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    1. Nodezone.net Community
    2. Mitglieder
    3. Monkeys

    Beiträge von Monkeys

    • [Tutorial] Interaktions Menü für Medics

      • Monkeys
      • 22. Oktober 2017 um 13:46
      Zitat von xonex

      meine fn_actionKeyHandler.sqf sieht so aus, und wo soll ich da den code einfügen?

      Spoiler anzeigen

      #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 (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_Medevac_house_V1_F"]]] call TON_fnc_terrainSort;

      private _altisArray = [16019.5,16952.9,0];

      private _tanoaArray = [11074.2,11501.5,0.00137329];

      private _pos = [[["Altis", _altisArray], ["Tanoa", _tanoaArray]]] call TON_fnc_terrainSort;

      if (_curObject isKindOf "House_F" && {player distance _curObject < 12} || ((nearestObject [_pos,"Land_Dome_Big_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;

      };

      } 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


      Unter dem

      if (playerSide isEqualTo west && {player getVariable ["isEscorting",false]}) exitWith {

      [] call life_fnc_copInteractionMenu;

      }; Code einfügen ;)

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