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    Moin Moin! NetPeggles Labor

    • NetPeggle
    • 11. Juni 2017 um 17:36
    • Geschlossen
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    • NetPeggle
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      • 14. Juni 2017 um 10:40
      • #21

      Ist von der 5.0 Altis

      Code
      #include "..\..\script_macros.hpp"
      /*
      *    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 = _this select 0;
      _code = _this select 1;
      _shift = _this select 2;
      _ctrlKey = _this select 3;
      _alt = _this select 4;
      _speed = speed cursorObject;
      _handled = false;
      
      _interactionKey = if (count (actionKeys "User10") isEqualTo 0) then {219} else {(actionKeys "User10") select 0};
      _mapKey = (actionKeys "ShowMap" select 0);
      //hint str _code;
      _interruptionKeys = [17,30,31,32]; //A,S,W,D
      
      //Vault handling...
      if ((_code in (actionKeys "GetOver") || _code in (actionKeys "salute") || _code in (actionKeys "SitDown") || _code in (actionKeys "Throw") || _code in (actionKeys "GetIn") || _code in (actionKeys "GetOut") || _code in (actionKeys "Fire") || _code in (actionKeys "ReloadMagazine") || _code in [16,18]) && ((player getVariable ["restrained",false]) || (player getVariable ["playerSurrender",false]) || life_isknocked || life_istazed)) 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 (!(count (actionKeys "User10") isEqualTo 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;
      };
      
      if (life_container_active) then {
          switch (_code) do {
              //space key
              case 57: {
                  [] spawn life_fnc_placestorage;
              };
          };
          true;
      };
      
      switch (_code) do {
          // -- Disable commander/tactical view
          if (LIFE_SETTINGS(getNumber,"disableCommanderView") isEqualTo 1) then {
              private _CommandMode = actionKeys "tacticalView";
      
              if (_code in _CommandMode) then {
                  hint localize "STR_NOTF_CommanderView";
                  _handled = true;
              };
          };
      /*
          //Space key for Jumping
          case 57: {
              if (isNil "jumpActionTime") then {jumpActionTime = 0;};
              if (_shift && {!(animationState player isEqualTo "AovrPercMrunSrasWrflDf")} && {isTouchingGround player} && {stance player isEqualTo "STAND"} && {speed player > 2} && {!life_is_arrested} && {((velocity player) select 2) < 2.5} && {time - jumpActionTime > 1.5}) then {
                  jumpActionTime = time; //Update the time.
                  [player] remoteExec ["life_fnc_jumpFnc",RANY]; //Global execution
                  _handled = true;
              };
          };
      */
          //Surrender (Shift + B)
          case 48: {
              if (_shift) then {
                  if (player getVariable ["playerSurrender",false]) then {
                      player setVariable ["playerSurrender",false,true];
                  } else {
                      [] spawn life_fnc_surrender;
                  };
                  _handled = true;
              };
          };
          
      case 2:
      {
       if(_shift && !_ctrl && !_alt) then {_handled = true;};
       if ((_shift && !_ctrl && !_alt) && (vehicle player == player)) then
       {
       player playActionNow "gestureHi";
       };
       if(_alt && !_ctrl && !_shift) then {_handled = true;};
       if ((_alt && !_ctrl && !_shift) && (vehicle player == player)) then
       {
       player playActionNow "gestureAdvance";
       };
        if(_ctrl && !_alt && !_shift) then {_handled = true;};
       if ((_ctrl && !_alt && !_shift) && (vehicle player == player)) then
       {
       player playActionNow "gestureFollow";
       };
      };
      
      case 3:
      {
       if(_shift && !_ctrl && !_alt) then {_handled = true;};
       if ((_shift && !_ctrl && !_alt) && (vehicle player == player)) then
       {
       player playActionNow "gestureHiC";
       };
       if(_alt && !_ctrl && !_shift) then {_handled = true;};
       if ((_alt && !_ctrl && !_shift) && (vehicle player == player)) then
       {
       player playActionNow "gestureCeaseFire";
       };
        if(_ctrl && !_alt && !_shift) then {_handled = true;};
       if ((_ctrl && !_alt && !_shift) && (vehicle player == player)) then
       {
       player playActionNow "gestureFreeze";
       };
      };
      
          
      
          //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;}};
                  case civilian: {if (!visibleMap) then {[] spawn life_fnc_civMarkers;}};
                  case east: {if (!visibleMap) then {[] spawn life_fnc_adacMarkers;}};
              };
          };
      
          //Holster / recall weapon. (Shift + H)
          case 35: {
              if (_shift && !_ctrlKey && !(currentWeapon player isEqualTo "")) then {
                  life_curWep_h = currentWeapon player;
                  player action ["SwitchWeapon", player, player, 100];
                  player switchCamera cameraView;
              };
      
              if (!_shift && _ctrlKey && !isNil "life_curWep_h" && {!(life_curWep_h isEqualTo "")}) then {
                  if (life_curWep_h in [primaryWeapon player,secondaryWeapon player,handgunWeapon player]) 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;
                  };
              };
          };
      
       //Takwondo(Traditional Martial arts in korea)(Shift + Num 1)
      case 79:
      {
       if(_shift) then {_handled = true;};
       if ((_shift) && (vehicle player == player)) then
       {
       cutText [format["Martial arts Salutieren zum abbrechen"], "PLAIN DOWN"];
       player playMove "AmovPercMstpSnonWnonDnon_exerciseKata";
       };
      };
      
      //Kneebend Slow(Shift + Num 2)
      case 80:
      {
       if(_shift) then {_handled = true;};
       if ((_shift) && (vehicle player == player)) then
       {
       cutText [format["Kniebeugen Langsam Salutieren zum abbrechen"], "PLAIN DOWN"];
       player playMove "AmovPercMstpSnonWnonDnon_exercisekneeBendA";
       };
      };
      
      
      
      
      //Kneebend Fast(Shift + Num 3)
      case 81:
      {
       if(_shift) then {_handled = true;};
       if ((_shift) && (vehicle player == player)) then
       {
       cutText [format["Schnelle Kniebeugen Salutieren zum abbrechen"], "PLAIN DOWN"];
       player playMove "AmovPercMstpSnonWnonDnon_exercisekneeBendB";
       };
      };
      
      
      
      
      //Pushup(Shift + Num 4)
      case 75:
      {
       if(_shift) then {_handled = true;};
       if ((_shift) && (vehicle player == player)) then
       {
       cutText [format["Push up´s Salutieren zum abbrechen"], "PLAIN DOWN"];
       player playMove "AmovPercMstpSnonWnonDnon_exercisePushup";
       };
      };
      
      
      
       //Restraining (Shift + R)
          case 19: {
              if (_shift) then {_handled = true;};
              if (_shift && playerSide isEqualTo west && {!isNull cursorObject} && {cursorObject isKindOf "Man"} && {(isPlayer cursorObject)} && {(side cursorObject in [civilian,independent])} && {alive cursorObject} && {cursorObject distance player < 3.5} && {!(cursorObject getVariable "Escorting")} && {!(cursorObject getVariable "restrained")} && {speed cursorObject < 1}) then {
                  [] call life_fnc_restrainAction;
              };
          };
      
          //Knock out, this is experimental and yeah... (Shift + G)
          case 34: {
              if (_shift) then {_handled = true;};
              if (_shift && playerSide isEqualTo civilian && !isNull cursorObject && cursorObject isKindOf "Man" && isPlayer cursorObject && alive cursorObject && cursorObject distance player < 4 && speed cursorObject < 1) then {
                  if ((animationState cursorObject) != "Incapacitated" && (currentWeapon player == primaryWeapon player || currentWeapon player == handgunWeapon player) && currentWeapon player != "" && !life_knockout && !(player getVariable ["restrained",false]) && !life_istazed && !life_isknocked) then {
                      [cursorObject] spawn life_fnc_knockoutAction;
                      
              if("ItemRadio" in assignedItems cursorTarget) then {
                  cursorTarget removeweapon "ItemRadio";
                  hint "Die Person hat ihr Handy(Funkgerät)fallen gelassen";
                  _defenceplace1 = "Item_ItemRadio" createVehicle (player modelToWorld[0,0,0]);}
              else { hint "Die Person hatte kein Handy bei sich."};
                      
                      
                  };
              };
          };
      
          //T Key (Trunk)
          case 20: {
              if (!_alt && !_ctrlKey && !dialog && {!life_action_inUse}) then {
                  if (!(isNull objectParent player) && alive vehicle player) then {
                      if ((vehicle player) in life_vehicles) then {
                          [vehicle player] spawn life_fnc_openInventory;
                      };
                  } else {
                      private "_list";
                      _list = ((ASLtoATL (getPosASL player)) nearEntities [["Box_IND_Grenades_F","B_supplyCrate_F"], 2.5]) select 0;
                      if (!(isNil "_list")) then {
                          _house = nearestObject [(ASLtoATL (getPosASL _list)), "House"];
                          if (_house getVariable ["locked", false]) then {
                              hint localize "STR_House_ContainerDeny";
                          } else {
                              [_list] spawn life_fnc_openInventory;
                          };
                      } else {
                          _list = ["landVehicle","Air","Ship"];
                          if (KINDOF_ARRAY(cursorObject,_list) && {player distance cursorObject < 7} && {isNull objectParent player} && {alive cursorObject} && {!life_action_inUse}) then {
                              if (cursorObject in life_vehicles || {locked cursorObject isEqualTo 0}) then {
                                  [cursorObject] spawn life_fnc_openInventory;
                              };
                          };
                      };
                  };
              };
          };
      
          //L Key?
          case 38: {
              //If cop run checks for turning lights on.
              if (_shift && playerSide in [west,independent]) then {
                  if (!(isNull objectParent player)) then {
                      if (!isNil {vehicle player getVariable "lights"}) then {
                          if (playerSide isEqualTo 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 && !(player getVariable ["restrained",false]) && {!life_action_inUse}) then {
                  [] call life_fnc_p_openMenu;
              };
          };
      
          //F Key
          case 33: {
              if (_shift && 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 isEqualTo west) then {
                          [_veh] remoteExec ["life_fnc_copSiren",RCLIENT];
                      } else {
                          [_veh] remoteExec ["life_fnc_medicSiren",RCLIENT];
                      };
                  };
              };
          };
      
          //O Key
          case 24: {
              if (_shift) then {
                  if !(soundVolume isEqualTo 1) then {
                      1 fadeSound 1;
                      systemChat localize "STR_MISC_soundnormal";
                  } else {
                      1 fadeSound 0.1;
                      systemChat localize "STR_MISC_soundfade";
                  };
              };
          };
      
          //U Key
          case 22: {
              if (!_alt && !_ctrlKey) then {
                  if (isNull objectParent player) then {
                      _veh = cursorObject;
                  } else {
                      _veh = vehicle player;
                  };
      
                  if (_veh isKindOf "House_F" && {playerSide isEqualTo civilian}) then {
                      if (_veh in life_vehicles && {player distance _veh < 20}) then {
                          _door = [_veh] call life_fnc_nearestDoor;
                          if (_door isEqualTo 0) exitWith {hint localize "STR_House_Door_NotNear"};
                          _locked = _veh getVariable [format ["bis_disabled_Door_%1",_door],0];
      
                          if (_locked isEqualTo 0) then {
                              _veh setVariable [format ["bis_disabled_Door_%1",_door],1,true];
                              _veh animateSource [format ["Door_%1_source", _door], 0];
                              systemChat localize "STR_House_Door_Lock";
                          } else {
                              _veh setVariable [format ["bis_disabled_Door_%1",_door],0,true];
                              _veh animateSource [format ["Door_%1_source", _door], 1];
                              systemChat localize "STR_House_Door_Unlock";
                          };
                      };
                  } else {
                      _locked = locked _veh;
                      if (_veh in life_vehicles && {player distance _veh < 20}) then {
                          if (_locked isEqualTo 2) then {
                              if (local _veh) then {
                                  _veh lock 0;
      
                                  // BI
                                  _veh animateDoor ["door_back_R",1];
                                  _veh animateDoor ["door_back_L",1];
                                  _veh animateDoor ['door_R',1];
                                  _veh animateDoor ['door_L',1];
                                  _veh animateDoor ['Door_L_source',1];
                                  _veh animateDoor ['Door_rear',1];
                                  _veh animateDoor ['Door_rear_source',1];
                                  _veh animateDoor ['Door_1_source',1];
                                  _veh animateDoor ['Door_2_source',1];
                                  _veh animateDoor ['Door_3_source',1];
                                  _veh animateDoor ['Door_LM',1];
                                  _veh animateDoor ['Door_RM',1];
                                  _veh animateDoor ['Door_LF',1];
                                  _veh animateDoor ['Door_RF',1];
                                  _veh animateDoor ['Door_LB',1];
                                  _veh animateDoor ['Door_RB',1];
                                  _veh animateDoor ['DoorL_Front_Open',1];
                                  _veh animateDoor ['DoorR_Front_Open',1];
                                  _veh animateDoor ['DoorL_Back_Open',1];
                                  _veh animateDoor ['DoorR_Back_Open ',1];
                              } else {
                                  [_veh,0] remoteExecCall ["life_fnc_lockVehicle",_veh];
      
                                  _veh animateDoor ["door_back_R",1];
                                  _veh animateDoor ["door_back_L",1];
                                  _veh animateDoor ['door_R',1];
                                  _veh animateDoor ['door_L',1];
                                  _veh animateDoor ['Door_L_source',1];
                                  _veh animateDoor ['Door_rear',1];
                                  _veh animateDoor ['Door_rear_source',1];
                                  _veh animateDoor ['Door_1_source',1];
                                  _veh animateDoor ['Door_2_source',1];
                                  _veh animateDoor ['Door_3_source',1];
                                  _veh animateDoor ['Door_LM',1];
                                  _veh animateDoor ['Door_RM',1];
                                  _veh animateDoor ['Door_LF',1];
                                  _veh animateDoor ['Door_RF',1];
                                  _veh animateDoor ['Door_LB',1];
                                  _veh animateDoor ['Door_RB',1];
                                  _veh animateDoor ['DoorL_Front_Open',1];
                                  _veh animateDoor ['DoorR_Front_Open',1];
                                  _veh animateDoor ['DoorL_Back_Open',1];
                                  _veh animateDoor ['DoorR_Back_Open ',1];
                              };
                              systemChat localize "STR_MISC_VehUnlock";
                              [_veh,"unlockCarSound"] remoteExec ["life_fnc_say3D",RANY];
                          } else {
                              if (local _veh) then {
                                  _veh lock 2;
      
                                  _veh animateDoor ["door_back_R",0];
                                  _veh animateDoor ["door_back_L",0];
                                  _veh animateDoor ['door_R',0];
                                  _veh animateDoor ['door_L',0];
                                  _veh animateDoor ['Door_L_source',0];
                                  _veh animateDoor ['Door_rear',0];
                                  _veh animateDoor ['Door_rear_source',0];
                                  _veh animateDoor ['Door_1_source',0];
                                  _veh animateDoor ['Door_2_source',0];
                                  _veh animateDoor ['Door_3_source',0];
                                  _veh animateDoor ['Door_LM',0];
                                  _veh animateDoor ['Door_RM',0];
                                  _veh animateDoor ['Door_LF',0];
                                  _veh animateDoor ['Door_RF',0];
                                  _veh animateDoor ['Door_LB',0];
                                  _veh animateDoor ['Door_RB',0];
                                  _veh animateDoor ['DoorL_Front_Open',0];
                                  _veh animateDoor ['DoorR_Front_Open',0];
                                  _veh animateDoor ['DoorL_Back_Open',0];
                                  _veh animateDoor ['DoorR_Back_Open ',0];
                              } else {
                                  [_veh,2] remoteExecCall ["life_fnc_lockVehicle",_veh];
      
                                  _veh animateDoor ["door_back_R",0];
                                  _veh animateDoor ["door_back_L",0];
                                  _veh animateDoor ['door_R',0];
                                  _veh animateDoor ['door_L',0];
                                  _veh animateDoor ['Door_L_source',0];
                                  _veh animateDoor ['Door_rear',0];
                                  _veh animateDoor ['Door_rear_source',0];
                                  _veh animateDoor ['Door_1_source',0];
                                  _veh animateDoor ['Door_2_source',0];
                                  _veh animateDoor ['Door_3_source',0];
                                  _veh animateDoor ['Door_LM',0];
                                  _veh animateDoor ['Door_RM',0];
                                  _veh animateDoor ['Door_LF',0];
                                  _veh animateDoor ['Door_RF',0];
                                  _veh animateDoor ['Door_LB',0];
                                  _veh animateDoor ['Door_RB',0];
                                  _veh animateDoor ['DoorL_Front_Open',0];
                                  _veh animateDoor ['DoorR_Front_Open',0];
                                  _veh animateDoor ['DoorL_Back_Open',0];
                                  _veh animateDoor ['DoorR_Back_Open ',0];
                              };
                              systemChat localize "STR_MISC_VehLock";
                              [_veh,"lockCarSound"] remoteExec ["life_fnc_say3D",RANY];
                          };
                      };
                  };
              };
          };
      };
      
      _handled;
      Alles anzeigen
    • Ray
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      • 14. Juni 2017 um 14:26
      • #22
      Code
      case 2:
      {
          if (_shift && !_ctrl && !_alt) then
          {
              _handled = true;
              player playActionNow "gestureHi";
          };
          if (_alt && !_ctrl && !_shift) then
          {
              _handled = true;
              player playActionNow "gestureAdvance";
          };
          if (_ctrl && !_alt && !_shift) then
          {
              _handled = true;
              player playActionNow "gestureFollow";
          };
      };
      Alles anzeigen

      img.liveyourlife.cc

      Links:

      InfinityStudios.de

      liveyourlife.cc

      Mit Freundlichen grüßen Ray

    • blackfisch
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      • 14. Juni 2017 um 23:19
      • #23
      Zitat von script /Vincent/dev/null

      blackfisch Man sollte immer bei Abfragen, ob es ein (Land-)Fahrzeug ist LandVehicle nutzen, da Car nur untergeordnet zu LandVehicle ist. Außerdem verbirgt sich z.B. auch Truck unter LandVehicle.

      D.h. man hat ein größeres Landfahrzeug-Spektrum und lässt somit keine Fahrzeuge aus.

      Hatte da was im Kopf von wegen LandVehicle beinhaltet auch man... maaan, ich darf mich auch ma vertun :p

      #MakeArmaNotWar

      Kein Support via PN & Steam! / No Support via DM & Steam!


      Mit freundlichen Grüßen
      blackfisch
      ______________________

      Web: blackfisch.me

      GitHub: GitHub.com/blackfisch

      Mail: [email protected]

      ______________________
      Wichtige Links:
      [Erklärung|Leitfaden] Code Optimierung

      [Tutorial] life_fnc_MP zu remoteExec

      Ohne Logs & entsprechende Dateien kein Support!

      ______________________

    • NetPeggle
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      • 15. Juni 2017 um 02:49
      • #24
      Zitat von Ray
      Code
      case 2:
      {
          if (_shift && !_ctrl && !_alt) then
          {
              _handled = true;
              player playActionNow "gestureHi";
          };
          if (_alt && !_ctrl && !_shift) then
          {
              _handled = true;
              player playActionNow "gestureAdvance";
          };
          if (_ctrl && !_alt && !_shift) then
          {
              _handled = true;
              player playActionNow "gestureFollow";
          };
      };
      Alles anzeigen


      New Script Error:

      Code
      '... = true;
      };
      };
      
      case 2:
      {
      if (_shift && |#|!_ctrl && !_alt) then
      {
      _handled = true;...'
      Error Generic error in expression
      File core\functions\fn_keyHandler.sqf [life_fnc_keyHandler], line 147
      Alles anzeigen
    • Ray
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      • 15. Juni 2017 um 12:30
      • #25

      änder mal _ctrl zu _ctrlKey war mein fehler nicht nach geguckt bei tonic :rolleyes:

      img.liveyourlife.cc

      Links:

      InfinityStudios.de

      liveyourlife.cc

      Mit Freundlichen grüßen Ray

    • NetPeggle
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      • 16. Juni 2017 um 15:41
      • #26

      Vielen Dank Ray jetz funktionierts wie es soll :)

      Einmal editiert, zuletzt von NetPeggle (16. Juni 2017 um 17:25)

    • NetPeggle
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      • 16. Juni 2017 um 21:31
      • #27

      Könnte mir bitte jemand helfen wie man ein Virtuelles Item erstellt welches kurz ein Object spawnt das dann ein Script abruft und dann despawnt? :)

    • Ray
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      • 16. Juni 2017 um 23:50
      • #28

      halt in der config definieren dann gab es bei tonic glaube ich schon eine sqf die heißt use item der rest ist eigentlich selber erklärend

      img.liveyourlife.cc

      Links:

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      Mit Freundlichen grüßen Ray

    • NetPeggle
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      • 18. Juni 2017 um 13:43
      • #29
      Code
       Error in expression <y]]] call TON_fnc_terrainSort;
      
      _dome = nearestObject [_pos,"Land_Dome_Big_F"];
      >
      13:20:12   Error position: <nearestObject [_pos,"Land_Dome_Big_F"];
      >
      13:20:12   Error Type Array, expected Number

      Steht im RTP

      und als Script-Fehler kommt dadurch warscheinlich dann auch beim spawn:

      Code
      '... displayctrl 38502),1,0.1,getMarkerPos (|#|_sp select 0)] call life_fnc_undefined variable in expression: _sp
      File dialog\Function\fn_spawnmenu..sqf [life_fnc_spawnMenu], line 34

      Ab der Line 34 steht folgendes:

      [((findDisplay 38500) displayCtrl 38502),1,0.1,getMarkerPos (_sp select 0)] call life_fnc_setMapPosition; life_spawn_point = _sp;

      Hatte einmal die Mission von den Markern angepasst und dachte es lag daran das ich ein fehler gemacht habe also habe ich die map unverändert so wie sie auf Altis auch läuft auf die neue Map abspielen lassen aber dann tauchst jedes mal dieser fehler auf.

      Jemand ne Idee?

      Ich habe ne vermutung aber bin mir da nicht sicher weil ich so nix gefunden hab aber normal müsste er doch die marker trozdem erkennen und dort die spieler spawnen lassen... weil "location" abhänging sind die marker doch nicht oder?

    • NetPeggle
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      • 18. Juni 2017 um 20:06
      • #30

      Spawn geht nicht

      Ist warscheinlich was ich habe aber warum muss man ne neue class erstellen? Könnte mir das jemand erklären :)

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