Guten Abend,
Wie schon im Titel beschrieben bräuchte ich Hilfe bei dem einfügen von Uniformen. Ich habe über 1 Stunde nach ner Lösung oder Tutorial gesucht und bin trotz dessen gescheitert. Es kann sein das ich einfach nur zu Dumm dafür bin oder es einfach nur net kapiere. Naja..
Hier meine fn_initCop.sqf:
Spoiler anzeigen
#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"};
};
[] spawn
{
while {true} do
{
waitUntil {uniform player == "U_Rangemaster"};
player setObjectTextureGlobal [0,"skins\human\cop\UNI.jpg"];
waitUntil {uniform player != "U_Rangemaster"};
};
};
// CopLevel 2
[] spawn
{
while {true} do
{
waitUntil {uniform player == "U_B_CombatUniform_mcam_vest"};
player setObjectTextureGlobal [0,"skins\human\cop\polizei_uniform.jpg"];
waitUntil {uniform player != "U_B_CombatUniform_mcam_vest"};
};
[] spawn
{
while {true} do
{
waitUntil {uniform player == "U_Rangemaster"};
player setObjectTextureGlobal [0,"skins\human\cop\Rekrut-Uniform.paa"];
waitUntil {uniform player != "U_Rangemaster"};
};
};
// 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"};
};
[] spawn
{
while {true} do
{
waitUntil {uniform player == "U_Competitor"};
player setObjectTextureGlobal [0,"skins\human\cop\zoll.jpg"];
waitUntil {uniform player != "U_Competitor"};
};
[] spawn
{
while {true} do
{
waitUntil {uniform player == "U_B_CombatUniform_mcam"};
player setObjectTextureGlobal [0,"skins\human\cop\polizei_uniform.paa"];
waitUntil {uniform player != "U_B_CombatUniform_mcam"};
};
};
// CopLevel 5
[] spawn
{
while {true} do
{
waitUntil {uniform player == "U_B_CombatUniform_mcam"};
player setObjectTextureGlobal [0,"skins\human\cop\sek.jpg"];
waitUntil {uniform player != "U_B_CombatUniform_mcam"};
};
[] spawn
{
while {true} do
{
waitUntil {uniform player == "U_B_CombatUniform_mcam"};
player setObjectTextureGlobal [0,"skins\human\cop\sek_einsatzleitung.jpg"];
waitUntil {uniform player != "U_B_CombatUniform_mcam"};
};
};
// CopLevel 6
[] spawn
{
while {true} do
{
waitUntil {uniform player == "U_B_CombatUniform_mcam_worn"};
player setObjectTextureGlobal [0,"skins\human\cop\gsg9.paa"];
waitUntil {uniform player != "U_B_CombatUniform_mcam_worn"};
};
};
//End CLothes
Dann noch meine fn_clothing_cop.sqf:
Spoiler anzeigen
#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","Praktikant",35]];
_ret set[count _ret,["U_Rangemaster","Rekrut",35]];
if (__GETC__(life_coplevel) > 1) then
{
_ret set[count _ret, ["U_B_SpecopsUniform_sgg", "Beamten Uniform", 2000]];
_ret set[count _ret, ["U_Rangemaster", "Beamten Kleidung 2", 2000]];
};
if(__GETC__(life_coplevel) > 2) then
{
_ret set[count _ret,["U_B_CombatUniform_mcam_vest","Uniform",500]];
_ret set[count _ret,["U_B_CombatUniform_mcam","Uniform",500]];
_ret set[count _ret,["U_B_Wetsuit","Taucher Anzug",500]];
_ret set[count _ret,["U_Competitor","Zoll",500]];
};
if(__GETC__(life_coplevel) > 4) then
{
_ret set[count _ret,["U_B_GhillieSuit","GhillieSuit",1000]];
_ret set[count _ret,["U_B_CombatUniform_mcam","SEK-Uniform",550]];
_ret set[count _ret,["U_B_CombatUniform_mcam","SEK-Einsatzleitung",550]];
};
if(__GETC__(life_coplevel) > 5) then
{
_ret set[count _ret,["U_B_CombatUniform_mcam_worn","GSG9-Uniform",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]];
_ret set[count _ret,["H_Watchcap_blk",nil,3500]];
};
if(__GETC__(life_coplevel) > 4) then
{
_ret set[count _ret,["H_CrewHelmetHeli_B","GSG9-Helm",5000]];
_ret set[count _ret,["H_HelmetB_black","SEK-Helm",5000]];
_ret set[count _ret,["H_Booniehat_mcamo",nil,120]];
_ret set[count _ret,["H_MilCap_mcamo",nil,500]];
_ret set[count _ret,["H_HelmetIA",nil,1000]];
};
if(__GETC__(life_coplevel) > 5) then
{
_ret set[count _ret,["H_Beret_Colonel",nil,1500]];
};
};
//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]];
};
};
//Vest
case 3:
{
_ret set[count _ret,["V_Rangemaster_belt",nil,800]];
if(__GETC__(life_coplevel) > 2) then
{
_ret set[count _ret,["V_RebreatherB",nil,5000]];
_ret set[count _ret,["V_TacVest_blk_POLICE","Polizeiweste",1500]];
};
if(__GETC__(life_coplevel) > 3) then
{
_ret set[count _ret,["V_TacVestIR_blk","Einsatzweste",3000]];
};
if(__GETC__(life_coplevel) > 4) then
{
_ret set[count _ret,["V_PlateCarrier1_blk","SEK/GSG9 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;
Ich hoffe auf eine schnelle Lösung oder einer der mir das erklären kann.
Mit freundlichen Grüßen
Gismo2501 aka Helmut Gisilo