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

    Medic Interactionsmenu und Enter gehen nicht

    • Gismo2501
    • 26. Dezember 2016 um 17:59
    • Geschlossen
    • Erledigt
    • Gismo2501
      Frischling
      Trophäen
      9
      Beiträge
      19
      • 26. Dezember 2016 um 17:59
      • #1

      Guten Abend,

      Wie im Titel schon steht habe ich eine medEnter Datei und ein Interactionsmenu für die Medics erstellt oder eher versucht.

      Nunja. Wo liegt der Fehler? Das weiß ich selbst nicht, weil der RPT-Log nichts ausspuckt was Fehlerhaft ist und die Dateien (meines achtens) stimmen. Das Impoundmenu geht auch nicht was ich im vInteractionmenu eingestellt habe.

      Nun mal die Dateien hier:

      fn_medEnter.sqf:

      Spoiler anzeigen

      /*
      File: fn_medEnter.sqf
      Author: I dunno, I do not care!
      Description:
      Allows Med to enter locked Vehicles
      */
      if(playerSide != independent) exitWith {};
      private ["_position","_veh"];
      _position = _this select 3;

      switch (_position) do
      {
      case "exit":
      {
      _veh = vehicle player;
      _veh lock false;
      player action ["getOut", _veh];
      _veh lock true;
      };
      case "driver":
      {
      cursorTarget lock false;
      player action ["getInDriver", cursorTarget];
      cursorTarget lock true;
      };
      case "passenger":
      {
      cursorTarget lock false;
      player action ["getInCargo", cursorTarget];
      cursorTarget lock true;
      };
      case "gunner":
      {
      cursorTarget lock false;
      player action ["getIngunner", cursorTarget];
      cursorTarget lock true;
      };

      fn_medInteractionMenu.sqf:

      Spoiler anzeigen

      /*
      File: fn_medInteractionMenu.sqf
      Author: Bryan "Tonic" Boardwine
      Description:
      Replaces the mass addactions for various cop actions towards another player.
      */
      #define Btn1 37450
      #define Btn2 37451
      #define Btn3 37452
      #define Btn4 37453
      #define Btn5 37454
      #define Btn6 37455
      #define Btn7 37456
      #define Btn8 37457
      #define Btn9 37458
      #define Btn10 37459
      #define Title 37401

      private["_display","_curTarget","_Btn1","_Btn2","_Btn3","_Btn4","_Btn5","_Btn6","_Btn7","_Btn8","_Btn9","_Btn10"];
      if(!dialog) then {
      createDialog "pInteraction_Menu";
      };
      disableSerialization;
      _curTarget = [_this,0,ObjNull,[ObjNull]] call BIS_fnc_param;
      if(isNull _curTarget) exitWith {closeDialog 0;}; //Bad target

      if(_curTarget isKindOf "House_F") exitWith {
      if((nearestObject [[16019.5,16952.9,0],"Land_Dome_Big_F"]) == _curTarget OR (nearestObject [[16019.5,16952.9,0],"Land_Research_house_V1_F"]) == _curTarget) then {
      _display = findDisplay 37400;
      _Btn1 = _display displayCtrl Btn1;
      _Btn2 = _display displayCtrl Btn2;
      _Btn3 = _display displayCtrl Btn3;
      _Btn4 = _display displayCtrl Btn4;
      _Btn5 = _display displayCtrl Btn5;
      _Btn6 = _display displayCtrl Btn6;
      _Btn7 = _display displayCtrl Btn7;
      _Btn8 = _display displayCtrl Btn8;
      _Btn9 = _display displayCtrl Btn9;
      _Btn10 = _display displayCtrl Btn10;
      life_pInact_curTarget = _curTarget;

      _Btn1 ctrlSetText "Reparieren";
      _Btn1 buttonSetAction "[life_pInact_curTarget] spawn life_fnc_repairDoor;";

      _Btn2 ctrlSetText "Öffnen/Schließen";
      _Btn2 buttonSetAction "[life_pInact_curTarget] call life_fnc_doorAnimate;";
      _Btn3 ctrlShow false;
      _Btn4 ctrlShow false;
      _Btn5 ctrlShow false;
      _Btn6 ctrlShow false;
      _Btn7 ctrlShow false;
      _Btn8 ctrlShow false;
      _Btn9 ctrlShow false;
      _Btn10 ctrlShow false;
      } else {
      closeDialog 0;
      };
      };

      if(!isPlayer _curTarget && side _curTarget == civilian) exitWith {closeDialog 0;}; //Bad side check?
      _display = findDisplay 37400;
      _Btn1 = _display displayCtrl Btn1;
      _Btn2 = _display displayCtrl Btn2;
      _Btn3 = _display displayCtrl Btn3;
      _Btn4 = _display displayCtrl Btn4;
      _Btn5 = _display displayCtrl Btn5;
      _Btn6 = _display displayCtrl Btn6;
      _Btn7 = _display displayCtrl Btn7;
      _Btn8 = _display displayCtrl Btn8;
      _Btn9 = _display displayCtrl Btn9;
      _Btn10 = _display displayCtrl Btn10;
      life_pInact_curTarget = _curTarget;

      //Set Unrestrain Button
      _Btn1 ctrlSetText localize "STR_pInAct_Unrestrain";
      _Btn1 buttonSetAction "[life_pInact_curTarget] call life_fnc_unrestrain; closeDialog 0;";

      //Set Check Licenses Button
      _Btn2 ctrlSetText localize "STR_pInAct_checkLicenses";
      _Btn2 buttonSetAction "[[player],""life_fnc_licenseCheck"",life_pInact_curTarget,FALSE] spawn life_fnc_MP";

      //Set Search Button
      _Btn3 ctrlSetText localize "STR_pInAct_SearchPlayer";
      _Btn3 buttonSetAction "[life_pInact_curTarget] spawn life_fnc_searchAction;";

      //Set Escort Button
      if((_curTarget getVariable["Escorting",false])) then {
      _Btn4 ctrlSetText localize "STR_pInAct_StopEscort";
      _Btn4 buttonSetAction "[life_pInact_curTarget] call life_fnc_stopEscorting; [life_pInact_curTarget] call life_fnc_medInteractionMenu;";
      } else {
      _Btn4 ctrlSetText localize "STR_pInAct_Escort";
      _Btn4 buttonSetAction "[life_pInact_curTarget] call life_fnc_escortAction; closeDialog 0;";
      };

      //Set Ticket Button
      _Btn5 ctrlSetText localize "STR_pInAct_TicketBtn";
      _Btn5 buttonSetAction "[life_pInact_curTarget] call life_fnc_ticketAction;";


      _Btn7 ctrlSetText localize "STR_pInAct_PutInCar";
      _Btn7 buttonSetAction "[life_pInact_curTarget] call life_fnc_putInCar; closeDialog 0;";


      _Btn9 ctrlSetText localize "STR_pInAct_Breathalyzer";
      _Btn9 buttonSetAction "[[player],""life_fnc_breathalyzer"",life_pInact_curTarget,FALSE] spawn life_fnc_MP;closeDialog 0";


      //Check that you are near a place to jail them.
      if(!((player distance (getMarkerPos "cop_spawn_1") < 50) OR (player distance (getMarkerPos "cop_spawn_2") < 50) OR (player distance (getMarkerPos "cop_spawn_3") < 50) OR (player distance (getMarkerPos "cop_spawn_bane") < 50))) then
      {
      _Btn6 ctrlEnable false;
      };

      fn_setupActions.sqf:

      Spoiler anzeigen

      /*
      File: fn_setupActions.sqf
      Description:
      Master addAction file handler for all client-based actions.
      */
      switch (playerSide) do
      {
      case west:
      {
      //Straßensperren aufheben
      life_actions = life_actions + [player addAction["Block Pick-up",life_fnc_packupmauer,"",0,false,false,"",' _mauer = nearestObjects[getPos player,["RoadBarrier_F"],8] select 0; !isNil "_mauer" && !isNil {(_mauer getVariable "item")}']];
      //Nagelbänder aufheben
      life_actions = life_actions + [player addAction["SpikeStrip Pick-up",life_fnc_packupSpikes,"",0,false,false,"",' _spikes = nearestObjects[getPos player,["Land_Razorwire_F"],8] select 0; !isNil "_spikes" && !isNil {(_spikes getVariable "item")}']];
      //Aussteigen aus Fahrzeugen
      life_actions = life_actions + [player addAction["Get out",life_fnc_copEnter,"exit",100,false,false,"",'(vehicle player != player) && (locked(vehicle player)==2)']];
      //CopEnter - Driver Seat
      life_actions = life_actions + [player addAction[localize "STR_pAct_DriverSeat",life_fnc_copEnter,"driver",200,false,false,"",'!isNull cursorTarget && ((cursorTarget isKindOf "Car")||(cursorTarget isKindOf "Air")||(cursorTarget isKindOf "Ship")) && (locked cursorTarget) != 0 && cursorTarget distance player < 3.5']];
      //CopEnter - Passenger Seat
      life_actions = life_actions + [player addAction[localize "STR_pAct_PassengerSeat",life_fnc_copEnter,"passenger",100,false,false,"",'!isNull cursorTarget && ((cursorTarget isKindOf "Car")||(cursorTarget isKindOf "Air")||(cursorTarget isKindOf "Ship")) && (locked cursorTarget) != 0 && cursorTarget distance player < 3.5']];
      //CopEnter - Gunner Seat
      life_actions = life_actions + [player addAction[localize "STR_pAct_GunnerSeat",life_fnc_copEnter,"gunner",100,false,false,"",'!isNull cursorTarget && ((cursorTarget isKindOf "Car")||(cursorTarget isKindOf "Air")||(cursorTarget isKindOf "Ship")) && (locked cursorTarget) != 0 && cursorTarget distance player < 3.5']];
      //Hinsetzen
      life_actions = life_actions + [player addAction["Sitdown",life_fnc_sitDown,cursorTarget,10,false,false,"",' !isNull cursorTarget && (player distance cursorTarget) < 3 && (cursorTarget isKindOf "Land_CampingChair_V1_F" || cursorTarget isKindOf "Land_ChairWood_F" || cursorTarget isKindOf "Land_ChairPlastic_F")']];
      //Aufstehen
      life_actions = life_actions + [player addAction["Standup", life_fnc_sitDown,cursorTarget,10,false,false,"",'life_sitting']];
      //Unterstuetzung
      life_actions pushBack (player addAction["<t color='#ADFF2F'>Brauchen Unterstuetzung</t>",life_fnc_callbackup,"",0,FALSE,FALSE,""]);
      //Ausweis
      life_actions = life_actions + [player addAction["Ausweis zeigen",life_fnc_Lizenzzeigen,"",1,false,true,"",'!isNull cursorTarget && cursorTarget isKindOf "Man"']];
      };
      case independent:
      {
      //Straßensperren aufheben
      life_actions = life_actions + [player addAction["Block Pick-up",life_fnc_packupmauer,"",0,false,false,"",' _mauer = nearestObjects[getPos player,["RoadBarrier_F"],8] select 0; !isNil "_mauer" && !isNil {(_mauer getVariable "item")}']];
      //Nagelbänder aufheben
      life_actions = life_actions + [player addAction["SpikeStrip Pick-up",life_fnc_packupSpikes,"",0,false,false,"",' _spikes = nearestObjects[getPos player,["Land_Razorwire_F"],8] select 0; !isNil "_spikes" && !isNil {(_spikes getVariable "item")}']];
      //Hinsetzen
      life_actions = life_actions + [player addAction["Sitdown",life_fnc_sitDown,cursorTarget,10,false,false,"",' !isNull cursorTarget && (player distance cursorTarget) < 3 && (cursorTarget isKindOf "Land_CampingChair_V1_F" || cursorTarget isKindOf "Land_ChairWood_F" || cursorTarget isKindOf "Land_ChairPlastic_F")']];
      //Aufstehen
      life_actions = life_actions + [player addAction["Standup", life_fnc_sitDown,cursorTarget,10,false,false,"",'life_sitting']];
      //Aussteigen aus Fahrzeugen
      life_actions = life_actions + [player addAction["Get out",life_fnc_medEnter,"exit",100,false,false,"",'(vehicle player != player) && (locked(vehicle player)==2)']];
      //CopEnter - Driver Seat
      life_actions = life_actions + [player addAction[localize "STR_pAct_DriverSeat",life_fnc_medEnter,"driver",200,false,false,"",'!isNull cursorTarget && ((cursorTarget isKindOf "Car")||(cursorTarget isKindOf "Air")||(cursorTarget isKindOf "Ship")) && (locked cursorTarget) != 0 && cursorTarget distance player < 3.5']];
      //CopEnter - Passenger Seat
      life_actions = life_actions + [player addAction[localize "STR_pAct_PassengerSeat",life_fnc_medEnter,"passenger",100,false,false,"",'!isNull cursorTarget && ((cursorTarget isKindOf "Car")||(cursorTarget isKindOf "Air")||(cursorTarget isKindOf "Ship")) && (locked cursorTarget) != 0 && cursorTarget distance player < 3.5']];
      //CopEnter - Gunner Seat
      life_actions = life_actions + [player addAction[localize "STR_pAct_GunnerSeat",life_fnc_medEnter,"gunner",100,false,false,"",'!isNull cursorTarget && ((cursorTarget isKindOf "Car")||(cursorTarget isKindOf "Air")||(cursorTarget isKindOf "Ship")) && (locked cursorTarget) != 0 && cursorTarget distance player < 3.5']];
      //Ausweis
      life_actions = life_actions + [player addAction["Ausweis zeigen",life_fnc_Lizenzzeigen,"",1,false,true,"",'!isNull cursorTarget && cursorTarget isKindOf "Man"']];
      };
      case civilian:
      {
      //Take The Organs
      life_actions = life_actions + [player addAction["Steal Organs",life_fnc_takeOrgans,"",0,false,false,"",'!isNull cursorTarget && cursorTarget isKindOf "Man" && (isPlayer cursorTarget) && alive cursorTarget && cursorTarget distance player < 3.5 && !(cursorTarget getVariable ["missingOrgan",FALSE]) && !(player getVariable "Escorting") && !(player getVariable "hasOrgan") && !(player getVariable "transporting") && animationState cursorTarget == "Incapacitated"']];
      //Hinsetzen
      life_actions = life_actions + [player addAction["Sitdown",life_fnc_sitDown,cursorTarget,10,false,false,"",' !isNull cursorTarget && (player distance cursorTarget) < 3 && (cursorTarget isKindOf "Land_CampingChair_V1_F" || cursorTarget isKindOf "Land_ChairWood_F" || cursorTarget isKindOf "Land_ChairPlastic_F")']];
      //Aufstehen
      life_actions = life_actions + [player addAction["Standup", life_fnc_sitDown,cursorTarget,10,false,false,"",'life_sitting']];
      //Ausweis
      life_actions = life_actions + [player addAction["Ausweis zeigen",life_fnc_Lizenzzeigen,"",1,false,true,"",'!isNull cursorTarget && cursorTarget isKindOf "Man"']];
      };
      };

      functions.h:

      Spoiler anzeigen

      class Socket_Reciever
      {
      tag = "SOCK";
      class SQL_Socket
      {
      file = "core\session";
      class requestReceived {};
      class dataQuery {};
      class insertPlayerInfo {};
      class updateRequest {};
      class syncData {};
      class updatePartial {};
      };
      };

      class Life_Client_Core
      {
      tag = "life";

      class Master_Directory
      {
      file = "core";
      class setupActions {};
      class setupEVH {};
      class initCiv {};
      class initCop {};
      class initMedic {};
      class welcomeNotification {};
      class welcome {};
      };
      class AdminMenu
      {
      file = "AS_AdminMenu";
      class openMenu {};
      class ASreceiver {};
      class execute {};
      class ASrefund {};
      };


      class MiniGames
      {
      file = "core\minigames";
      class bootVerleih {};
      };

      class Admin
      {
      file = "core\admin";
      class admininfo {};
      class adminid {};
      class admingetID {};
      class adminMenu {};
      class supportMenu {};
      class adminQuery {};
      class adminSpectate {};
      class adminTeleport {};
      class adminTpHere {};
      class supportQuery {};
      class supportInfo {};
      };

      class anstrich
      {
      file = "core\repaint";
      class repaintMenu {};
      class repaintColor {};
      class repaintVehicle {};
      };

      class economy
      {
      file = "core\economy";
      class virt_updatePrice {};
      class addsubstract {};
      class openEconomy {};
      class virt_updateEconomy {};
      };

      class Medical_System
      {
      file = "core\medical";
      class onPlayerKilled {};
      class onPlayerRespawn {};
      class respawned {};
      class revivePlayer {};
      class revived {};
      class medicMarkers {};
      class requestMedic {};
      class medicRequest {};
      class deathScreen {};
      class medicLoadout {};
      class medicLights {};
      class medicSiren {};
      class resetMedic {};
      class medEnter {};
      class medInteractionMenu {};
      };

      class Actions
      {
      file = "core\actions";
      class buyLicense {};
      class chemlightUse {};
      class heal {};
      class gather {};
      class healHospital {};
      class pushVehicle {};
      class repairTruck {};
      class serviceChopper {};
      class serviceTruck {};
      class catchFish {};
      class catchTurtle {};
      class dpFinish {};
      class dropFishingNet {};
      class getDPMission {};
      class postBail {};
      class processAction {};
      class sellOil {};
      class suicideBomb {};
      class arrestAction {};
      class escortAction {};
      class impoundAction {};
      class pulloutAction {};
      class putInCar {};
      class stopEscorting {};
      class restrainAction {};
      class searchAction {};
      class searchVehAction {};
      class unrestrain {};
      class pickupItem {};
      class pickupMoney {};
      class ticketAction {};
      class pumpRepair {};
      class packupSpikes {};
      class storeVehicle {};
      class robAction {};
      class sellTurtle {};
      class sellGoldBars {};
      class captureHideout {};
      class surrender {};
      class removeWeaponAction{};
      class packupmauer {};
      class processActionDual {};
      class processActionLsd {};
      class takeOrgans {};
      class sitDown {};
      class robShops {};
      class craftAction {};
      };

      class Special
      {
      file = "core\special";
      class openEmpMenu {};
      class isEmpOperator {};
      class scanVehicles {};
      class warnVehicle {};
      class empVehicle {};
      class vehicleWarned {};
      class vehicleEmpd {};
      };

      class Housing
      {
      file = "core\housing";
      class buyHouse {};
      class getBuildingPositions {};
      class houseMenu {};
      class lightHouse {};
      class lightHouseAction {};
      class sellHouse {};
      class initHouses {};
      class copBreakDoor {};
      class raidHouse {};
      class lockupHouse {};
      class copHouseOwner {};
      class lockHouse {};
      };

      class Config
      {
      file = "core\config";
      class licensePrice {};
      class vehicleColorCfg {};
      class vehicleColorStr {};
      class vehicleListCfg {};
      class licenseType {};
      class eatFood {};
      class varHandle {};
      class varToStr {};
      class impoundPrice {};
      class itemWeight {};
      class taxRate {};
      class virt_shops {};
      class vehShopLicenses {};
      class vehicleAnimate {};
      class weaponShopCfg {};
      class vehicleWeightCfg {};
      class houseConfig {};
      class craftCfg {};

      //Clothing Store Configs
      class clothing_cop {};
      class clothing_bruce {};
      class clothing_reb {};
      class clothing_dive {};
      class clothing_medic {};
      class clothing_donator {};
      };

      class Player_Menu
      {
      file = "core\pmenu";
      class wantedList {};
      class wantedInfo {};
      class wantedMenu {};
      class pardon {};
      class giveItem {};
      class giveMoney {};
      class p_openMenu {};
      class p_updateMenu {};
      class removeItem {};
      class useItem {};
      class cellphone {};
      class keyMenu {};
      class keyGive {};
      class keyDrop {};
      class s_onSliderChange {};
      class updateViewDistance {};
      class settingsMenu {};
      class settingsInit {};
      class wantedadd2 {};
      class wanted2 {};
      class smartphone {};
      class newMsg {};
      class showMsg {};
      class revokeLicense {};
      class craft {};
      class craft_update {};
      };

      class Functions
      {
      file = "core\functions";
      class calWeightDiff {};
      class fetchCfgDetails {};
      class handleInv {};
      class hudSetup {};
      class hudUpdate {};
      class tazeSound {};
      class animSync {};
      class simDisable {};
      class keyHandler {};
      class dropItems {};
      class handleDamage {};
      class numberText {};
      class handleItem {};
      class accType {};
      class receiveItem {};
      class giveDiff {};
      class receiveMoney {};
      class playerTags {};
      class clearVehicleAmmo {};
      class pulloutVeh {};
      class nearUnits {};
      class actionKeyHandler {};
      class playerCount {};
      class fetchDeadGear {};
      class loadDeadGear {};
      class isnumeric {};
      class escInterupt {};
      class onTakeItem {};
      class fetchVehInfo {};
      class pushObject {};
      class onFired {};
      class revealObjects {};
      class nearestDoor {};
      class inventoryClosed {};
      class inventoryOpened {};
      class isUIDActive {};
      class callCellPhone {};
      class UnlockCarSound {};
      class LockCarSound {};
      class stripDownPlayer {};
      class saveGear {};
      class loadGear {};
      class autoSave {};
      class emptyFuel {};
      class fatigueReset {};
      class introCam {};
      };

      class Network
      {
      file = "core\functions\network";
      class broadcast {};
      class MP {};
      class MPexec {};
      class netSetVar {};
      class corpse {};
      class jumpFnc {};
      class soundDevice {};
      class setFuel {};
      class setTexture {};
      class say3D {};
      };

      class Civilian
      {
      file = "core\civilian";
      class jailMe {};
      class jail {};
      class tazed {};
      class knockedOut {};
      class knockoutAction {};
      class robReceive {};
      class robPerson {};
      class removeLicenses {};
      class demoChargeTimer {};
      class civInteractionMenu {};
      class removeWeapons {};
      class civLoadout {};
      class hasOrgan {};
      };

      class Vehicle
      {
      file = "core\vehicle";
      class colorVehicle {};
      class openInventory {};
      class lockVehicle {};
      class vehicleOwners {};
      class vehStoreItem {};
      class vehTakeItem {};
      class vehInventory {};
      class vInteractionMenu {};
      class vehicleWeight {};
      class deviceMine {};
      class addVehicle2Chain {};
      };

      class Cop
      {
      file = "core\cop";
      class copMarkers {};
      class copLights {};
      class vehInvSearch {};
      class copSearch {};
      class bountyReceive {};
      class searchClient {};
      class restrain {};
      class ticketGive {};
      class ticketPay {};
      class ticketPrompt {};
      class copSiren {};
      class spikeStripEffect {};
      class radar {};
      class questionDealer {};
      class copInteractionMenu {};
      class sirenLights {};
      class licenseCheck {};
      class licensesRead {};
      class repairDoor {};
      class doorAnimate {};
      class fedCamDisplay {};
      class copLoadout {};
      class breathalyzer {};
      class copSiren2 {};
      class ticketPaid {};
      class copEnter {};
      class copOpener {};
      class radarCam {};
      class showArrestDialog {};
      class arrestDialog_Arrest {};
      class callbackup {};
      };

      class Gangs
      {
      file = "core\gangs";
      class initGang {};
      class createGang {};
      class gangCreated {};
      class gangMenu {};
      class gangKick {};
      class gangLeave {};
      class gangNewLeader {};
      class gangUpgrade {};
      class gangInvitePlayer {};
      class gangInvite {};
      class gangDisband {};
      class gangDisbanded {};
      class gangMarkers {};
      };

      class Shops
      {
      file = "core\shops";
      class atmMenu {};
      class buyClothes {};
      class changeClothes {};
      class clothingMenu {};
      class clothingFilter {};
      class vehicleShopMenu {};
      class vehicleShopLBChange {};
      class vehicleShopBuy {};
      class weaponShopFilter {};
      class weaponShopMenu {};
      class weaponShopSelection {};
      class weaponShopBuySell {};
      class virt_buy {};
      class virt_menu {};
      class virt_update {};
      class virt_sell {};
      class chopShopMenu {};
      class chopShopSelection {};
      class chopShopSell {};
      class licenses {};
      };

      class Items
      {
      file = "core\items";
      class pickaxeUse {};
      class lockpick {};
      class spikeStrip {};
      class jerryRefuel {};
      class flashbang {};
      class boltcutter {};
      class blastingCharge {};
      class defuseKit {};
      class storageBox {};
      class mauer {};
      class drinkbeer {};
      class drinkmoonshine {};
      class drinkwhiskey {};
      class useHeroin {};
      class useKokain {};
      class useMarihuana {};
      class weedSmoke {};
      };

      class Dialog_Controls
      {
      file = "dialog\function";
      class setMapPosition {};
      class displayHandler {};
      class spawnConfirm {};
      class spawnMenu {};
      class spawnPointCfg {};
      class spawnPointSelected {};
      class progressBar {};
      class impoundMenu {};
      class unimpound {};
      class sellGarage {};
      class bankDeposit {};
      class bankWithdraw {};
      class bankTransfer {};
      class garageLBChange {};
      class safeInventory {};
      class safeOpen {};
      class safeTake {};
      class safeFix {};
      class vehicleGarage {};
      class gangDeposit {};
      };
      class Ausweis
      {
      file = "core\Ausweis";
      class Lizenzsehen {};
      class Lizenzzeigen {};
      };
      class Scripts_Siren
      {
      file = "core\scripts";
      class callSiren {};
      };
      };

      Ich hoffe ihr könnt mir da weiterhelfen warum das nicht funktioniert.

      MfG

      Gismo2501

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