(!isPlayer _curTarget && side _curTarget == civilian) exitWith {closeDialog 0;}; //Bad side check?
      
      
      
      
      _display = findDisplay 37400;
      _Btn1 = _display displayCtrl Btn1;
      _Btn2 = _display displayCtrl Btn2;
      _Btn3 = _display displayCtrl Btn3;
      _Btn4 = _display displayCtrl Btn4;
      _Btn5 = _display displayCtrl Btn5;
      _Btn6 = _display displayCtrl Btn6;
      _Btn7 = _display displayCtrl Btn7;
      _Btn8 = _display displayCtrl Btn8;
      _Btn9 = _display displayCtrl Btn9;
      _Btn10 = _display displayCtrl Btn10;
      life_pInact_curTarget = _curTarget;
      
      
      
      
      //Set Heal Button
      _Btn1 ctrlSetText localize "STR_Medic_Heal";
      _Btn1 buttonSetAction "[life_pInact_curTarget] call life_fnc_healPlayer; closeDialog 0;";
      
      
      
      
      //Set Check Licenses Button
      _Btn2 ctrlSetText localize "STR_pInAct_checkLicenses";
      _Btn2 buttonSetAction "[[player],""life_fnc_licenseCheck"",life_pInact_curTarget,FALSE] spawn life_fnc_MP";
      
      
      
      
      //Set Search Button
      _Btn3 ctrlSetText localize "STR_pInAct_SearchPlayer";
      _Btn3 buttonSetAction "[life_pInact_curTarget] spawn life_fnc_searchAction;";
      
      
      
      
      //Set Escort Button
      if((_curTarget getVariable["Escorting",false])) then {
      _Btn4 ctrlSetText localize "STR_pInAct_StopEscort";
      _Btn4 buttonSetAction "[life_pInact_curTarget] call life_fnc_stopEscorting; [life_pInact_curTarget] call life_fnc_medInteractionMenu;";
      } else {
      _Btn4 ctrlSetText localize "STR_pInAct_Escort";
      _Btn4 buttonSetAction "[life_pInact_curTarget] call life_fnc_escortAction; closeDialog 0;";
      };
      
      
      
      
      //Set Ticket Button
      _Btn5 ctrlSetText localize "STR_pInAct_TicketBtn";
      _Btn5 buttonSetAction "[life_pInact_curTarget] call life_fnc_ticketAction;";
      
      
      
      
      _Btn6 ctrlSetText localize "STR_pInAct_Arrest";
      _Btn6 buttonSetAction "closeDialog 0; [] call life_fnc_showArrestDialog;";
      
      
      
      
      _Btn7 ctrlSetText localize "STR_pInAct_PutInCar";
      _Btn7 buttonSetAction "[life_pInact_curTarget] call life_fnc_putInCar; closeDialog 0;";
      
      
      
      
      //Remove Weapons
      _Btn8 ctrlSetText localize "STR_pInAct_RemoveWeapons";
      _Btn8 buttonSetAction "[life_pInact_curTarget] spawn life_fnc_removeWeaponAction; closeDialog 0;";
      
      
      
      
      _Btn9 ctrlSetText localize "STR_pInAct_Breathalyzer";
      _Btn9 buttonSetAction "[[player],""life_fnc_breathalyzer"",life_pInact_curTarget,FALSE] spawn life_fnc_MP;closeDialog 0";
      
      
      
      
      _Btn10 ctrlSetText localize "STR_pInAct_RevokeLicense";
      _Btn10 buttonSetAction "[life_pInact_curTarget] call life_fnc_revokeLicense;";
      
      
      
      
      //Check that you are near a place to jail them.
      if(!((player distance (getMarkerPos "cop_spawn_1") < 50) OR (player distance (getMarkerPos "cop_spawn_2") < 50) OR (player distance (getMarkerPos "cop_spawn_3") < 50) OR (player distance (getMarkerPos "cop_spawn_bane") < 50))) then
      {
      _Btn6 ctrlEnable false;
      };
      Alles anzeigen

      ReallifeRPG Admin, Scripter, Technischer Helfer, und Manchmal auch Spieler

      realliferpg128x128.png?resize=128%2C128&ssl=1

    • camuloss
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      • 28. Juli 2016 um 19:16
      • #6

      was hast du verändert? Außer das du den part mit den Häusern gelöscht hast?
      Als cop geht es.

      Hier der Ausschnitt aus dem ActionKeyHandler:

      Spoiler anzeigen

      #include <macro.h>
      /*
      File: fn_actionKeyHandler.sqf
      Author: Bryan "Tonic" Boardwine
      Description:
      Master action key handler, handles requests for picking up various items and
      interacting with other players (Cops = Cop Menu for unrestrain,escort,stop escort, arrest (if near cop hq), etc).
      */
      private["_curTarget","_isWater"];
      _curTarget = cursorTarget;
      if(life_action_inUse) exitWith {}; //Action is in use, exit to prevent spamming.
      if(life_interrupted) exitWith {life_interrupted = false;};
      _isWater = surfaceIsWater (getPosASL player);
      if(isNull _curTarget) exitWith {
      if(_isWater) then {
      private["_fish"];
      _fish = (nearestObjects[getPos player,["Fish_Base_F"],3]) select 0;
      if(!isNil "_fish") then {
      [_fish] call life_fnc_catchFish;
      };
      } else {
      if(playerSide == civilian && !life_action_gathering) then {
      _handle = [] spawn life_fnc_gather;
      waitUntil {scriptDone _handle};
      life_action_gathering = false;
      };
      };
      };

      if(_curTarget isKindOf "House_F" && {player distance _curTarget < 12} OR ((nearestObject [[16019.5,16952.9,0],"Land_Dome_Big_F"]) == _curTarget OR (nearestObject [[16019.5,16952.9,0],"Land_Research_house_V1_F"]) == _curTarget)) exitWith {
      [_curTarget] call life_fnc_houseMenu;
      };

      if(dialog) exitWith {}; //Don't bother when a dialog is open.
      if(vehicle player != player) exitWith {}; //He's in a vehicle, cancel!
      life_action_inUse = true;

      //Temp fail safe.
      [] spawn {
      uiSleep 60;
      life_action_inUse = false;
      };

      //Check if it's a dead body.
      if(_curTarget isKindOf "Man" && {!alive _curTarget} && {playerSide in [west,independent]}) exitWith {
      //Hotfix code by ins0
      if(((playerSide == blufor && {(call life_revive_cops)}) || playerSide == independent) && {"Medikit" in (items player)}) then {
      [_curTarget] call life_fnc_revivePlayer;
      };
      };


      //If target is a player then check if we can use the cop menu.
      if(isPlayer _curTarget && _curTarget isKindOf "Man") then {
      if((_curTarget getVariable["restrained",false]) && !dialog && playerSide == west) then {
      [_curTarget] call life_fnc_copInteractionMenu;
      };
      if((_curTarget getVariable["restrained",false]) && !dialog && playerSide == independent) then {
      [_curTarget] call life_fnc_medInteractionMenu;
      };
      if((_curTarget getVariable["restrained",false]) && !dialog && playerSide == civilian) then {
      [_curTarget] call life_fnc_civInteractionMenu;
      };
      } else {
      //OK, it wasn't a player so what is it?
      private["_isVehicle","_miscItems","_money"];
      _isVehicle = if((_curTarget isKindOf "landVehicle") OR (_curTarget isKindOf "Ship") OR (_curTarget isKindOf "Air")) then {true} else {false};
      _miscItems = ["Land_BottlePlastic_V1_F","Land_TacticalBacon_F","Land_Can_V3_F","Land_CanisterFuel_F","Land_Suitcase_F"];
      _animalTypes = ["Salema_F","Ornate_random_F","Mackerel_F","Tuna_F","Mullet_F","CatShark_F","Turtle_F"];
      _money = "Land_Money_F";
      //It's a vehicle! open the vehicle interaction key!
      if(_isVehicle) then {
      if(!dialog) then {
      if(playerSide
      == independent && player distance _curTarget < (((boundingBox
      _curTarget select 1) select 0) + 2)) exitWith {
      [_curTarget] call life_fnc_adacVInteractionMenu;
      };
      if(player distance _curTarget < ((boundingBox _curTarget select 1) select 0) + 2) then {
      [_curTarget] call life_fnc_vInteractionMenu;
      };
      };
      } else {
      //Is it a animal type?
      if((typeOf _curTarget) in _animalTypes) then {
      if((typeOf _curTarget) == "Turtle_F" && !alive _curTarget) then {
      private["_handle"];
      _handle = [_curTarget] spawn life_fnc_catchTurtle;
      waitUntil {scriptDone _handle};
      } else {
      private["_handle"];
      _handle = [_curTarget] spawn life_fnc_catchFish;
      waitUntil {scriptDone _handle};
      };
      } else {
      //OK, it wasn't a vehicle so let's see what else it could be?
      if((typeOf _curTarget) in _miscItems) then {
      //OK, it was a misc item (food,water,etc).
      private["_handle"];
      _handle = [_curTarget] spawn life_fnc_pickupItem;
      waitUntil {scriptDone _handle};
      } else {
      //It wasn't a misc item so is it money?
      if((typeOf _curTarget) == _money && {!(_curTarget getVariable["inUse",false])}) then {
      private["_handle"];
      _curTarget setVariable["inUse",TRUE,TRUE];
      _handle = [_curTarget] spawn life_fnc_pickupMoney;
      waitUntil {scriptDone _handle};
      };
      };
      };
      };
      };

    • camuloss
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      • 29. Juli 2016 um 21:21
      • #7

      Hat sonst noch jemand eine Idee?
      Oder kann vielleicht jemand eine kurze Anleitung schreiben?

      Ich wäre sehr verbunden.

    • LCBDA
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      • 25. Januar 2017 um 21:06
      • #8

      Dasselbe Problem mit v5.0.0. Polizei-Menü funktioniert nicht. mir jemand helfen

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