1. Dashboard
  2. Forum
    1. Unerledigte Themen
  3. Downloads
  4. Galerie
    1. Alben
  5. Toolbox
    1. Passwort Generator
    2. Portchecker
  6. Mitglieder
    1. Mitgliedersuche
    2. Benutzer online
    3. Trophäen
    4. Team
Mo: 19 Mai 2025
  • Anmelden oder registrieren
  • Suche
Dieses Thema
  • Alles
  • Dieses Thema
  • Dieses Forum
  • Artikel
  • Forum
  • Dateien
  • Seiten
  • Bilder
  • Erweiterte Suche

Schön, dass du den Weg zu NodeZone.net gefunden hast! Aktuell bist du nicht angemeldet und kannst deshalb nur eingeschränkt auf unsere Community zugreifen. Um alle Funktionen freizuschalten, spannende Inhalte zu entdecken und dich aktiv einzubringen, registriere dich jetzt kostenlos oder melde dich mit deinem Account an.

Anmelden oder registrieren
    1. Nodezone.net Community
    2. Forum
    3. Gameserver & Hosting
    4. ArmA Series - ArmA 3 / Reforger
    5. Hilfeforum

    Estrich Rebellen.auf dem Version 5.0

    • bur64
    • 30. Dezember 2016 um 23:02
    • Geschlossen
    • Erledigt
    • bur64
      Frischling
      Reaktionen
      6
      Trophäen
      9
      Beiträge
      8
      • 30. Dezember 2016 um 23:02
      • #1

      Ich begrüße die Experten, brauche Eure Hilfe, versuche hinzufügen Estrich Rebellen.auf dem Version 5.0
      aber ich bin eigentlich ein Anfänger, nicht funktioniert.Und vielleicht kam ich in die Hand die falsche Version...
      hier ist was ich habe:
      in der Datei CfgRemoteExec

      Code
      /* Client only functions */
              F(life_fnc_AAN,CLIENT)
              F(life_fnc_addVehicle2Chain,CLIENT)
              F(life_fnc_adminID,CLIENT)
              F(life_fnc_adminInfo,CLIENT)
              F(life_fnc_bountyReceive,CLIENT)
              F(life_fnc_copLights,CLIENT)
              F(life_fnc_copSearch,CLIENT)
              F(life_fnc_copSiren,CLIENT)
              F(life_fnc_freezePlayer,CLIENT)
              F(life_fnc_gangCreated,CLIENT)
              F(life_fnc_gangDisbanded,CLIENT)
              F(life_fnc_gangInvite,CLIENT)
              F(life_fnc_garageRefund,CLIENT)
              F(life_fnc_giveDiff,CLIENT)
              F(life_fnc_hideObj,CLIENT)
              F(life_fnc_impoundMenu,CLIENT)
              F(life_fnc_jail,CLIENT)
              F(life_fnc_jailMe,CLIENT)
              F(life_fnc_knockedOut,CLIENT)
              F(life_fnc_licenseCheck,CLIENT)
              F(life_fnc_licensesRead,CLIENT)
              F(life_fnc_lightHouse,CLIENT)
              F(life_fnc_mediclights,CLIENT)
              F(life_fnc_medicRequest,CLIENT)
              F(life_fnc_medicSiren,CLIENT)
              F(life_fnc_moveIn,CLIENT)
              F(life_fnc_pickupItem,CLIENT)
              F(life_fnc_pickupMoney,CLIENT)
              F(life_fnc_receiveItem,CLIENT)
              F(life_fnc_receiveMoney,CLIENT)
              F(life_fnc_removeLicenses,CLIENT)
              F(life_fnc_restrain,CLIENT)
              F(life_fnc_revived,CLIENT)
              F(life_fnc_robPerson,CLIENT)
              F(life_fnc_robReceive,CLIENT)
              F(life_fnc_searchClient,CLIENT)
              F(life_fnc_seizeClient,CLIENT)
              F(life_fnc_soundDevice,CLIENT)
              F(life_fnc_spikeStripEffect,CLIENT)
              F(life_fnc_tazeSound,CLIENT)
              F(life_fnc_ticketPaid,CLIENT)
              F(life_fnc_ticketPrompt,CLIENT)
              F(life_fnc_vehicleAnimate,CLIENT)
              F(life_fnc_wantedList,CLIENT)
              F(life_fnc_wireTransfer,CLIENT)
              F(SOCK_fnc_dataQuery,CLIENT)
              F(SOCK_fnc_insertPlayerInfo,CLIENT)
              F(SOCK_fnc_requestReceived,CLIENT)
              F(SOCK_fnc_updateRequest,CLIENT)
              F(TON_fnc_clientGangKick,CLIENT)
              F(TON_fnc_clientGangLeader,CLIENT)
              F(TON_fnc_clientGangLeft,CLIENT)
              F(TON_fnc_clientGetKey,CLIENT)
              F(TON_fnc_clientMessage,CLIENT)
              F(TON_fnc_player_query,CLIENT)
      		F(life_fnc_passeportCiv,CLIENT)
      		F(life_fnc_passeportWest,CLIENT)
      		F(life_fnc_restrainCiv,CLIENT) //Hinzugefügt ist
      Alles anzeigen


      in der Datei Functions

      Code
      class Vehicle {
              file = "core\vehicle";
              class addVehicle2Chain {};
              class colorVehicle {};
              class deviceMine {};
              class FuelRefuelcar {};
              class fuelStore {};
              class fuelSupply {};
              class lockVehicle {};
              class openInventory {};
              class vehiclecolor3DRefresh {};
              class vehicleOwners {};
              class vehicleWeight {};
              class vehInventory {};
              class vehStoreItem {};
              class vehTakeItem {};
              class vInteractionMenu {};
          };
      	//Hinzugefügt ist
      	class ziptes {
      		file = "core\zipties";
      		class unrestrainCiv {};
      		class restrainCiv {};
      		class restrainActionCiv {};
      		class civInteractionMenu {};
      	};
      };
      Alles anzeigen

      in der Datei fn_pulloutAction ich habe so:

      Code
      #include "..\..\script_macros.hpp"
      /*
          File: fn_pulloutAction.sqf
          Author: Bryan "Tonic" Boardwine
      
      
      
      
          Description:
          Pulls civilians out of a car if it's stopped.
      */
      private ["_crew"];
      _crew = crew cursorObject;
      
      
      
      
      {
          if !(side _x isEqualTo west) then {
              _x setVariable ["transporting",false,true]; _x setVariable ["Escorting",false,true];
              [_x] remoteExecCall ["life_fnc_pulloutVeh",_x];
          };
      } forEach _crew;
      Alles anzeigen


      in der Datei fn_actionKeyHandler ich habe so:

      Code
      #include "..\..\script_macros.hpp"
      /*
          File: fn_actionKeyHandler.sqf
          Author: Bryan "Tonic" Boardwine
      
      
      
      
          Description:
          Master action key handler, handles requests for picking up various items and
          interacting with other players (Cops = Cop Menu for unrestrain,escort,stop escort, arrest (if near cop hq), etc).
      */
      private ["_curObject","_isWater","_CrateModelNames","_crate","_fish","_animal","_whatIsIt","_handle"];
      _curObject = cursorObject;
      if (life_action_inUse) exitWith {}; //Action is in use, exit to prevent spamming.
      if (life_interrupted) exitWith {life_interrupted = false;};
      _isWater = surfaceIsWater (visiblePositionASL player);
      
      
      
      
      if (playerSide isEqualTo west && {player getVariable ["isEscorting",false]}) exitWith {
          [] call life_fnc_copInteractionMenu;
      };
      
      
      
      
      if (LIFE_SETTINGS(getNumber,"global_ATM") isEqualTo 1) then{
          //Check if the player is near an ATM.
          if ((call life_fnc_nearATM) && {!dialog}) exitWith {
              [] call life_fnc_atmMenu;
          };
      };
      
      
      
      
      if (isNull _curObject) exitWith {
          if (_isWater) then {
              _fish = (nearestObjects[player,(LIFE_SETTINGS(getArray,"animaltypes_fish")),3]) select 0;
              if (!isNil "_fish") then {
                  if (!alive _fish) then {
                      [_fish] call life_fnc_catchFish;
                  };
              };
          } else {
              _animal = (nearestObjects[player,(LIFE_SETTINGS(getArray,"animaltypes_hunting")),3]) select 0;
              if (!isNil "_animal") then {
                  if (!alive _animal) then {
                      [_animal] call life_fnc_gutAnimal;
                  };
              } else {
                  private "_handle";
                  if (playerSide isEqualTo civilian && !life_action_gathering) then {
                _whatIsIt = [] call life_fnc_whereAmI;
                      if (life_action_gathering) exitWith {};                 //Action is in use, exit to prevent spamming.
                      switch (_whatIsIt) do {
                          case "mine" : { _handle = [] spawn life_fnc_mine };
                          default { _handle = [] spawn life_fnc_gather };
                      };
                      life_action_gathering = true;
                      waitUntil {scriptDone _handle};
                      life_action_gathering = false;
                  };
              };
          };
      };
      
      
      
      
      if ((_curObject isKindOf "B_supplyCrate_F" || _curObject isKindOf "Box_IND_Grenades_F") && {player distance _curObject < 3} ) exitWith {
          if (alive _curObject) then {
              [_curObject] call life_fnc_containerMenu;
          };
      };
      
      
      
      
      private _vaultHouse = [[["Altis", "Land_Research_house_V1_F"], ["Tanoa", "Land_Medevac_house_V1_F"]]] call TON_fnc_terrainSort;
      private _altisArray = [16019.5,16952.9,0];
      private _tanoaArray = [11074.2,11501.5,0.00137329];
      private _pos = [[["Altis", _altisArray], ["Tanoa", _tanoaArray]]] call TON_fnc_terrainSort;
      
      
      
      
      if (_curObject isKindOf "House_F" && {player distance _curObject < 12} || ((nearestObject [_pos,"Land_Dome_Big_F"]) isEqualTo _curObject || (nearestObject [_pos,_vaultHouse]) isEqualTo _curObject)) exitWith {
          [_curObject] call life_fnc_houseMenu;
      };
      
      
      
      
      if (dialog) exitWith {}; //Don't bother when a dialog is open.
      if !(isNull objectParent player) exitWith {}; //He's in a vehicle, cancel!
      life_action_inUse = true;
      
      
      
      
      //Temp fail safe.
      [] spawn {
          sleep 60;
          life_action_inUse = false;
      };
      
      
      
      
      //Check if it's a dead body.
      if (_curObject isKindOf "Man" && !(_curObject isKindOf "Animal") && {!alive _curObject} && !(_curObject getVariable ["Revive",false])) exitWith {
          //Hotfix code by ins0
          if ((playerSide isEqualTo west && {(LIFE_SETTINGS(getNumber,"revive_cops") isEqualTo 1)}) || {(playerSide isEqualTo civilian && {(LIFE_SETTINGS(getNumber,"revive_civ") isEqualTo 1)})} || {(playerSide isEqualTo east && {(LIFE_SETTINGS(getNumber,"revive_east") isEqualTo 1)})} || {playerSide isEqualTo independent}) then {
              if (life_inv_defibrillator > 0) then {
                  [_curObject] call life_fnc_revivePlayer;
              };
          };
      };
      
      
      
      
      //If target is a player then check if we can use the cop menu.
      if (isPlayer _curObject && _curObject isKindOf "Man") then {
          if ((_curObject getVariable ["restrained",false]) && !dialog && playerSide isEqualTo west) then {
              [_curObject] call life_fnc_copInteractionMenu;
          };
          if((_curObject getVariable ["restrainedCiv",false]) && !dialog && playerSide == civilian) then {
      		[_curObject] call life_fnc_civInteractionMenu;
      	};
      } else {
          //OK, it wasn't a player so what is it?
          private["_isVehicle","_miscItems","_money","_list"];
      
      
      
      
          _list = ["landVehicle","Ship","Air"];
          _isVehicle = if (KINDOF_ARRAY(_curObject,_list)) then {true} else {false};
          _miscItems = ["Land_BottlePlastic_V1_F","Land_TacticalBacon_F","Land_Can_V3_F","Land_CanisterFuel_F","Land_Suitcase_F"];
      
      
      
      
          //It's a vehicle! open the vehicle interaction key!
          if (_isVehicle) then {
              if (!dialog) then {
                  if (player distance _curObject < ((boundingBox _curObject select 1) select 0)+2 && (!(player getVariable ["restrained",false])) && (!(player getVariable ["playerSurrender",false])) && !life_isknocked && !life_istazed) then {
                      [_curObject] call life_fnc_vInteractionMenu;
                  };
              };
          } else {
              //OK, it wasn't a vehicle so let's see what else it could be?
              if ((typeOf _curObject) in _miscItems) then {
                  [_curObject,player,false] remoteExecCall ["TON_fnc_pickupAction",RSERV];
              } else {
                  //It wasn't a misc item so is it money?
                  if ((typeOf _curObject) isEqualTo "Land_Money_F" && {!(_curObject getVariable ["inUse",false])}) then {
                      [_curObject,player,true] remoteExecCall ["TON_fnc_pickupAction",RSERV];
                  };
              };
          };
      };
      Alles anzeigen


      in der Datei fn_pullOutVeh

      Code
      /*
          File: fn_pullOutVeh.sqf
          Author: Bryan "Tonic" Boardwine
      
      
      
      
          Description:
      
      
      
      
      */
      if(vehicle player == player) exitWith {};
      if (player getVariable "restrained" || player getVariable "restrainedCiv") then {
          detach player;
          player setVariable ["Escorting",false,true];
          player setVariable ["transporting",false,true];
          life_disable_getOut = false;
          player action ["Eject", vehicle player];
          titleText[localize "STR_NOTF_PulledOut","PLAIN"];
          titleFadeOut 4;
          life_disable_getIn = true;
      } else {
          player action ["Eject", vehicle player];
          titleText[localize "STR_NOTF_PulledOut","PLAIN"];
          titleFadeOut 4;
      };
      Alles anzeigen


      in der Datei

      Code
      in der Datei fn_useItem
      #include "..\..\script_macros.hpp"
      /*
          File: fn_useItem.sqf
          Author: Bryan "Tonic" Boardwine
          Description:
          Main function for item effects and functionality through the player menu.
      */
      private "_item";
      disableSerialization;
      if ((lbCurSel 2005) isEqualTo -1) exitWith {hint localize "STR_ISTR_SelectItemFirst";};
      _item = CONTROL_DATA(2005);
      switch (true) do {
          case (_item in ["waterBottle","coffee","redgull","cocos"]): {
              if ([false,_item,1] call life_fnc_handleInv) then {
                  life_thirst = 100;
                  if (LIFE_SETTINGS(getNumber,"enable_fatigue") isEqualTo 1) then {player setFatigue 0;};
                  if (_item isEqualTo "redgull" && {LIFE_SETTINGS(getNumber,"enable_fatigue") isEqualTo 1}) then {
                      [] spawn {
                          life_redgull_effect = time;
                          titleText[localize "STR_ISTR_RedGullEffect","PLAIN"];
                          player enableFatigue false;
                          waitUntil {!alive player || ((time - life_redgull_effect) > (3 * 60))};
                          player enableFatigue true;
                      };
                  };
              };
          };
      	//hier Hinzugefügt
      	case (_item isEqualTo"ziptie"): {
              [cursorObject] spawn life_fnc_restrainActionCiv;
              closeDialog 0;
          };
      
          case (_item isEqualTo "boltcutter"): {
              [cursorObject] spawn life_fnc_boltcutter;
              closeDialog 0;
          };
          case (_item isEqualTo "blastingcharge"): {
              player reveal fed_bank;
              (group player) reveal fed_bank;
              [cursorObject] spawn life_fnc_blastingCharge;
              closeDialog 0;
          };
          case (_item isEqualTo "defusekit"): {
              [cursorObject] spawn life_fnc_defuseKit;
              closeDialog 0;
          };
          case (_item isEqualTo "storagesmall"): {
              [false] call life_fnc_storageBox;
          };
          case (_item isEqualTo "storagebig"): {
              [true] call life_fnc_storageBox;
          };
          case (_item isEqualTo "spikeStrip"): {
              if (!isNull life_spikestrip) exitWith {hint localize "STR_ISTR_SpikesDeployment"; closeDialog 0};
              if ([false,_item,1] call life_fnc_handleInv) then {
                  [] spawn life_fnc_spikeStrip;
                  closeDialog 0;
              };
          };
          case (_item isEqualTo "fuelFull"): {
              if !(isNull objectParent player) exitWith {hint localize "STR_ISTR_RefuelInVehicle"};
              [] spawn life_fnc_jerryRefuel;
              closeDialog 0;
          };
          case (_item isEqualTo "fuelEmpty"): {
              [] spawn life_fnc_jerryCanRefuel;
              closeDialog 0;
          };
          case (_item isEqualTo "lockpick"): {
              [] spawn life_fnc_lockpick;
              closeDialog 0;
          };
          case (_item in ["apple","sugar_refined","banans","rabbit","salema","ornate","mackerel","tuna","mullet","catshark","turtle_soup","hen","rooster","sheep","goat","donuts","tbacon","peach"]): {
              if (!(M_CONFIG(getNumber,"VirtualItems",_item,"edible") isEqualTo -1)) then {
                  if ([false,_item,1] call life_fnc_handleInv) then {
                      _val = M_CONFIG(getNumber,"VirtualItems",_item,"edible");
                      _sum = life_hunger + _val;
                      switch (true) do {
                          case (_val < 0 && _sum < 1): {life_hunger = 5;}; //This adds the ability to set the entry edible to a negative value and decrease the hunger without death
                          case (_sum > 100): {life_hunger = 100;};
                          default {life_hunger = _sum;};
                      };
                  };
              };
          };
          default {
              hint localize "STR_ISTR_NotUsable";
          };
      };
      [] call life_fnc_p_updateMenu;
      [] call life_fnc_hudUpdate;
      Alles anzeigen


      dann in einem neuen Ordner: /zipties/ diese Dateien geschrieben


      fn_civInteractionMenu

      Code
      #include "..\..\script_macros.hpp"
      /*
      	File: fn_copInteractionMenu.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 Title 37401
      
      
      
      
      private["_display","_curTarget","_seizeRank","_Btn1","_Btn2","_Btn3","_Btn4","_Btn5","_Btn6","_Btn7","_Btn8"];
      
      
      
      
      disableSerialization;
      _curTarget = param [0,objNull,[objNull]];
      
      
      
      
      if(player Getvariable ["restrainedCiv", false]) then {
      	if(isNull _curTarget) exitWith {closeDialog 0;}; //Bad target
      	if(player distance _curTarget > 4 ) exitWith {closeDialog 0;}; // Prevents menu accessing from far distances.
      };
      
      
      
      
      if(!dialog) then {
      	createDialog "pInteraction_Menu";
      };
      
      
      
      
      _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;
      life_pInact_curTarget = _curTarget;
      
      
      
      
      if((player Getvariable ["restrainedCiv",false])) then {
      	{ _x ctrlShow false; } forEach [_Btn1,_Btn2,_Btn3,_Btn5,_Btn6,_Btn7,_Btn8];
      };
      
      
      
      
      //Set Unrestrain Button
      _Btn1 ctrlSetText localize "STR_pInAct_Unrestrain";
      _Btn1 buttonSetAction "[life_pInact_curTarget] call life_fnc_unrestrainCiv; closeDialog 0;";
      
      
      
      
      //Set Search Button
      _Btn3 ctrlSetText localize "STR_pInAct_SearchPlayer";
      _Btn3 buttonSetAction "[life_pInact_curTarget] spawn life_fnc_searchAction; closeDialog 0;";
      
      
      
      
      //Set Escort Button
      if((player getVariable["restrainedCiv",false])) then {
      	_Btn4 ctrlSetText localize "STR_pInAct_StopEscort";
      	_Btn4 buttonSetAction "[] call life_fnc_stopEscorting; closeDialog 0;";
      } else {
      	_Btn4 ctrlSetText localize "STR_pInAct_Escort";
      	_Btn4 buttonSetAction "[life_pInact_curTarget] call life_fnc_escortAction; closeDialog 0;";
      };
      
      
      
      
      _Btn7 ctrlSetText localize "STR_pInAct_PutInCar";
      _Btn7 buttonSetAction "[life_pInact_curTarget] call life_fnc_putInCar; closeDialog 0;";
      
      
      
      
      //SeizeWeapons Button
      _Btn8 ctrlSetText localize "STR_pInAct_Seize";
      _Btn8 buttonSetAction "[life_pInact_curTarget] spawn life_fnc_seizePlayerAction; closeDialog 0;";
      Alles anzeigen

      fn_restrainActionCiv

      Code
      #include "..\..\script_macros.hpp"
      /*
      	File: fn_restrainAction.sqf
      	Author: Bryan "Tonic" Boardwine
      
      
      
      
      	Description:
      	Retrains the target.
      */
      private["_unit"];
      _unit = cursorObject;
      if(isNull _unit) exitWith {}; //Not valid
      if((player distance _unit > 3)) exitWith {};
      if((_unit GetVariable "restrainedCiv")) exitWith {};
      if(player == _unit) exitWith {};
      if(!isPlayer _unit) exitWith {};
      if(life_inv_ziptie < 1) exitWith {hint "You need zipties!"};
      if((animationState _unit != "Incapacitated")) exitWith { hint "Victim must first be knocked out"; };
      
      
      
      
      _unit setVariable["restrainedCiv",true,true];
      [player] remoteExec ["life_fnc_restrainCiv",_unit];
      [0,"STR_NOTF_ziptied",true,[_unit GetVariable["realname", name _unit], profileName]] remoteExecCall ["life_fnc_broadcast",RCLIENT];
      
      
      
      
      life_inv_ziptie = life_inv_ziptie - 1;
      Alles anzeigen


      fn_restrainCiv

      Code
      #include "..\..\script_macros.hpp"
      /*
      	File: fn_restrain.sqf
      	Author: Bryan "Tonic" Boardwine
      	Description:
      	Retrains the client.
      */
      private["_cop","_player","_vehicle"];
      _cop = [_this,0,Objnull,[Objnull]] call BIS_fnc_param;
      _player = player;
      _vehicle = vehicle player;
      if(isNull _cop) exitWith {};
      //Monitor excessive restrainment
      [] spawn {
      	private "_time";
      	for "_i" from 0 to 1 step 0 do {
      		_time = time;
      		waitUntil {(time - _time) > (5 * 60)};
      		if(!(player GetVariable ["restrainedCiv",FALSE])) exitWith {};
      		if(!([west,getPos player,30] call life_fnc_nearUnits) && (player GetVariable ["restrainedCiv",FALSE]) && isNull objectParent player) exitWith {
      			player Setvariable ["restrainedCiv",FALSE,TRUE];
      			player Setvariable ["Escorting",FALSE,TRUE];
      			player Setvariable ["transporting",false,true];
      			detach player;
      			titleText[localize "STR_Cop_ExcessiveRestrain","PLAIN"];
      		};
      	};
      };
      titleText[format[localize "STR_Cop_restrained",_cop GetVariable ["realname",name _cop]],"PLAIN"];
      player say3D "ziptie";
      life_disable_getIn = true;
      life_disable_getOut = false;
      while {player GetVariable  "restrainedCiv"} do {
      	if(isNull objectParent player) then {
      		player playMove "AmovPercMstpSnonWnonDnon_Ease";
      	};
      	_state = vehicle player;
      	waitUntil {animationState player != "AmovPercMstpSnonWnonDnon_Ease" || !(player GetVariable "restrainedCiv") || vehicle player != _state};
      	if(!alive player) exitWith {
      		player Setvariable ["restrainedCiv",false,true];
      		player Setvariable ["Escorting",false,true];
      		player Setvariable ["transporting",false,true];
      		detach _player;
      	};
      	if(!alive _cop) then {
      		player Setvariable ["Escorting",false,true];
      		detach player;
      	};
      	if(vehicle player != player && life_disable_getIn) then {
      		player action["eject",vehicle player];
      	};
      	if((vehicle player != player) && (vehicle player != _vehicle)) then {
      		_vehicle = vehicle player;
      	};
      	if(isNull objectParent player && life_disable_getOut) then {
      		player moveInCargo _vehicle;
      	};
      	if((vehicle player != player) && life_disable_getOut && (driver (vehicle player) == player)) then {
      		player action["eject",vehicle player];
      		player moveInCargo _vehicle;
      	};
      	if(vehicle player != player && life_disable_getOut) then {
      		_turrets = [[-1]] + allTurrets _vehicle;
      		{
      			if (_vehicle turretUnit [_x select 0] == player) then {
      				player action["eject",vehicle player];
      				sleep 1;
      				player moveInCargo _vehicle;
      			};
      		}forEach _turrets;
      	};
      };
      //disableUserInput false;
      if(alive player) then {
      	player switchMove "AmovPercMstpSlowWrflDnon_SaluteIn";
      	player Setvariable ["Escorting",false,true];
      	player Setvariable ["transporting",false,true];
      	detach player;
      };
      Alles anzeigen


      fn_unrestrainCiv

      Code
      #include "..\..\script_macros.hpp"
      /*
      	File: fn_unrestrain.sqf
      	Author:
      
      
      
      
      	Description:
      
      
      
      
      */
      private["_unit"];
      _unit = param [0,ObjNull,[ObjNull]];
      if(isNull _unit OR !(_unit GetVariable ["restrainedCiv",FALSE])) exitWith {}; //Error check?
      
      
      
      
      _unit SetVariable ["restrainedCiv",FALSE,TRUE];
      _unit SetVariable ["Escorting",FALSE,TRUE];
      _unit SetVariable ["transporting",FALSE,TRUE];
      detach _unit;
      
      
      
      
      [0,"STR_NOTF_unzipteed",true,[_unit GetVariable ["realname",name _unit], profileName]] remoteExecCall ["life_fnc_broadcast",RCLIENT];
      Alles anzeigen

      1 und was ich habe, hingelegt auf die Erde(shift+G) kleiden Handschellen
      2 kann ziehen über das Menü "Win"
      3 wenn nicht angeklickt Escort liefern kann, aus dem Auto ziehen
      4 aber wenn angeklickt Escort kann ich nicht aushängen,auf dem Boden gestellt, und man kann nicht ins Auto setzen, warten die Zeit, als das verschwinden Handschellen

      hier, und jetzt die Frage, wo ich nicht richtig gemacht mit Ihren krummen Händen?

    • AustrianNoob
      Kenner
      Reaktionen
      501
      Trophäen
      10
      Beiträge
      563
      • 30. Dezember 2016 um 23:26
      • #2

      Du sprechen nix gut Deutsch. Haben gelernt du bei Yoda?
      Can you please rewrite your question in English?^^

    • bur64
      Frischling
      Reaktionen
      6
      Trophäen
      9
      Beiträge
      8
      • 30. Dezember 2016 um 23:40
      • #3

      I English is not very good, the menu no action: untie
      могу, по русски накарябать, после взятия заложника в эскорт, его уже отцепить нельзя, нужно ждать время пока пропадут наручники

    • AustrianNoob
      Kenner
      Reaktionen
      501
      Trophäen
      10
      Beiträge
      563
      • 30. Dezember 2016 um 23:52
      • #4

      Oh. Прости. I can't speak the language from the mother Russia ;)

      картошка @ B-Spot my friend gamerico

    • bur64
      Frischling
      Reaktionen
      6
      Trophäen
      9
      Beiträge
      8
      • 31. Dezember 2016 um 00:00
      • #5

      well, the question now clear? not working menu after the capture of the escort, can not let go

    • $_Raphi_$
      Amateur
      Reaktionen
      122
      Trophäen
      10
      Beiträge
      207
      Bilder
      6
      • 31. Dezember 2016 um 00:10
      • #6

      Endlich jemand der meine Sprache spricht! :D

      Zitat von Johann Wolfgang von Goethe Zitate

      Es hört doch jeder nur , was er versteht.

    Registrieren oder Einloggen

    Du bist noch kein Mitglied von Native-Servers.com? Registriere dich kostenlos und werde Teil einer großartigen Community!

    Benutzerkonto erstellen

    Tags

    • Estrich Rebellen
    • Version 5.0

    Benutzer online in diesem Thema

    • 1 Besucher

    Wichtige Links & Informationen

    Server & Hosting-Ressourcen

      Server Administration & Hosting Basics

      Windows Server Support & Guides

      Linux Server Configuration & Help

      Setting up TeamSpeak 3 & VoIP Servers

      Domains & Web Hosting for Beginners & Professionals

      Cloud Hosting, Docker & Kubernetes Tutorials

    Gameserver & Modding-Ressourcen

      ArmA 3 Tutorials & Script Collection

      Renting & Operating Gameservers

      DayZ Server Management & Help

      FiveM (GTA V) Server & Script Development

      Rust Server Modding & Administration

      Setting up & Optimizing ARK Survival Servers

    NodeZone.net – Deine Community für Gameserver, Server-Hosting & Modding

      NodeZone.net ist dein Forum für Gameserver-Hosting, Rootserver, vServer, Webhosting und Modding. Seit 2015 bietet unsere Community eine zentrale Anlaufstelle für Server-Admins, Gamer und Technikbegeisterte, die sich über Server-Management, Hosting-Lösungen und Spielemodding austauschen möchten.


      Ob Anleitungen für eigene Gameserver, Hilfe bei Root- und vServer-Konfigurationen oder Tipps zu Modding & Scripting – bei uns findest du fundiertes Wissen und praxisnahe Tutorials. Mit einer stetig wachsenden Community findest du hier Antworten auf deine Fragen, Projektpartner und Gleichgesinnte für deine Gaming- und Serverprojekte. Schließe dich NodeZone.net an und werde Teil einer aktiven Community rund um Server-Hosting, Gameserver-Management und Modding-Ressourcen.

    Wer jetzt nicht teilt ist selber Schuld:
    1. Nutzungsbestimmungen
    2. Datenschutzerklärung
    3. Impressum
    4. Urheberrechts- oder Lizenzverstoß melden
  • Trimax Design coded & layout by Gino Zantarelli 2023-2025©
    Community-Software: WoltLab Suite™