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    ACE Fehler

      • Mapping & Modding
    • Flintbeker
    • 22. Dezember 2016 um 19:06
    • Geschlossen
    • Erledigt
    • Flintbeker
      Amateur
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      1
      • 22. Dezember 2016 um 19:06
      • #1

      Hallo,
      ich versuche grade ACE auf meinem Server zum laufen zu bringen.
      FOlgendes habe ich bereits:

      fn_weaponShopBuySell:

      Code
      #include "..\..\script_macros.hpp"
      /*
       File: fn_weaponShopBuySell.sqf
       Author: Bryan "Tonic" Boardwine
       Description:
       Master handling of the weapon shop for buying / selling an item.
      */
      disableSerialization;
      private["_price","_item","_itemInfo","_bad"];
      if((lbCurSel 38403) == -1) exitWith {hint localize "STR_Shop_Weapon_NoSelect"};
      _price = lbValue[38403,(lbCurSel 38403)]; if(isNil "_price") then {_price = 0;};
      _item = lbData[38403,(lbCurSel 38403)];
      _itemInfo = [_item] call life_fnc_fetchCfgDetails;
      _bad = "";
      if((_itemInfo select 6) != "CfgVehicles") then {
       if((_itemInfo select 4) in [4096,131072]) then {
       if(!(player canAdd _item) && (uiNamespace getVariable["Weapon_Shop_Filter",0]) != 1) exitWith {_bad = (localize "STR_NOTF_NoRoom")};
       };
      };
      if(_bad != "") exitWith {hint _bad};
      if((uiNamespace getVariable["Weapon_Shop_Filter",0]) == 1) then {
       ADD(CASH,_price);
       [_item,false] call life_fnc_handleItem;
       hint parseText format[localize "STR_Shop_Weapon_Sold",_itemInfo select 1,[_price] call life_fnc_numberText];
       [nil,(uiNamespace getVariable["Weapon_Shop_Filter",0])] call life_fnc_weaponShopFilter; //Update the menu.
      } else {
       private["_hideout"];
       _hideout = (nearestObjects[getPosATL player,["Land_u_Barracks_V2_F","Land_i_Barracks_V2_F"],25]) select 0;
       if(!isNil "_hideout" && {!isNil {grpPlayer getVariable "gang_bank"}} && {(grpPlayer getVariable "gang_bank") >= _price}) then {
       _action = [
       format[(localize "STR_Shop_Virt_Gang_FundsMSG")+ "<br/><br/>" +(localize "STR_Shop_Virt_Gang_Funds")+ " <t color='#8cff9b'>$%1</t><br/>" +(localize "STR_Shop_Virt_YourFunds")+ " <t color='#8cff9b'>$%2</t>",
       [(grpPlayer getVariable "gang_bank")] call life_fnc_numberText,
       [CASH] call life_fnc_numberText
       ],
       localize "STR_Shop_Virt_YourorGang",
       localize "STR_Shop_Virt_UI_GangFunds",
       localize "STR_Shop_Virt_UI_YourCash"
       ] call BIS_fnc_guiMessage;
       if(_action) then {
       hint parseText format[localize "STR_Shop_Weapon_BoughtGang",_itemInfo select 1,[_price] call life_fnc_numberText];
       _funds = grpPlayer getVariable "gang_bank";
       _funds = _funds - _price;
       grpPlayer setVariable["gang_bank",_funds,true];
       [_item,true,false,false,true] spawn life_fnc_handleItem;
       [1,grpPlayer] remoteExecCall ["TON_fnc_updateGang",RSERV];
       } else {
       if(_price > CASH) exitWith {hint localize "STR_NOTF_NotEnoughMoney"};
       hint parseText format[localize "STR_Shop_Weapon_BoughtItem",_itemInfo select 1,[_price] call life_fnc_numberText];
       SUB(CASH,_price);
       [_item,true,false,false,true] spawn life_fnc_handleItem;
       };
       } else {
       if(_price > CASH) exitWith {hint localize "STR_NOTF_NotEnoughMoney"};
       hint parseText format[localize "STR_Shop_Weapon_BoughtItem",_itemInfo select 1,[_price] call life_fnc_numberText];
       CASH = CASH - _price;
       [_item,true,false,false,true] spawn life_fnc_handleItem;
       };
      };
      [] call life_fnc_saveGear;
      Alles anzeigen

      fn_handleItem:

      Code
      /*
      	Author: Bryan "Tonic" Boardwine
      
      
      
      
      	Description
      	Main gear handling functionality.
      */
      private["_item","_details","_bool","_ispack","_items","_isgun","_ongun","_override","_toUniform","_toVest","_preview","_acecheck"];
      _item = [_this,0,"",[""]] call BIS_fnc_param;
      _bool = [_this,1,false,[false]] call BIS_fnc_param;
      _ispack = [_this,2,false,[false]] call BIS_fnc_param;
      _ongun = [_this,3,false,[false]] call BIS_fnc_param;
      _override = [_this,4,false,[false]] call BIS_fnc_param;
      _toUniform = [_this,5,false,[false]] call BIS_fnc_param; //Manual override to send items specifically to a uniform.
      _toVest = [_this,6,false,[false]] call BIS_fnc_param; //Manual override to send items specifically to a vest
      _preview = [_this,7,false,[true]] call BIS_fnc_param;
      _acecheck = ["ACE_atropine","ACE_morphine","ACE_epinephrine","ACE_fieldDressing","ACE_elasticBandage","ACE_quikclot","ACE_bodyBag","ACE_CableTie","ACE_packingBandage","ACE_EarPlugs","ACE_tourniquet","ACE_surgicalKit","ACE_wirecutter"];
      //Some checks
      if(_item == "") exitWith {};
      _isgun = false;
      
      
      
      
      _details = [_item] call life_fnc_fetchCfgDetails;
      if(count _details == 0) exitWith {};
      
      
      
      
      if(_bool) then
      {
      	switch((_details select 6)) do
      	{
      		case "CfgGlasses":
      		{
      			if(_toUniform) exitWith {player addItemToUniform _item;};
      			if(_toVest) exitWith {player addItemToVest _item;};
      
      
      
      
      			if(_ispack) then
      			{
      				player addItemToBackpack _item;
      			}
      				else
      			{
      				if(_override) then
      				{
      					player addItem _item;
      				}
      					else
      				{
      					if(goggles player != "") then
      					{
      						removeGoggles player;
      					};
      					player addGoggles _item;
      				};
      			};
      		};
      
      
      
      
      		case "CfgVehicles":
      		{
      			if(backpack player != "") then
      			{
      				_items = (backpackItems player);
      				removeBackpack player;
      			};
      			player addBackpack _item;
      			clearAllItemsFromBackpack player;
      			if(!isNil {_items}) then 
      			{ 
      				{[_x,true,true,false,true] spawn life_fnc_handleItem; } foreach _items;
      			};
      		};
      
      
      
      
      		case "CfgMagazines":
      		{
      			if(_toUniform) exitWith {player addItemToUniform _item;};
      			if(_toVest) exitWith {player addItemToVest _item;};
      			if(_ispack) exitWith {player addItemToBackpack _item;};
      
      
      
      
      			player addMagazine _item;
      		};
      
      
      
      
      		case "CfgWeapons":
      		{
      			//New addition
      			if(_toUniform) exitWith {player addItemToUniform _item;};
      			if(_toVest) exitWith {player addItemToVest _item;};
      			if(_ispack) exitWith {player addItemToBackpack _item;};
      
      
      
      
      			if((_details select 4) in [1,2,4,5,4096]) then
      			{
      if(_item in _acecheck) then{player addItem _item;};
      				if((_details select 4) == 4096) then
      				{
      					if((_details select 5) == -1) then
      					{
      						_isgun = true;
      					};
      				}
      					else
      				{
      					_isgun = true;
      				};
      			};
      
      
      
      
      			if(_isgun) then
      			{
      				if(!_ispack && _override) exitWith {}; //It was in the vest/uniform, try to close to prevent it overriding stuff... (Actual weapon and not an item)
      				if(_item == "MineDetector") then
      				{
      					player addItem _item;
      				}
      					else
      				{
      					player addWeapon _item;
      				};
      			}
      				else
      			{
      				switch(_details select 5) do
      				{
      					case 0: 
      					{
      						if(_ispack) then
      						{
      							player addItemToBackpack _item;
      						}
      							else
      						{
      							if(_override) then
      							{
      								player addItem _item;
      							}
      								else
      							{
      								if(_item in (assignedItems  player)) then 
      								{
      									player addItem _item;
      								} 
      									else 
      								{
      									player addItem _item; 
      									player assignItem _item;
      								};
      							};
      						};
      					};
      					case 605: 
      					{
      						if(_ispack) then
      						{
      							player addItemToBackpack _item;
      						}
      							else
      						{
      							if(_override) then
      							{
      								player addItem _item;
      							}
      								else
      							{
      								if(headGear player == _item) then
      								{
      									player addItem _item;
      								}
      									else
      								{
      									if(headGear player != "") then
      									{
      										removeHeadGear player;
      									};
      									player addHeadGear _item;
      								};
      							};
      						};
      					};
      					case 801: 
      					{
      						if(_ispack) then
      						{
      							player addItemToBackpack _item;
      						}
      							else
      						{
      							if(_override) then
      							{
      								player addItem _item;
      							}
      								else
      							{
      								if(player isKindOf "Civilian") then {
      									if(uniform player == _item && {!_preview}) then {
      										player addItem _item;
      									} else {
      										if(uniform player != "") then {
      											_items = uniformItems player;
      											removeUniform player;
      										};
      
      
      
      
      										player addUniform _item;
      										if(!isNil "_items") then {
      											{player addItemToUniform _x} foreach _items;
      										};
      									};
      								} else {									
      									if(uniform player != "") then {
      										_items = uniformItems player;
      										removeUniform player;
      									};
      
      
      
      
      									if(!(player isUniformAllowed _item)) then {
      										player forceAddUniform _item;
      									} else {
      										player addUniform _item;
      									};
      									if(!isNil "_items") then {
      										{player addItemToUniform _x} foreach _items;
      									};
      								};
      							};
      						};
      					};
      					case 701:
      					{
      						if(_ispack) then 
      						{
      							player addItemToBackpack _item;
      						}
      							else
      						{
      							if(_override) then
      							{
      								player addItem _item;
      							}
      								else
      							{
      								if(vest player == _item) then
      								{
      									player addItem _item;
      								}
      									else
      								{
      									if(vest player != "") then
      									{
      										_items = vestItems player;
      										removeVest player;
      									};
      
      
      
      
      									player addVest _item;
      
      
      
      
      									if(!isNil {_items}) then
      									{
      										{[_x,true,false,false,true] spawn life_fnc_handleItem;} foreach _items;
      									};
      								};
      							};
      						};
      					};
      
      
      
      
      					case 201:
      					{
      						if(_ispack) then
      						{
      							player addItemToBackpack _item;
      						}
      							else
      						{
      							private["_type"];
      							_type = [_item,201] call life_fnc_accType;
      							if(_ongun) then
      							{
      								switch (_type) do
      								{
      									case 1: { player addPrimaryWeaponItem _item; };
      									case 2: { player addSecondaryWeaponItem _item; };
      									case 3: { player addHandgunItem _item; };
      								};
      							}
      								else
      							{
      								if(_override) then
      								{
      									player addItem _item;
      								}
      									else
      								{
      									private["_wepItems","_action","_slotTaken"];
      										_wepItems = switch(_type) do {case 1:{primaryWeaponItems player}; case 2:{secondaryWeaponItems player}; case 3:{handgunItems player}; default {["","",""]};};
      										_slotTaken = false;
      
      
      
      
      										if(_wepItems select 2 != "") then {_slotTaken = true;};
      
      
      
      
      										if(_slotTaken) then {
      											_action = [localize "STR_MISC_AttachmentMSG",localize "STR_MISC_Attachment",localize "STR_MISC_Weapon",localize "STR_MISC_Inventory"] call BIS_fnc_guiMessage;
      											if(_action) then {
      												switch(_type) do {
      													case 1: {player addPrimaryWeaponItem _item;};
      													case 2: {player addSecondaryWeaponItem _item;};
      													case 3: {player addHandgunItem _item;};
      													default {player addItem _item;};
      												};
      											} else {
      												player addItem _item; //Add it to any available container
      											};
      										} else {
      											switch(_type) do {
      												case 1: {player addPrimaryWeaponItem _item;};
      												case 2: {player addSecondaryWeaponItem _item;};
      												case 3: {player addHandgunItem _item;};
      												default {player addItem _item;};
      											};
      										};
      								};
      							};
      						};
      					};
      
      
      
      
      					case 301:
      					{
      						if(_ispack) then
      						{
      							player addItemToBackpack _item;
      						}
      							else
      						{
      							private["_type"];
      							_type = [_item,301] call life_fnc_accType;
      
      
      
      
      							if(_ongun) then
      							{ 
      								switch (_type) do
      								{
      									case 1: { player addPrimaryWeaponItem _item; };
      									case 2: { player addSecondaryWeaponItem _item; };
      									case 3: { player addHandgunItem _item; };
      								};
      							}
      								else
      							{
      								if(_override) then
      								{
      									player addItem _item;
      								}
      									else
      								{
      									private["_wepItems","_action","_slotTaken"];
      										_wepItems = switch(_type) do {case 1:{primaryWeaponItems player}; case 2:{secondaryWeaponItems player}; case 3:{handgunItems player}; default {["","",""]};};
      										_slotTaken = false;
      
      
      
      
      										if(_wepItems select 1 != "") then {_slotTaken = true;};
      
      
      
      
      										if(_slotTaken) then {
      											_action = [localize "STR_MISC_AttachmentMSG",localize "STR_MISC_Attachment",localize "STR_MISC_Weapon",localize "STR_MISC_Inventory"] call BIS_fnc_guiMessage;
      											if(_action) then {
      												switch(_type) do {
      													case 1: {player addPrimaryWeaponItem _item;};
      													case 2: {player addSecondaryWeaponItem _item;};
      													case 3: {player addHandgunItem _item;};
      													default {player addItem _item;};
      												};
      											} else {
      												player addItem _item; //Add it to any available container
      											};
      										} else {
      											switch(_type) do {
      												case 1: {player addPrimaryWeaponItem _item;};
      												case 2: {player addSecondaryWeaponItem _item;};
      												case 3: {player addHandgunItem _item;};
      												default {player addItem _item;};
      											};
      										};
      								};
      							};
      						};
      					};
      
      
      
      
      					case 101:
      					{
      						if(_ispack) then
      						{
      							player addItemToBackpack _item;
      						}
      							else
      						{
      							private["_type"];
      							_type = [_item,101] call life_fnc_accType;
      
      
      
      
      							if(_ongun) then
      							{
      								switch (_type) do
      								{
      									case 1: { player addPrimaryWeaponItem _item; };
      									case 2: { player addSecondaryWeaponItem _item; };
      									case 3: { player addHandgunItem _item; };
      								};
      							}
      								else
      							{
      								if(_override) then
      								{
      									player addItem _item;
      								}
      									else
      								{
      									private["_wepItems","_action","_slotTaken"];
      										_wepItems = switch(_type) do {case 1:{primaryWeaponItems player}; case 2:{secondaryWeaponItems player}; case 3:{handgunItems player}; default {["","",""]};};
      										_slotTaken = false;
      
      
      
      
      										if(_wepItems select 0 != "") then {_slotTaken = true;};
      
      
      
      
      										if(_slotTaken) then {
      											_action = [localize "STR_MISC_AttachmentMSG",localize "STR_MISC_Attachment",localize "STR_MISC_Weapon",localize "STR_MISC_Inventory"] call BIS_fnc_guiMessage;
      											if(_action) then {
      												switch(_type) do {
      													case 1: {player addPrimaryWeaponItem _item;};
      													case 2: {player addSecondaryWeaponItem _item;};
      													case 3: {player addHandgunItem _item;};
      													default {player addItem _item;};
      												};
      											} else {
      												player addItem _item; //Add it to any available container
      											};
      										} else {
      											switch(_type) do {
      												case 1: {player addPrimaryWeaponItem _item;};
      												case 2: {player addSecondaryWeaponItem _item;};
      												case 3: {player addHandgunItem _item;};
      												default {player addItem _item;};
      											};
      										};
      								};
      							};
      						};
      					};
      
      
      
      
      					case 621:
      					{
      						if(_ispack) then
      						{
      							player addItemToBackpack _item;
      						}
      							else
      						{
      							if(_override) then
      							{
      								player addItem _item;
      							}
      								else
      							{
      								player addItem _item;
      								player assignItem _item;
      							};
      						};
      					};
      
      
      
      
      					case 616:
      					{
      						if(_ispack) then
      						{
      							player addItemToBackpack _item;
      						}
      							else
      						{
      							if(_override) then
      							{
      								player addItem _item;
      							}
      								else
      							{
      								player addItem _item;
      								player assignItem _item;
      							};
      						};
      					};
      
      
      
      
      					default 
      					{ 
      						if(_ispack) then 
      						{
      							player addItemToBackpack _item;
      						} 
      							else 
      						{
      							player addItem _item;
      						};
      					};
      				};
      			};
      		};
      	};
      }
      	else
      {
      	switch((_details select 6)) do
      	{
      		case "CfgVehicles":
      		{
      			removeBackpack player;
      		};
      
      
      
      
      		case "CfgMagazines":
      		{
      			player removeMagazine _item;
      		};
      
      
      
      
      		case "CfgGlasses":
      		{
      			if(_item == goggles player) then
      			{
      				removeGoggles player;
      			}
      				else
      			{
      				player removeItem _item;
      			};
      		};
      
      
      
      
      		case "CfgWeapons":
      		{
      			if((_details select 4) in [1,2,4,5,4096]) then
      			{
                            if(_item in _acecheck) then{player addItem _item;};
      				if((_details select 4) == 4096) then
      				{
      					if((_details select 5) == -1) then
      					{
      						_isgun = true;
      					};
      				}
      					else
      				{
      					_isgun = true;
      				};
      			};
      
      
      
      
      			if(_isgun) then
      			{
      				switch(true) do
      				{
      					case (primaryWeapon player == _item) : {_ispack = false;};
      					case (secondaryWeapon player == _item) : {_ispack = false;};
      					case (handGunweapon player == _item) : {_ispack = false;};
      					case (_item in assignedItems player) : {_ispack = false;};
      					default {_ispack = true;};
      				};
      
      
      
      
      				if(_item == "MineDetector") then
      				{
      					player removeItem _item;
      				}
      					else
      				{
      					//Lovely code provided by [OCB]Dash
      					private["_tmpfunction"];
      					_tmpfunction = {
      						private["_tWeapons","_tWeaponCount"];
      						switch(true) do {
      							case (_this in (uniformItems player)): {
      								_tWeapons = (getWeaponCargo (uniformContainer player)) select 0;
      								_tWeaponCount = (getWeaponCargo (uniformContainer  player)) select 1;
      
      
      
      
      								clearWeaponCargo (uniformContainer player);
      								{
      									_numVestWeps = _tWeaponCount select _forEachIndex;
      									if(_x == _this) then
      									{
      										_numVestWeps = _numVestWeps - 1;                        
      									};
      									(uniformContainer player) addWeaponCargo [ _x,_numVestWeps];
      								}forEach _tWeapons;
      							};
      
      
      
      
      							case (_this in (vestItems player)): {
      								_tWeapons = (getWeaponCargo (vestContainer player)) select 0;
      								_tWeaponCount = (getWeaponCargo (vestContainer  player)) select 1;
      
      
      
      
      								clearWeaponCargo (vestContainer player);
      								{
      									_numVestWeps = _tWeaponCount select _forEachIndex;
      									if(_x == _this) then
      									{
      										_numVestWeps = _numVestWeps - 1;                        
      									};
      									(vestContainer player) addWeaponCargo [ _x,_numVestWeps];
      								}forEach _tWeapons;
      							};
      
      
      
      
      							case (_this in (backpackItems player)): {
      								_tWeapons = (getWeaponCargo (backpackContainer player)) select 0;
      								_tWeaponCount = (getWeaponCargo (backpackContainer  player)) select 1;
      
      
      
      
      								clearWeaponCargo (backpackContainer player);
      								{
      									_numVestWeps = _tWeaponCount select _forEachIndex;
      									if(_x == _this) then
      									{
      										_numVestWeps = _numVestWeps - 1;                        
      									};
      									(backpackContainer player) addWeaponCargo [ _x,_numVestWeps];
      								}forEach _tWeapons;
      							};
      						};
      					};
      
      
      
      
      					if(_ispack) then
      					{
      						_item call _tmpfunction;
      					}
      						else
      					{
      						switch(true) do
      						{
      							case (_item in (uniformItems player)): {_item call _tmpfunction;};
      							case (_item in (vestItems player)) : {_item call _tmpfunction;};
      							case (_item in (backpackItems player)) : {_item call _tmpfunction;};
      							default {player removeWeapon _item;};
      						};
      					};
      				};
      			}
      				else
      			{
      				switch((_details select 5)) do
      				{
      					case 0: {player unassignItem _item; player removeItem _item;};
      					case 605: {if(headGear player == _item) then {removeHeadgear player} else {player removeItem _item};};
      					case 801: {if(uniform player == _item) then {removeUniform player} else {player removeItem _item};};
      					case 701: {if(vest player == _item) then {removeVest player} else {player removeItem _item};};
      					case 621: {player unassignItem _item; player removeItem _item;};
      					case 616: {player unassignItem _item; player removeItem _item;};
      					default 
      					{
      						switch (true) do
      						{
      							case (_item in (primaryWeaponItems player)) : {player removePrimaryWeaponItem _item;};
      							case (_item in (handgunItems player)) : {player removeHandgunItem _item;};
      							default {player removeItem _item;};
      						};
      					};
      				};
      			};
      		};
      	};
      };
      Alles anzeigen

      Der Error:

      Code
      Error in expression <Weapon_Shop_Filter",0]) == 1) then {
      ADD(life_cash,_price);
      [_item,false] call l>
        Error position: <(life_cash,_price);
      [_item,false] call l>
        Error Missing ;
      File mpmissions\Life.Jackson_County\core\shops\fn_weaponShopBuySell.sqf, line 22
      Error in expression <Weapon_Shop_Filter",0]) == 1) then {
      ADD(life_cash,_price);
      [_item,false] call l>
        Error position: <(life_cash,_price);
      [_item,false] call l>
        Error Missing ;
      File mpmissions\Life.Jackson_County\core\shops\fn_weaponShopBuySell.sqf, line 22
      Alles anzeigen

      Ich habe kein Ahnung wo ich weiter machen soll ^^

    • Jay
      Amateur
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      • 22. Dezember 2016 um 20:44
      • #2

      Als erstes ist die If-Abfrage falsch die muss unter dem "if additembackpack" und du hast
      Fehler in der Weappnshopbuysell.

      Mit freundlichen Grüßen
      Jay

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