Hallo ich habe derzeit das Problem das ich wenn ich mich ganz normal einlogge im meinen gekauften Haus kein Interactionsmenü habe und die Tür mit u nicht aufmachen kann.Aber wenn ich jetzt in meinen Haus bin und mit infistar mich 5m telepotiere kann ich aufeinmal alles wieder benutzen.Hoffe ihr könnt mir helfen.
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				#include "..\..\script_macros.hpp"
/*
    File: fn_houseMenu.sqf
    Author: Bryan "Tonic" Boardwine
    Description:
    Building interaction menu
*/
#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","_Btn1","_Btn2","_Btn3","_Btn4","_Btn5","_Btn6","_Btn7","_Btn8"];
disableSerialization;
_curTarget = param [0,ObjNull,[ObjNull]];
if (isNull _curTarget) exitWith {}; //Bad target
if (playerSide isEqualTo independent) exitWith {hint "Du brauchst doch kein Haus, oder?"}; 
_houseCfg = [(typeOf _curTarget)] call life_fnc_houseConfig;
if (count _houseCfg isEqualTo 0 && playerSide isEqualTo civilian) exitWith {};
if (!dialog) then {
    createDialog "pInteraction_Menu";
};
_Btn1 = CONTROL(37400,Btn1);
_Btn2 = CONTROL(37400,Btn2);
_Btn3 = CONTROL(37400,Btn3);
_Btn4 = CONTROL(37400,Btn4);
_Btn5 = CONTROL(37400,Btn5);
_Btn6 = CONTROL(37400,Btn6);
_Btn7 = CONTROL(37400,Btn7);
_Btn8 = CONTROL(37400,Btn8);
{_x ctrlShow false;} forEach [_Btn1,_Btn2,_Btn3,_Btn4,_Btn5,_Btn6,_Btn7,_Btn8];
life_pInact_curTarget = _curTarget;
if (_curTarget isKindOf "House_F" && playerSide isEqualTo west) exitWith {
    if ((nearestObject [[16019.5,16952.9,0],"Land_Dome_Big_F"]) == _curTarget || (nearestObject [[16019.5,16952.9,0],"Land_Research_house_V1_F"]) == _curTarget) then {
        _Btn1 ctrlSetText localize "STR_pInAct_Repair";
        _Btn1 buttonSetAction "[life_pInact_curTarget] spawn life_fnc_repairDoor; closeDialog 0;";
        _Btn1 ctrlShow true;
        _Btn2 ctrlSetText localize "STR_pInAct_CloseOpen";
        _Btn2 buttonSetAction "[life_pInact_curTarget] call life_fnc_doorAnimate; closeDialog 0;";
        _Btn2 ctrlShow true;
    } else {
        if (!isNil {_curTarget getVariable "house_owner"}) then {
            _Btn1 ctrlSetText localize "STR_House_Raid_Owner";
            _Btn1 buttonSetAction "[life_pInact_curTarget] call life_fnc_copHouseOwner;";
            _Btn1 ctrlShow true;
            _Btn2 ctrlSetText localize "STR_pInAct_BreakDown";
            _Btn2 buttonSetAction "[life_pInact_curTarget] spawn life_fnc_copBreakDoor; closeDialog 0;";
            _Btn2 ctrlShow true;
            _Btn3 ctrlSetText localize "STR_pInAct_SearchHouse";
            _Btn3 buttonSetAction "[life_pInact_curTarget] spawn life_fnc_raidHouse; closeDialog 0;";
            _Btn3 ctrlShow true;
            if (player distance _curTarget > 3.6) then {
                _Btn3 ctrlEnable false;
            };
            _Btn4 ctrlSetText localize "STR_pInAct_LockHouse";
            _Btn4 buttonSetAction "[life_pInact_curTarget] spawn life_fnc_lockupHouse; closeDialog 0;";
            _Btn4 ctrlShow true;
        } else {
            closeDialog 0;
        };
    };
};
if (!(_curTarget in life_vehicles) || isNil {_curTarget getVariable "house_owner"}) then {
    _Btn1 ctrlSetText localize "STR_pInAct_BuyHouse";
    _Btn1 buttonSetAction "[life_pInact_curTarget] spawn life_fnc_buyHouse;";
    _Btn1 ctrlShow true;
    if (!isNil {_curTarget getVariable "house_owner"}) then {
        _Btn1 ctrlEnable false;
    };
} else {
    if ((typeOf _curTarget) in ["Land_i_Garage_V1_F","Land_i_Garage_V2_F"]) then {
        _Btn1 ctrlSetText localize "STR_pInAct_SellGarage";
        _Btn1 buttonSetAction "[life_pInact_curTarget] spawn life_fnc_sellHouse; closeDialog 0;";
        _Btn1 ctrlShow true;
        if (((_curTarget getVariable "house_owner") select 0) != getPlayerUID player) then {
            _Btn1 ctrlEnable false;
        };
        _Btn2 ctrlSetText localize "STR_pInAct_AccessGarage";
        _Btn2 buttonSetAction "[life_pInact_curTarget,""Car""] spawn life_fnc_vehicleGarage; closeDialog 0;";
        _Btn2 ctrlShow true;
        _Btn3 ctrlSetText localize "STR_pInAct_StoreVeh";
        _Btn3 buttonSetAction "[life_pInact_curTarget,player] spawn life_fnc_storeVehicle; closeDialog 0;";
        _Btn3 ctrlShow true;
    } else {
        _Btn1 ctrlSetText localize "STR_pInAct_SellHouse";
        _Btn1 buttonSetAction "[life_pInact_curTarget] spawn life_fnc_sellHouse; closeDialog 0;";
        _Btn1 ctrlShow true;
        if (((_curTarget getVariable "house_owner") select 0) != (getPlayerUID player)) then {
            _Btn1 ctrlEnable false;
        };
        if (_curTarget getVariable ["locked",false]) then {
            _Btn2 ctrlSetText localize "STR_pInAct_UnlockStorage";
        } else {
            _Btn2 ctrlSetText localize "STR_pInAct_LockStorage";
        };
        _Btn2 buttonSetAction "[life_pInact_curTarget] call life_fnc_lockHouse; closeDialog 0;";
        _Btn2 ctrlShow true;
        if (isNull (_curTarget getVariable ["lightSource",ObjNull])) then {
            _Btn3 ctrlSetText localize "STR_pInAct_LightsOn";
        } else {
            _Btn3 ctrlSetText localize "STR_pInAct_LightsOff";
        };
        _Btn3 buttonSetAction "[life_pInact_curTarget] call life_fnc_lightHouseAction; closeDialog 0;";
        _Btn3 ctrlShow true;
    };
}; 
		 
		
		
	 
															
		





