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    4. ArmA Series - ArmA 3 / Reforger
    5. Hilfeforum

    Zipties?

    • Brandy1118
    • 12. Oktober 2016 um 22:45
    • Geschlossen
    • Erledigt
    • Brandy1118
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      • 12. Oktober 2016 um 22:45
      • #1

      Whats the best script for ZipTies,
      because I use https://www.altisliferpg.com/index.php?/top…orial-zip-ties/

      but im getting End of file errors when I do it

    • Kuchenplatte
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      • 12. Oktober 2016 um 22:53
      • #2

      maybe you should send us your RPTs

      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

      Kuchenplattes Backstube

      Kuchenplattes Discord

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      Come On and Follow Me! On Twitch.TV

    • FarmersSohn
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      • 12. Oktober 2016 um 22:55
      • #3

      Hello,

      That's my keyhandler.sqf:

      Code: fn_keyHandler.sqf
      //Restraining (Shift + R)
      	case 19: {
      		if(_shift) then {_handled = true;};
      		if(_shift && playerSide == west && {!isNull cursorTarget} && {cursorTarget isKindOf "Man"} && {(isPlayer cursorTarget)} && {(side cursorTarget in [civilian,independent])} && {alive cursorTarget} && {cursorTarget distance player < 3.5} && {!(cursorTarget GVAR "Escorting")} && {!(cursorTarget GVAR "restrained")} && {speed cursorTarget < 1}) then {
      			[] call life_fnc_restrainAction;
      			}
      	else
      	{
      		if !(license_civ_rebel) exitWith { hint "Du musst zuerst das Rebellentraining absolvieren um jemanden zu fesseln!"};
      		if(_shift && playerSide == civilian && {!isNull cursorTarget} && {cursorTarget isKindOf "Man"} && {(currentWeapon player == primaryWeapon player OR currentWeapon player == handgunWeapon player)} && {currentWeapon player != ""} && {(isPlayer cursorTarget)} && {alive cursorTarget} && {cursorTarget distance player < 3.5} && {animationState cursorTarget == "Incapacitated"} && {!(cursorTarget GVAR "Escorting")} && {!(cursorTarget GVAR "restrained")} && {speed cursorTarget < 1}) then 
      	{
      		if([false,"zipties",2] call life_fnc_handleInv) then
      	{
      		[] call life_fnc_restrainAction;
      		hint "Benutze die Action, um weitere Aktionen anzuzeigen";
      	}
      	else
      	{
      		hint "Du hast keine Kabelbinder dabei!";
      			};
      		};
      	};
      };
      Alles anzeigen


      And that's my restrainaction:

      Code: fn_restrainAction.sqf
      #include "..\..\script_macros.hpp"
      /*
      File: fn_restrainAction.sqf
      Author: Bryan "Tonic" Boardwine
      
      
      
      
      Description:
      Retrains the target.
      */
      private["_unit"];
      _unit = cursorTarget;
      if(isNull _unit) exitWith {}; //Not valid
      if((player distance _unit > 3)) exitWith {};
      if((_unit GVAR "restrained")) exitWith {};
      if(side _unit == west) exitWith {};
      if(player == _unit) exitWith {};
      if (side player == civilian) then {
      if(life_inv_zipties < 1) exitWith { hint "Du hast keine Kabelbinder."; };
      life_inv_zipties = life_inv_zipties - 1;
      hint "Sie entfuehren einen Zivilisten";
      }; 
      if(!isPlayer _unit) exitWith {};
      //Broadcast!
      
      
      
      
      
      
      
      _unit SVAR["restrained",true,true];
      [player] remoteExec ["life_fnc_restrain",_unit];
      [0,"STR_NOTF_Restrained",true,[_unit GVAR["realname", name _unit], profileName]] remoteExecCall ["life_fnc_broadcast",west];
      Alles anzeigen


      And than you have to add an item which is named zipties:

      Code: Config_vItems.hpp
      class zipties {
      		variable = "zipties";
      		displayName = "STR_Item_Zipties";
      		weight = 2;
      		buyPrice = 5000;
      		sellPrice = 4000;
      		illegal = false;
      		edible = -1;
      		icon = "";
      	};


      And you have to add it to the shop:

      Code: Config_vItems.hpp
      class rebel {
              name = "STR_Shops_Rebel";
              side = "civ";
              license = "rebel";
              level[] = { "", "", -1, "" };
              items[] = { "waterBottle", "rabbit", "apple", "redgull", "tbacon", "lockpick", "zipties", "pickaxe", "fuelFull", "peach", "boltcutter", "blastingcharge" };
          };
    • FarmersSohn
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      • 12. Oktober 2016 um 22:56
      • #4

      It should work!!

      :D

    • Brandy1118
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      • 12. Oktober 2016 um 23:02
      • #5
      Zitat von FarmersSohn

      It should work!!

      :D

      Ill check it out in a second, one sec

    • Brandy1118
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      • 12. Oktober 2016 um 23:20
      • #6

      Copied everything to my server, I cannot access my Y Menu

    • FarmersSohn
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      • 12. Oktober 2016 um 23:26
      • #7

      Are you Fcking serious? You have to be careful. Don't just copy and paste!!!
      Look how you add vItems and how to make shops and you have probably a problem with the fn_keyhandler.sqf because of the Y Menu!

      Try it with a little bit more IQ

    • Brandy1118
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      • 12. Oktober 2016 um 23:32
      • #8
      Zitat von FarmersSohn

      Are you Fcking serious? You have to be careful. Don't just copy and paste!!!
      Look how you add vItems and how to make shops and you have probably a problem with the fn_keyhandler.sqf because of the Y Menu!

      Try it with a little bit more IQ

      Sorry i worded that wrong I did put the everything in where it should be.

      Dateien

      arma3server_2016-10-12_22-12-47.txt 63,38 kB – 150 Downloads fn_keyHandler.txt 17,76 kB – 283 Downloads fn_restrainAction.txt 807 Byte – 290 Downloads
    • FarmersSohn
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      • 12. Oktober 2016 um 23:34
      • #9

      Ok than I have to say sorry.

      First thought that you're a copy paste child.

      2 Mal editiert, zuletzt von SirFluffyVonKitten (13. Oktober 2016 um 00:41)

    • Brandy1118
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      • 12. Oktober 2016 um 23:35
      • #10

      If you look in the attachments, there is errors on the Server log

    • FarmersSohn
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      • 12. Oktober 2016 um 23:35
      • #11

      Can you post the keyhandler and restrainaction as sqf Pls?

    • Brandy1118
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      • 12. Oktober 2016 um 23:37
      • #12
      Zitat von FarmersSohn

      Can you post the keyhandler and restrainaction as sqf Pls?

      Cant post SQF on the website

    • Brandy1118
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      • 12. Oktober 2016 um 23:55
      • #13
      Zitat von FarmersSohn

      Can you post the keyhandler and restrainaction as sqf Pls?

      How would you like me to send it?

    • FarmersSohn
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      • 13. Oktober 2016 um 00:25
      • #14

      Just open the .sqf with notepad ++ and then select all (STR+A) and copy it. Then you make a post and click on Code! There you can paste it.


      Like this:

      Code: test.sqf
      CODE

      Einmal editiert, zuletzt von SirFluffyVonKitten (13. Oktober 2016 um 00:40)

    • Scrpt
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      • 13. Oktober 2016 um 00:36
      • #15

      I have made my own version in which I coded a little bit myself and used other scripts from other versions. If you can't access the Y Inventory then you have made an error in the fn_keyHandler.sqf. The script that FarmerSohn has posted is from another thread on here and it is a non-working script in the 4.4r3 so there will be no luck in trying that.

      I could make a tutorial tomorrow, but I am currently still testing it and looking at how I can tidy up the script.

      Cheers, Script

      Einmal editiert, zuletzt von SirFluffyVonKitten (13. Oktober 2016 um 00:39)

    • Brandy1118
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      • 13. Oktober 2016 um 00:40
      • #16
      Code: KeyHander.sqf
      #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;
      };
      
      
      
      
      switch (_code) do {
          //Space key for Jumping
          case 57: {
              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 {
                  jumpActionTime = time; //Update the time.
                  [player] remoteExec ["life_fnc_jumpFnc",RANY]; //Global execution
                  _handled = true;
      
      		};
      		detach placeable;
      		placeable setVectorUP (surfaceNormal [(getPosATL placeable) select 0,(getPosATL placeable) select 1]);
          };
      
      
      
      
          //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 == west && {!isNull cursorTarget} && {cursorTarget isKindOf "Man"} && {(isPlayer cursorTarget)} && {(side cursorTarget in [civilian,independent])} && {alive cursorTarget} && {cursorTarget distance player < 3.5} && {!(cursorTarget GVAR "Escorting")} && {!(cursorTarget GVAR "restrained")} && {speed cursorTarget < 1}) then {
      			[] call life_fnc_restrainAction;
      				}
      				else
      				{
      		if (license_civ_rebel) exit with {hint "you must take the rebel training graduate someone to captivate!"}!;
      		if(_shift && playerSide == civilian && {!isNull cursorTarget} && {cursorTarget isKindOf "Man"} && {(currentWeapon player == primaryWeapon player OR currentWeapon player == handgunWeapon player)} && {currentWeapon player != ""} && {(isPlayer cursorTarget)} && {alive cursorTarget} && {cursorTarget distance player < 3.5} && {animationState cursorTarget == "Incapacitated"} && {!(cursorTarget GVAR "Escorting")} && {!(cursorTarget GVAR "restrained")} && {speed cursorTarget < 1}) then 
      				{
      		if([false,"zipties",2] call life_fnc_handleInv) then
      				{
      			[] call life_fnc_restrainAction;
      			hint "Use the action to see more actions";
      				}
      				else
      				{
      				hint "Do you have this cable ties!";
      				};
      				};
      				};
      				};
      
      
      
      
          //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
      Code: fn_restrainAction.sqf
      #include "..\..\script_macros.hpp"
      /*
      File: fn_restrainAction.sqf
      Author: Bryan "Tonic" wills
      Description:
      Retrains the target.
      */
      private["_unit"];
      _unit = cursorTarget;
      if(isNull _unit) exitWith {}; //Not valid
      if((player distance _unit > 3)) exitWith {};
      if((_unit GVAR "restrained")) exitWith {};
      if(side _unit == west) exitWith {};
      if(player == _unit) exitWith {};
      if (side player == civilian) then {
      if (life_inv_zipties <1) exit with {hint "You have no cable ties."; };
      life_inv_zipties = life_inv_zipties - 1;
      hint "You abduct a civilian";
      }; 
      if(!isPlayer _unit) exitWith {};
      //Broadcast!
      _unit SVAR["restrained",true,true];
      [player] remoteExec ["life_fnc_restrain",_unit];
      [0,"STR_NOTF_Restrained",true,[_unit GVAR["realname", name _unit], profileName]] remoteExecCall ["life_fnc_broadcast",west];
      Alles anzeigen
    • FarmersSohn
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      • 13. Oktober 2016 um 00:48
      • #17

      Replace that:

      Code: keyhandler.sqf
      //Restraining (Shift + R)
       case 19: {
       if(_shift) then {_handled = true;};
       if(_shift && playerSide == west && {!isNull cursorTarget} && {cursorTarget isKindOf "Man"} && {(isPlayer cursorTarget)} && {(side cursorTarget in [civilian,independent])} && {alive cursorTarget} && {cursorTarget distance player < 3.5} && {!(cursorTarget GVAR "Escorting")} && {!(cursorTarget GVAR "restrained")} && {speed cursorTarget < 1}) then {
       [] call life_fnc_restrainAction;
       }
       else
       {
       if (license_civ_rebel) exit with {hint "you must take the rebel training graduate someone to captivate!"}!;
       if(_shift && playerSide == civilian && {!isNull cursorTarget} && {cursorTarget isKindOf "Man"} && {(currentWeapon player == primaryWeapon player OR currentWeapon player == handgunWeapon player)} && {currentWeapon player != ""} && {(isPlayer cursorTarget)} && {alive cursorTarget} && {cursorTarget distance player < 3.5} && {animationState cursorTarget == "Incapacitated"} && {!(cursorTarget GVAR "Escorting")} && {!(cursorTarget GVAR "restrained")} && {speed cursorTarget < 1}) then 
       {
       if([false,"zipties",2] call life_fnc_handleInv) then
       {
       [] call life_fnc_restrainAction;
       hint "Use the action to see more actions";
       }
       else
       {
       hint "Do you have this cable ties!";
       };
       };
       };
       };
      Alles anzeigen

      With that:

      Code
      //Restraining (Shift + R)
      	case 19: {
      		if(_shift) then {_handled = true;};
      		if(_shift && playerSide == west && {!isNull cursorTarget} && {cursorTarget isKindOf "Man"} && {(isPlayer cursorTarget)} && {(side cursorTarget in [civilian,independent])} && {alive cursorTarget} && {cursorTarget distance player < 3.5} && {!(cursorTarget GVAR "Escorting")} && {!(cursorTarget GVAR "restrained")} && {speed cursorTarget < 1}) then {
      			[] call life_fnc_restrainAction;
      			}
      	else
      	{
      		if !(license_civ_rebel) exitWith { hint "Du musst zuerst das Rebellentraining absolvieren um jemanden zu fesseln!"};
      		if(_shift && playerSide == civilian && {!isNull cursorTarget} && {cursorTarget isKindOf "Man"} && {(currentWeapon player == primaryWeapon player OR currentWeapon player == handgunWeapon player)} && {currentWeapon player != ""} && {(isPlayer cursorTarget)} && {alive cursorTarget} && {cursorTarget distance player < 3.5} && {animationState cursorTarget == "Incapacitated"} && {!(cursorTarget GVAR "Escorting")} && {!(cursorTarget GVAR "restrained")} && {speed cursorTarget < 1}) then 
      	{
      		if([false,"zipties",2] call life_fnc_handleInv) then
      	{
      		[] call life_fnc_restrainAction;
      		hint "Benutze die Action, um weitere Aktionen anzuzeigen";
      	}
      	else
      	{
      		hint "Du hast keine Kabelbinder dabei!";
      			};
      		};
      	};
      };
      Alles anzeigen
    • Brandy1118
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      • 13. Oktober 2016 um 00:54
      • #18

      Okay what about restrain? Cuz on the logs says theres a error with that

    • Scrpt
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      • 13. Oktober 2016 um 00:58
      • #19
      Zitat von Brandy1118

      Okay what about restrain? Cuz on the logs says theres a error with that

      If you need help you should post the log here so we can take a look at it.

    • Brandy1118
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      • 13. Oktober 2016 um 01:04
      • #20
      Zitat von Scrpt

      If you need help you should post the log here so we can take a look at it.

      I have like 8 posts up. but here:

      Ignore the stringable and description but the Restrain and Keyhandler is still giving me a error

      Dateien

      arma3server_2016-10-12_23-55-25.txt 63,31 kB – 148 Downloads

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