Hallo,
1.
Ich wollte das Cops in abgeschlossene Fahrzeuge einsteigen können.
Dazu meine fn_copEnter.sqf:
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/*
File: fn_copEnter.sqf
Author: I dunno, I do not care!
Description:
Allows Cops to enter locked Vehicles
*/
if(playerSide != west) exitWith {};
private ["_position","_veh"];
_position = _this select 3;
switch (_position) do
{
case "driver":
{
cursorTarget lock false;
player action ["getInDriver", cursorTarget];
cursorTarget lock true;
};
case "passenger":
{
cursorTarget lock false;
player action ["getInCargo", cursorTarget];
cursorTarget lock true;
};
case "gunner":
{
cursorTarget lock false;
player action ["getIngunner", cursorTarget];
cursorTarget lock true;
};
case "exit":
{
_veh = vehicle player;
_veh lock false;
player action ["getOut", _veh];
_veh lock true;
};
};
und der Functions.hpp ist das auch eingetragen ( das weitere folgt später in der Anderen Datei )
2.
Nun Waffen beschlagnahmen ist gemeint von Boden dazu meine fn_seizeObjects.spf:
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/*
File: fn_seizeWeapon.sqf
Author: Skalicon
Description:
*/
_clear = nearestObjects [player,["weaponholder"],3];
_destroyed = 0;
for "_i" from 0 to count _clear - 1
do
{
_destroyed = _destroyed + 1;
deleteVehicle (_clear select _i);
sleep 0.056;
};
titleText[format["Objekt Beschlagnahmt.", _destroyed],"PLAIN"];
[[51, player, format["Removed %1 object(s) in the vicinity.", _destroyed]],"TON_fnc_logIt",false,false] spawn life_fnc_MP;
Dies auch in der Functions.hpp eingetragen.
Nun zu der fn_setupActions.spf
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/*
File: fn_setupActions.sqf
Author:
Description:
Master addAction file handler for all client-based actions.
*/
switch (playerSide) do {
case civilian: {
//Drop fishing net
life_actions = [player addAction[localize "STR_pAct_DropFishingNet",life_fnc_dropFishingNet,"",0,false,false,"",'
(surfaceisWater (getPos vehicle player)) && (vehicle player isKindOf "Ship") && life_carryWeight < life_maxWeight && speed (vehicle player) < 2 && speed (vehicle player) > -1 && !life_net_dropped ']];
/*Rob person
life_actions = life_actions + [player addAction[localize "STR_pAct_RobPerson",life_fnc_robAction,"",0,false,false,"",'
!isNull cursorObject && player distance cursorObject < 3.5 && isPlayer cursorObject && animationState cursorObject == "Incapacitated" && !(cursorObject getVariable["robbed",TRUE]) ']];
*/
};
};
switch (playerSide) do{
case civilian: {
//Ausweis
life_actions = life_actions + [player addAction["Ausweis zeigen",life_fnc_Lizenzzeigen,"",1,false,true,"",'!isNull cursorTarget && cursorTarget isKindOf "Man"']];
};
case west:{
//Ausweis
life_actions = life_actions + [player addAction["Ausweis zeigen",life_fnc_Lizenzzeigen,"",1,false,true,"",'!isNull cursorTarget && cursorTarget isKindOf "Man"']];
};
//seize Objects
life_actions = life_actions + [player addAction["Beschlagnahmen",life_fnc_seizeObjects,cursorTarget,0,false,false,"",'count(nearestObjects [player,["weaponholder"],3])>0']];
//CopEnter - Fahrer Seat
life_actions = life_actions + [player addAction["Fahrersitz",life_fnc_copEnter,"driver",200,false,false,"",'!isNull cursorTarget && ((cursorTarget isKindOf "Car")||(cursorTarget isKindOf "Air")||(cursorTarget isKindOf "Ship")) && (locked cursorTarget) != 0 && cursorTarget distance player < 3.5']];
//CopEnter - Passagier Seat
life_actions = life_actions + [player addAction["Passagiersitz",life_fnc_copEnter,"passenger",100,false,false,"",'!isNull cursorTarget && ((cursorTarget isKindOf "Car")||(cursorTarget isKindOf "Air")||(cursorTarget isKindOf "Ship")) && (locked cursorTarget) != 0 && cursorTarget distance player < 3.5']];
//CopEnter - Schütze Seat
life_actions = life_actions + [player addAction["Schützensitz",life_fnc_copEnter,"gunner",100,false,false,"",'!isNull cursorTarget && ((cursorTarget isKindOf "Car")||(cursorTarget isKindOf "Air")||(cursorTarget isKindOf "Ship")) && (locked cursorTarget) != 0 && cursorTarget distance player < 3.5']];
//CopEnter - Aussteigen
life_actions = life_actions + [player addAction["Aussteigen",life_fnc_copEnter,"exit",100,false,false,"",'(vehicle player != player) && (locked(vehicle player)==2)']];
case independent: {
//Ausweis
life_actions = life_actions + [player addAction["Ausweis zeigen",life_fnc_Lizenzzeigen,"",1,false,true,"",'!isNull cursorTarget && cursorTarget isKindOf "Man"']];
};
case east: {
//Ausweis
life_actions = life_actions + [player addAction["Ausweis zeigen",life_fnc_Lizenzzeigen,"",1,false,true,"",'!isNull cursorTarget && cursorTarget isKindOf "Man"']];
};
};
und zu guter Letz ein Script zum Hinsitzen wo nicht ganz funktioniert habe dazu folgende Dateien:
sitdown.sqf
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//////////////////////////////////////////////////////////////////////////
// Script Made By //
// MacRae //
// //
// //
//1.Place a Camping Chair on the map. //
// //
//2.Add this to the Camping chair Init: //
//this addAction ["<t color='#0099FF'>Sit Down</t>","Chair\sitdown.sqf"]//
// 4D6163526165 //
//////////////////////////////////////////////////////////////////////////
_chair = _this select 0;
_unit = _this select 1;
[[_unit, "Crew"], "MAC_fnc_switchMove"] spawn BIS_fnc_MP;
_unit setPos (getPos _chair);
_unit setDir ((getDir _chair) - 180);
standup = _unit addaction ["<t color='#0099FF'>Stand Up</t>","Chair\standup.sqf"];
_unit setpos [getpos _unit select 0, getpos _unit select 1,((getpos _unit select 2) +1)];
standup.sqf
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player switchMove "";
player removeaction standup
//4D6163526165
Hoffe jemand kann helfen