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    Springen Funktioniert nicht!

    • Leokadia
    • 5. November 2016 um 14:44
    • Geschlossen
    • Erledigt
    1. offizieller Beitrag
    • Leokadia
      Amateur
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      • 5. November 2016 um 14:44
      • #1

      Guten Tag


      Ich habe Folgendes Problem, Die user Cops/Medics/Zivs Könnne nicht mehr springen.
      Ich weis nicht wieso ?

      Dateien

      fn_keyHandler.sqf 11,49 kB – 204 Downloads

      Frohe Weihnachten santa

    • Korbinian
      Amateur
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      • 5. November 2016 um 14:51
      • #2

      Sollte klappen:
      (Deine fn_keyHandler.sqf, hab nur das Jumpen überarbeitet, ist nen Versuch wert.)


      C
      #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

      santa

    • Leokadia
      Amateur
      Reaktionen
      17
      Trophäen
      10
      Beiträge
      225
      • 5. November 2016 um 15:01
      • #3
      Zitat von Korbinian

      Sollte klappen:
      (Deine fn_keyHandler.sqf, hab nur das Jumpen überarbeitet, ist nen Versuch wert.)


      C
      #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

      kann immer noch net Springen :/

      Frohe Weihnachten santa

    • Korbinian
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      • 5. November 2016 um 15:04
      • #4
      Zitat von Leokadia

      kann immer noch net Springen :/

      Dann kann ich dir leider auch nicht weiter helfen, sorry :(

      santa

    • Leokadia
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      • 5. November 2016 um 15:06
      • #5
      Zitat von Korbinian

      Dann kann ich dir leider auch nicht weiter helfen, sorry :(

      Trotzdem Danke!

      Frohe Weihnachten santa

    • Online
      nox
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      • 5. November 2016 um 15:24
      • Offizieller Beitrag
      • #6
      Code
      [player] remoteExec ["life_fnc_jumpFnc",RANY]; //Global execution

      Seit wann existiert RANY in den Macros der 4.0...? ;)

      Wichtige Links:

      [Erklärung|Leitfaden] Arma 3 Logs - Client, Server & extDB Log
      [Tutorial] ArmA 3 Altis Life RPG & Tanoa Life RPG Server einrichten unter Windows (mit extDB & BEC)
      BattlEye Filter - Guide und Erklärungen

    • Leokadia
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      • 5. November 2016 um 15:25
      • #7
      Zitat von nox
      Code
      [player] remoteExec ["life_fnc_jumpFnc",RANY]; //Global execution

      Seit wann existiert RANY in den Macros der 4.0...? ;)

      ohh :d Muss da FALSE hin ?

      Frohe Weihnachten santa

    • Leokadia
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      • 5. November 2016 um 15:44
      • #8

      @nox oder was muss da Hin ? Oder Muss die Zeile komplett weg ?

      Frohe Weihnachten santa

    • Korbinian
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      • 5. November 2016 um 15:47
      • #9

      GEFUNDEN! :D

      versuch das in die Zeile einzufügen bzw. zu ersetzen:


      C
      [[player,false],"life_fnc_jumpFnc",nil,FALSE] call life_fnc_MP; //Global execution

      deshalb verwerfe ich nie meine alten missionen :3

      santa

    • Korbinian
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      • 5. November 2016 um 15:48
      • #10

      Falls das nicht geht versuch einfach das:

      C
      [player] remoteExec ["life_fnc_jumpFnc",RANY]; //Global execution


      mit FALSE also

      C
      [player] remoteExec ["life_fnc_jumpFnc",FALSE]; //Global execution

      santa

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