Hallö
Wir haben nun seit 2 Tagen das Problem das Zivilisten nicht mehr rennen können und wir finden das problem momentan einfach nicht
zuletzt wurde nur das -> fatique <- geändert das man länger rennen kann ansonsten nichts was damit zutun hat und jeder Ziv hat das
problem
habe ingame dann "hint str(getFatigue player)" ausgeführt
Meldung : "0"
Geändert wurde zuletzt nur das fatigue und neue skins wurden eingefügt grundsätzlich wurde aber nichts an den civ dateien verändert
sobald man B + Pfeiltaste Hoch gedrückt hält kann man sprinten aber nicht über shift auch nicht wenn man den button umlegt.
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Code
[] spawn {
private["_fnc_food","_fnc_water","_fnc_battery"];
_fnc_food =
{
if(life_hunger < 2) then {player setDamage 1; hintSilent "You have starved to death.";}
else
{
life_hunger = life_hunger - 10;
[] call life_fnc_hudUpdate;
if(life_hunger < 2) then {player setDamage 1; hintSilent "You have starved to death.";};
switch(life_hunger) do {
case 30: {hintSilent "You haven't eaten anything in awhile, You should find something to eat soon!";};
case 20: {hintSilent "You are starting to starve, you need to find something to eat otherwise you will die.";};
case 10: {hintSilent "You are now starving to death, you will die very soon if you don't eat something";player setFatigue 1;};
};
};
};
_fnc_water =
{
if(life_thirst < 2) then {player setDamage 1; hintSilent "You have died from dehydration.";}
else
{
life_thirst = life_thirst - 10;
[] call life_fnc_hudUpdate;
if(life_thirst < 2) then {player setDamage 1; hintSilent "You have died from dehydration.";};
switch(life_thirst) do
{
case 30: {hintSilent"You haven't drank anything in awhile, You should find something to drink soon.";};
case 20: {hintSilent "You haven't drank anything in along time, you should find something to drink soon or you'll start to die from dehydration"; player setFatigue 1;};
case 10: {hintSilent "You are now suffering from severe dehydration find something to drink quickly!"; player setFatigue 1;};
};
};
};
_fnc_battery =
{
if(life_battery < 2) then {hintSilent "Your cellphone battery is empty";}
else
{
life_battery = life_battery - 5;
[] call life_fnc_hudUpdate;
if(life_battery < 2) then {hintSilent "Your battery is empty.";};
switch(life_battery) do
{
case 30: {hintSilent "Your battery power is at 30%";};
case 20: {hintSilent "Your battery power is at 20%";};
case 10: {hintSilent "Your battery power is at 10%";};
};
};
};
while{true} do
{
uiSleep 600;
[] call _fnc_water;
uiSleep 10;
[] call _fnc_battery;
uiSleep 250;
[] call _fnc_food;
};
};
[] spawn
{
private["_bp","_load","_cfg"];
while{true} do
{
waitUntil {backpack player != ""};
_bp = backpack player;
_cfg = getNumber(configFile >> "CfgVehicles" >> (backpack player) >> "maximumload");
_load = round(_cfg / 8);
life_maxWeight = life_maxWeightT + _load;
waitUntil {backpack player != _bp};
if(backpack player == "") then
{
life_maxWeight = life_maxWeightT;
};
};
};
[] spawn
{
while {true} do
{
uiSleep 1.5;
if(life_carryWeight > life_maxWeight && !isForcedWalk player) then {
player allowSprint true;
player setFatigue 1;
hintSilent "You're overloaded ! Please remove some items from your inventory..";
} else {
if(isSprintAllowed player) then {
player allowSprint false;
};
};
};
};
[] spawn
{
private["_walkDis","_myLastPos","_MaxWalk","_runHunger","_runDehydrate"];
_walkDis = 0;
_myLastPos = (getPos player select 0) + (getPos player select 1);
_MaxWalk = 1200;
while{true} do
{
uiSleep 0.5;
if(!alive player) then {_walkDis = 0;}
else
{
_CurPos = (getPos player select 0) + (getPos player select 1);
if((_CurPos != _myLastPos) && (vehicle player == player)) then
{
_walkDis = _walkDis + 1;
if(_walkDis == _MaxWalk) then
{
_walkDis = 0;
life_thirst = life_thirst - 5;
life_hunger = life_hunger - 5;
[] call life_fnc_hudUpdate;
};
};
_myLastPos = (getPos player select 0) + (getPos player select 1);
};
};
};
//part of alcohol system written by [midgetgrimm]
[] spawn
{
while {true} do
{
waitUntil {(life_drink > 0)};
while{(life_drink > 0)} do {
if(life_drink > 0.08) then {
"radialBlur" ppEffectEnable true;
"radialBlur" ppEffectAdjust[0.08, 0,0.35,0.37];
"radialBlur" ppEffectCommit 3;
uiSleep 240;
life_drink = life_drink - 0.02;
} else {
"radialBlur" ppEffectEnable true;
"radialBlur" ppEffectAdjust[0.05, 0,0.36,0.38];
"radialBlur" ppEffectCommit 1;
uiSleep 180;
life_drink = life_drink - 0.02;
};
};
"radialBlur" ppEffectAdjust [0,0,0,0];
"radialBlur" ppEffectCommit 5;
"radialBlur" ppEffectEnable false;
life_drink = 0;
};
};
[] spawn
{
while {true} do
{
uiSleep 1.5;
if(life_inv_uranium2 != 0) then {
player allowSprint true;
player setFatigue 1;
hintSilent "The uranium has a big size .. You can only walk slow ..";
} else {
if(isSprintAllowed player) then {
player allowSprint false;
};
};
};
};
[] spawn {
while{true} do
{
waitUntil {(player getVariable "missingOrgan")};
life_max_health = .50;
while{(player getVariable "missingOrgan")} do {
life_thirst = 50;
life_hunger = 50;
if(damage player < (1 - life_max_health)) then {player setDamage (1 - life_max_health);};
"dynamicBlur" ppEffectEnable true;
"dynamicBlur" ppEffectAdjust [2];
"dynamicBlur" ppEffectCommit 1;
uiSleep 5;
};
"dynamicBlur" ppEffectEnable false;
life_max_health = 1;
};
};
[] spawn
{
while {true} do
{
private["_damage"];
uiSleep 1;
while {((player distance (getMarkerPos "uran_mine") < 100) && (player getVariable["Revive",TRUE]))} do
{
if(uniform player == "U_I_HeliPilotCoveralls") then
{
hintSilent "!!! THIS ZONE IS RADIOACTIVE !!! The protection suit is protecting you !";
uiSleep 5;
}else
{
hintSilent "!!! THIS ZONE IS RADIOACTIVE !!! You will die without protection suit!";
_damage = damage player;
_damage = _damage + 0.1;
player setDamage (_damage);
[] call life_fnc_hudUpdate;
uiSleep 5;
};
};
};
};
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Code
/*
File: fn_initCiv.sqf
Author: Bryan "Tonic" Boardwine
Description:
Initializes the civilian.
*/
private["_spawnPos"];
civ_spawn_1 = nearestObjects[getMarkerPos "civ_spawn_1", ["Land_i_Shop_01_V1_F","Land_i_Shop_02_V1_F","Land_i_Shop_03_V1_F","Land_i_Stone_HouseBig_V1_F"],250];
civ_spawn_2 = nearestObjects[getMarkerPos "civ_spawn_2", ["Land_i_Shop_01_V1_F","Land_i_Shop_02_V1_F","Land_i_Shop_03_V1_F","Land_i_Stone_HouseBig_V1_F"],250];
civ_spawn_3 = nearestObjects[getMarkerPos "civ_spawn_3", ["Land_i_Shop_01_V1_F","Land_i_Shop_02_V1_F","Land_i_Shop_03_V1_F","Land_i_Stone_HouseBig_V1_F"],250];
civ_spawn_4 = nearestObjects[getMarkerPos "civ_spawn_4", ["Land_i_Shop_01_V1_F","Land_i_Shop_02_V1_F","Land_i_Shop_03_V1_F","Land_i_Stone_HouseBig_V1_F"],250];
waitUntil {!(isNull (findDisplay 46))};
if(life_is_arrested) then
{
life_is_arrested = false;
[player,true] spawn life_fnc_jail;
}
else
{
[] call life_fnc_spawnMenu;
waitUntil{!isNull (findDisplay 38500)}; //Wait for the spawn selection to be open.
waitUntil{isNull (findDisplay 38500)}; //Wait for the spawn selection to be done.
};
player addRating 9999999;
[] spawn
{
while {true} do
{
waitUntil {uniform player == "U_C_Poloshirt_stripped"};
player setObjectTextureGlobal [0,"skins\tshirt.jpg"];
waitUntil {uniform player != "U_C_Poloshirt_stripped"};
};
};
//Introcam
//[] spawn life_fnc_IntroCam;
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