Guten Tag
Ich habe Folgendes Problem, Die user Cops/Medics/Zivs Könnne nicht mehr springen.
Ich weis nicht wieso ?
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Guten Tag
Ich habe Folgendes Problem, Die user Cops/Medics/Zivs Könnne nicht mehr springen.
Ich weis nicht wieso ?
Sollte klappen:
(Deine fn_keyHandler.sqf, hab nur das Jumpen überarbeitet, ist nen Versuch wert.)
#include <macro.h>
/*
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 = SEL(_this,0);
_code = SEL(_this,1);
_shift = SEL(_this,2);
_ctrlKey = SEL(_this,3);
_alt = SEL(_this,4);
_speed = speed cursorTarget;
_handled = false;
_interactionKey = if((EQUAL(count (actionKeys "User10"),0))) then {219} else {(actionKeys "User10") select 0};
_mapKey = SEL(actionKeys "ShowMap",0);
//hint str _code;
_interruptionKeys = [17,30,31,32]; //A,S,W,D
//Vault handling...
if((_code in (actionKeys "GetOver") || _code in (actionKeys "salute")) && {(player GVAR ["restrained",false])}) 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(!(EQUAL(count (actionKeys "User10"),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;
};
switch (_code) do {
//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;}};
};
};
//Holster / recall weapon.
case 35: {
if(_shift && !_ctrlKey && !(EQUAL(currentWeapon player,""))) then {
life_curWep_h = currentWeapon player;
player action ["SwitchWeapon", player, player, 100];
player switchCamera cameraView;
};
if(!_shift && _ctrlKey && !isNil "life_curWep_h" && {!(EQUAL(life_curWep_h,""))}) then {
if(life_curWep_h in [RIFLE,LAUNCHER,PISTOL]) then {
player selectWeapon life_curWep_h;
};
};
};
//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;
};
};
//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;
};
};
};
//Ö-Key
case 39: {
if ((isNull(findDisplay 20000)) && (playerSide in ([west,independent]))) then {
0 spawn life_fnc_placeablesMenu;
_handled = true;
};
_handled = true;
};
//Restraining or robbing (Shift + R)
case 19:
{
if(_shift) then {_handled = true;};
if(_shift && playerSide == west && !isNull cursorTarget && cursorTarget isKindOf "Man" && (isPlayer cursorTarget) && (side cursorTarget == civilian) && alive cursorTarget && cursorTarget distance player < 3.5 && !(cursorTarget GVAR "Escorting") && !(cursorTarget GVAR "restrained") && speed cursorTarget < 1) then
{
[] call life_fnc_restrainAction;
};
//Robbing
if(_shift && playerSide == civilian && !isNull cursorTarget && cursorTarget isKindOf "Man" && isPlayer cursorTarget && alive cursorTarget && cursorTarget distance player < 4 && speed cursorTarget < 1) then
{
if((animationState cursorTarget) != "Incapacitated" && (currentWeapon player == RIFLE OR currentWeapon player == PISTOL) && currentWeapon player != "" && !life_knockout && !(player GVAR["restrained",false]) && !life_istazed && !(player GVAR["surrender",false])) then
{
[cursorTarget] spawn life_fnc_knockoutAction;
};
_handled = true;
};
};
//Shift + G (surrender)
case 34:
{
if(_shift) then {_handled = true;};
if (_shift) then
{
if (vehicle player == player && !(player GVAR ["restrained", false]) && (animationState player) != "Incapacitated" && !life_istazed) then
{
if (player GVAR ["surrender", false]) then
{
player SVAR ["surrender", false, true];
} else
{
[] spawn life_fnc_surrender;
};
};
};
};
//ENTF-Key
case 211: {
if ((playerSide in [west,independent]) && ((typeOf cursorTarget) in life_definePlaceables)) then {
deleteVehicle cursorTarget;
hintSilent "Die Absperrung wurde entfernt";
};
};
//T Key (Trunk)
case 20: {
if(!_alt && !_ctrlKey && !life_is_processing) then {
if(vehicle player != player && alive vehicle player) then {
if((vehicle player) in life_vehicles) then {
[vehicle player] call life_fnc_openInventory;
};
} else {
private "_list";
_list = ["landVehicle","Air","Ship","House_F"];
if(KINDOF_ARRAY(cursorTarget,_list) && {player distance cursorTarget < 7} && {vehicle player == player} && {alive cursorTarget}) then {
if(cursorTarget in life_vehicles OR {!(cursorTarget GVAR ["locked",true])}) then {
[cursorTarget] call 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"]) then {
if(!isNil {vehicle player GVAR "lights"}) then {
if(playerSide == 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; };
};
case 59:
{
switch (player getVariable["Earplugs",0]) do {
case 0: {hint composeText [ image "icons\sound.paa"," 90% Leiser"]; 1 fadeSound 0.1; player setVariable ["Earplugs", 10]; };
case 10: {hint composeText [ image "icons\sound.paa"," 60% Leiser"]; 1 fadeSound 0.4; player setVariable ["Earplugs", 40]; };
case 40: {hint composeText [ image "icons\sound.paa"," 30% Leiser"]; 1 fadeSound 0.7; player setVariable ["Earplugs", 70]; };
case 70: {hint composeText [ image "icons\sound_new.paa"," Normaler Sound"]; 1 fadeSound 1; player setVariable ["Earplugs", 0]; };
};
};
//Y Player Menu
case 21: {
if(!_alt && !_ctrlKey && !dialog && !life_is_processing) then {
[] call life_fnc_p_openMenu;
};
};
//
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 GVAR "siren"}) then {_veh SVAR ["siren",false,true];};
if((_veh GVAR "siren")) then {
titleText [localize "STR_MISC_SirensOFF","PLAIN"];
_veh SVAR ["siren",false,true];
} else {
titleText [localize "STR_MISC_SirensON","PLAIN"];
_veh SVAR ["siren",true,true];
if(playerSide == west) then {
[[_veh],"life_fnc_copSiren",nil,true] call life_fnc_MP;
} else {
//I do not have a custom sound for this and I really don't want to go digging for one, when you have a sound uncomment this and change medicSiren.sqf in the medical folder.
[[_veh],"life_fnc_medicSiren",nil,true] call life_fnc_MP;
};
};
};
};
//U Key
case 22:
{
if(!_alt && !_ctrlKey) then {
if(vehicle player == player) then {
_veh = cursorTarget;
} else {
_veh = vehicle player;
};
if(_veh isKindOf "House_F" && playerSide == civilian) then {
if(_veh in life_vehicles && player distance _veh < 8) then {
_door = [_veh] call life_fnc_nearestDoor;
if(EQUAL(_door,0)) exitWith {hint "Du bist nicht in der Nähe einer Tür!"};
_locked = _veh GVAR [format["bis_disabled_Door_%1",_door],0];
if (EQUAL(_locked,0)) then {
_veh SVAR[format["bis_disabled_Door_%1",_door],1,true];
_veh animate [format["door_%1_rot",_door],0];
hint composeText [ image "icons\lock.paa", " Tür abgeschlossen" ];
} else {
_veh SVAR[format["bis_disabled_Door_%1",_door],0,true];
_veh animate [format["door_%1_rot",_door],1];
hint composeText [ image "icons\unlock.paa", " Tür aufgeschlossen" ];
};
};
} else {
_locked = locked _veh;
if(_veh in life_vehicles && player distance _veh < 8) then
{
if(_locked == 2) then
{
if(local _veh) then
{
_veh lock 0;
_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_rear',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];
}
else
{
[[_veh,0], "life_fnc_lockVehicle",_veh,false] spawn life_fnc_MP;
_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_rear',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];
};
hint composeText [ image "icons\unlock.paa", " Fahrzeug aufgeschlossen" ];
player say3D "car_unlock";
}
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_rear',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];
}
else
{
[[_veh,2], "life_fnc_lockVehicle",_veh,false] spawn life_fnc_MP;
_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_rear',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];
};
hint composeText [ image "icons\lock.paa", " Fahrzeug abgeschlossen" ];
player say3D "car_lock";
};
};
};
};
};
};
_handled;
Alles anzeigen
LG
Sollte klappen:
(Deine fn_keyHandler.sqf, hab nur das Jumpen überarbeitet, ist nen Versuch wert.)
C Alles anzeigen#include <macro.h> /* 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 = SEL(_this,0); _code = SEL(_this,1); _shift = SEL(_this,2); _ctrlKey = SEL(_this,3); _alt = SEL(_this,4); _speed = speed cursorTarget; _handled = false; _interactionKey = if((EQUAL(count (actionKeys "User10"),0))) then {219} else {(actionKeys "User10") select 0}; _mapKey = SEL(actionKeys "ShowMap",0); //hint str _code; _interruptionKeys = [17,30,31,32]; //A,S,W,D //Vault handling... if((_code in (actionKeys "GetOver") || _code in (actionKeys "salute")) && {(player GVAR ["restrained",false])}) 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(!(EQUAL(count (actionKeys "User10"),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; }; switch (_code) do { //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;}}; }; }; //Holster / recall weapon. case 35: { if(_shift && !_ctrlKey && !(EQUAL(currentWeapon player,""))) then { life_curWep_h = currentWeapon player; player action ["SwitchWeapon", player, player, 100]; player switchCamera cameraView; }; if(!_shift && _ctrlKey && !isNil "life_curWep_h" && {!(EQUAL(life_curWep_h,""))}) then { if(life_curWep_h in [RIFLE,LAUNCHER,PISTOL]) then { player selectWeapon life_curWep_h; }; }; }; //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; }; }; //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; }; }; }; //Ö-Key case 39: { if ((isNull(findDisplay 20000)) && (playerSide in ([west,independent]))) then { 0 spawn life_fnc_placeablesMenu; _handled = true; }; _handled = true; }; //Restraining or robbing (Shift + R) case 19: { if(_shift) then {_handled = true;}; if(_shift && playerSide == west && !isNull cursorTarget && cursorTarget isKindOf "Man" && (isPlayer cursorTarget) && (side cursorTarget == civilian) && alive cursorTarget && cursorTarget distance player < 3.5 && !(cursorTarget GVAR "Escorting") && !(cursorTarget GVAR "restrained") && speed cursorTarget < 1) then { [] call life_fnc_restrainAction; }; //Robbing if(_shift && playerSide == civilian && !isNull cursorTarget && cursorTarget isKindOf "Man" && isPlayer cursorTarget && alive cursorTarget && cursorTarget distance player < 4 && speed cursorTarget < 1) then { if((animationState cursorTarget) != "Incapacitated" && (currentWeapon player == RIFLE OR currentWeapon player == PISTOL) && currentWeapon player != "" && !life_knockout && !(player GVAR["restrained",false]) && !life_istazed && !(player GVAR["surrender",false])) then { [cursorTarget] spawn life_fnc_knockoutAction; }; _handled = true; }; }; //Shift + G (surrender) case 34: { if(_shift) then {_handled = true;}; if (_shift) then { if (vehicle player == player && !(player GVAR ["restrained", false]) && (animationState player) != "Incapacitated" && !life_istazed) then { if (player GVAR ["surrender", false]) then { player SVAR ["surrender", false, true]; } else { [] spawn life_fnc_surrender; }; }; }; }; //ENTF-Key case 211: { if ((playerSide in [west,independent]) && ((typeOf cursorTarget) in life_definePlaceables)) then { deleteVehicle cursorTarget; hintSilent "Die Absperrung wurde entfernt"; }; }; //T Key (Trunk) case 20: { if(!_alt && !_ctrlKey && !life_is_processing) then { if(vehicle player != player && alive vehicle player) then { if((vehicle player) in life_vehicles) then { [vehicle player] call life_fnc_openInventory; }; } else { private "_list"; _list = ["landVehicle","Air","Ship","House_F"]; if(KINDOF_ARRAY(cursorTarget,_list) && {player distance cursorTarget < 7} && {vehicle player == player} && {alive cursorTarget}) then { if(cursorTarget in life_vehicles OR {!(cursorTarget GVAR ["locked",true])}) then { [cursorTarget] call 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"]) then { if(!isNil {vehicle player GVAR "lights"}) then { if(playerSide == 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; }; }; case 59: { switch (player getVariable["Earplugs",0]) do { case 0: {hint composeText [ image "icons\sound.paa"," 90% Leiser"]; 1 fadeSound 0.1; player setVariable ["Earplugs", 10]; }; case 10: {hint composeText [ image "icons\sound.paa"," 60% Leiser"]; 1 fadeSound 0.4; player setVariable ["Earplugs", 40]; }; case 40: {hint composeText [ image "icons\sound.paa"," 30% Leiser"]; 1 fadeSound 0.7; player setVariable ["Earplugs", 70]; }; case 70: {hint composeText [ image "icons\sound_new.paa"," Normaler Sound"]; 1 fadeSound 1; player setVariable ["Earplugs", 0]; }; }; }; //Y Player Menu case 21: { if(!_alt && !_ctrlKey && !dialog && !life_is_processing) then { [] call life_fnc_p_openMenu; }; }; // 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 GVAR "siren"}) then {_veh SVAR ["siren",false,true];}; if((_veh GVAR "siren")) then { titleText [localize "STR_MISC_SirensOFF","PLAIN"]; _veh SVAR ["siren",false,true]; } else { titleText [localize "STR_MISC_SirensON","PLAIN"]; _veh SVAR ["siren",true,true]; if(playerSide == west) then { [[_veh],"life_fnc_copSiren",nil,true] call life_fnc_MP; } else { //I do not have a custom sound for this and I really don't want to go digging for one, when you have a sound uncomment this and change medicSiren.sqf in the medical folder. [[_veh],"life_fnc_medicSiren",nil,true] call life_fnc_MP; }; }; }; }; //U Key case 22: { if(!_alt && !_ctrlKey) then { if(vehicle player == player) then { _veh = cursorTarget; } else { _veh = vehicle player; }; if(_veh isKindOf "House_F" && playerSide == civilian) then { if(_veh in life_vehicles && player distance _veh < 8) then { _door = [_veh] call life_fnc_nearestDoor; if(EQUAL(_door,0)) exitWith {hint "Du bist nicht in der Nähe einer Tür!"}; _locked = _veh GVAR [format["bis_disabled_Door_%1",_door],0]; if (EQUAL(_locked,0)) then { _veh SVAR[format["bis_disabled_Door_%1",_door],1,true]; _veh animate [format["door_%1_rot",_door],0]; hint composeText [ image "icons\lock.paa", " Tür abgeschlossen" ]; } else { _veh SVAR[format["bis_disabled_Door_%1",_door],0,true]; _veh animate [format["door_%1_rot",_door],1]; hint composeText [ image "icons\unlock.paa", " Tür aufgeschlossen" ]; }; }; } else { _locked = locked _veh; if(_veh in life_vehicles && player distance _veh < 8) then { if(_locked == 2) then { if(local _veh) then { _veh lock 0; _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_rear',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]; } else { [[_veh,0], "life_fnc_lockVehicle",_veh,false] spawn life_fnc_MP; _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_rear',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]; }; hint composeText [ image "icons\unlock.paa", " Fahrzeug aufgeschlossen" ]; player say3D "car_unlock"; } 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_rear',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]; } else { [[_veh,2], "life_fnc_lockVehicle",_veh,false] spawn life_fnc_MP; _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_rear',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]; }; hint composeText [ image "icons\lock.paa", " Fahrzeug abgeschlossen" ]; player say3D "car_lock"; }; }; }; }; }; }; _handled;
LG
kann immer noch net Springen
kann immer noch net Springen
Dann kann ich dir leider auch nicht weiter helfen, sorry
Dann kann ich dir leider auch nicht weiter helfen, sorry
Trotzdem Danke!
ohh :d Muss da FALSE hin ?
@nox oder was muss da Hin ? Oder Muss die Zeile komplett weg ?