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    [TUTORIAL][Altis Life 4.0+] Cop/Medic Absperrungen per Menü

      • Altis Life
    • blackfisch
    • 3. September 2016 um 01:57
    • Reiner Zufall
      Amateur
      Reaktionen
      6
      Trophäen
      11
      Beiträge
      206
      • 5. Januar 2017 um 13:46
      • #81

      ich kann kein z und so mehr drücken


      Da

      Spoiler anzeigen

      #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 = _this select 0;
      _code = _this select 1;
      _shift = _this select 2;
      _ctrlKey = _this select 3;
      _alt = _this select 4;
      _speed = speed cursorObject;
      _handled = false;

      _interactionKey = if (count (actionKeys "User10") isEqualTo 0) then {219} else {(actionKeys "User10") select 0};
      _mapKey = (actionKeys "ShowMap" select 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 getVariable ["restrained",false]) || (player getVariable ["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 (!(count (actionKeys "User10") isEqualTo 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: {
      [] spawn life_fnc_placestorage;
      };
      };
      true;
      };

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

      //Ö-Key
      case 39: {
      if ((isNull(findDisplay 20000)) && (playerSide in ([west,independent]))) then {
      0 spawn life_fnc_placeablesMenu;
      _handled = true;
      };
      _handled = true;
      };

      //ENTF-Key
      case 211: {
      if ((playerSide in [west,independent]) && ((typeOf cursorTarget) in life_definePlaceables)) then {
      deleteVehicle cursorTarget;
      hintSilent "Die Absperrung wurde entfernt";
      };
      };

      //Surrender (Shift + B)
      case 48: {
      if (_shift) then {
      if (player getVariable ["playerSurrender",false]) then {
      player setVariable ["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 && !(currentWeapon player isEqualTo "")) then {
      life_curWep_h = currentWeapon player;
      player action ["SwitchWeapon", player, player, 100];
      player switchCamera cameraView;
      };

      if (!_shift && _ctrlKey && !isNil "life_curWep_h" && {!(life_curWep_h isEqualTo "")}) then {
      if (life_curWep_h in [primaryWeapon player,secondaryWeapon player,handgunWeapon player]) 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 isEqualTo west && {!isNull cursorObject} && {cursorObject isKindOf "Man"} && {(isPlayer cursorObject)} && {(side cursorObject in [civilian,independent])} && {alive cursorObject} && {cursorObject distance player < 3.5} && {!(cursorObject getVariable "Escorting")} && {!(cursorObject getVariable "restrained")} && {speed cursorObject < 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 isEqualTo civilian && !isNull cursorObject && cursorObject isKindOf "Man" && isPlayer cursorObject && alive cursorObject && cursorObject distance player < 4 && speed cursorObject < 1) then {
      if ((animationState cursorObject) != "Incapacitated" && (currentWeapon player == primaryWeapon player || currentWeapon player == handgunWeapon player) && currentWeapon player != "" && !life_knockout && !(player getVariable ["restrained",false]) && !life_istazed && !life_isknocked) then {
      [cursorObject] 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] spawn life_fnc_openInventory;
      };
      } else {
      private "_list";
      _list = ((ASLtoATL (getPosASL player)) nearEntities [["Box_IND_Grenades_F","B_supplyCrate_F"], 2.5]) select 0;
      if (!(isNil "_list")) then {
      _house = nearestObject [(ASLtoATL (getPosASL _list)), "House"];
      if (_house getVariable ["locked", false]) then {
      hint localize "STR_House_ContainerDeny";
      } else {
      [_list] spawn life_fnc_openInventory;
      };
      } else {
      _list = ["landVehicle","Air","Ship"];
      if (KINDOF_ARRAY(cursorObject,_list) && {player distance cursorObject < 7} && {isNull objectParent player} && {alive cursorObject} && {!life_action_inUse}) then {
      if (cursorObject in life_vehicles || {locked cursorObject isEqualTo 0}) then {
      [cursorObject] spawn 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 getVariable "lights"}) then {
      if (playerSide isEqualTo 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 getVariable ["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 getVariable "siren"}) then {_veh setVariable ["siren",false,true];};
      if ((_veh getVariable "siren")) then {
      titleText [localize "STR_MISC_SirensOFF","PLAIN"];
      _veh setVariable ["siren",false,true];
      } else {
      titleText [localize "STR_MISC_SirensON","PLAIN"];
      _veh setVariable ["siren",true,true];
      if (playerSide isEqualTo 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 (isNull objectParent player) then {
      _veh = cursorObject;
      } else {
      _veh = vehicle player;
      };

      if (_veh isKindOf "House_F" && {playerSide isEqualTo civilian}) then {
      if (_veh in life_vehicles && {player distance _veh < 20}) then {
      _door = [_veh] call life_fnc_nearestDoor;
      if (_door isEqualTo 0) exitWith {hint localize "STR_House_Door_NotNear"};
      _locked = _veh getVariable [format ["bis_disabled_Door_%1",_door],0];

      if (_locked isEqualTo 0) then {
      _veh setVariable [format ["bis_disabled_Door_%1",_door],1,true];
      _veh animate [format ["door_%1_rot",_door],0];
      systemChat localize "STR_House_Door_Lock";
      } else {
      _veh setVariable [format ["bis_disabled_Door_%1",_door],0,true];
      _veh animate [format ["door_%1_rot",_door],1];
      systemChat localize "STR_House_Door_Unlock";
      };
      };
      } else {
      _locked = locked _veh;
      if (_veh in life_vehicles && {player distance _veh < 20}) then {
      if (_locked isEqualTo 2) then {
      if (local _veh) then {
      _veh lock 0;

      // BI
      _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_L_source',1];
      _veh animateDoor ['Door_rear',1];
      _veh animateDoor ['Door_rear_source',1];
      _veh animateDoor ['Door_1_source',1];
      _veh animateDoor ['Door_2_source',1];
      _veh animateDoor ['Door_3_source',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];
      _veh animateDoor ['DoorL_Front_Open',1];
      _veh animateDoor ['DoorR_Front_Open',1];
      _veh animateDoor ['DoorL_Back_Open',1];
      _veh animateDoor ['DoorR_Back_Open ',1];
      } else {
      [_veh,0] remoteExecCall ["life_fnc_lockVehicle",_veh];

      _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_L_source',1];
      _veh animateDoor ['Door_rear',1];
      _veh animateDoor ['Door_rear_source',1];
      _veh animateDoor ['Door_1_source',1];
      _veh animateDoor ['Door_2_source',1];
      _veh animateDoor ['Door_3_source',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];
      _veh animateDoor ['DoorL_Front_Open',1];
      _veh animateDoor ['DoorR_Front_Open',1];
      _veh animateDoor ['DoorL_Back_Open',1];
      _veh animateDoor ['DoorR_Back_Open ',1];
      };
      systemChat localize "STR_MISC_VehUnlock";
      [_veh,"unlockCarSound"] remoteExec ["life_fnc_say3D",RANY];
      } 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_L_source',0];
      _veh animateDoor ['Door_rear',0];
      _veh animateDoor ['Door_rear_source',0];
      _veh animateDoor ['Door_1_source',0];
      _veh animateDoor ['Door_2_source',0];
      _veh animateDoor ['Door_3_source',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];
      _veh animateDoor ['DoorL_Front_Open',0];
      _veh animateDoor ['DoorR_Front_Open',0];
      _veh animateDoor ['DoorL_Back_Open',0];
      _veh animateDoor ['DoorR_Back_Open ',0];
      } else {
      [_veh,2] remoteExecCall ["life_fnc_lockVehicle",_veh];

      _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_L_source',0];
      _veh animateDoor ['Door_rear',0];
      _veh animateDoor ['Door_rear_source',0];
      _veh animateDoor ['Door_1_source',0];
      _veh animateDoor ['Door_2_source',0];
      _veh animateDoor ['Door_3_source',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];
      _veh animateDoor ['DoorL_Front_Open',0];
      _veh animateDoor ['DoorR_Front_Open',0];
      _veh animateDoor ['DoorL_Back_Open',0];
      _veh animateDoor ['DoorR_Back_Open ',0];
      };
      systemChat localize "STR_MISC_VehLock";
      [_veh,"lockCarSound"] remoteExec ["life_fnc_say3D",RANY];
      };
      };
      };
      };
      };
      };

      _handled;

    • SilentF0x
      Profi
      Reaktionen
      266
      Trophäen
      10
      Beiträge
      1.246
      Dateien
      5
      • 5. Januar 2017 um 13:54
      • #82
      Zitat von Reiner Zufall

      ich kann kein z und so mehr drücken


      Da

      Spoiler anzeigen

      #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 = _this select 0;
      _code = _this select 1;
      _shift = _this select 2;
      _ctrlKey = _this select 3;
      _alt = _this select 4;
      _speed = speed cursorObject;
      _handled = false;

      _interactionKey = if (count (actionKeys "User10") isEqualTo 0) then {219} else {(actionKeys "User10") select 0};
      _mapKey = (actionKeys "ShowMap" select 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 getVariable ["restrained",false]) || (player getVariable ["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 (!(count (actionKeys "User10") isEqualTo 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: {
      [] spawn life_fnc_placestorage;
      };
      };
      true;
      };

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

      //Ö-Key
      case 39: {
      if ((isNull(findDisplay 20000)) && (playerSide in ([west,independent]))) then {
      0 spawn life_fnc_placeablesMenu;
      _handled = true;
      };
      _handled = true;
      };

      //ENTF-Key
      case 211: {
      if ((playerSide in [west,independent]) && ((typeOf cursorTarget) in life_definePlaceables)) then {
      deleteVehicle cursorTarget;
      hintSilent "Die Absperrung wurde entfernt";
      };
      };

      //Surrender (Shift + B)
      case 48: {
      if (_shift) then {
      if (player getVariable ["playerSurrender",false]) then {
      player setVariable ["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 && !(currentWeapon player isEqualTo "")) then {
      life_curWep_h = currentWeapon player;
      player action ["SwitchWeapon", player, player, 100];
      player switchCamera cameraView;
      };

      if (!_shift && _ctrlKey && !isNil "life_curWep_h" && {!(life_curWep_h isEqualTo "")}) then {
      if (life_curWep_h in [primaryWeapon player,secondaryWeapon player,handgunWeapon player]) 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 isEqualTo west && {!isNull cursorObject} && {cursorObject isKindOf "Man"} && {(isPlayer cursorObject)} && {(side cursorObject in [civilian,independent])} && {alive cursorObject} && {cursorObject distance player < 3.5} && {!(cursorObject getVariable "Escorting")} && {!(cursorObject getVariable "restrained")} && {speed cursorObject < 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 isEqualTo civilian && !isNull cursorObject && cursorObject isKindOf "Man" && isPlayer cursorObject && alive cursorObject && cursorObject distance player < 4 && speed cursorObject < 1) then {
      if ((animationState cursorObject) != "Incapacitated" && (currentWeapon player == primaryWeapon player || currentWeapon player == handgunWeapon player) && currentWeapon player != "" && !life_knockout && !(player getVariable ["restrained",false]) && !life_istazed && !life_isknocked) then {
      [cursorObject] 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] spawn life_fnc_openInventory;
      };
      } else {
      private "_list";
      _list = ((ASLtoATL (getPosASL player)) nearEntities [["Box_IND_Grenades_F","B_supplyCrate_F"], 2.5]) select 0;
      if (!(isNil "_list")) then {
      _house = nearestObject [(ASLtoATL (getPosASL _list)), "House"];
      if (_house getVariable ["locked", false]) then {
      hint localize "STR_House_ContainerDeny";
      } else {
      [_list] spawn life_fnc_openInventory;
      };
      } else {
      _list = ["landVehicle","Air","Ship"];
      if (KINDOF_ARRAY(cursorObject,_list) && {player distance cursorObject < 7} && {isNull objectParent player} && {alive cursorObject} && {!life_action_inUse}) then {
      if (cursorObject in life_vehicles || {locked cursorObject isEqualTo 0}) then {
      [cursorObject] spawn 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 getVariable "lights"}) then {
      if (playerSide isEqualTo 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 getVariable ["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 getVariable "siren"}) then {_veh setVariable ["siren",false,true];};
      if ((_veh getVariable "siren")) then {
      titleText [localize "STR_MISC_SirensOFF","PLAIN"];
      _veh setVariable ["siren",false,true];
      } else {
      titleText [localize "STR_MISC_SirensON","PLAIN"];
      _veh setVariable ["siren",true,true];
      if (playerSide isEqualTo 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 (isNull objectParent player) then {
      _veh = cursorObject;
      } else {
      _veh = vehicle player;
      };

      if (_veh isKindOf "House_F" && {playerSide isEqualTo civilian}) then {
      if (_veh in life_vehicles && {player distance _veh < 20}) then {
      _door = [_veh] call life_fnc_nearestDoor;
      if (_door isEqualTo 0) exitWith {hint localize "STR_House_Door_NotNear"};
      _locked = _veh getVariable [format ["bis_disabled_Door_%1",_door],0];

      if (_locked isEqualTo 0) then {
      _veh setVariable [format ["bis_disabled_Door_%1",_door],1,true];
      _veh animate [format ["door_%1_rot",_door],0];
      systemChat localize "STR_House_Door_Lock";
      } else {
      _veh setVariable [format ["bis_disabled_Door_%1",_door],0,true];
      _veh animate [format ["door_%1_rot",_door],1];
      systemChat localize "STR_House_Door_Unlock";
      };
      };
      } else {
      _locked = locked _veh;
      if (_veh in life_vehicles && {player distance _veh < 20}) then {
      if (_locked isEqualTo 2) then {
      if (local _veh) then {
      _veh lock 0;

      // BI
      _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_L_source',1];
      _veh animateDoor ['Door_rear',1];
      _veh animateDoor ['Door_rear_source',1];
      _veh animateDoor ['Door_1_source',1];
      _veh animateDoor ['Door_2_source',1];
      _veh animateDoor ['Door_3_source',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];
      _veh animateDoor ['DoorL_Front_Open',1];
      _veh animateDoor ['DoorR_Front_Open',1];
      _veh animateDoor ['DoorL_Back_Open',1];
      _veh animateDoor ['DoorR_Back_Open ',1];
      } else {
      [_veh,0] remoteExecCall ["life_fnc_lockVehicle",_veh];

      _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_L_source',1];
      _veh animateDoor ['Door_rear',1];
      _veh animateDoor ['Door_rear_source',1];
      _veh animateDoor ['Door_1_source',1];
      _veh animateDoor ['Door_2_source',1];
      _veh animateDoor ['Door_3_source',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];
      _veh animateDoor ['DoorL_Front_Open',1];
      _veh animateDoor ['DoorR_Front_Open',1];
      _veh animateDoor ['DoorL_Back_Open',1];
      _veh animateDoor ['DoorR_Back_Open ',1];
      };
      systemChat localize "STR_MISC_VehUnlock";
      [_veh,"unlockCarSound"] remoteExec ["life_fnc_say3D",RANY];
      } 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_L_source',0];
      _veh animateDoor ['Door_rear',0];
      _veh animateDoor ['Door_rear_source',0];
      _veh animateDoor ['Door_1_source',0];
      _veh animateDoor ['Door_2_source',0];
      _veh animateDoor ['Door_3_source',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];
      _veh animateDoor ['DoorL_Front_Open',0];
      _veh animateDoor ['DoorR_Front_Open',0];
      _veh animateDoor ['DoorL_Back_Open',0];
      _veh animateDoor ['DoorR_Back_Open ',0];
      } else {
      [_veh,2] remoteExecCall ["life_fnc_lockVehicle",_veh];

      _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_L_source',0];
      _veh animateDoor ['Door_rear',0];
      _veh animateDoor ['Door_rear_source',0];
      _veh animateDoor ['Door_1_source',0];
      _veh animateDoor ['Door_2_source',0];
      _veh animateDoor ['Door_3_source',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];
      _veh animateDoor ['DoorL_Front_Open',0];
      _veh animateDoor ['DoorR_Front_Open',0];
      _veh animateDoor ['DoorL_Back_Open',0];
      _veh animateDoor ['DoorR_Back_Open ',0];
      };
      systemChat localize "STR_MISC_VehLock";
      [_veh,"lockCarSound"] remoteExec ["life_fnc_say3D",RANY];
      };
      };
      };
      };
      };
      };

      _handled;

      Alles anzeigen

      Zwei mal die case 57: { Änder die 57 einmal und dann sollte es gehen.

      ✌

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    • Fabio14
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      • 7. Januar 2017 um 20:42
      • #83

      Ist mit "function.hpp" die function.h gemeint? Wenn nicht wo finde ich die function-hpp ?

    • Kuchenplatte
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      • 7. Januar 2017 um 20:48
      • #84
      Zitat von Fabio14

      Ist mit "function.hpp" die function.h gemeint? Wenn nicht wo finde ich die function-hpp ?

      Ja ist das selbe.

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

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    • Hilfey
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      • 19. Januar 2017 um 13:24
      • #85

      Moin hab mal eine frage bei mir öffnet sich das Absperrungsmenü nicht :(
      Welche Datein soll ich hochladen?

    • Reiner Zufall
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      • 21. Januar 2017 um 00:08
      • #86

      +rep Läuft auch auf der 5.0 man sollte nur die place funktion für die kisten drin lassen

    • BetaDog
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      • 28. Januar 2017 um 15:04
      • #87

      moin bei mir öffnet sich das fenster gar nicht!

      Dateien

      arma3_2017-01-28_14-43-17.txt 2,38 MB – 124 Downloads arma3server_2017-01-28_14-47-10.txt 88,36 kB – 165 Downloads
    • blackfisch
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      • 28. Januar 2017 um 15:28
      • #88

      15:28:04 "extDB2: Error with Database Connection"
      15:27:27 Warning Message: File mpmissions\Altis_Life.Altis\Config_Weapons.hpp, line 181: /WeaponShops/: 'Ã' encountered instead of '{'

      Code
      14:57:20 Error in expression <e_fnc_medicSiren",-2 ];
      };
      };
      };
      };
      };
      
      
      
      
      case 57: {
      if (!_shift && life_barrier_a>
      14:57:20   Error position: <case 57: {
      if (!_shift && life_barrier_a>
      14:57:20   Error Fremdfehler: Invalid switch block
      14:57:20 File mpmissions\__CUR_MP.Altis\core\functions\fn_keyHandler.sqf, line 426
      Alles anzeigen


      Wie wär's mit erstmal die anderen Fehler beheben, bevor du das hier einbaust 8|

      #MakeArmaNotWar

      Kein Support via PN & Steam! / No Support via DM & Steam!


      Mit freundlichen Grüßen
      blackfisch
      ______________________

      Web: blackfisch.me

      GitHub: GitHub.com/blackfisch

      Mail: [email protected]

      ______________________
      Wichtige Links:
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    • BetaDog
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      • 28. Januar 2017 um 17:38
      • #89

      sry habe verkehrte logs eingefügt

    • Kuchenplatte
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      • 28. Januar 2017 um 17:48
      • #90
      Zitat von Mabu2025

      sry habe verkehrte logs eingefügt

      behebt ja trotzdem nicht die Fehler die vorhanden sind ;)

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

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    • Nickel Komet
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      • 8. März 2017 um 20:40
      • #91

      das Script funktioniert super aber wenn ich das menü öffne kommt folgender fehler

      Error Nicht definierte Variable in Ausdruck: _classname


      File mpmissions\__CUR_MP.Altis\core\functions\placeables\fn_placeablesMenu.sqf, line 26


      Error in expression <es lbSetData [(lbSize _placeables) - 1, _className];


      } foreach (life_placeables)>


      Error position: <_className];


      } foreach (life_placeables)>


      und ist es auch möglich das im Menü angezeigt wird wieviel Objekte man noch platzieren kann?

      Einmal editiert, zuletzt von Nickel Komet (8. März 2017 um 20:47)

    • heyy519
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      • 8. März 2017 um 22:24
      • #92

      nice script working but how to add if coplevel=8 Ctrl+L understand ?

    • Noelbank
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      • 12. März 2017 um 18:13
      • #93

      Könnt mir wer helfen?? Komme nicht mehr weiter?

      Dateien

      key.sqf 17,58 kB – 148 Downloads
    • Nickel Komet
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      • 12. März 2017 um 19:16
      • #94
      Zitat von Noelbank

      Könnt mir wer helfen?? Komme nicht mehr weiter?

      ??

    • Noelbank
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      • 12. März 2017 um 19:19
      • #95

      Nickel Komet , im anhang ist meine fn_keyhandler.sqf da steht das drin. Denke das liegt daran!

    • Matthias Burns
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      • 15. März 2017 um 15:09
      • #96

      Ich weis aus Erfahrung, das das Script hier in der 4.4r4 klappt, jetzt habe ich das mal auf einem neuen Server von mir eingefügt, und es kommt nur Irgendein error in der Medic Placables

      line 27

      Spoiler anzeigen

      /*
      Author: Maximum
      Description: Placeables for the cop\medic sides.
      Disclaimer: Don't be a asshole and pass this off as your own or become a KAI and sell it for profit, Im releasing this for FREE... Credits: Killerty69 for a second pare of eyes when mine got to sleepy
      P.S. - Don't be a faggot like i know some of you all will be.

      edited by: blackfisch
      */
      disableSerialization;



      if (life_barrier_active) exitWith {
      hint "Du kannst nur eine Absperrung tragen";
      closeDialog 0;
      };



      createDialog "life_menu_placeables";
      waitUntil { !isNull(findDisplay 20000) };
      _display = findDisplay 20000;
      _placeables = _display displayCtrl 20001;
      lbClear _placeables;



      {
      _name = _x select 0;
      _className = _x select 1;
      _placeables lbAdd _name;
      _placeables lbSetData [(lbSize _placeables) - 1, _className];
      } foreach (life_placeables);

      Logs muss ich noch raussuchen

      Einmal editiert, zuletzt von Matthias Burns (15. März 2017 um 16:03)

    • benjin
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      • 15. März 2017 um 18:00
      • #97

      also ich habe es in der 4.4r4 gemacht ging ohne probleme geht auch so alles bis auf das ESC

    • Chilledlemon
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      • 17. März 2017 um 17:47
      • #98

      Bitte um hilfe!

      Es öffnet sich kein menü, kommt auch keine fehlermeldung außer das in der log mit cas58 aber <error position.

      Was soll ich tun ! ?

      Ich habe auch den code vor dem script also was ist es dann ? immer noch die falsche position ?

      Dateien

      Arma3_x64_2017-03-17_16-54-09.rpt 174,11 kB – 178 Downloads fn_keyHandler.sqf 18,98 kB – 133 Downloads
    • benjin
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      • 17. März 2017 um 18:33
      • #99

      du hast auch 2 mal das selbe in deinen keyhandler stehen schau mal bei case60 bei dir und änder das ab und mach oben das raus

    • Saturin78
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      • 19. März 2017 um 14:06
      • #100

      Du kannst aber eine case nicht 2 mal definieren. Du musst das gesamte in ein case packen.

      Ist ungefähr so wie wenn du sagtest der rote Pulli ist rot und direkt danach der rote Pulli ist gelb. Das geht ja net.

      Weißt, der sucht in der Datei die case 60 und nimmt dann das was drin steht und arbeitet das ab. Aber wenn da 2 case 60 sind geht nichts mehr. Welches soll er denn dann nehmen?

      Tapse mich wieder ins Arma3 xxx-Life rein :D

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