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    Meine Mediclights und Coplights funktionieren nicht ?

    • znake
    • 28. Dezember 2016 um 00:17
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    • znake
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      • 28. Dezember 2016 um 00:17
      • #1

      Hat da jemand eine idee?

      Spoiler anzeigen
      Code: fn_medicLights.sqf
      /*
          File: fn_medicLights.sqf
          Author: mindstorm, modified by Adanteh
          Link: http://forums.bistudio.com/showthread.php?157474-Offroad-Police-sirens-lights-and-underglow
      
      
      
      
          Description:
          Adds the light effect to cop vehicles, specifically the offroad.
      */
      Private ["_vehicle","_lightRed","_lightBlue","_lightleft","_lightright","_leftRed"];
      _vehicle = _this select 0;
      
      
      
      
      if (isNil "_vehicle" || isNull _vehicle || !(_vehicle getVariable "lights")) exitWith {};
      _lightRed = [0.1, 0.1, 20];
      _lightBlue = [0.1, 0.1, 20];
      
      
      
      
      _lightleft = "#lightpoint" createVehicle getPos _vehicle;
      sleep 0.2;
      _lightleft setLightColor _lightRed;
      _lightleft setLightBrightness 0.2;
      _lightleft setLightAmbient [0.1,0.1,1];
      
      
      
      
      switch (typeOf _vehicle) do
      {
          case "C_Offroad_01_F":
          {
              _lightleft lightAttachObject [_vehicle, [-0.37, 0.0, 0.56]];
          };
      	case "B_MRAP_01_F":
          {
              _lightleft lightAttachObject [_vehicle, [-1, -2.8, 0.55]];
          }; 
      
      
      
      
      	case "C_Offroad_02_unarmed_black_F":
          {
              _lightleft lightAttachObject [_vehicle, [-0.37,-1.2,0.42]];
          }; 	
      	case "C_Van_01_box_F":
          {
              _lightleft lightAttachObject [_vehicle, [-0.75, 0.2, 1.55]];
          };
      	case "B_Quadbike_01_F": 
          {
              _lightright lightAttachObject [_vehicle, [-0.37,-1.2,0.42]];
          };
      
      
      
      
          case "B_MRAP_01_F":
          {
              _lightleft lightAttachObject [_vehicle, [-0.37, -1.9, 0.7]];
          };
      
      
      
      
          case "C_SUV_01_F":
          {
              _lightleft lightAttachObject [_vehicle, [-0.37,-1.2,0.42]];
          };
      
      
      
      
          case "C_Hatchback_01_sport_F":
          {
              _lightleft lightAttachObject [_vehicle, [-0.35,-0.2,0.25]];
          };
      
      
      
      
          case "B_Heli_Light_01_F":
          {
              _lightleft lightAttachObject [_vehicle,[-0.37, 0.0, -0.80]];
          };
      	case "O_Heli_Light_02_unarmed_F":
          {
              _lightleft lightAttachObject [_vehicle,[-0.37, 0.0, 0.56]];
          };
      	case "I_Heli_light_03_unarmed_F":
          {
              _lightleft lightAttachObject [_vehicle,[-0.37, 0.0, 0.56]];
          };
      
      
      
      
          case "B_Heli_Transport_01_F":
          {
              _lightleft lightAttachObject [_vehicle, [-0.5, 0.0, 0.81]];
          };
      }
      
      
      
      
      _lightleft setLightAttenuation [0.181, 0, 1000, 130];
      _lightleft setLightIntensity 10;
      _lightleft setLightFlareSize 0.38;
      _lightleft setLightFlareMaxDistance 150;
      _lightleft setLightUseFlare true;
      
      
      
      
      _lightright = "#lightpoint" createVehicle getPos _vehicle;
      sleep 0.2;
      _lightright setLightColor _lightBlue;
      _lightright setLightBrightness 0.2;
      _lightright setLightAmbient [0.1,0.1,1];
      
      
      
      
      switch (typeOf _vehicle) do
      {
          case "C_Offroad_01_F": 
          {
              _lightright lightAttachObject [_vehicle, [0.37, 0.0, 0.56]];
          };
      	case "B_MRAP_01_F":
          {
              _lightleft lightAttachObject [_vehicle, [1, -2.8, 0.55]];
          };
      	case "C_Offroad_02_unarmed_black_F":
          {
              _lightleft lightAttachObject [_vehicle, [0.37,-1.2,0.42]];
          }; 	
      	case "C_Van_01_box_F":
          {
              _lightleft lightAttachObject [_vehicle, [0.67, 0.2, 1.55]];
          };
      	case "B_Quadbike_01_F": 
          {
              _lightright lightAttachObject [_vehicle, [0.37, 1.2, 0.42];
          };
          case "B_MRAP_01_F":
          {
              _lightright lightAttachObject [_vehicle, [0.37, -1.9, 0.7]];
          };
      
      
      
      
          case "C_SUV_01_F":
          {
              _lightright lightAttachObject [_vehicle, [0.37,-1.2,0.42]];
          };
      
      
      
      
          case "C_Hatchback_01_sport_F":
          {
              _lightright lightAttachObject [_vehicle, [0.35,-0.2,0.25]];
          };
      
      
      
      
          case "B_Heli_Light_01_F":
          {
              _lightright lightAttachObject [_vehicle,[0.37, 0.0, -0.80]];
          };
      	case "O_Heli_Light_02_unarmed_F":
          {
              _lightleft lightAttachObject [_vehicle,[0.37, 0.0, 0.56]];
          };
      	case "I_Heli_light_03_unarmed_F":
          {
              _lightleft lightAttachObject [_vehicle,[0.37, 0.0, 0.56]];
          };
      
      
      
      
          case "B_Heli_Transport_01_F":
          {
              _lightright lightAttachObject [_vehicle, [0.5, 0.0, 0.81]];
          };
      };
      
      
      
      
      _lightright setLightAttenuation [0.181, 0, 1000, 130];
      _lightright setLightIntensity 10;
      _lightright setLightFlareSize 0.38;
      _lightright setLightFlareMaxDistance 150;
      _lightright setLightUseFlare true;
      
      
      
      
      //ARE YOU ALL HAPPY?!?!?!?!?!?!?!?!?%#?@WGD?TGD?BN?ZDHBFD?GA
      _lightleft setLightDayLight true;
      _lightright setLightDayLight true;
      
      
      
      
      _leftRed = true;
      while{ (alive _vehicle)} do
      {
          if (!(_vehicle getVariable "lights")) exitWith {};
          if (_leftRed) then
          {
              _leftRed = false;
              _lightright setLightBrightness 0.0;
              sleep 0.05;
              _lightleft setLightBrightness 6;
          }
              else
          {
              _leftRed = true;
              _lightleft setLightBrightness 0.0;
              sleep 0.05;
              _lightright setLightBrightness 6;
          };
          sleep (_this select 1);
      };
      deleteVehicle _lightleft;
      deleteVehicle _lightright;
      Alles anzeigen


      Spoiler anzeigen
      Code: fn_copLights.sqf
      /*
          File: fn_copLights.sqf
          Author: mindstorm, modified by Adanteh
          Link: http://forums.bistudio.com/showthread.php?157474-Offroad-Police-sirens-lights-and-underglow
      
      
      
      
          Description:
          Adds the light effect to cop vehicles, specifically the offroad.
      */
      Private ["_vehicle","_lightRed","_lightBlue","_lightleft","_lightright","_leftRed"];
      _vehicle = _this select 0;
      
      
      
      
      if (isNil "_vehicle" || isNull _vehicle || !(_vehicle getVariable "lights")) exitWith {};
      _lightRed = [20, 0.1, 0.1];
      _lightBlue = [0.1, 0.1, 20];
      
      
      
      
      _lightleft = "#lightpoint" createVehicle getPos _vehicle;
      sleep 0.2;
      _lightleft setLightColor _lightRed;
      _lightleft setLightBrightness 0.2;
      _lightleft setLightAmbient [0.1,0.1,1];
      
      
      
      
      switch (typeOf _vehicle) do
      {
          case "C_Offroad_01_F":
          {
              _lightleft lightAttachObject [_vehicle, [-0.37, 0.0, 0.56]];
          };
      	case "B_MRAP_01_hmg_F":
          {
              _lightleft lightAttachObject [_vehicle, [-0.37, 0.0, 0.56]];
          };
      	case "I_MRAP_03_F":
          {
              _lightleft lightAttachObject [_vehicle, [-0.37, 0.0, 0.56]];
          };
      	case "O_MRAP_02_F":
          {
              _lightleft lightAttachObject [_vehicle, [-0.37, 0.0, 0.56]];
          };
      	case "B_MRAP_01_F":
          {
              _lightleft lightAttachObject [_vehicle, [-1, -2.8, 0.55]];
          }; 
      
      
      
      
      	case "C_Offroad_02_unarmed_black_F":
          {
              _lightleft lightAttachObject [_vehicle, [-0.37,-1.2,0.42]];
          }; 	
      	case "C_Van_01_box_F":
          {
              _lightleft lightAttachObject [_vehicle, [-0.75, 0.2, 1.55]];
          };
      	case "B_Quadbike_01_F": 
          {
              _lightright lightAttachObject [_vehicle, [-0.37,-1.2,0.42]];
          };
      
      
      
      
          case "B_MRAP_01_F":
          {
              _lightleft lightAttachObject [_vehicle, [-0.37, -1.9, 0.7]];
          };
      
      
      
      
          case "C_SUV_01_F":
          {
              _lightleft lightAttachObject [_vehicle, [-0.37,-1.2,0.42]];
          };
      
      
      
      
          case "C_Hatchback_01_sport_F":
          {
              _lightleft lightAttachObject [_vehicle, [-0.35,-0.2,0.25]];
          };
      	case "C_Hatchback_01_F":
          {
              _lightleft lightAttachObject [_vehicle, [-0.35,-0.2,0.25]];
          };
      
      
      
      
          case "B_Heli_Light_01_F":
          {
              _lightleft lightAttachObject [_vehicle,[-0.37, 0.0, -0.80]];
          };
      	case "O_Heli_Light_02_unarmed_F":
          {
              _lightleft lightAttachObject [_vehicle,[-0.37, 0.0, 0.56]];
          };
      	case "I_Heli_light_03_unarmed_F":
          {
              _lightleft lightAttachObject [_vehicle,[-0.37, 0.0, 0.56]];
          };
      	case "B_T_VTOL_01_infantry_F":
          {
              _lightleft lightAttachObject [_vehicle,[-0.37, 0.0, 0.56]];
          };
      
      
      
      
          case "B_Heli_Transport_01_F":
          {
              _lightleft lightAttachObject [_vehicle, [-0.5, 0.0, 0.81]];
          };
      };
      
      
      
      
      _lightleft setLightAttenuation [0.181, 0, 1000, 130];
      _lightleft setLightIntensity 10;
      _lightleft setLightFlareSize 0.38;
      _lightleft setLightFlareMaxDistance 150;
      _lightleft setLightUseFlare true;
      
      
      
      
      _lightright = "#lightpoint" createVehicle getPos _vehicle;
      sleep 0.2;
      _lightright setLightColor _lightBlue;
      _lightright setLightBrightness 0.2;
      _lightright setLightAmbient [0.1,0.1,1];
      
      
      
      
      switch (typeOf _vehicle) do 
      {
          case "C_Offroad_01_F": 
          {
              _lightright lightAttachObject [_vehicle, [0.37, 0.0, 0.56]];
          };
      	case "B_MRAP_01_hmg_F":
          {
              _lightleft lightAttachObject [_vehicle, [0.37, 0.0, 0.56]];
          };
      	case "I_MRAP_03_F":
          {
              _lightleft lightAttachObject [_vehicle, [0.37, 0.0, 0.56]];
          };
      	case "O_MRAP_02_F":
          {
              _lightleft lightAttachObject [_vehicle, [0.37, 0.0, 0.56]];
          };
      	case "B_MRAP_01_F":
          {
              _lightleft lightAttachObject [_vehicle, [1, -2.8, 0.55]];
          };
      	case "C_Offroad_02_unarmed_black_F":
          {
              _lightleft lightAttachObject [_vehicle, [0.37,-1.2,0.42]];
          }; 	
      	case "C_Van_01_box_F":
          {
              _lightleft lightAttachObject [_vehicle, [0.67, 0.2, 1.55]];
          };
      	case "B_Quadbike_01_F": 
          {
              _lightright lightAttachObject [_vehicle, [0.37, 1.2, 0.42];
          };
          case "B_MRAP_01_F":
          {
              _lightright lightAttachObject [_vehicle, [0.37, -1.9, 0.7]];
          };
      
      
      
      
          case "C_SUV_01_F":
          {
              _lightright lightAttachObject [_vehicle, [0.37,-1.2,0.42]];
          };
      
      
      
      
          case "C_Hatchback_01_sport_F":
          {
              _lightright lightAttachObject [_vehicle, [0.35,-0.2,0.25]];
          };
      	case "C_Hatchback_01_F":
          {
              _lightleft lightAttachObject [_vehicle, [0.35,-0.2,0.25]];
          };
      
      
      
      
          case "B_Heli_Light_01_F":
          {
              _lightright lightAttachObject [_vehicle,[0.37, 0.0, -0.80]];
          };
      	case "O_Heli_Light_02_unarmed_F":
          {
              _lightleft lightAttachObject [_vehicle,[0.37, 0.0, 0.56]];
          };
      	case "I_Heli_light_03_unarmed_F":
          {
              _lightleft lightAttachObject [_vehicle,[0.37, 0.0, 0.56]];
          };
      	case "B_T_VTOL_01_infantry_F":
          {
              _lightleft lightAttachObject [_vehicle,[0.37, 0.0, 0.56]];
          };
      
      
      
      
          case "B_Heli_Transport_01_F":
          {
              _lightright lightAttachObject [_vehicle, [0.5, 0.0, 0.81]];
          };
      };
      
      
      
      
      _lightright setLightAttenuation [0.181, 0, 1000, 130];
      _lightright setLightIntensity 10;
      _lightright setLightFlareSize 0.38;
      _lightright setLightFlareMaxDistance 150;
      _lightright setLightUseFlare true;
      
      
      
      
      //ARE YOU ALL HAPPY?!?!?!?!?!?!?!?!?%#?@WGD?TGD?BN?ZDHBFD?GA
      _lightleft setLightDayLight true;
      _lightright setLightDayLight true;
      
      
      
      
      _leftRed = true;
      while{ (alive _vehicle)} do
      {
          if (!(_vehicle getVariable "lights")) exitWith {};
          if (_leftRed) then
          {
              _leftRed = false;
              _lightright setLightBrightness 0.0;
              sleep 0.05;
              _lightleft setLightBrightness 6;
          }
              else
          {
              _leftRed = true;
              _lightleft setLightBrightness 0.0;
              sleep 0.05;
              _lightright setLightBrightness 6;
          };
          sleep (_this select 1);
      };
      deleteVehicle _lightleft;
      deleteVehicle _lightright;
      Alles anzeigen

      Wollt noch das hier anhängen

      Spoiler anzeigen
      Code: fn_keyhandler.sqf
      #include "..\..\script_macros.hpp"
      /*
      *    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 = _this select 0;
      _code = _this select 1;
      _shift = _this select 2;
      _ctrlKey = _this select 3;
      _alt = _this select 4;
      _speed = speed cursorObject;
      _handled = false;
      
      
      
      
      _interactionKey = if (count (actionKeys "User10") isEqualTo 0) then {219} else {(actionKeys "User10") select 0};
      _mapKey = (actionKeys "ShowMap" select 0);
      //hint str _code;
      _interruptionKeys = [17,30,31,32]; //A,S,W,D
      
      
      
      
      //Vault handling...
      if ((_code in (actionKeys "GetOver") || _code in (actionKeys "salute") || _code in (actionKeys "SitDown") || _code in (actionKeys "Throw") || _code in (actionKeys "GetIn") || _code in (actionKeys "GetOut") || _code in (actionKeys "Fire") || _code in (actionKeys "ReloadMagazine") || _code in [16,18]) && ((player getVariable ["restrained",false]) || (player getVariable ["playerSurrender",false]) || life_isknocked || life_istazed)) 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 (!(count (actionKeys "User10") isEqualTo 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;
      };
      
      
      
      
      if (life_container_active) then {
          switch (_code) do {
              //space key
              case 57: {
                  [] spawn life_fnc_placestorage;
              };
          };
          true;
      };
      
      
      
      
      switch (_code) do {
      
      
      
      
          //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;
      		};
      	};
      
      
      
      
      	case 200 : {
            if(vehicle player != player && (typeOf vehicle player) in ["B_Quadbike_01_F","C_Offroad_01_F","B_G_Offroad_01_F","C_Hatchback_01_F","C_Hatchback_01_sport_F","C_SUV_01_F"]) then {
      			[vehicle player,"warning"] spawn life_fnc_blinkerManage;
      			_handled = true;
      		}; 
      	};
          case 205 : {
      		if(vehicle player != player && (typeOf vehicle player) in ["B_Quadbike_01_F","C_Offroad_01_F","B_G_Offroad_01_F","C_Hatchback_01_F","C_Hatchback_01_sport_F","C_SUV_01_F"]) then {
      			[vehicle player,"right"] spawn life_fnc_blinkerManage;
      			_handled = true;
      		}; 
      	};
          case 203 : {
      		if(vehicle player != player && (typeOf vehicle player) in ["B_Quadbike_01_F","C_Offroad_01_F","B_G_Offroad_01_F","C_Hatchback_01_F","C_Hatchback_01_sport_F","C_SUV_01_F"]) then {
      			[vehicle player,"left"] spawn life_fnc_blinkerManage;
      			_handled = true;
      		};
      	};
      	//Ö-Key
      	case 39: {
      		if ((isNull(findDisplay 20000)) && (playerSide in ([west,independent]))) then {
      			0 spawn life_fnc_placeablesMenu;
      			_handled = true;
      		};
      		_handled = true;
      	};
      
      
      
      
          //Surrender (Shift + B)
          case 48: {
              if (_shift) then {
                  if (player getVariable ["playerSurrender",false]) then {
                      player setVariable ["playerSurrender",false,true];
                  } else {
                      [] spawn life_fnc_surrender;
                  };
                  _handled = true;
              };
          };
      	//ENTF-Key
      	case 211: {
      		if ((playerSide in [west,independent]) && ((typeOf cursorTarget) in life_definePlaceables)) then {
      			deleteVehicle cursorTarget;
      			hintSilent "Die Absperrung wurde entfernt";
      		};
      	};
      
      
      
      
          //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;}};
                  case civilian: {if (!visibleMap) then {[] spawn life_fnc_civMarkers;}};
              };
          };
      
      
      
      
          //Holster / recall weapon. (Shift + H)
          case 35: {
              if (_shift && !_ctrlKey && !(currentWeapon player isEqualTo "")) then {
                  life_curWep_h = currentWeapon player;
                  player action ["SwitchWeapon", player, player, 100];
                  player switchCamera cameraView;
              };
      
      
      
      
              if (!_shift && _ctrlKey && !isNil "life_curWep_h" && {!(life_curWep_h isEqualTo "")}) then {
                  if (life_curWep_h in [primaryWeapon player,secondaryWeapon player,handgunWeapon player]) then {
                      player selectWeapon life_curWep_h;
                  };
              };
          };
      
      
      
      
          //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;
                  };
              };
          };
      
      
      
      
          //Restraining (Shift + R)
          case 19: {
              if (_shift) then {_handled = true;};
              if (_shift && playerSide isEqualTo west && {!isNull cursorObject} && {cursorObject isKindOf "Man"} && {(isPlayer cursorObject)} && {(side cursorObject in [civilian,independent])} && {alive cursorObject} && {cursorObject distance player < 3.5} && {!(cursorObject getVariable "Escorting")} && {!(cursorObject getVariable "restrained")} && {speed cursorObject < 1}) then {
                  [] call life_fnc_restrainAction;
              };
          };
      
      
      
      
          //Knock out, this is experimental and yeah... (Shift + G)
          case 34: {
              if (_shift) then {_handled = true;};
              if (_shift && playerSide isEqualTo civilian && !isNull cursorObject && cursorObject isKindOf "Man" && isPlayer cursorObject && alive cursorObject && cursorObject distance player < 4 && speed cursorObject < 1) then {
                  if ((animationState cursorObject) != "Incapacitated" && (currentWeapon player == primaryWeapon player || currentWeapon player == handgunWeapon player) && currentWeapon player != "" && !life_knockout && !(player getVariable ["restrained",false]) && !life_istazed && !life_isknocked) then {
                      [cursorObject] spawn life_fnc_knockoutAction;
                  };
              };
          };
      
      
      
      
          //T Key (Trunk)
          case 20: {
              if (!_alt && !_ctrlKey && !dialog && {!life_action_inUse}) then {
                  if (vehicle player != player && alive vehicle player) then {
                      if ((vehicle player) in life_vehicles) then {
                          [vehicle player] spawn life_fnc_openInventory;
                      };
                  } else {
                      private "_list";
                      _list = ((ASLtoATL (getPosASL player)) nearEntities [["Box_IND_Grenades_F","B_supplyCrate_F"], 2.5]) select 0;
                      if (!(isNil "_list")) then {
                          _house = nearestObject [(ASLtoATL (getPosASL _list)), "House"];
                          if (_house getVariable ["locked", false]) then {
                              hint localize "STR_House_ContainerDeny";
                          } else {
                              [_list] spawn life_fnc_openInventory;
                          };
                      } else {
                          _list = ["landVehicle","Air","Ship"];
                          if (KINDOF_ARRAY(cursorObject,_list) && {player distance cursorObject < 7} && {isNull objectParent player} && {alive cursorObject} && {!life_action_inUse}) then {
                              if (cursorObject in life_vehicles) then {
                                  [cursorObject] spawn 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","C_Hatchback_01_sport_F","B_Heli_Light_01_F","B_Heli_Transport_01_F","C_Van_01_box_F"]) then {
      	if (!isNil {vehicle player getVariable "lights"}) then {
      	if (playerSide isEqualTo 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; };
      	if (_shift && vehicle player == player && playerside in [civilian,west,independent]) then {
      	[vehicle player] call life_fnc_useFlashlight;
      	};
      	};
      
      
      
      
          //Y Player Menu
          case 21: {
              if (!_alt && !_ctrlKey && !dialog && !(player getVariable ["restrained",false]) && {!life_action_inUse}) then {
                  if (!_shift) then {
                      [] call life_fnc_p_openMenu;
                  } else {
                      [] call life_fnc_altisPhone;
                  };
              };
          };
      
      
      
      
          //F Key
          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 getVariable "siren"}) then {_veh setVariable ["siren",false,true];};
                  if ((_veh getVariable "siren")) then {
                      titleText [localize "STR_MISC_SirensOFF","PLAIN"];
                      _veh setVariable ["siren",false,true];
                  } else {
                      titleText [localize "STR_MISC_SirensON","PLAIN"];
                      _veh setVariable ["siren",true,true];
                      if (playerSide isEqualTo west) then {
                          [_veh] remoteExec ["life_fnc_copSiren",RCLIENT];
                      } else {
                          [_veh] remoteExec ["life_fnc_medicSiren",RCLIENT];
                      };
                  };
              };
          };
      
      
      
      
          //O Key
          case 24: {
              if (_shift) then {
                  if (soundVolume != 1) then {
                      1 fadeSound 1;
                      systemChat localize "STR_MISC_soundnormal";
                  } else {
                      1 fadeSound 0.1;
                      systemChat localize "STR_MISC_soundfade";
                  };
              };
          };
      	//Takwondo(Traditional Martial arts in korea)(Shift + Num 1)
      	case 79:	{
      		if(_shift) then {_handled = true;};
      		if ((_shift) && (vehicle player == player)) then {
      			cutText [format["Takwondo!!!"], "PLAIN DOWN"];
      			player playMove "AmovPercMstpSnonWnonDnon_exerciseKata";
      		};
      	};
      
      
      
      
      	//Kneebend Slow(Shift + Num 2)
      	case 80: {
      		if(_shift) then {_handled = true;};
      		if ((_shift) && (vehicle player == player)) then {
      			cutText [format["KneeBend Slow baby~"], "PLAIN DOWN"];
      			player playMove "AmovPercMstpSnonWnonDnon_exercisekneeBendA";
      		};
      	};
      
      
      
      
      	//Kneebend Fast(Shift + Num 3)
      	case 81: {
      		if(_shift) then {_handled = true;};
      		if ((_shift) && (vehicle player == player)) then {
      			cutText [format["KneeBend more Hard!!!Move!!Move!!"], "PLAIN DOWN"];
      			player playMove "AmovPercMstpSnonWnonDnon_exercisekneeBendB";
      		};
      	};
      
      
      
      
      	//Pushup(Shift + Num 4)
      	case 75: {
      		if(_shift) then {_handled = true;};
      		if ((_shift) && (vehicle player == player)) then {
      			cutText [format["Pushup!!!!!!"], "PLAIN DOWN"];
      			player playMove "AmovPercMstpSnonWnonDnon_exercisePushup";
      		};
      	};
      
      
      
      
          //U Key
          case 22: {
              if (!_alt && !_ctrlKey) then {
                  if (isNull objectParent player) then {
                      _veh = cursorObject;
                  } else {
                      _veh = vehicle player;
                  };
      
      
      
      
                  if (_veh isKindOf "House_F" && {playerSide isEqualTo civilian}) then {
                      if (_veh in life_vehicles && player distance _veh < 8) then {
                          _door = [_veh] call life_fnc_nearestDoor;
                          if (_door isEqualTo 0) exitWith {hint localize "STR_House_Door_NotNear"};
                          _locked = _veh getVariable [format["bis_disabled_Door_%1",_door],0];
      
      
      
      
                          if (_locked isEqualTo 0) then {
                              _veh setVariable [format["bis_disabled_Door_%1",_door],1,true];
                              _veh animate [format["door_%1_rot",_door],0];
                              systemChat localize "STR_House_Door_Lock";
                          } else {
                              _veh setVariable [format["bis_disabled_Door_%1",_door],0,true];
                              _veh animate [format["door_%1_rot",_door],1];
                              systemChat localize "STR_House_Door_Unlock";
                          };
                      };
                  } else {
                      _locked = locked _veh;
                      if (_veh in life_vehicles && player distance _veh < 8) then {
                          if (_locked isEqualTo 2) then {
                              if (local _veh) then {
                                  _veh lock 0;
      
      
      
      
                                  // BI
                                  _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_L_source',1];
                                  _veh animateDoor ['Door_rear',1];
                                  _veh animateDoor ['Door_rear_source',1];
                                  _veh animateDoor ['Door_1_source',1];
                                  _veh animateDoor ['Door_2_source',1];
                                  _veh animateDoor ['Door_3_source',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];
                                  _veh animateDoor ['DoorL_Front_Open',1];
                                  _veh animateDoor ['DoorR_Front_Open',1];
                                  _veh animateDoor ['DoorL_Back_Open',1];
                                  _veh animateDoor ['DoorR_Back_Open ',1];
                              } else {
                                  [_veh,0] remoteExecCall ["life_fnc_lockVehicle",_veh];
      
      
      
      
                                  _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_L_source',1];
                                  _veh animateDoor ['Door_rear',1];
                                  _veh animateDoor ['Door_rear_source',1];
                                  _veh animateDoor ['Door_1_source',1];
                                  _veh animateDoor ['Door_2_source',1];
                                  _veh animateDoor ['Door_3_source',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];
                                  _veh animateDoor ['DoorL_Front_Open',1];
                                  _veh animateDoor ['DoorR_Front_Open',1];
                                  _veh animateDoor ['DoorL_Back_Open',1];
                                  _veh animateDoor ['DoorR_Back_Open ',1];
                              };
                              systemChat localize "STR_MISC_VehUnlock";
                              [_veh,"UnlockCarSound"] remoteExec ["life_fnc_say3D",RANY];
                          } 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_L_source',0];
                                  _veh animateDoor ['Door_rear',0];
                                  _veh animateDoor ['Door_rear_source',0];
                                  _veh animateDoor ['Door_1_source',0];
                                  _veh animateDoor ['Door_2_source',0];
                                  _veh animateDoor ['Door_3_source',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];
                                  _veh animateDoor ['DoorL_Front_Open',0];
                                  _veh animateDoor ['DoorR_Front_Open',0];
                                  _veh animateDoor ['DoorL_Back_Open',0];
                                  _veh animateDoor ['DoorR_Back_Open ',0];
                              } else {
                                  [_veh,2] remoteExecCall ["life_fnc_lockVehicle",_veh];
      
      
      
      
                                  _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_L_source',0];
                                  _veh animateDoor ['Door_rear',0];
                                  _veh animateDoor ['Door_rear_source',0];
                                  _veh animateDoor ['Door_1_source',0];
                                  _veh animateDoor ['Door_2_source',0];
                                  _veh animateDoor ['Door_3_source',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];
                                  _veh animateDoor ['DoorL_Front_Open',0];
                                  _veh animateDoor ['DoorR_Front_Open',0];
                                  _veh animateDoor ['DoorL_Back_Open',0];
                                  _veh animateDoor ['DoorR_Back_Open ',0];
                              };
                              systemChat localize "STR_MISC_VehLock";
                              [_veh,"LockCarSound"] remoteExec ["life_fnc_say3D",RANY];
                          };
                      };
                  };
              };
          };
      };
      
      
      
      
      _handled;
      Alles anzeigen

      Und das hier aucn noch

      Spoiler anzeigen
      Code: fn_spawnVehicle.sqf
      #include "\life_server\script_macros.hpp"
      /*
          File: fn_spawnVehicle.sqf
          Author: Bryan "Tonic" Boardwine
      
      
      
      
          Description:
          Sends the query request to the database, if an array is returned then it creates
          the vehicle if it's not in use or dead.
      */
      private ["_vid","_sp","_pid","_query","_sql","_vehicle","_nearVehicles","_name","_side","_tickTime","_dir","_servIndex","_damage","_wasIllegal","_location","_thread"];
      _vid = [_this,0,-1,[0]] call BIS_fnc_param;
      _pid = [_this,1,"",[""]] call BIS_fnc_param;
      _sp = [_this,2,[],[[],""]] call BIS_fnc_param;
      _unit = [_this,3,objNull,[objNull]] call BIS_fnc_param;
      _price = [_this,4,0,[0]] call BIS_fnc_param;
      _dir = [_this,5,0,[0]] call BIS_fnc_param;
      _spawntext = _this select 6;
      _unit_return = _unit;
      _name = name _unit;
      _side = side _unit;
      _unit = owner _unit;
      
      
      
      
      if (_vid isEqualTo -1 || _pid isEqualTo "") exitWith {};
      if (_vid in serv_sv_use) exitWith {};
      serv_sv_use pushBack _vid;
      _servIndex = serv_sv_use find _vid;
      
      
      
      
      _query = format ["SELECT id, side, classname, type, pid, alive, active, plate, color, inventory, gear, fuel, damage, blacklist FROM vehicles WHERE id='%1' AND pid='%2'",_vid,_pid];
      
      
      
      
      _tickTime = diag_tickTime;
      _queryResult = [_query,2] call DB_fnc_asyncCall;
      
      
      
      
      if (EXTDB_SETTING(getNumber,"DebugMode") isEqualTo 1) then {
          diag_log "------------- Client Query Request -------------";
          diag_log format ["QUERY: %1",_query];
          diag_log format ["Time to complete: %1 (in seconds)",(diag_tickTime - _tickTime)];
          diag_log format ["Result: %1",_queryResult];
          diag_log "------------------------------------------------";
      };
      
      
      
      
      if (_queryResult isEqualType "") exitWith {};
      
      
      
      
      _vInfo = _queryResult;
      if (isNil "_vInfo") exitWith {serv_sv_use deleteAt _servIndex;};
      if (count _vInfo isEqualTo 0) exitWith {serv_sv_use deleteAt _servIndex;};
      
      
      
      
      if ((_vInfo select 5) isEqualTo 0) exitWith {
          serv_sv_use deleteAt _servIndex;
          [1,"STR_Garage_SQLError_Destroyed",true,[_vInfo select 2]] remoteExecCall ["life_fnc_broadcast",_unit];
      };
      
      
      
      
      if ((_vInfo select 6) isEqualTo 1) exitWith {
          serv_sv_use deleteAt _servIndex;
          [1,"STR_Garage_SQLError_Active",true,[_vInfo select 2]] remoteExecCall ["life_fnc_broadcast",_unit];
      };
      
      
      
      
      if (!(_sp isEqualType "")) then {
          _nearVehicles = nearestObjects[_sp,["Car","Air","Ship"],10];
      } else {
          _nearVehicles = [];
      };
      
      
      
      
      if (count _nearVehicles > 0) exitWith {
          serv_sv_use deleteAt _servIndex;
          [_price,_unit_return] remoteExecCall ["life_fnc_garageRefund",_unit];
          [1,"STR_Garage_SpawnPointError",true] remoteExecCall ["life_fnc_broadcast",_unit];
      };
      
      
      
      
      _query = format ["UPDATE vehicles SET active='1', damage='""[]""' WHERE pid='%1' AND id='%2'",_pid,_vid];
      
      
      
      
      _trunk = [(_vInfo select 9)] call DB_fnc_mresToArray;
      _gear = [(_vInfo select 10)] call DB_fnc_mresToArray;
      _damage = [(_vInfo select 12)] call DB_fnc_mresToArray;
      _wasIllegal = (_vInfo select 13);
      _wasIllegal = if (_wasIllegal isEqualTo 1) then { true } else { false };
      
      
      
      
      [_query,1] call DB_fnc_asyncCall;
      if (_sp isEqualType "") then {
          _vehicle = createVehicle[(_vInfo select 2),[0,0,999],[],0,"NONE"];
          waitUntil {!isNil "_vehicle" && {!isNull _vehicle}};
          _vehicle allowDamage false;
          _hs = nearestObjects[getMarkerPos _sp,["Land_Hospital_side2_F"],50] select 0;
          _vehicle setPosATL (_hs modelToWorld [-0.4,-4,12.65]);
          uiSleep 0.6;
      } else {
          _vehicle = createVehicle [(_vInfo select 2),_sp,[],0,"NONE"];
          waitUntil {!isNil "_vehicle" && {!isNull _vehicle}};
          _vehicle allowDamage false;
          _vehicle setPos _sp;
          _vehicle setVectorUp (surfaceNormal _sp);
          _vehicle setDir _dir;
      };
      _vehicle allowDamage true;
      //Send keys over the network.
      [_vehicle] remoteExecCall ["life_fnc_addVehicle2Chain",_unit];
      [_pid,_side,_vehicle,1] call TON_fnc_keyManagement;
      _vehicle lock 2;
      //Reskin the vehicle
      [_vehicle,(_vInfo select 8)] remoteExecCall ["life_fnc_colorVehicle",_unit];
      _vehicle setVariable ["vehicle_info_owners",[[_pid,_name]],true];
      _vehicle setVariable ["dbInfo",[(_vInfo select 4),(_vInfo select 7)],true];
      _vehicle disableTIEquipment true; //No Thermals.. They're cheap but addictive.
      [_vehicle] call life_fnc_clearVehicleAmmo;
      
      
      
      
      // Avoid problems if u keep changing which stuff to save!
      if (LIFE_SETTINGS(getNumber,"save_vehicle_virtualItems") isEqualTo 1) then {
          _vehicle setVariable ["Trunk",_trunk,true];
          if (_wasIllegal) then {
              if (_sp isEqualType "") then {
              _location= (nearestLocations [getPos _sp,["NameCityCapital","NameCity","NameVillage"],1000]) select 0;
              } else {
                  _location= (nearestLocations [_sp,["NameCityCapital","NameCity","NameVillage"],1000]) select 0;
                 };
                 _location = text _location;
                 [1,"STR_NOTF_BlackListedVehicle",true,[_location,_name]] remoteExecCall ["life_fnc_broadcast",west];
      
      
      
      
               _query = format ["UPDATE vehicles SET blacklist='0' WHERE id='%1' AND pid='%2'",_vid,_pid];
              _thread = [_query,1] call DB_fnc_asyncCall;
              };
          }else{
          _vehicle setVariable ["Trunk",[[],0],true];
      };
      
      
      
      
      if (LIFE_SETTINGS(getNumber,"save_vehicle_fuel") isEqualTo 1) then {
          _vehicle setFuel (_vInfo select 11);
          }else{
          _vehicle setFuel 1;
      };
      
      
      
      
      if (count _gear > 0 && (LIFE_SETTINGS(getNumber,"save_vehicle_inventory") isEqualTo 1)) then {
          _items = _gear select 0;
          _mags = _gear select 1;
          _weapons = _gear select 2;
          _backpacks = _gear select 3;
      
      
      
      
          for "_i" from 0 to ((count (_items select 0)) - 1) do {
              _vehicle addItemCargoGlobal [((_items select 0) select _i), ((_items select 1) select _i)];
          };
          for "_i" from 0 to ((count (_mags select 0)) - 1) do {
              _vehicle addMagazineCargoGlobal [((_mags select 0) select _i), ((_mags select 1) select _i)];
          };
          for "_i" from 0 to ((count (_weapons select 0)) - 1) do {
              _vehicle addWeaponCargoGlobal [((_weapons select 0) select _i), ((_weapons select 1) select _i)];
          };
          for "_i" from 0 to ((count (_backpacks select 0)) - 1) do {
              _vehicle addBackpackCargoGlobal [((_backpacks select 0) select _i), ((_backpacks select 1) select _i)];
          };
      };
      
      
      
      
      if (count _damage > 0 && (LIFE_SETTINGS(getNumber,"save_vehicle_damage") isEqualTo 1)) then {
          _parts = getAllHitPointsDamage _vehicle;
      
      
      
      
          for "_i" from 0 to ((count _damage) - 1) do {
              _vehicle setHitPointDamage [format ["%1",((_parts select 0) select _i)],_damage select _i];
          };
      };
      
      
      
      
      //Sets of animations
      if ((_vInfo select 1) isEqualTo "civ" && (_vInfo select 2) isEqualTo "B_Heli_Light_01_F" && !((_vInfo select 8) isEqualTo 13)) then {
          [_vehicle,"civ_littlebird",true] remoteExecCall ["life_fnc_vehicleAnimate",_unit];
      };
      
      
      
      
      if ((_vInfo select 1) isEqualTo "cop" && ((_vInfo select 2)) in ["B_Quadbike_01_F","C_Offroad_01_F","C_SUV_01_F","C_Hatchback_01_sport_F","C_Offroad_02_unarmed_black_F","C_Hatchback_01_F","B_MRAP_01_F","O_MRAP_02_F","I_MRAP_03_F","B_MRAP_01_hmg_F","B_Heli_Light_01_F","I_Heli_light_03_unarmed_F","B_T_VTOL_01_infantry_F","B_Heli_Transport_01_F"]) then {
      _vehicle setVariable["lights",false,true]; 
      };
      
      
      
      
      if ((_vInfo select 1) isEqualTo "med" && ((_vInfo select 2)) in ["C_Van_01_box_F","C_SUV_01_F","C_Hatchback_01_sport_F","C_Offroad_01_F","C_Offroad_02_unarmed_black_F","B_MRAP_01_F","B_Heli_Light_01_F","O_Heli_Light_02_unarmed_F","I_Heli_light_03_unarmed_F"]) then {
      _vehicle setVariable["lights",false,true]; 
      };
      
      
      
      
      if ((_vInfo select 1) isEqualTo "cop" && ((_vInfo select 2)) in ["C_Offroad_01_F","B_MRAP_01_F","C_SUV_01_F","C_Hatchback_01_sport_F","B_Heli_Light_01_F","B_Heli_Transport_01_F"]) then {
          [_vehicle,"cop_offroad",true] remoteExecCall ["life_fnc_vehicleAnimate",_unit];
      };
      
      
      
      
      if ((_vInfo select 1) isEqualTo "med" && (_vInfo select 2) isEqualTo "C_Offroad_01_F") then {
          [_vehicle,"med_offroad",true] remoteExecCall ["life_fnc_vehicleAnimate",_unit];
      };
      
      
      
      
      [1,_spawntext] remoteExecCall ["life_fnc_broadcast",_unit];
      serv_sv_use deleteAt _servIndex;
      Alles anzeigen
    • powerafro2
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      • 29. Dezember 2016 um 13:37
      • #2

      Hast du daran irgendetwas verändert?
      Wenn ja dann bitte einmal die Logs.

      Mfg powerafro2

    • Moritz
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      • 29. Dezember 2016 um 14:17
      • #3

      Wieso steht da mitten drinne "are you all Happy?!?!?!?!"

      Terrainbuilder Grund Guide: Terrainbuilder Grund Guide
      Mapping Service :) Mapping Service
      Ich streame Täglich ab 14 Uhr! Twitch

    • Tass
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      • 29. Dezember 2016 um 14:33
      • #4
      Zitat von Moritz

      Wieso steht da mitten drinne "are you all Happy?!?!?!?!"

      das isn insider von tonic, der altis ursprünglich entwickelt hat

      Ich bin keine Signatur... ich putz hier nur ;d

    • Shadow l Eagle
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      • 29. Dezember 2016 um 14:43
      • #5

      @znake, Schön das du hier Logs usw anhängst, jedoch Bitte ich dich das du die Bearbeitungsfunktion nutzt damit du den Thread nicht Spamst :)

      Habe die eben mal Zusammengefügt.

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    • znake
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      • 29. Dezember 2016 um 19:05
      • #6

      Hab halt die neuen Fahrzeuge bei medics und cops eingefügt

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