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    4. ArmA Series - ArmA 3 / Reforger
    5. Tutorials & Releases

    [TUTORIAL] Flug/Fahrzeug Händler mit 3D Ansicht und eigenen Skins.

      • Altis Life
    • nflug
    • 28. August 2016 um 22:41
    • niclasbuerger
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      • 7. September 2016 um 20:31
      • #61

      4.4

    • nflug
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      • 7. September 2016 um 21:10
      • #62

      Musst noch in beiden Datein die Position abändern:

      vehicleShop3DInitPreview:

      Spoiler anzeigen


      /**
      * Bibliothèque de fonctions permettant la visualisation 3D d'objets
      *
      * Copyright (C) 2014 Team ~R3F~
      *
      * This program is free software under the terms of the GNU General Public License version 3.
      * You should have received a copy of the GNU General Public License
      * along with this program. If not, see <@@c4d007c2b07654d56ab632a6d069304b4f4dec38@@>.
      */


      /*
      File: fn_vehicleShopInit3DPreview.sqf
      Modified By: NiiRoZz


      Description:
      Called when a player open the vehicle shop and setup cam and the while for rotate around the vehicle
      */
      // Creating a camera.
      life_preview_3D_vehicle_cam = "camera" camCreate [DEINE,KAMERA,POSITION];
      life_preview_3D_vehicle_cam cameraEffect ["Internal", "BACK"];
      life_preview_3D_vehicle_cam camSetFocus [-1, -1];
      showCinemaBorder false;
      life_preview_3D_vehicle_cam camCommit 0;


      life_preview_3D_vehicle_object = objNull;


      // Thread execution performing a continuous rotation of the camera around the view object.
      0 spawn
      {
      // Until we left the visualization.
      for "_i" from 0 to 1 step 0 do {
      if (isNull life_preview_3D_vehicle_cam) exitWith {};
      private ["_object","_distanceCam","_azimuthCam"];


      // Waiting for a view object.
      waitUntil {!isNull life_preview_3D_vehicle_object};


      _object = life_preview_3D_vehicle_object;


      if(_object isKindOf "Ship") then {
      if(getPos life_preview_3D_vehicle_cam != [DEINE,KAMERA,POSITIONFÜRDIEBOOTE]) then {
      life_preview_3D_vehicle_cam camSetPos [DEINE,KAMERA,POSITIONFÜRDIEBOOTE];
      };
      };

      _distanceCam = 2.25 * (
      [boundingBoxReal _object select 0 select 0, boundingBoxReal _object select 0 select 2]
      distance
      [boundingBoxReal _object select 1 select 0, boundingBoxReal _object select 1 select 2]
      );
      _azimuthCam = 0;


      life_preview_3D_vehicle_cam camSetTarget _object;
      life_preview_3D_vehicle_cam camSetPos (_object modelToWorld [_distanceCam * sin _azimuthCam, _distanceCam * cos _azimuthCam, _distanceCam * 0.33]);
      life_preview_3D_vehicle_cam camCommit 0;


      // Rotation around the object.
      for "_i" from 0 to 1 step 0 do {
      if (!(life_preview_3D_vehicle_object isEqualTo _object)) exitWith {};
      _azimuthCam = _azimuthCam + 1.00;


      life_preview_3D_vehicle_cam camSetPos (_object modelToWorld [_distanceCam * sin _azimuthCam, _distanceCam * cos _azimuthCam, _distanceCam * 0.33]);
      life_preview_3D_vehicle_cam camCommit 0.05;


      sleep 0.05;
      };
      };
      };

      vehicleShop3DPreview

      Spoiler anzeigen


      /**
      * Bibliothèque de fonctions permettant la visualisation 3D d'objets
      *
      * Copyright (C) 2014 Team ~R3F~
      *
      * This program is free software under the terms of the GNU General Public License version 3.
      * You should have received a copy of the GNU General Public License
      * along with this program. If not, see <@@efa05bd5061dea4349d51d345f83a84c81508cc4@@>.
      */


      /*
      File: fn_vehicleShop3DPreview.sqf
      Modified By: NiiRoZz


      Description:
      Called when a new selection is made in the list box and
      displays the new vehicle selected.
      */


      private ["_classView","_object","_id"];


      if (isNil "life_preview_3D_vehicle_cam") then
      {
      [] call life_fnc_vehicleShopInit3DPreview;
      };


      _classView = _this select 0;


      // Ignore non instantiable objects.
      if (_classView != "" && {isClass (configFile >> "CfgVehicles" >> _classView) && {getNumber (configFile >> "CfgVehicles" >> _classView >> "scope") > 0}}) then
      {
      // Skip if object view is the same as previous.
      if (isNull life_preview_3D_vehicle_object || {_classView != typeOf life_preview_3D_vehicle_object}) then
      {
      if (!isNull life_preview_3D_vehicle_object) then {detach life_preview_3D_vehicle_object; deleteVehicle life_preview_3D_vehicle_object;};
      // Create and place the object in the sky
      if (!life_pos_exist) then {
      if(_classView isKindOf "Ship") then {
      life_pos_attach = [DEINE, SCHIFFS, POSITION];
      } else {
      life_pos_attach = [DEINE, ANDERE, POSITION];
      };
      life_pos_exist = true;
      life_preview_light = "#lightpoint" createVehicle life_pos_attach;
      life_preview_light setLightBrightness 0.5;
      life_preview_light setLightColor [1,1,1];
      life_preview_light setLightAmbient [1,1,1];
      };
      _object = _classView createVehicle life_pos_attach;
      _id = owner player;
      [_object] remoteExecCall ["life_fnc_hideObj",-_id];
      [life_preview_light] remoteExecCall ["life_fnc_hideObj",-_id];
      [_object] call life_fnc_clearVehicleAmmo;
      _object attachTo [life_attachment_point, life_pos_attach];

      _object hideObject false;
      life_preview_light hideObject false;

      _object allowDamage false;


      life_preview_3D_vehicle_object = _object;
      };
      };

      #MAKE_ARMA_NOT_WAR

      ⥴ Scripts made with love

      Why do programmers work in dark rooms?

      Because light attracts bugs...

    • ChickenWeed
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      • 7. September 2016 um 22:02
      • #63

      Werden dann endlich die Autos an gezeigt? Benutze die 3.1.4.8

    • nflug
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      • 7. September 2016 um 22:06
      • #64

      Das ist für Stizle nicht für dich :P
      Schick dochmal deine jetzigen Datein @Team-Wings

      #MAKE_ARMA_NOT_WAR

      ⥴ Scripts made with love

      Why do programmers work in dark rooms?

      Because light attracts bugs...

    • ChickenWeed
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      • 7. September 2016 um 22:08
      • #65

      Klar warte

    • niclasbuerger
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      • 7. September 2016 um 22:08
      • #66
      Zitat von Flyyying_nflug

      if (isNull life_preview_3D_vehicle_object

      DAAAAAAAAAAAAAAAAAAAAAAAANKE <3 @Flyyying_nflug

      Nur wieso ist dort ein Smiley ? :D

    • ChickenWeed
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      • 7. September 2016 um 22:12
      • #67

      So hier die Datein:

      Code
      /**
       * Bibliothèque de fonctions permettant la visualisation 3D d'objets
       * 
       * Copyright (C) 2014 Team ~R3F~
       * 
       * This program is free software under the terms of the GNU General Public License version 3.
       * You should have received a copy of the GNU General Public License
       * along with this program.  If not, see <http://www.gnu.org/licenses/>.
       */
      
      
      
      
      /*
          File: fn_vehicleShopInit3DPreview.sqf
          Modified By: NiiRoZz
      
      
      
      
          Description:
          Called when a player open the vehicle shop and setup cam and the while for rotate around the vehicle
      */
      // Creating a camera.
      life_preview_3D_vehicle_cam = "camera" camCreate [21708.67, 5972.299, 200];
      life_preview_3D_vehicle_cam cameraEffect ["Internal", "BACK"];
      life_preview_3D_vehicle_cam camSetFocus [-1, -1];
      showCinemaBorder false;
      life_preview_3D_vehicle_cam camCommit 0;
      
      
      
      
      life_preview_3D_vehicle_object = objNull;
      
      
      
      
      // Thread execution performing a continuous rotation of the camera around the view object.
      0 spawn
      {
          // Until we left the visualization.
          for "_i" from 0 to 1 step 0 do {
              if (isNull life_preview_3D_vehicle_cam) exitWith {};
              private ["_object","_distanceCam","_azimuthCam"];
      
      
      
      
              // Waiting for a view object.
              waitUntil {!isNull life_preview_3D_vehicle_object};
      
      
      
      
              _object = life_preview_3D_vehicle_object;
      
      
      
      
              _distanceCam = 2.25 * (
                      [boundingBoxReal _object select 0 select 0, boundingBoxReal _object select 0 select 2]
                  distance
                      [boundingBoxReal _object select 1 select 0, boundingBoxReal _object select 1 select 2]
              );
              _azimuthCam = 0;
      
      
      
      
              life_preview_3D_vehicle_cam camSetTarget _object;
              life_preview_3D_vehicle_cam camSetPos (_object modelToWorld [_distanceCam * sin _azimuthCam, _distanceCam * cos _azimuthCam, _distanceCam * 0.33]);
              life_preview_3D_vehicle_cam camCommit 0;
      
      
      
      
              // Rotation around the object.
              for "_i" from 0 to 1 step 0 do {
                  if (!(life_preview_3D_vehicle_object isEqualTo _object)) exitWith {};
                  _azimuthCam = _azimuthCam + 1.00;
      
      
      
      
                  life_preview_3D_vehicle_cam camSetPos (_object modelToWorld [_distanceCam * sin _azimuthCam, _distanceCam * cos _azimuthCam, _distanceCam * 0.33]);
                  life_preview_3D_vehicle_cam camCommit 0.05;
      
      
      
      
                  sleep 0.05;
              };
          };
      };
      Alles anzeigen
      Code
      #include <macro.h>
      /*
      	File: fn_vehicleShopLBChange.sqf
      	Author: Bryan "Tonic" Boardwine
      	Description:
      	Called when a new selection is made in the list box and
      	displays various bits of information about the vehicle.
      */
      disableSerialization;
      private["_control","_index","_className","_basePrice","_vehicleInfo","_colorArray","_ctrl"];
      _control = _this select 0;
      _index = _this select 1;
      
      
      
      
      //Fetch some information.
      _className = _control lbData _index;
      _vIndex = _control lbValue _index;
      _vehicleList = [life_veh_shop select 0] call life_fnc_vehicleListCfg; _basePrice = (_vehicleList select _vIndex) select 1;
      _vehicleInfo = [_className] call life_fnc_fetchVehInfo;
      _trunkSpace = [_className] call life_fnc_vehicleWeightCfg;
      
      
      
      
      [_className] call life_fnc_vehicleShop3DPreview;
      ctrlShow [2330,true];
      (getControl(2300,2303)) ctrlSetStructuredText parseText format[
      "Rental Price: <t color='#8cff9b'>$%1</t><br/>Ownership Price: <t color='#8cff9b'>$%2</t><br/>Max Speed: %3 km/h<br/>Horse Power: %4<br/>Passenger Seats: %5<br/>Trunk Capacity: %6<br/>Fuel Capacity: %7<br/>Armor Rating: %8",
      [_basePrice] call life_fnc_numberText,
      [round(_basePrice * 1.5)] call life_fnc_numberText,
      _vehicleInfo select 8,
      _vehicleInfo select 11,
      _vehicleInfo select 10,
      if(_trunkSpace == -1) then {"None"} else {_trunkSpace},
      _vehicleInfo select 12,
      _vehicleInfo select 9
      ];
      
      
      
      
      _ctrl = getControl(2300,2304);
      lbClear _ctrl;
      _colorArray = [_className] call life_fnc_vehicleColorCfg;
      
      
      
      
      for "_i" from 0 to count(_colorArray)-1 do {
      	if((_colorArray select _i) select 1 == (life_veh_shop select 2)) then {
      		_temp = [_className,_i] call life_fnc_vehicleColorStr;
      		_ctrl lbAdd format["%1",_temp];
      		_ctrl lbSetValue [(lbSize _ctrl)-1,_i];
      	};
      };
      
      
      
      
      if(_className in (__GETC__(life_vShop_rentalOnly))) then {
      	ctrlEnable [2309,false];
      } else {
      	if(!(life_veh_shop select 3)) then {
      		ctrlEnable [2309,true];
      	};
      };
      
      
      
      
      lbSetCurSel[2304,0];
      if((lbSize _ctrl)-1 != -1) then {
      	ctrlShow[2304,true];
      } else {
      	ctrlShow[2304,false];
      };
      true;
      Alles anzeigen
      Code
      /*
      	File: fn_vehicleShopMenu.sqf
      	Author: Bryan "Tonic" Boardwine
      	Description:
      	Blah
      */
      private["_shop","_sideCheck","_spawnPoints","_shopFlag","_disableBuy"];
      _shop = [(_this select 3),0,"",[""]] call BIS_fnc_param;
      _sideCheck = [(_this select 3),1,sideUnknown,[civilian]] call BIS_fnc_param;
      _spawnPoints = [(_this select 3),2,"",["",[]]] call BIS_fnc_param;
      _shopFlag = [(_this select 3),3,"",[""]] call BIS_fnc_param;
      _disableBuy = [(_this select 3),5,false,[true]] call BIS_fnc_param;
      
      
      
      
      disableSerialization;
      //Long boring series of checks
      if(dialog) exitWith {};
      if(_shop == "") exitWith {};
      if(_sideCheck != sideUnknown && {playerSide != _sideCheck}) exitWith {hintSilent localize "STR_Shop_Veh_NotAllowed"};
      
      
      
      
      if(!createDialog "Life_Vehicle_Shop_v2_3D") exitWith {};
      
      
      
      
      life_veh_shop = [_shop,_spawnpoints,_shopFlag,_disableBuy]; //Store it so so other parts of the system can access it.
      
      
      
      
      ctrlSetText [2301,((_this select 3) select 4)];
      
      
      
      
      if(_disableBuy) then {
      	//Disable the buy button.
      	ctrlEnable [2309,false];
      };
      
      
      
      
      //Fetch the shop config.
      _vehicleList = [_shop] call life_fnc_vehicleListCfg;
      
      
      
      
      _control = ((findDisplay 2300) displayCtrl 2302);
      lbClear _control; //Flush the list.
      ctrlShow [2330,false];
      ctrlShow [2304,false];
      
      
      
      
      //Loop through
      {
      	_className = _x select 0;
      	_basePrice = _x select 1;
      	_vehicleInfo = [_className] call life_fnc_fetchVehInfo;
      	_control lbAdd (_vehicleInfo select 3);
      	_control lbSetPicture [(lbSize _control)-1,(_vehicleInfo select 2)];
      	_control lbSetData [(lbSize _control)-1,_className];
      	_control lbSetValue [(lbSize _control)-1,_ForEachIndex];
      } foreach _vehicleList;
      
      
      
      
      [] call life_fnc_vehicleShopInit3DPreview;
      ((findDisplay 2300) displayCtrl 2302) lbSetCurSel 0;
      Alles anzeigen

      Falls du noch andere Dateien brauch sag einfach welche! ^^

      Mfg Pius von Team-Wings

    • nflug
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      • 7. September 2016 um 22:18
      • #68

      Ehmm ich hab da keinen Smiley hier.
      Hans nochma abgeändert kopier sie jetzt nochma

      #MAKE_ARMA_NOT_WAR

      ⥴ Scripts made with love

      Why do programmers work in dark rooms?

      Because light attracts bugs...

    • nflug
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      • 7. September 2016 um 22:19
      • #69

      und bei dir TeamWings fehlt eine Datei. Versuch mal die 200 Höhe bei deiner Position weg zu machen obs dann geht.

      #MAKE_ARMA_NOT_WAR

      ⥴ Scripts made with love

      Why do programmers work in dark rooms?

      Because light attracts bugs...

    • ChickenWeed
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      • 7. September 2016 um 22:51
      • #70

      Habe jetzt überall die höhe 200 gemacht mal gucken ob es geht! ^^

    • ChickenWeed
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      • 7. September 2016 um 22:58
      • #71

      Nope habs geändert und es geht immer noch nicht!

    • Kuchenplatte
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      • 7. September 2016 um 23:01
      • #72

      Was genau geht bei dir nicht @Team-Wings
      Bin mobil drin.. .

      Shadow|Eagle: "Frag mich eher why ich dich nicht noch irgendwas gegeben hab als Vorschlag xD"

      !Acryl-Exile Server!

      195.201.148.155:2302

      Kuchenplatte On GitHub

      https://github.com/Kuchenplatte

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    • nflug
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      • 7. September 2016 um 23:05
      • #73
      Zitat von Kuchenplatte

      Was genau geht bei dir nicht @Team-Wings
      Bin mobil drin.. .

      Er sieht das Auto nicht ^^.

      @Team-Wings
      Entweder du enfernten überall mal die Höhe.
      Oder du Versuchst noch _object enableSimulation false; in der vehicleMenu3DPreview unter dem hideObject hinzuzufügen

      #MAKE_ARMA_NOT_WAR

      ⥴ Scripts made with love

      Why do programmers work in dark rooms?

      Because light attracts bugs...

    • Kuchenplatte
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      • 7. September 2016 um 23:21
      • #74

      Ich könnte ihm morgen früh helfen.. . Hab ausgerechnet heute mein lappi nicht dabei :)

      Shadow|Eagle: "Frag mich eher why ich dich nicht noch irgendwas gegeben hab als Vorschlag xD"

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    • ChickenWeed
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      • 7. September 2016 um 23:44
      • #75
      Zitat von Flyyying_nflug

      Er sieht das Auto nicht ^^.
      @Team-Wings
      Entweder du enfernten überall mal die Höhe.
      Oder du Versuchst noch _object enableSimulation false; in der vehicleMenu3DPreview unter dem hideObject hinzuzufügen

      Nope geht immer noch nicht :(

    • nflug
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      • 8. September 2016 um 07:40
      • #76

      Ich schick dir nachher mal alle Datein für deine Version die müssten dann gehen :P.
      Aber jetzt muss ich erstmal zu Schule.

      #MAKE_ARMA_NOT_WAR

      ⥴ Scripts made with love

      Why do programmers work in dark rooms?

      Because light attracts bugs...

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      • 8. September 2016 um 09:21
      • #77

      Ok viel Spaß! :)

    • nflug
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      • 8. September 2016 um 17:51
      • #78

      @Team-Wings
      Bitte nochmal komplettes Tutorial durch gehen.
      Dann anstatt die Datein im Tutorial diese hier im Anhang benutzen.

      Dateien

      3D VehicleShop Files.zip 6,87 kB – 143 Downloads

      #MAKE_ARMA_NOT_WAR

      ⥴ Scripts made with love

      Why do programmers work in dark rooms?

      Because light attracts bugs...

    • niclasbuerger
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      • 8. September 2016 um 18:02
      • #79

      Ok das mit den Booten klappt. Habe noch versucht das ganze für die Flugzeuge zu machen. Das klappt nicht, die Flugzeuge spawnen dort wo die Autos auch spawnen.
      fn_vehicleShop3DPreview

      Code
      /**
      * Bibliothèque de fonctions permettant la visualisation 3D d'objets
      *
      * Copyright (C) 2014 Team ~R3F~
      *
      * This program is free software under the terms of the GNU General Public License version 3.
      * You should have received a copy of the GNU General Public License
      * along with this program. If not, see <@@efa05bd5061dea4349d51d345f83a84c81508cc4@@>.
      */
      
      
      
      
      
      
      
      /*
      File: fn_vehicleShop3DPreview.sqf
      Modified By: NiiRoZz
      
      
      
      
      
      
      
      Description:
      Called when a new selection is made in the list box and
      displays the new vehicle selected.
      */
      
      
      
      
      
      
      
      
      
      
      private ["_classView","_object","_id"];
      
      
      
      
      
      
      
      if (isNil "life_preview_3D_vehicle_cam") then
      {
      [] call life_fnc_vehicleShopInit3DPreview;
      };
      
      
      
      
      
      
      
      _classView = _this select 0;
      
      
      
      
      
      
      
      // Ignore non instantiable objects.
      if (_classView != "" && {isClass (configFile >> "CfgVehicles" >> _classView) && {getNumber (configFile >> "CfgVehicles" >> _classView >> "scope") > 0}}) then
      {
      // Skip if object view is the same as previous.
      if (isNull life_preview_3D_vehicle_object || {_classView != typeOf life_preview_3D_vehicle_object}) then
      {
      if (!isNull life_preview_3D_vehicle_object) then {detach life_preview_3D_vehicle_object; deleteVehicle life_preview_3D_vehicle_object;};
      // Create and place the object in the sky
      if (!life_pos_exist) then {
      if(_classView isKindOf "Ship") then {
      life_pos_attach = [12659.153,14504.985];
      } else {
      
      
      
      
      if(_classView isKindOf "Plane") then {
      life_pos_attach = [11844.76,13084.747,0];
      } else {
      life_pos_attach = [12196.492,2966.558,0];
       }
      };
      
      
      
      
      life_pos_exist = true;
      life_preview_light = "#lightpoint" createVehicle life_pos_attach;
      life_preview_light setLightBrightness 0.5;
      life_preview_light setLightColor [1,1,1];
      life_preview_light setLightAmbient [1,1,1];
      };
      _object = _classView createVehicle life_pos_attach;
      _id = owner player;
      [_object] remoteExecCall ["life_fnc_hideObj",-_id];
      [life_preview_light] remoteExecCall ["life_fnc_hideObj",-_id];
      [_object] call life_fnc_clearVehicleAmmo;
      _object attachTo [life_attachment_point, life_pos_attach];
      
      
      
      
      _object hideObject false;
      life_preview_light hideObject false;
      
      
      
      
      _object allowDamage false;
      
      
      
      
      
      
      
      life_preview_3D_vehicle_object = _object;
      };
      };
      Alles anzeigen

      fn_vehicleShop3DInitPreview

      Code
      /**
      * Bibliothèque de fonctions permettant la visualisation 3D d'objets
      *
      * Copyright (C) 2014 Team ~R3F~
      *
      * This program is free software under the terms of the GNU General Public License version 3.
      * You should have received a copy of the GNU General Public License
      * along with this program. If not, see <@@c4d007c2b07654d56ab632a6d069304b4f4dec38@@>.
      */
      
      
      
      
      
      
      
      /*
      File: fn_vehicleShopInit3DPreview.sqf
      Modified By: NiiRoZz
      
      
      
      
      
      
      
      Description:
      Called when a player open the vehicle shop and setup cam and the while for rotate around the vehicle
      */
      // Creating a camera.
      life_preview_3D_vehicle_cam = "camera" camCreate [12196.492,2966.558,0];
      life_preview_3D_vehicle_cam cameraEffect ["Internal", "BACK"];
      life_preview_3D_vehicle_cam camSetFocus [-1, -1];
      showCinemaBorder false;
      life_preview_3D_vehicle_cam camCommit 0;
      
      
      
      
      
      
      
      life_preview_3D_vehicle_object = objNull;
      
      
      
      
      
      
      
      // Thread execution performing a continuous rotation of the camera around the view object.
      0 spawn
      {
      // Until we left the visualization.
      for "_i" from 0 to 1 step 0 do {
      if (isNull life_preview_3D_vehicle_cam) exitWith {};
      private ["_object","_distanceCam","_azimuthCam"];
      
      
      
      
      
      
      
      // Waiting for a view object.
      waitUntil {!isNull life_preview_3D_vehicle_object};
      
      
      
      
      
      
      
      _object = life_preview_3D_vehicle_object;
      
      
      
      
      
      
      
      if(_object isKindOf "Ship") then {
      if(getPos life_preview_3D_vehicle_cam != [12659.153,14504.985]) then {
      life_preview_3D_vehicle_cam camSetPos [12659.153,14504.985];
      };
      };
      
      
      
      
      if(_object isKindOf "Plane") then {
      if(getPos life_preview_3D_vehicle_cam != [11844.76,13084.747,0]) then {
      life_preview_3D_vehicle_cam camSetPos [11844.76,13084.747,0];
      };
      };
      
      
      
      
      _distanceCam = 2.25 * (
      [boundingBoxReal _object select 0 select 0, boundingBoxReal _object select 0 select 2]
      distance
      [boundingBoxReal _object select 1 select 0, boundingBoxReal _object select 1 select 2]
      );
      _azimuthCam = 0;
      
      
      
      
      
      
      
      life_preview_3D_vehicle_cam camSetTarget _object;
      life_preview_3D_vehicle_cam camSetPos (_object modelToWorld [_distanceCam * sin _azimuthCam, _distanceCam * cos _azimuthCam, _distanceCam * 0.33]);
      life_preview_3D_vehicle_cam camCommit 0;
      
      
      
      
      
      
      
      // Rotation around the object.
      for "_i" from 0 to 1 step 0 do {
      if (!(life_preview_3D_vehicle_object isEqualTo _object)) exitWith {};
      _azimuthCam = _azimuthCam + 1.00;
      
      
      
      
      
      
      
      life_preview_3D_vehicle_cam camSetPos (_object modelToWorld [_distanceCam * sin _azimuthCam, _distanceCam * cos _azimuthCam, _distanceCam * 0.33]);
      life_preview_3D_vehicle_cam camCommit 0.05;
      
      
      
      
      
      
      
      sleep 0.05;
      };
      };
      };
      Alles anzeigen
    • nflug
      Nerd
      Reaktionen
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      • 8. September 2016 um 18:08
      • #80

      Versuchs ma so Stizzle ^^:

      vehicleShop3DInitPreview:

      Spoiler anzeigen


      /**
      * Bibliothèque de fonctions permettant la visualisation 3D d'objets
      *
      * Copyright (C) 2014 Team ~R3F~
      *
      * This program is free software under the terms of the GNU General Public License version 3.
      * You should have received a copy of the GNU General Public License
      * along with this program. If not, see <@@c4d007c2b07654d56ab632a6d069304b4f4dec38@@>.
      */
      /*
      File: fn_vehicleShopInit3DPreview.sqf
      Modified By: NiiRoZz
      Description:
      Called when a player open the vehicle shop and setup cam and the while for rotate around the vehicle
      */
      // Creating a camera.
      life_preview_3D_vehicle_cam = "camera" camCreate [12196.492,2966.558,0];
      life_preview_3D_vehicle_cam cameraEffect ["Internal", "BACK"];
      life_preview_3D_vehicle_cam camSetFocus [-1, -1];
      showCinemaBorder false;
      life_preview_3D_vehicle_cam camCommit 0;
      life_preview_3D_vehicle_object = objNull;
      // Thread execution performing a continuous rotation of the camera around the view object.
      0 spawn
      {
      // Until we left the visualization.
      for "_i" from 0 to 1 step 0 do {
      if (isNull life_preview_3D_vehicle_cam) exitWith {};
      private ["_object","_distanceCam","_azimuthCam"];
      // Waiting for a view object.
      waitUntil {!isNull life_preview_3D_vehicle_object};
      _object = life_preview_3D_vehicle_object;


      if(_object isKindOf "Ship") then {
      if(getPos life_preview_3D_vehicle_cam != [12659.153,14504.985]) then {
      life_preview_3D_vehicle_cam camSetPos [12659.153,14504.985];
      };
      };

      if(_object isKindOf "Plane") then {
      if(getPos life_preview_3D_vehicle_cam != [11844.76,13084.747,0]) then {
      life_preview_3D_vehicle_cam camSetPos [11844.76,13084.747,0];
      };
      };


      _distanceCam = 2.25 * (
      [boundingBoxReal _object select 0 select 0, boundingBoxReal _object select 0 select 2]
      distance
      [boundingBoxReal _object select 1 select 0, boundingBoxReal _object select 1 select 2]
      );
      _azimuthCam = 0;
      life_preview_3D_vehicle_cam camSetTarget _object;
      life_preview_3D_vehicle_cam camSetPos (_object modelToWorld [_distanceCam * sin _azimuthCam, _distanceCam * cos _azimuthCam, _distanceCam * 0.33]);
      life_preview_3D_vehicle_cam camCommit 0;
      // Rotation around the object.
      for "_i" from 0 to 1 step 0 do {
      if (!(life_preview_3D_vehicle_object isEqualTo _object)) exitWith {};
      _azimuthCam = _azimuthCam + 1.00;
      life_preview_3D_vehicle_cam camSetPos (_object modelToWorld [_distanceCam * sin _azimuthCam, _distanceCam * cos _azimuthCam, _distanceCam * 0.33]);
      life_preview_3D_vehicle_cam camCommit 0.05;
      sleep 0.05;
      };
      };
      };

      vehicleShop3DPreview

      Spoiler anzeigen


      /**
      * Bibliothèque de fonctions permettant la visualisation 3D d'objets
      *
      * Copyright (C) 2014 Team ~R3F~
      *
      * This program is free software under the terms of the GNU General Public License version 3.
      * You should have received a copy of the GNU General Public License
      * along with this program. If not, see <@@efa05bd5061dea4349d51d345f83a84c81508cc4@@>.
      */
      /*
      File: fn_vehicleShop3DPreview.sqf
      Modified By: NiiRoZz
      Description:
      Called when a new selection is made in the list box and
      displays the new vehicle selected.
      */
      private ["_classView","_object","_id"];
      if (isNil "life_preview_3D_vehicle_cam") then
      {
      [] call life_fnc_vehicleShopInit3DPreview;
      };
      _classView = _this select 0;
      // Ignore non instantiable objects.
      if (_classView != "" && {isClass (configFile >> "CfgVehicles" >> _classView) && {getNumber (configFile >> "CfgVehicles" >> _classView >> "scope") > 0}}) then
      {
      // Skip if object view is the same as previous.
      if (isNull life_preview_3D_vehicle_object || {_classView != typeOf life_preview_3D_vehicle_object}) then
      {
      if (!isNull life_preview_3D_vehicle_object) then {detach life_preview_3D_vehicle_object; deleteVehicle life_preview_3D_vehicle_object;};
      // Create and place the object in the sky


      if (!life_pos_exist) then {


      if(_classView isKindOf "Ship" OR _classView isKindOf "Plane") then {
      if(_classView isKindOf "Plane") then {
      life_pos_attach = [11844.76,13084.747,0];
      } else {
      life_pos_attach = [12659.153,14504.985];
      };

      } else {
      life_pos_attach = [12196.492,2966.558,0];
      };


      life_pos_exist = true;
      life_preview_light = "#lightpoint" createVehicle life_pos_attach;
      life_preview_light setLightBrightness 0.5;
      life_preview_light setLightColor [1,1,1];
      life_preview_light setLightAmbient [1,1,1];
      };
      _object = _classView createVehicle life_pos_attach;
      _id = owner player;
      [_object] remoteExecCall ["life_fnc_hideObj",-_id];
      [life_preview_light] remoteExecCall ["life_fnc_hideObj",-_id];
      [_object] call life_fnc_clearVehicleAmmo;
      _object attachTo [life_attachment_point, life_pos_attach];
      _object hideObject false;
      life_preview_light hideObject false;
      _object allowDamage false;
      life_preview_3D_vehicle_object = _object;
      };
      };

      #MAKE_ARMA_NOT_WAR

      ⥴ Scripts made with love

      Why do programmers work in dark rooms?

      Because light attracts bugs...

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