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    1. Nodezone.net Community
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    3. ___

    Beiträge von ___

    • Spieler können Eskorte nicht abbrechen

      • ___
      • 3. Mai 2018 um 14:15

      Virus_ und Mike Black Hier einmal die actionKeyHandler und die normale keyHandler ^^

      Code
      #include "..\..\script_macros.hpp"
      /*
          File: fn_actionKeyHandler.sqf
          Author: Bryan "Tonic" Boardwine
      
          Description:
          Master action key handler, handles requests for picking up various items and
          interacting with other players (Cops = Cop Menu for unrestrain,escort,stop escort, arrest (if near cop hq), etc).
      */
      private ["_curObject","_isWater","_CrateModelNames","_crate","_fish","_animal","_whatIsIt","_handle"];
      _curObject = cursorObject;
      if (life_action_inUse) exitWith {}; //Action is in use, exit to prevent spamming.
      if (life_interrupted) exitWith {life_interrupted = false;};
      _isWater = surfaceIsWater (visiblePositionASL player);
      
      if (playerSide isEqualTo west && {player getVariable ["isEscorting",false]}) exitWith {
          [] call life_fnc_copInteractionMenu;
      };
      if (playerSide isEqualTo civilian && {player getVariable ["isEscorting",false]}) exitWith {
          [] call life_fnc_civInteractionMenu;
      };
      
      
      if (LIFE_SETTINGS(getNumber,"global_ATM") isEqualTo 1) then{
          //Check if the player is near an ATM.
          if ((call life_fnc_nearATM) && {!dialog}) exitWith {
              [] call life_fnc_atmMenu;
          };
      };
      
      if (isNull _curObject) exitWith {
          if (_isWater) then {
              _fish = (nearestObjects[player,(LIFE_SETTINGS(getArray,"animaltypes_fish")),3]) select 0;
              if (!isNil "_fish") then {
                  if (!alive _fish) then {
                      [_fish] call life_fnc_catchFish;
                  };
              };
          } else {
              _animal = (nearestObjects[player,(LIFE_SETTINGS(getArray,"animaltypes_hunting")),3]) select 0;
              if (!isNil "_animal") then {
                  if (!alive _animal) then {
                      [_animal] call life_fnc_gutAnimal;
                  };
              } else {
                  private "_handle";
                  if (playerSide isEqualTo civilian && !life_action_gathering) then {
                _whatIsIt = [] call life_fnc_whereAmI;
                      if (life_action_gathering) exitWith {};                 //Action is in use, exit to prevent spamming.
                      switch (_whatIsIt) do {
                          case "mine" : { _handle = [] spawn life_fnc_mine };
                          default { _handle = [] spawn life_fnc_gather };
                      };
                      life_action_gathering = true;
                      waitUntil {scriptDone _handle};
                      life_action_gathering = false;
                  };
              };
          };
      };
      
      if ((_curObject isKindOf "B_supplyCrate_F" || _curObject isKindOf "Box_IND_Grenades_F") && {player distance _curObject < 3} ) exitWith {
          if (alive _curObject) then {
              [_curObject] call life_fnc_containerMenu;
          };
      };
      
      private _vaultHouse = [[["Altis", "Land_Research_house_V1_F"], ["Tanoa", "Land_PillboxBunker_01_big_F"]]] call TON_fnc_terrainSort;
      private _altisArray = [16019.5,16952.9,0];
      private _tanoaArray = [8435.88,1346.1,4.46115];
      private _pos = [[["Altis", _altisArray], ["Tanoa", _tanoaArray]]] call TON_fnc_terrainSort;
      
      if (_curObject isKindOf "House_F" && {player distance _curObject < 12} || ((nearestObject [_pos,"Land_Airport_01_hangar_F"]) isEqualTo _curObject || (nearestObject [_pos,_vaultHouse]) isEqualTo _curObject)) exitWith {
          [_curObject] call life_fnc_houseMenu;
      };
      
      if (dialog) exitWith {}; //Don't bother when a dialog is open.
      if !(isNull objectParent player) exitWith {}; //He's in a vehicle, cancel!
      life_action_inUse = true;
      
      //Temp fail safe.
      [] spawn {
          sleep 60;
          life_action_inUse = false;
      };
      
      //Check if it's a dead body.
      if (_curObject isKindOf "Man" && !(_curObject isKindOf "Animal") && {!alive _curObject} && !(_curObject getVariable ["Revive",false])) exitWith {
          //Hotfix code by ins0
          if ((playerSide isEqualTo west && {(LIFE_SETTINGS(getNumber,"revive_cops") isEqualTo 1)}) || {(playerSide isEqualTo civilian && {(LIFE_SETTINGS(getNumber,"revive_civ") isEqualTo 1)})} || {(playerSide isEqualTo east && {(LIFE_SETTINGS(getNumber,"revive_east") isEqualTo 1)})} || {playerSide isEqualTo independent}) then {
              if (life_inv_defibrillator > 0) then {
                  [_curObject] call life_fnc_revivePlayer;
              };
          };
      };
      
      //If target is a player then check if we can use the cop menu.
      if(isPlayer _curObject && _curObject isKindOf "Man") then {
          if((_curObject getVariable ["restrained",false]) && !dialog && playerSide isEqualTo west) then {
              [_curObject] call life_fnc_copInteractionMenu;
          };
          if((_curObject getVariable ["restrained",false]) && !dialog && playerSide isEqualTo civilian) then {
              [_curObject] call life_fnc_civInteractionMenu;
          };
      } else {
          //OK, it wasn't a player so what is it?
          private ["_isVehicle","_miscItems","_money","_list"];
      
          _list = ["landVehicle","Ship","Air"];
          _isVehicle = if (KINDOF_ARRAY(_curObject,_list)) then {true} else {false};
          _miscItems = ["Land_BottlePlastic_V1_F","Land_TacticalBacon_F","Land_Can_V3_F","Land_CanisterFuel_F","Land_Suitcase_F"];
      
          //It's a vehicle! open the vehicle interaction key!
          if (_isVehicle) then {
              if (!dialog) then {
                  if (player distance _curObject < ((boundingBox _curObject select 1) select 0)+2 && (!(player getVariable ["restrained",false])) && (!(player getVariable ["playerSurrender",false])) && !life_isknocked && !life_istazed) then {
                      [_curObject] call life_fnc_vInteractionMenu;
                  };
              };
          } else {
              //OK, it wasn't a vehicle so let's see what else it could be?
              if ((typeOf _curObject) in _miscItems) then {
                  [_curObject,player,false] remoteExecCall ["TON_fnc_pickupAction",RSERV];
              } else {
                  //It wasn't a misc item so is it money?
                  if ((typeOf _curObject) isEqualTo "Land_Money_F" && {!(_curObject getVariable ["inUse",false])}) then {
                      [_curObject,player,true] remoteExecCall ["TON_fnc_pickupAction",RSERV];
                  };
              };
          };
      };
      Alles anzeigen

      Die keyHandler musste ich als Dateianhang hinzufügen :|

      Dateien

      fn_keyHandler.txt 20,35 kB – 184 Downloads
    • Tempest Gerät farmt überall und ausschließlich Äpfel

      • ___
      • 3. Mai 2018 um 13:56

      Stig Wäre ne, Idee aber doch nix für mich :saint:

      Und moeck Einmal die Config_Gather:

      Code
      class CfgGather {
          class Resources {
              class apple {
                  amount = 5;
                  zones[] = { "apple_1", "apple_2", "apple_3", "apple_4" };
                  item = "";
                  zoneSize = 30;
              };
      
              class peach {
                  amount = 5;
                  zones[] = { "peaches_1", "peaches_2", "peaches_3", "peaches_4" };
                  item = "";
                  zoneSize = 30;
              };
      
              class sweetsU {
                  amount = 3;
                  zones[] = { "kokos_1" };
                  item = "";
                  zoneSize = 30;
              };
      
              class heroin_unprocessed {
                  amount = 3;
                  zones[] = { "heroin_1" };
                  item = "";
                  zoneSize = 30;
              };
      
              class cocaine_unprocessed {
                  amount = 3;
                  zones[] = { "cocaine_1" };
                  item = "";
                  zoneSize = 30;
              };
      
              class cannabis {
                  amount = 3;
                  zones[] = { "weed_1" };
                  item = "";
                  zoneSize = 30;
              };
      
              class frosch {
                  amount = 2;
                  zones[] = { "frosch_1" };
                  item = "netz";
                  zoneSize = 40;
              };
      
              class whiskey {
                  amount = 2;
                  zones[] = { "whiskey_1" };
                  item = "";
                  zoneSize = 30;
              };
      
              class kautschuk {
                  amount = 3;
                  zones[] = { "kautschuk_1" };
                  item = "";
                  zoneSize = 30;
              };
      
              class metalScrap {
                  amount = 1;
                  zones[] = { "verlassene_fabrik" };
                  item = "";
                  zoneSize = 20;
              };
          };
      
      /*
      This block can be set using percent,if you want players to mine only one resource ,just leave it as it is.
      Example:
              class copper_unrefined
          {
                  amount = 2;
              zones[] = { "copper_mine" };
              item = "pickaxe";
              mined[] = { "copper_unrefined" };
      This will make players mine only copper_unrefined
      Now let's go deeper
      Example 2:
              class copper_unrefined
          {
                  amount = 2;
              zones[] = { "copper_mine" };
              item = "pickaxe";
              mined[] = { {"copper_unrefined",0,25},{"iron_unrefined",25,95},{"diamond_uncut",95,100} };
          };
          This will give :
          25(±1)% to copper_unrefined;
          70(±1)% to iron_unrefined;
          5%(±1)% to diamond_uncut;
      
                                                               ! Watch Out !
       If percents are used,you MUST put more than 1 resource in the mined parameter
       mined[] = { {"copper_unrefined",0,25} }; NOT OK (But the script will work)
       mined[] = { {"copper_unrefined",0,45 },{"iron_unrefined",45} };  NOT OK (The script won't work )
       mined[] = { {"copper_unrefined",0,45},{"copper_unrefined",80,100} }; NOT OK
       mined[] = { "copper_unrefined" }; OK
       mined[] = { {"copper_unrefined",0,35} , { "iron_unrefined" ,35,100 } }; OK
      */
      
          class Minerals {
              class copper_unrefined {
                  amount = 2;
                  zones[] = { "copper_mine" };
                  item = "pickaxe";
                  mined[] = {"copper_unrefined"};
                  zoneSize = 30;
              };
      
              class iron_unrefined {
                  amount = 2;
                  zones[] = { "iron_mine" };
                  item = "pickaxe";
                  mined[] = { "iron_unrefined" };
                  zoneSize = 30;
              };
      
              class salt_unrefined {
                  amount = 2;
                  zones[] = { "salt_mine" };
                  item = "pickaxe";
                  mined[] = { "salt_unrefined" };
                  zoneSize = 30;
              };
      
              class sand {
                  amount = 2;
                  zones[] = { "sand_mine" };
                  item = "pickaxe";
                  mined[] = { "sand" };
                  zoneSize = 30;
              };
      
              class diamond_uncut {
                  amount = 2;
                  zones[] = { "diamond_mine" };
                  item = "pickaxe";
                  mined[] = { "diamond_uncut" };
                  zoneSize = 30;
              };
      
              class rock {
                  amount = 2;
                  zones[] = { "rock_quarry" };
                  item = "pickaxe";
                  mined[] = { "rock" };
                  zoneSize = 30;
              };
      
              class oil_unprocessed {
                  amount = 2;
                  zones[] = { "oil_field_1", "oil_field_2" };
                  item = "pickaxe";
                  mined[] = { "oil_unprocessed" };
                  zoneSize = 30;
              };
          };
      };
      Alles anzeigen

      Marius1773 Ich spawne das Fahrzeug einmal mit InfiStar und einmal kaufe ich es über den Shop. Mir ist klar, das das von InfiStar keinen Kofferraum hat ;)

    • Spieler können Eskorte nicht abbrechen

      • ___
      • 2. Mai 2018 um 21:10

      Virus_ Oh, entschuldige :D Hier das civInteractionMenu:

      Code
      #include "..\..\script_macros.hpp"
      /*
          File: fn_civInteractionMenu.sqf
          Author: jmuirhead(help from AlaskaVet)
          
          Description:
          Replaces the mass addactions for various cop actions towards another player.
      */
      #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 (player getVariable ["Escorting", false]) then {
          if (isNull _curTarget) exitWith {closeDialog 0;}; //Bad target
          if (!isPlayer _curTarget && side _curTarget isEqualTo civilian) exitWith {closeDialog 0;}; //Bad side check?
          if (player distance _curTarget > 4 ) exitWith {closeDialog 0;}; // Prevents menu accessing from far distances.
      };
      
      if (!dialog) then {
          createDialog "pInteraction_Menu";
      };
      
      _display = findDisplay 37400;
      _Btn1 = _display displayCtrl Btn1;
      _Btn2 = _display displayCtrl Btn2;
      _Btn3 = _display displayCtrl Btn3;
      _Btn4 = _display displayCtrl Btn4;
      _Btn5 = _display displayCtrl Btn5;
      _Btn6 = _display displayCtrl Btn6;
      _Btn7 = _display displayCtrl Btn7;
      _Btn8 = _display displayCtrl Btn8;
      life_pInact_curTarget = _curTarget;
      
      if (player getVariable ["isEscorting",false]) then {
          { _x ctrlShow false; } forEach [_Btn2,_Btn5,_Btn6,_Btn7,_Btn8];
      };
      
      //Set Unrestrain Button
      _Btn1 ctrlSetText localize "STR_pInAct_Unrestrain";
      _Btn1 buttonSetAction "[life_pInact_curTarget] call life_fnc_unrestrain; closeDialog 0;";
      
      //Set Escort Button
      
      
          _Btn2 ctrlSetText localize "STR_pInAct_Escort";
          _Btn2 buttonSetAction "[life_pInact_curTarget] call life_fnc_escortAction; closeDialog 0;";
      
          _Btn3 ctrlSetText localize "STR_pInAct_StopEscort";
          _Btn3 buttonSetAction "[life_pInact_curTarget] call life_fnc_stopEscorting; [life_pInact_curTarget] call life_fnc_civInteractionMenu;closeDialog 0;";
          
      _Btn4 ctrlSetText localize "STR_pInAct_PutInCar";
      _Btn4 buttonSetAction "[life_pInact_curTarget] call life_fnc_putInCar;closeDialog 0;";
      
      
      _Btn5 ctrlShow false;
      _Btn6 ctrlShow false;
      _Btn7 ctrlShow false;
      _Btn8 ctrlShow false;
      Alles anzeigen

      Naja, das mit den Vorgaben wie ein Spieler zu sein hat, ist erst mal unwichtig.

      Primär ist, das sich das Menü während der Eskorte öffnen lässt :saint:

    • Tempest Gerät farmt überall und ausschließlich Äpfel

      • ___
      • 2. Mai 2018 um 21:09

      Virus_ Fahrzeug wurde nicht mit InfiStar gespawnt ;)

      Okay, werde ich morgen mal versuche, danke!

    • Tempest Gerät farmt überall und ausschließlich Äpfel

      • ___
      • 2. Mai 2018 um 19:23

      Einmal :/

      Code
      class O_Truck_03_device_F {
              vItemSpace = 750;
              conditions = "license_civ_trucking || {!(playerSide isEqualTo civilian)}";
              price = 3500000;
              textures[] = { };
          };
    • Tempest Gerät farmt überall und ausschließlich Äpfel

      • ___
      • 2. Mai 2018 um 19:17
      Code
      /*
          File: fn_vehicleWeight.sqf
          Author: Bryan "Tonic" Boardwine
      
          Description:
          Calculates Vehicle Weight.
      */
      private ["_vehicle","_weight","_used"];
      _vehicle = [_this,0,objNull,[objNull]] call BIS_fnc_param;
      if (isNull _vehicle) exitWith {};
      
      _weight = -1;
      _used = (_vehicle getVariable "Trunk") select 1;
      _weight = [(typeOf _vehicle)] call life_fnc_vehicleWeightCfg;
      
      if (isNil "_used") then {_used = 0};
      [_weight,_used];
      Alles anzeigen
    • Tempest Gerät farmt überall und ausschließlich Äpfel

      • ___
      • 2. Mai 2018 um 19:14

      Marius1773 Okay... Ich sehe den Fehler, erkenne ihn aber nicht :D

    • Tempest Gerät farmt überall und ausschließlich Äpfel

      • ___
      • 2. Mai 2018 um 19:11

      Marius1773 Einmal die Client Log

      Und Stig was meinst du damit? ^^

      Dateien

      Arma3_x64_2018-05-02_18-53-39.rpt 105,12 kB – 185 Downloads
    • Tempest Gerät farmt überall und ausschließlich Äpfel

      • ___
      • 2. Mai 2018 um 19:04

      Marius1773 Wie gerade beschrieben, immer noch so...

      Zitat von MMOEmpire

      Marius1773 Immer noch dasselbe... Farmt überall und wieder nur Äpfel :|

      Meine fn_deviceMine.sqf:

      Code
      #include "..\..\script_macros.hpp"
      private[
      "_vehicle","_resourceZones","_zone","_weight",
      "_resource","_vInv","_itemIndex","_items",
      "_sum","_itemWeight","_amount","_isMineral",
      "_mined","_resources"
      ];
      _vehicle = param [0,ObjNull,[ObjNull]];
      _isMineral = true;
      if (isNull _vehicle) exitWith {};
      if (!isNil {_vehicle getVariable "mining"}) exitWith { hint localize "STR_NOTF_DeviceIsMining";};
      if (fuel _vehicle isEqualTo 0) exitWith {titleText[localize "STR_NOTF_OutOfFuel","PLAIN"];};
      closeDialog 0; 
      life_action_inUse = true; 
      _weight = [_vehicle] call life_fnc_vehicleWeight;
      if ((_weight select 1) >= (_weight select 0)) exitWith {hint localize "STR_NOTF_DeviceFull";life_action_inUse = false;};
      _zone = "weed_1, cocaine_1, kautschuk_1, kokos_1";
      _zoneSize = (getNumber(missionConfigFile >> "CfgGather" >> "zoneSize"));
      _resourceCfg = missionConfigFile >> "CfgGather" >> "Resources";
      for "_i" from 0 to count(_resourceCfg)-1 do {
      _curConfig = (_resourceCfg select _i);
      _resource = configName(_curConfig);
      _resourceZones = getArray(_curConfig >> "zones");
      _amount = getNumber(_curConfig >> "amount");
      {
      if ((player distance (getMarkerPos _x)) < _zoneSize) exitWith {_zone = _x;};
      } forEach _resourceZones;
      if (_zone != "") exitWith {_isMineral = false;};
      };
      _resourceCfg = missionConfigFile >> "CfgGather" >> "Minerals";
      for "_i" from 0 to count(_resourceCfg)-1 do {
      if (!_isMineral) exitWith {};
      _curConfig = _resourceCfg select _i;
      _resources = getArray(_curConfig >> "mined");
      _resourceZones = getArray(_curConfig >> "zones");
      _mined = "";
      {
      if ((player distance (getMarkerPos _x)) < _zoneSize) exitWith { _zone = _x;};
      } forEach _resourceZones;
      if (_zone != "") exitWith {};
      };
      if (_zone isEqualTo "") exitWith {
      hint localize "STR_NOTF_notNearResource";
      life_action_inUse = false;
      };
      _vehicle setVariable ["mining",true,true]; 
      _vehicle remoteExec ["life_fnc_soundDevice",RCLIENT]; 
      life_action_inUse = false; 
      for "_i" from 0 to 1 step 0 do {
      if (!alive _vehicle || isNull _vehicle) exitWith {};
      if ((isEngineOn _vehicle) || ((speed _vehicle) > 5)) exitWith { titleText[localize "STR_NOTF_MiningStopped","PLAIN"];};
      if (fuel _vehicle isEqualTo 0) exitWith {titleText[localize "STR_NOTF_OutOfFuel","PLAIN"];};
      titleText[localize "STR_NOTF_DeviceMining","PLAIN"];
      _time = time + 27;
      _percent = [1,100] call BIS_fnc_randomInt; 
      if (_isMineral) then {
      if (_resources isEqualTo []) exitWith {}; 
      for "_i" from 0 to count (_resources) do {
      if (count _resources isEqualTo 1) exitWith {
      if (!((_resources select 0) isEqualType [])) then {
      _resource = _resources select 0;
      } else {
      _resource = (_resources select 0) select 0;
      };
      };
      _resource = (_resources select _i) select 0;
      _prob = (_resources select _i) select 1;
      _probdiff = (_resources select _i) select 2;
      if ((_percent >= _prob) && (_percent <= _probdiff)) exitWith {_resource;};
      };
      };
      waitUntil {
      if ((isEngineOn _vehicle) || ((speed _vehicle) > 5)) exitWith {
      _vehicle setVariable["mining",nil,true];
      titleText[localize "STR_NOTF_MiningStopped","PLAIN"];
      true
      };
      if (round(_time - time) < 1) exitWith {true};
      if (fuel _vehicle < 0.1) exitWith {
      _vehicle setVariable["mining",nil,true];
      titleText[localize "STR_NOTF_OutOfFuel","PLAIN"];
      true
      };
      sleep 0.2;
      false
      };
      if ((isEngineOn _vehicle) || ((speed _vehicle) > 5)) exitWith {
      _vehicle setVariable["mining",nil,true];
      titleText[localize "STR_NOTF_MiningStopped","PLAIN"];
      };
      _vehicle_data = _vehicle getVariable ["Trunk",[[],0]];
      _inv = (_vehicle_data select 0);
      _space = (_vehicle_data select 1);
      _itemIndex = [_resource,_inv] call TON_fnc_index;
      _weight = [_vehicle] call life_fnc_vehicleWeight;
      _random = 10 + round((random(10)));
      _sum = [_resource,_random,(_weight select 1),(_weight select 0)] call life_fnc_calWeightDiff; 
      if (_sum < 1) exitWith {
      titleText[localize "STR_NOTF_DeviceFull","PLAIN"];
      _vehicle setVariable["mining",nil,true];
      };
      if (_itemIndex isEqualTo -1) then {
      _inv pushBack [_resource,_sum];
      } else {
      _val = (_inv select _itemIndex) select 1;
      _inv set[_itemIndex,[_resource,_val + _sum]];
      };
      if (fuel _vehicle < 0.1) exitWith {
      _vehicle setVariable["mining",nil,true];
      titleText[localize "STR_NOTF_OutOfFuel","PLAIN"];
      };
      if (local _vehicle) then {
      _vehicle setFuel (fuel _vehicle)-0.05;
      } else {
      [_vehicle,(fuel _vehicle)-0.05] remoteExec ["life_fnc_setFuel",_vehicle];
      };
      if (fuel _vehicle < 0.1) exitWith {
      titleText[localize "STR_NOTF_OutOfFuel","PLAIN"];
      _vehicle setVariable["mining",nil,true];
      };
      _itemName = M_CONFIG(getText,"VirtualItems",_resource,"displayName");
      titleText[format[localize "STR_NOTF_DeviceMined",_sum,(localize _itemName)],"PLAIN"];
      _itemWeight = ([_resource] call life_fnc_itemWeight) * _sum;
      _vehicle setVariable["Trunk",[_inv,_space + _itemWeight],true];
      _weight = [_vehicle] call life_fnc_vehicleWeight;
      _sum = [_resource,_random,(_weight select 1),(_weight select 0)] call life_fnc_calWeightDiff; 
      if (_sum < 1) exitWith {
      _vehicle setVariable["mining",nil,true];
      titleText[localize "STR_NOTF_DeviceFull","PLAIN"];
      };
      sleep 2;
      };
      _vehicle setVariable ["mining",nil,true];
      Alles anzeigen
    • Tempest Gerät farmt überall und ausschließlich Äpfel

      • ___
      • 2. Mai 2018 um 19:02

      Marius1773 Immer noch dasselbe... Farmt überall und wieder nur Äpfel :|

    • Tempest Gerät farmt überall und ausschließlich Äpfel

      • ___
      • 2. Mai 2018 um 18:42

      Marius1773 Alles klar ^^ Ist die Original-Tonic-Version schon von Haus aus broken?

    • Spieler können Eskorte nicht abbrechen

      • ___
      • 2. Mai 2018 um 18:34

      Hey^^

      Spieler können, insofern sie einen Spieler gefesselt haben und die Eskorte gestartet haben, die Eskorte nicht mehr abbrechen bzw. können das Interaction Menü nicht mehr öffnen.

      Meine "civInteractionMenu.sqf":

      Code
      #include "..\..\script_macros.hpp"
      /*
       File: fn_vInteractionMenu.sqf
       Author: Bryan "Tonic" Boardwine
       Description:
       Replaces the mass add actions for various vehicle actions.
      */
      #define Btn1 37450
      #define Btn2 37451
      #define Btn3 37452
      #define Btn4 37453
      #define Btn5 37454
      #define Btn6 37455
      #define Title 37401
      private["_display","_curTarget","_Btn1","_Btn2","_Btn3","_Btn4","_Btn5","_Btn6","_dlcVehicles"];
      if (!dialog) then {
       createDialog "vInteraction_Menu";
      };
      disableSerialization;
      _curTarget = param [0,objNull,[objNull]];
      if (isNull _curTarget) exitWith {closeDialog 0;}; //Bad target
      _isVehicle = if ((_curTarget isKindOf "landVehicle") || (_curTarget isKindOf "Ship") || (_curTarget isKindOf "Air")) then {true} else {false};
      if (!_isVehicle) exitWith {closeDialog 0;};
      _display = findDisplay 37400;
      _Btn1 = _display displayCtrl Btn1;
      _Btn2 = _display displayCtrl Btn2;
      _Btn3 = _display displayCtrl Btn3;
      _Btn4 = _display displayCtrl Btn4;
      _Btn5 = _display displayCtrl Btn5;
      _Btn6 = _display displayCtrl Btn6;
      life_vInact_curTarget = _curTarget;
      _dlcVehicles = ["C_Kart_01_Blu_F","C_Kart_01_Red_F","C_Kart_01_Fuel_F","C_Kart_01_Vrana_F","B_Heli_Transport_03_F","B_Heli_Transport_03_unarmed_F","O_Heli_Transport_04_F","O_Heli_Transport_04_ammo_F","O_Heli_Transport_04_bench_F","O_Heli_Transport_04_box_F","O_Heli_Transport_04_covered_F","O_Heli_Transport_04_fuel_F","O_Heli_Transport_04_medevac_F","O_Heli_Transport_04_repair_F"];
      //Set Repair Action
      _Btn1 ctrlSetText localize "STR_vInAct_Repair";
      _Btn1 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_repairTruck; closeDialog 0;";
      if ("ToolKit" in (items player) && {alive life_vInact_curTarget} && {([life_vInact_curTarget] call life_fnc_isDamaged)}) then {_Btn1 ctrlEnable true;} else {_Btn1 ctrlEnable false;};
      if (playerSide isEqualTo west) then {
       _Btn2 ctrlSetText localize "STR_vInAct_Registration";
       _Btn2 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_searchVehAction; closeDialog 0;";
       _Btn3 ctrlSetText localize "STR_vInAct_SearchVehicle";
       _Btn3 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_vehInvSearch; closeDialog 0;";
       _Btn4 ctrlSetText localize "STR_vInAct_PullOut";
       _Btn4 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_pulloutAction; closeDialog 0;";
       if (crew _curTarget isEqualTo []) then {_Btn4 ctrlEnable false;};
       _Btn5 ctrlSetText localize "STR_vInAct_Impound";
       _Btn5 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_impoundAction; closeDialog 0;";
       if (_curTarget isKindOf "Ship") then {
       _Btn6 ctrlSetText localize "STR_vInAct_PushBoat";
       _Btn6 buttonSetAction "[] spawn life_fnc_pushObject; closeDialog 0;";
       if (_curTarget isKindOf "Ship" && {local _curTarget} && {crew _curTarget isEqualTo []}) then { _Btn6 ctrlEnable true;} else {_Btn6 ctrlEnable false};
       } else {
       if ((typeOf (_curTarget) in _dlcVehicles) && !(288520 in getDLCs 1)) then {
       if (_curTarget isKindOf "Air") then {
       _Btn6 ctrlSetText localize "STR_vInAct_GetInHeli";
       } else {
       _Btn6 ctrlSetText localize "STR_vInAct_GetInKart";
       };
       _Btn6 buttonSetAction "player moveInDriver life_vInact_curTarget; closeDialog 0;";
       if (crew _curTarget isEqualTo [] && {canMove _curTarget} && {locked _curTarget isEqualTo 0}) then {_Btn6 ctrlEnable true;} else {_Btn6 ctrlEnable false};
       } else {
       _Btn6 ctrlSetText localize "STR_vInAct_Unflip";
       _Btn6 buttonSetAction "life_vInact_curTarget setPos [getPos life_vInact_curTarget select 0, getPos life_vInact_curTarget select 1, (getPos life_vInact_curTarget select 2)+0.5]; closeDialog 0;";
       if (alive _curTarget && {crew _curTarget isEqualTo []} && {canMove _curTarget}) then { _Btn6 ctrlEnable false;} else {_Btn6 ctrlEnable true;};
       };
       };
      } else {
       if (_curTarget isKindOf "Ship") then {
       _Btn2 ctrlSetText localize "STR_vInAct_PushBoat";
       _Btn2 buttonSetAction "[] spawn life_fnc_pushObject; closeDialog 0;";
       if (alive _curTarget && {_curTarget isKindOf "Ship"} && {local _curTarget} && {crew _curTarget isEqualTo []}) then { _Btn2 ctrlEnable true;} else {_Btn2 ctrlEnable false};
       } else {
       if ((typeOf (_curTarget) in _dlcVehicles) && !(288520 in getDLCs 1)) then {
       if (_curTarget isKindOf "Air") then {
       _Btn2 ctrlSetText localize "STR_vInAct_GetInHeli";
       } else {
       _Btn2 ctrlSetText localize "STR_vInAct_GetInKart";
       };
       _Btn2 buttonSetAction "player moveInDriver life_vInact_curTarget; closeDialog 0;";
       if (crew _curTarget isEqualTo [] && {canMove _curTarget} && {locked _curTarget isEqualTo 0}) then {_Btn2 ctrlEnable true;} else {_Btn2 ctrlEnable false};
       } else {
       _Btn2 ctrlSetText localize "STR_vInAct_Unflip";
       _Btn2 buttonSetAction "life_vInact_curTarget setPos [getPos life_vInact_curTarget select 0, getPos life_vInact_curTarget select 1, (getPos life_vInact_curTarget select 2)+0.5]; closeDialog 0;";
       if (alive _curTarget && {crew _curTarget isEqualTo []} && {canMove _curTarget}) then { _Btn2 ctrlEnable false;} else {_Btn2 ctrlEnable true;};
       };
       };
       if (typeOf _curTarget == "O_Truck_03_device_F") then {
       _Btn3 ctrlSetText localize "STR_vInAct_DeviceMine";
       _Btn3 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_deviceMine";
       if (!isNil {(_curTarget getVariable "mining")} || !local _curTarget && {_curTarget in life_vehicles}) then {
       _Btn3 ctrlEnable false;
       } else {
       _Btn3 ctrlEnable true;
       };
       } else {
       _Btn3 ctrlShow false;
       if (typeOf (_curTarget) in ["C_Van_01_fuel_F","I_Truck_02_fuel_F","B_Truck_01_fuel_F"] && _curTarget in life_vehicles) then {
       if (!isNil {_curTarget getVariable "fuelTankWork"}) then {
       _Btn3 ctrlSetText localize "STR_FuelTank_Stop";
       _Btn3 buttonSetAction "life_vInact_curTarget setVariable [""fuelTankWork"",nil,true]; closeDialog 0;";
       _Btn3 ctrlShow true;
       } else {
       if (count (nearestObjects [_curTarget, ["Land_FuelStation_Feed_F","Land_fs_feed_F"], 15]) > 0) then {
       _Btn3 ctrlSetText localize "STR_FuelTank_Supply";
       _Btn3 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_fuelSupply";
       _Btn3 ctrlShow true;
       }else{
       {
       if (player distance (getMarkerPos _x) < 20) exitWith {
       _Btn3 ctrlSetText localize "STR_FuelTank_Store";
       _Btn3 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_fuelStore";
       _Btn3 ctrlShow true;
       };
       } forEach ["fuel_storage_1","fuel_storage_2"];
       };
       };
       };
       };
       _Btn4 ctrlShow false;
       _Btn5 ctrlShow false;
       _Btn6 ctrlShow false;
      };
      if (playerSide isEqualTo Independent) then {
       _Btn2 ctrlSetText localize "STR_vInAct_Unflip";
       _Btn2 buttonSetAction "life_vInact_curTarget setPos [getPos life_vInact_curTarget select 0, getPos life_vInact_curTarget select 1, (getPos life_vInact_curTarget select 2)+0.5]; closeDialog 0;";
       if (alive _curTarget && {crew _curTarget isEqualTo []} && {canMove _curTarget}) then { _Btn2 ctrlEnable false;} else {_Btn2 ctrlEnable true;};
       
       _Btn3 ctrlSetText localize "STR_vInAct_Impound";
       _Btn3 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_impoundAction; closeDialog 0;";
       _Btn3 ctrlShow true;
       _Btn4 ctrlSetText localize "STR_vInAct_Registration";
       _Btn4 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_searchVehAction; closeDialog 0;";
       _Btn4 ctrlShow true;
       if (alive _curTarget && {crew _curTarget isEqualTo []} && {canMove _curTarget}) then { _Btn5 ctrlEnable false;} else {_Btn5 ctrlEnable true;};
       if (!isNil "_id") then {
       if !(_id in getDLCs 1) then {
       _Btn6 ctrlSetText localize "STR_vInAct_GetInVehicle";
       _Btn6 buttonSetAction "player moveInDriver life_vInact_curTarget; closeDialog 0;";
       if (crew _curTarget isEqualTo [] && {canMove _curTarget} && {locked _curTarget isEqualTo 0}) then {_Btn6 ctrlEnable true;} else {_Btn6 ctrlEnable false};
       };
       } else {_Btn6 ctrlShow false;};
       };
      Alles anzeigen

      Und noch der Eintrag in der keyHandler wobei diese nicht von nutzen sein sollte:

      Code
      //Restraining (Shift + R)
          case 19: {
              if (_shift) then {_handled = true;};
              if(_shift && playerSide isEqualTo civilian && {!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{
                  if([false,"zipties",1] call life_fnc_handleInv) then {//Removes the zipties from the inventory
                          [] call life_fnc_RestrainAction;
                          hintSilent "Du hast diese Person erfolgreich gefesselt!";
                      } else {
                          hintSilent "Dafür brauchst du Kabelbinder!";
                      };
                      };
              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;
              };
          };
      Alles anzeigen

      Am besten wäre auch noch, dass der Spieler sich zu ergeben hat, oder niedergeschlagen werden muss, um ihn mit Shift & R zu fesseln. Momentan muss man nur hinter dem Spieler stehen. Wäre froh, wenn jemand mir dazu was sagen kann :saint:

    • Tempest Gerät farmt überall und ausschließlich Äpfel

      • ___
      • 2. Mai 2018 um 18:15

      Marius1773 Soweit funktioniert es schonmal, hatte nur vergessen bei deiner Version die Zonen zu deklarieren, deswegen melde ich mich später nochmal, kann den Server gerade nicht neustarten aber ich sag schonmal danke im Vorraus! :saint:

    • 1.0.4 Garage

      • ___
      • 2. Mai 2018 um 17:27

      kleintimo Ich geb dir nen Tipp: Dann lass es sein :D

      Ich habe auch die ganze Zeit solche Paranoia-Fehler die keine Probleme verursachen. Wenn es dich nervt, starte dein Spiel ohne -showScriptErrors :saint:

    • Tempest Gerät farmt überall und ausschließlich Äpfel

      • ___
      • 2. Mai 2018 um 17:26

      Hey^^

      Der Tempest Gerät auf meinem Server farmt überall, auch außerhalb von Plantagen, und nur Äpfel.

      Meine fn_deviceMine.sqf":

      Code
      #include "..\..\script_macros.hpp"
      /*
          File: fn_deviceMine.sqf
          Author: Bryan "Tonic" Boardwine
          Modified: Devilfloh
          Description:
          Starts automated mining of resource from the tempest device. Not integrated with percents.
      */
      private ["_vehicle","_resourceZones","_zone","_weight","_resource","_vInv","_itemIndex","_items","_sum","_itemWeight","_isMineral"];
      _vehicle = param [0,objNull,[objNull]];
      _isMineral = true;
      if (isNull _vehicle) exitWith {};
      
      if (!isNil {_vehicle getVariable "mining"}) exitWith {
          hint localize "STR_NOTF_DeviceIsMining";
      };
      
      if (fuel _vehicle isEqualTo 0) exitWith {
          titleText[localize "STR_NOTF_OutOfFuel","PLAIN"];
      };
      
      closeDialog 0; //Close the interaction menu.
      life_action_inUse = true; //Lock out the interaction menu for a bit..
      
      _weight = [_vehicle] call life_fnc_vehicleWeight;
      if ((_weight select 1) >= (_weight select 0)) exitWith {
          hint localize "STR_NOTF_DeviceFull";
          life_action_inUse = false;
      };
      
      //check if we are in the resource zone for any of the resources
      _zone = "weed_1, kautschuk_1, cocaine_1, kokos_1";
      
      _resourceCfg = missionConfigFile >> "CfgGather" >> "Resources";
      for "_i" from 0 to count(_resourceCfg)-1 do {
          _curConfig = (_resourceCfg select _i);
          _resource = configName(_curConfig);
          _resourceZones = getArray(_curConfig >> "zones");
          _zoneSize = getNumber(_curConfig >> "zoneSize");
      
          {
              if ((player distance (getMarkerPos _x)) < _zoneSize) exitWith {
                  _zone = _x;
              };
          } forEach _resourceZones;
      
          if (_zone != "") exitWith {_isMineral = false;};
      };
      
      _resourceCfg = missionConfigFile >> "CfgGather" >> "Minerals";
      for "_i" from 0 to count(_resourceCfg)-1 do {
          private ["_curConfig","_resourceZones","_resources","_mined"];
      
          if (!_isMineral) exitWith {};
          _curConfig = (_resourceCfg select _i);
          _resources = getArray(_curConfig >> "mined");
          _resourceZones = getArray(_curConfig >> "zones");
          _zoneSize = getNumber(_curConfig >> "zoneSize");
      
          if (!(_resources select 0 isEqualType [])) then {
              _mined = _resources select 0;
          } else {
              _mined = (_resources select 0) select 0;
          };
      
          {
              if ((player distance (getMarkerPos _x)) < _zoneSize) exitWith {
                  _zone = _x;
              };
          } forEach _resourceZones;
      
          if (_zone != "") exitWith {_resource = _mined};
      };
      
      if (_zone isEqualTo "") exitWith {
          hint localize "STR_NOTF_notNearResource";
          life_action_inUse = false;
      };
      
      _vehicle setVariable ["mining",true,true]; //Lock the device
      _vehicle remoteExec ["life_fnc_soundDevice",RCLIENT]; //Broadcast the 'mining' sound of the device for nearby units.
      
      life_action_inUse = false; //Unlock it since it's going to do it's own thing...
      
      for "_i" from 0 to 1 step 0 do {
          if (!alive _vehicle || isNull _vehicle) exitWith {};
      
          if ((isEngineOn _vehicle) || ((speed _vehicle) > 5)) exitWith {
              titleText[localize "STR_NOTF_MiningStopped","PLAIN"];
          };
      
          if (fuel _vehicle isEqualTo 0) exitWith {
              titleText[localize "STR_NOTF_OutOfFuel","PLAIN"];
          };
      
          titleText[localize "STR_NOTF_DeviceMining","PLAIN"];
          _time = time + 27;
      
          //Wait for 27 seconds with a 'delta-time' wait.
          waitUntil {
              if ((isEngineOn _vehicle) || ((speed _vehicle) > 5)) exitWith {
                  _vehicle setVariable ["mining",nil,true];
                  titleText[localize "STR_NOTF_MiningStopped","PLAIN"];
                  true
              };
      
              if (round(_time - time) < 1) exitWith {
                  true
              };
      
              if (fuel _vehicle < 0.1) exitWith {
                  _vehicle setVariable ["mining",nil,true];
                  titleText[localize "STR_NOTF_OutOfFuel","PLAIN"];
                  true
              };
      
              sleep 0.2;
              false
          };
      
          if ((isEngineOn _vehicle) || ((speed _vehicle) > 5)) exitWith {
              _vehicle setVariable ["mining",nil,true];
              titleText[localize "STR_NOTF_MiningStopped","PLAIN"];
          };
      
          _vehicle_data = _vehicle getVariable ["Trunk",[[],0]];
          _inv = +(_vehicle_data select 0);
          _space = (_vehicle_data select 1);
          _itemIndex = [_resource,_inv] call TON_fnc_index;
          _weight = [_vehicle] call life_fnc_vehicleWeight;
          _random = 10 + round((random(10)));
          _sum = [_resource,_random,(_weight select 1),(_weight select 0)] call life_fnc_calWeightDiff; // Get a sum base of the remaining weight..
      
          if (_sum < 1) exitWith {
              titleText[localize "STR_NOTF_DeviceFull","PLAIN"];
              _vehicle setVariable ["mining",nil,true];
          };
      
          if (_itemIndex isEqualTo -1) then {
              _inv pushBack [_resource,_sum];
          } else {
              _val = (_inv select _itemIndex) select 1;
              _inv set[_itemIndex,[_resource,_val + _sum]];
          };
      
          if (fuel _vehicle < 0.1) exitWith {
              _vehicle setVariable ["mining",nil,true];
              titleText[localize "STR_NOTF_OutOfFuel","PLAIN"];
          };
      
          //Locality checks...
          if (local _vehicle) then {
              _vehicle setFuel (fuel _vehicle)-0.05;
          } else {
              [_vehicle,(fuel _vehicle)-0.05] remoteExec ["life_fnc_setFuel",_vehicle];
          };
      
          if (fuel _vehicle < 0.1) exitWith {
              titleText[localize "STR_NOTF_OutOfFuel","PLAIN"];
              _vehicle setVariable ["mining",nil,true];
          };
      
          _itemName = M_CONFIG(getText,"VirtualItems",_resource,"displayName");
          titleText[format [localize "STR_NOTF_DeviceMined",_sum,(localize _itemName)],"PLAIN"];
          _itemWeight = ([_resource] call life_fnc_itemWeight) * _sum;
          _vehicle setVariable ["Trunk",[_inv,_space + _itemWeight],true];
          _weight = [_vehicle] call life_fnc_vehicleWeight;
          _sum = [_resource,_random,(_weight select 1),(_weight select 0)] call life_fnc_calWeightDiff; //Get a sum base of the remaining weight..
      
          if (_sum < 1) exitWith {
              _vehicle setVariable ["mining",nil,true];
              titleText[localize "STR_NOTF_DeviceFull","PLAIN"];
          };
      
          sleep 2;
      };
      
      _vehicle setVariable ["mining",nil,true];
      Alles anzeigen

      Der Wagen sollte nur bei oben angegebenen Plantagen farmen können, und selbstverständlich auch diejenigen Items... :D

      Kann mir da jemand helfen? Soweit wurde nichts verändert.

    • Altis 5.0 Verarbeiter will ums verrecken nich mit mir sprechen :D

      • ___
      • 2. Mai 2018 um 16:51

      Drunkenmaster Okay, dann kann ich dir leider auch nicht weiterhelfen, entschuldige.

      Im Normalfall sollte so alles laufen :/

    • Altis 5.0 Verarbeiter will ums verrecken nich mit mir sprechen :D

      • ___
      • 2. Mai 2018 um 16:46

      Drunkenmaster achso, du meinst die Init des NPCs. Ja klar, wenn die Stringtabelle kaputt ist oder nicht gelesen werden kann :saint:

      Die Stringtabelle ist bei dir hoffentlich im XML Format? Ich kann soweit keinen Fehler erkennen... In welchem Verzeichnis hast du die abgespeichert?

    • Altis 5.0 Verarbeiter will ums verrecken nich mit mir sprechen :D

      • ___
      • 2. Mai 2018 um 16:36

      Drunkenmaster Dann hänge deine Init bitte auch noch mit an ^^

    • Altis 5.0 Verarbeiter will ums verrecken nich mit mir sprechen :D

      • ___
      • 2. Mai 2018 um 16:35

      Drunkenmaster Wow, das sind einige Fehler... Also erstens:

      Deine komplette "stringtable.xml" wurde nicht gefunden bzw. alle Einträge einzeln. Hast du diese gelöscht, verschoben oder umbenannt? Da wundert es mich nicht, das keine Action beim NPC kommt ;)

    • Altis 5.0 Verarbeiter will ums verrecken nich mit mir sprechen :D

      • ___
      • 2. Mai 2018 um 16:07

      Marius1773 War nur ein Vorschlag um es evtl. kompakter zu gestalten, dann kann man auch die unnötigen Unterstriche weglassen. Ja,

      wie schon oben geschrieben, ist es selbstverständlich sinnvoller erstmal die Logs zu durchforsten. Hatte nur schon eine Vermutung, jedoch kenne ich mich natürlich nicht so gut aus wie du :)

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