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    Medic Z Menü

    • ThunderBMZ
    • 28. November 2015 um 15:54
    • Geschlossen
    • ThunderBMZ
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      • 28. November 2015 um 15:54
      • #1

      Guten Tag,


      Bei mir können manche Leute das Z Menü nicht mehr öffnen.

      Ich habe aber leider keine Ahnung wie ich drauf können könnte wodran es liegen kann

      Weiß einer wodran dies liegen kann wenn man das z Menü nicht mehr öffnen kann


      Mit freundlichen Grüssen

    • QuitScope
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      • 28. November 2015 um 16:15
      • #2

      poste mal deine fn_keyHandler.sqf datei

    • ThunderBMZ
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      • 28. November 2015 um 16:43
      • #3
      C: fn_keyhandler.sqf
      #include <macro.h>
      /*
      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 = SEL(_this,0);
      _code = SEL(_this,1);
      _shift = SEL(_this,2);
      _ctrlKey = SEL(_this,3);
      _alt = SEL(_this,4);
      _speed = speed cursorTarget;
      _handled = false;
      
      
      
      
      _interactionKey = if((EQUAL(count (actionKeys "User10"),0))) then {219} else {(actionKeys "User10") select 0};
      _mapKey = SEL(actionKeys "ShowMap",0);
      //hint str _code;
      _interruptionKeys = [17,30,31,32]; //A,S,W,D
      
      
      
      
      //Vault handling...
      if((_code in (actionKeys "GetOver")  _code in (actionKeys "salute")) && {(player GVAR ["restrained",false])}) 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(!(EQUAL(count (actionKeys "User10"),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;
      };
      
      
      
      
      switch (_code) do {
      //Space key for Jumping
      case 57: {
      if(isNil "jumpActionTime") then {jumpActionTime = 0;};
      if(_shift && {!(EQUAL(animationState player,"AovrPercMrunSrasWrflDf"))} && {isTouchingGround player} && {EQUAL(stance player,"STAND")} && {speed player > 2} && {!life_is_arrested} && {SEL((velocity player),2) < 2.5} && {time - jumpActionTime > 1.5}) then {
      jumpActionTime = time; //Update the time.
      [player,true] spawn life_fnc_jumpFnc; //Local execution
      [[player,false],"life_fnc_jumpFnc",nil,FALSE] call life_fnc_MP; //Global execution
      _handled = true;
      };
      };
      //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;}};
      };
      };
      //Holster / recall weapon.
      case 35: {
      if(_shift && !_ctrlKey && !(EQUAL(currentWeapon player,""))) then {
      life_curWep_h = currentWeapon player;
      player action ["SwitchWeapon", player, player, 100];
      player switchCamera cameraView;
      };
      
      
      
      
      if(!_shift && _ctrlKey && !isNil "life_curWep_h" && {!(EQUAL(life_curWep_h,""))}) then {
      if(life_curWep_h in [RIFLE,LAUNCHER,PISTOL]) 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 or robbing (Shift + R)
      case 19:
      {
      if(_shift) then {_handled = true;};
      if(_shift && playerSide == west && !isNull cursorTarget && cursorTarget isKindOf "Man" && (isPlayer cursorTarget) && (side cursorTarget == civilian) && alive cursorTarget && cursorTarget distance player < 3.5 && !(cursorTarget GVAR "Escorting") && !(cursorTarget GVAR "restrained") && speed cursorTarget < 1) then
      {
      [] call life_fnc_restrainAction;
      };
      
      
      
      
      //Robbing
      if(_shift && playerSide == civilian && !isNull cursorTarget && cursorTarget isKindOf "Man" && isPlayer cursorTarget && alive cursorTarget && cursorTarget distance player < 4 && speed cursorTarget < 1) then
      {
      if((animationState cursorTarget) != "Incapacitated" && (currentWeapon player == RIFLE OR currentWeapon player == PISTOL) && currentWeapon player != "" && !life_knockout && !(player GVAR["restrained",false]) && !life_istazed && !(player GVAR["surrender",false])) then
      {
      [cursorTarget] spawn life_fnc_knockoutAction;
      };
      _handled = true;
      };
      };
      //Shift + G (surrender)
      case 34:
      {
      if(_shift) then {_handled = true;};
      
      
      
      
      if (_shift) then
      {
      if (vehicle player == player && !(player GVAR ["restrained", false]) && (animationState player) != "Incapacitated" && !life_istazed) then
      {
      if (player GVAR ["surrender", false]) then
      {
      player SVAR ["surrender", false, true];
      } else
      {
      [] spawn life_fnc_surrender;
      };
      };
      };
      };
      //T Key (Trunk)
      case 20: {
      if(!_alt && !_ctrlKey && !life_is_processing) then {
      if(vehicle player != player && alive vehicle player) then {
      if((vehicle player) in life_vehicles) then {
      [vehicle player] call life_fnc_openInventory;
      };
      } else {
      private "_list";
      _list = ["landVehicle","Air","Ship","House_F"];
      if(KINDOF_ARRAY(cursorTarget,_list) && {player distance cursorTarget < 7} && {vehicle player == player} && {alive cursorTarget}) then {
      if(cursorTarget in life_vehicles OR {!(cursorTarget GVAR ["locked",true])}) then {
      [cursorTarget] call 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"]) then {
      if(!isNil {vehicle player GVAR "lights"}) then {
      if(playerSide == 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; };
      };
      //Y Player Menu
      case 21: {
      if(!_alt && !_ctrlKey && !dialog && !life_is_processing) then {
      [] call life_fnc_p_openMenu;
      };
      };
      //Shift+P = Faded Sound
      case 25:
      {
      if(_shift) then
      {
      [] call life_fnc_fadeSound;
      _handled = true;
      };
      };
      //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 == west) then {
      [[_veh],"life_fnc_copSiren",nil,true] spawn life_fnc_MP;
      } else {
      //I do not have a custom sound for  and I really don't want to go digging for one, when you have a sound uncomment  and change medicSiren.sqf in the medical folder.
      [[_veh],"life_fnc_medicSiren",nil,true] spawn life_fnc_MP;
      };
      };
      };
      };
      
      
      
      
      //U Key
      case 22: {
      if(!_alt && !_ctrlKey) then {
      if(vehicle player == player) then {
      _veh = cursorTarget;
      } else {
      _veh = vehicle player;
      };
      
      
      
      
      if(_veh isKindOf "House_F" && {playerSide == civilian}) then {
      if(_veh in life_vehicles && player distance _veh <  then {
      _door = [_veh] call life_fnc_nearestDoor;
      if(EQUAL(_door,0)) exitWith {hint localize "STR_House_Door_NotNear"};
      _locked = _veh GVAR [format["bis_disabled_Door_%1",_door],0];
      
      
      
      
      if(EQUAL(_locked,0)) then {
      _veh SVAR [format["bis_disabled_Door_%1",_door],1,true];
      _veh animate [format["door_%1_rot",_door],0];
      systemChat localize "STR_House_Door_Lock";
      } else {
      _veh SVAR [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 <  then {
      if(EQUAL(_locked,2)) then {
      if(local _veh) then {
      _veh lock 0;
      } else {
      [[_veh,0],"life_fnc_lockVehicle",_veh,false] call life_fnc_MP;
      };
      systemChat localize "STR_MISC_VehUnlock";
      } else {
      if(local _veh) then {
      _veh lock 2;
      } else {
      [[_veh,2],"life_fnc_lockVehicle",_veh,false] call life_fnc_MP;
      };
      systemChat localize "STR_MISC_VehLock";
      };
      };
      };
      };
      };
      };
      
      
      
      
      _handled;
      Alles anzeigen

      Einmal editiert, zuletzt von Xylometachlorid (30. November 2015 um 09:57) aus folgendem Grund: In ein Code-BB verpackt.

    • Xylometachlorid
      Nerd
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      • 30. November 2015 um 09:58
      • #4

      @ThunderBMZ

      Möchtest du dir bitte angewöhnen in Zukunft deine Codes im Code-BB-Tag zu posten? Das Hilft ungemein bei der Lesbarkeit. Außerdem solltest du unseren Leitfaden Wie frage ich richtig um Hilfe? - Leitfaden beachten. Danke.

      extDB2 Tutorial: extDB2 Einrichten - so geht's richtig

    • SirFluffyVonKitten
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      • 19. Dezember 2015 um 18:30
      • #5

      Da TE gebannt:
      [modclose][/modclose]

    • nox 25. März 2023 um 00:43

      Hat das Thema aus dem Forum Hilfeforum - ArmA 3 nach Archiv verschoben.

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