in den Eventhandlern eventuell?

Arma3 Altis Life Toolkit und Verbandskasten (Einstellungen)
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SirNo -
16. Januar 2017 um 19:05 -
Geschlossen -
Erledigt
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Man muss auf die Schreibweise achten. ToolKit ! Der Buchstabe muss groß, sonst erkennt Arma das Teil nicht
Das sollte funktionieren:
Spoiler anzeigen
Code
Alles anzeigen#include "..\..\script_macros.hpp" /* File: fn_repairTruck.sqf Author: Bryan "Tonic" Boardwine Description: Main functionality for toolkits, to be revised in later version. */ private ["_veh","_upp","_ui","_progress","_pgText","_cP","_displayName","_test","_sideRepairArray"]; _veh = cursorObject; life_interrupted = false; if (isNull _veh) exitWith {}; if ((_veh isKindOf "Car") || (_veh isKindOf "Ship") || (_veh isKindOf "Air")) then { if ("ToolKit" in (items player)) then { life_action_inUse = true; _displayName = FETCH_CONFIG2(getText,"CfgVehicles",(typeOf _veh),"displayName"); _upp = format [localize "STR_NOTF_Repairing",_displayName]; //Setup our progress bar. disableSerialization; "progressBar" cutRsc ["life_progress","PLAIN"]; _ui = uiNamespace getVariable "life_progress"; _progress = _ui displayCtrl 38201; _pgText = _ui displayCtrl 38202; _pgText ctrlSetText format ["%2 (1%1)...","%",_upp]; _progress progressSetPosition 0.01; _cP = 0.01; for "_i" from 0 to 1 step 0 do { if (animationState player != "AinvPknlMstpSnonWnonDnon_medic_1") then { [player,"AinvPknlMstpSnonWnonDnon_medic_1",true] remoteExecCall ["life_fnc_animSync",RCLIENT]; player switchMove "AinvPknlMstpSnonWnonDnon_medic_1"; player playMoveNow "AinvPknlMstpSnonWnonDnon_medic_1"; }; sleep 0.27; _cP = _cP + 0.01; _progress progressSetPosition _cP; _pgText ctrlSetText format ["%3 (%1%2)...",round(_cP * 100),"%",_upp]; if (_cP >= 1) exitWith {}; if (!alive player) exitWith {}; if !(isNull objectParent player) exitWith {}; if (life_interrupted) exitWith {}; }; life_action_inUse = false; "progressBar" cutText ["","PLAIN"]; player playActionNow "stop"; if (life_interrupted) exitWith {life_interrupted = false; titleText[localize "STR_NOTF_ActionCancel","PLAIN"]; life_action_inUse = false;}; if !(isNull objectParent player) exitWith {titleText[localize "STR_NOTF_ActionInVehicle","PLAIN"];}; _sideRepairArray = LIFE_SETTINGS(getArray,"vehicle_infiniteRepair"); //Check if playerSide has infinite repair enabled if (playerSide isEqualTo civilian && (_sideRepairArray select 0) isEqualTo 0) then { //[false,"toolkit",1] call life_fnc_handleInv; player removeItem "ToolKit"; }; if (playerSide isEqualTo west && (_sideRepairArray select 1) isEqualTo 0) then { //[false,"toolkit",1] call life_fnc_handleInv; player removeItem "ToolKit"; }; if (playerSide isEqualTo independent && (_sideRepairArray select 2) isEqualTo 0) then { //[false,"toolkit",1] call life_fnc_handleInv; player removeItem "ToolKit"; }; if (playerSide isEqualTo east && (_sideRepairArray select 3) isEqualTo 0) then { //[false,"toolkit",1] call life_fnc_handleInv; player removeItem "ToolKit"; }; _veh setDamage 0; titleText[localize "STR_NOTF_RepairedVehicle","PLAIN"]; }; };
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Bei den Medics kannst du auch einfach die Slots auf Sanitäter stellen
Eden Editor, NPCs bearbeiten
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Vielen Dank! Ich werde mich nochmal daran probieren!
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Habe alles umgestellt aber das Interaktionsmenü des Fahrzeuges geht nicht mehr auf wollte das repkit im I Inventar haben
Ich habe jetzt die VehicleInteraction geändert in
Codeif (("ToolKit" in (items player) && {alive life_vInact_curTarget} && {([life_vInact_curTarget] call life_fnc_isDamaged)}) then {_Btn1 ctrlEnable true;} else {_Btn1 ctrlEnable false;};
und die repairtruck datei :
Code
Alles anzeigen#include "..\..\script_macros.hpp" /* File: fn_repairTruck.sqf Author: Bryan "Tonic" Boardwine Description: Main functionality for toolkits, to be revised in later version. */ private ["_veh","_upp","_ui","_progress","_pgText","_cP","_displayName","_test","_sideRepairArray"]; _veh = cursorObject; life_interrupted = false; if (isNull _veh) exitWith {}; if ((_veh isKindOf "Car") || (_veh isKindOf "Ship") || (_veh isKindOf "Air")) then { if ("ToolKit" in (items player)) then { life_action_inUse = true; _displayName = FETCH_CONFIG2(getText,"CfgVehicles",(typeOf _veh),"displayName"); _upp = format [localize "STR_NOTF_Repairing",_displayName]; //Setup our progress bar. disableSerialization; "progressBar" cutRsc ["life_progress","PLAIN"]; _ui = uiNamespace getVariable "life_progress"; _progress = _ui displayCtrl 38201; _pgText = _ui displayCtrl 38202; _pgText ctrlSetText format ["%2 (1%1)...","%",_upp]; _progress progressSetPosition 0.01; _cP = 0.01; for "_i" from 0 to 1 step 0 do { if (animationState player != "AinvPknlMstpSnonWnonDnon_medic_1") then { [player,"AinvPknlMstpSnonWnonDnon_medic_1",true] remoteExecCall ["life_fnc_animSync",RCLIENT]; player switchMove "AinvPknlMstpSnonWnonDnon_medic_1"; player playMoveNow "AinvPknlMstpSnonWnonDnon_medic_1"; }; sleep 0.27; _cP = _cP + 0.01; _progress progressSetPosition _cP; _pgText ctrlSetText format ["%3 (%1%2)...",round(_cP * 100),"%",_upp]; if (_cP >= 1) exitWith {}; if (!alive player) exitWith {}; if !(isNull objectParent player) exitWith {}; if (life_interrupted) exitWith {}; }; life_action_inUse = false; "progressBar" cutText ["","PLAIN"]; player playActionNow "stop"; if (life_interrupted) exitWith {life_interrupted = false; titleText[localize "STR_NOTF_ActionCancel","PLAIN"]; life_action_inUse = false;}; if !(isNull objectParent player) exitWith {titleText[localize "STR_NOTF_ActionInVehicle","PLAIN"];}; _sideRepairArray = LIFE_SETTINGS(getArray,"vehicle_infiniteRepair"); //Check if playerSide has infinite repair enabled if (playerSide isEqualTo civilian && (_sideRepairArray select 0) isEqualTo 0) then { player removeItem "ToolKit"; }; if (playerSide isEqualTo west && (_sideRepairArray select 1) isEqualTo 0) then { player removeItem "ToolKit"; }; if (playerSide isEqualTo independent && (_sideRepairArray select 2) isEqualTo 0) then { player removeItem "ToolKit"; }; if (playerSide isEqualTo east && (_sideRepairArray select 3) isEqualTo 0) then { player removeItem "ToolKit"; }; _veh setDamage 0; titleText[localize "STR_NOTF_RepairedVehicle","PLAIN"]; }; };
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Yop hab ich auch gemerkt trotzdem Danke!
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