Hey, irgendwie werden nur die ersten beiden Uniformen geladen, kann jemand helfen?
Also irgendwie kommen immer nur die original Skins. Hoff ihr könnt mir da weiterhelfen.
LG
Code
#include <macro.h>
/*
File: fn_clothing_cop.sqf
Author: Bryan "Tonic" Boardwine
Description:
Master config file for Cop clothing store.
*/
private["_filter","_ret"];
_filter = [_this,0,0,[0]] call BIS_fnc_param;
//Classname, Custom Display name (use nil for Cfg->DisplayName, price
//Shop Title Name
ctrlSetText[3103,"Altis Polizei Shop"];
_ret = [];
switch (_filter) do
{
//Uniforms
case 0:
{
_ret set[count _ret,["U_Rangemaster","Zoll",35]];
if (__GETC__(life_coplevel) > 1) then
{
_ret set[count _ret, ["U_B_SpecopsUniform_sgg", "Beamten Uniform", 2000]];
};
if(__GETC__(life_coplevel) > 3) then
{
_ret set[count _ret,["U_Marshal","Oberkommissar",500]];
};
if(__GETC__(life_coplevel) > 4) then
{
_ret set[count _ret,["U_B_CombatUniform_mcam","SEK-Uniform",550]];
_ret set[count _ret,["U_C_Journalist","Hauptkommisar",550]];
};
if(__GETC__(life_coplevel) > 5) then
{
_ret set[count _ret,["U_B_CombatUniform_mcam_worn","Tarnung",1750]];
};
if(__GETC__(life_coplevel) > 6) then
{
_ret set[count _ret,["U_Competitor","Direktor",1750]];
};
};
//Hats
case 1:
{
if(__GETC__(life_coplevel) > 2) then
{
_ret set[count _ret,["H_Cap_police",nil,100]];
};
if(__GETC__(life_coplevel) > 3) then
{
_ret set[count _ret,["H_Beret_blk_POLICE",nil,2500]];
_ret set[count _ret,["H_Beret_02",nil,1500]];
};
if(__GETC__(life_coplevel) > 4) then
{
_ret set[count _ret,["H_HelmetCrew_I","SEK-Helm",5000]];
};
};
//Glasses
case 2:
{
if(__GETC__(life_coplevel) > 1) then
{
_ret set[count _ret,["G_Shades_Black",nil,25]];
_ret set[count _ret,["G_Shades_Blue",nil,20]];
};
if(__GETC__(life_coplevel) > 2) then
{
_ret set[count _ret,["G_Sport_Blackred",nil,20]];
_ret set[count _ret,["G_Sport_Checkered",nil,20]];
_ret set[count _ret,["G_B_Diving",nil,100]];
};
if(__GETC__(life_coplevel) > 3) then
{
_ret set[count _ret,["G_Sport_Blackyellow",nil,20]];
_ret set[count _ret,["G_Sport_BlackWhite",nil,20]];
_ret set[count _ret,["G_Aviator",nil,75]];
};
if(__GETC__(life_coplevel) > 4) then
{
_ret set[count _ret,["G_Squares",nil,10]];
_ret set[count _ret,["G_Lowprofile",nil,30]];
_ret set[count _ret,["G_Combat",nil,55]];
_ret set[count _ret,["G_Balaclava_blk",nil,500]];
_ret set[count _ret,["G_Bandanna_aviator",nil,500]];
_ret set[count _ret,["G_Bandanna_oli",nil,500]];
};
};
//Vest
case 3:
{
_ret set[count _ret,["V_Rangemaster_belt",nil,800]];
if(__GETC__(life_coplevel) > 2) then
{
_ret set[count _ret,["V_TacVest_blk_POLICE","Polizeiweste",1500]];
};
if(__GETC__(life_coplevel) > 4) then
{
_ret set[count _ret,["V_PlateCarrierIAGL_oli","SEK Weste",2000]];
};
};
//Backpacks
case 4:
{
_ret set[count _ret,["B_AssaultPack_cbr",nil,250]];
if(__GETC__(life_coplevel) > 1) then
{
_ret set[count _ret,["B_Kitbag_cbr",nil,500]];
_ret set[count _ret,["B_FieldPack_cbr",nil,750]];
};
if(__GETC__(life_coplevel) > 2) then
{
_ret set[count _ret,["B_UAV_01_backpack_F",nil,1000]];
_ret set[count _ret,["B_Bergen_sgg",nil,1250]];
_ret set[count _ret,["B_Carryall_cbr",nil,1500]];
};
if(__GETC__(life_coplevel) > 3) then
{
_ret set[count _ret,["B_FieldPack_cbr_Ammo",nil,1750]];
_ret set[count _ret,["B_Carryall_mcamo",nil,2000]];
_ret set[count _ret,["B_Carryall_oucamo",nil,2250]];
_ret set[count _ret,["B_Bergen_blk",nil,2500]];
};
};
};
_ret;
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Code
#include <macro.h>
/*
File: fn_initCop.sqf
Author: Bryan "Tonic" Boardwine
Description:
Cop Initialization file.
*/
private["_end"];
player addRating 9999999;
waitUntil {!(isNull (findDisplay 46))};
_end = false;
if(life_blacklisted) exitWith
{
["Blacklisted",false,true] call BIS_fnc_endMission;
uiSleep 30;
};
if(!(str(player) in ["cop_1111"])) then {
if((__GETC__(life_coplevel) == 0) && (__GETC__(life_adminlevel) == 0)) then {
["NotWhitelisted",false,true] call BIS_fnc_endMission;
uiSleep 35;
};
};
player setVariable["rank",(__GETC__(life_coplevel)),true];
[] call life_fnc_spawnMenu;
waitUntil{!isNull (findDisplay 38500)}; //Wait for the spawn selection to be open.
waitUntil{isNull (findDisplay 38500)}; //Wait for the spawn selection to be done.
//Introcam
[] spawn life_fnc_IntroCam;
//Skins und Backpacks für Cops
// CopLevel 1
[] spawn
{
while {true} do
{
waitUntil {uniform player == "U_Rangemaster"};
player setObjectTextureGlobal [0,"skins\human\cop\rekrut.jpg"];
waitUntil {uniform player != "U_Rangemaster"};
};
};
// CopLevel 2
// CopLevel 3+4
[] spawn
{
while {true} do
{
waitUntil {uniform player == "U_B_SpecopsUniform_sgg"};
player setObjectTextureGlobal [0,"skins\human\cop\polizei2.jpg"];
waitUntil {uniform player != "U_B_SpecopsUniform_sgg"};
};
{
waitUntil {uniform player == "U_C_Journalist"};
player setObjectTextureGlobal [0,"skins\human\cop\hauptkommissar.jpg"];
waitUntil {uniform player != "U_C_Journalist"};
};
{
waitUntil {uniform player == "U_Marshal"};
player setObjectTextureGlobal [0,"skins\human\cop\oberkommissar.jpg"];
waitUntil {uniform player != "U_Marshal"};
};
};
// CopLevel 5
[] spawn
{
while {true} do
{
waitUntil {uniform player == "U_B_CombatUniform_mcam"};
player setObjectTextureGlobal [0,"skins\human\cop\sek_sniper_uniform.jpg"];
waitUntil {uniform player != "U_B_CombatUniform_mcam"};
};
};
// CopLevel 6
[] spawn
{
while {true} do
{
waitUntil {uniform player == "U_Competitor"};
player setObjectTextureGlobal [0,"skins\human\cop\direktor.jpg"];
waitUntil {uniform player != "U_Competitor"};
};
};
//End CLothes
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