das wars mehr kommt da nicht
Beiträge von bigmonk
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Hier die neue Log
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Habs Korrigiert funktioniert immer noch nicht
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Hier bitte sehr
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Einen wunderschönen,
Ich habe das Problem das ich meinen Server auf die Neuste Arma Version geupgraded habe nun startet jedoch der Server nicht mehr ich bekomme direkt beim Start angezeigt battleye initialization failed
MFG
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Hey,
Ich bräuchte deine Altis Life Version damit ich dir helfen kann.
Wie schon Saturin78 gesagt hat ist es in der 5.0 in der config_master
Mit Freundlichen Gr´üßen
bigmonk
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Das ist aber nur sinnvoll wenn er für alle das Funkgerät unsichtbar machen möchte. Wenn er aber das FUnkgerät nur bei z.B. Cops unsichtbar machen möchte ist das keine gute Lösung
Das ist leider so nicht korrekt, ich kann einstellen welches Funkgerät unsichtbar sein soll.
Zudem haben die Cops, Medics andere Funkgeräte wie die Zivilisten
Liebe Grüße.
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Ok, also es ist für jeden Unsichtbar der ihn auf hat oder muss es jeder selbst einstellen?
Und wo finde ich die Datei?
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Hey Bigmok,
mach es einfach in der config von task_force_radio_items , des ist viel einfacher als in der Mission nach meiner Meinung.
class tf_anprc155_coyote: tf_anprc155
{
author = "Raspu, Gandi, Nkey";
displayName = "AN/PRC 155 Coyote";
descriptionShort = "AN/PRC 155 Coyote long range radio 20km";
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {""};
};
Da habe ich es schon rausgenommen, wenn du es selbst wissen willst wie das geht.
zB
class tf_mr3000: TFAR_Bag_Base
{
author = "Raspu, Gandi, Nkey";
displayName = "MR3000";
descriptionShort = "MR3000 long range radio 20km";
picture = "\task_force_radio_items\mr3000\mr3000_icon.paa";
scope = 2;
scopeCurator = 2;
maximumLoad = 160;
mass = 160;
model = "\task_force_radio_items\models\clf_nicecomm2_prc117g";
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {"\task_force_radio_items\models\data\clf_nicecomm2_csat_multi_co.paa"}; Must du den Code dadrin einfach löschen.
tf_encryptionCode = "tf_east_radio_code";
tf_dialog = "mr3000_radio_dialog";
tf_subtype = "digital_lr";
};
Wo finde ich dies und ist das dann auch auf dem Server für alle?
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Zum einen, vergiss nicht dass ich auch schon eine mögliche Lösung geschrieben habe
Zum zweiten würde ich dir dringend von Tadst abraten. Das Tool ist eher zum testen aber nicht für einen wirklichen online Server gut.
Und in den Logs kann ich zumindest keinen Fehler entdecken
Ich kenne jedoch keine anderen Server Tools als TADST
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Also zum einen kann hier keiner hellsehen. Welche Life Version nutzt du, vllt Logs anhängen?
Was ich aber jetzt schon sagen kann:
Das unterste sollte ja für alle Rucksäcke der Fraktion diese "unsichtbar" machen. Das funktioniert aber nur wenn die Textur Option auf 0 steht und nicht auf 1 also:
Und auch beim spezifischen Rucksack bringt es nicht wirklich was die units auszutauschen.
Also sollte das so funktionieren:
Codeif(playerSide == civilian) && if ((backpack player) == "tf_anprc155_coyote") then { (unitbackpack player) setObjectTextureGlobal [0,""]; };
Natürlich solltest du da die Fraktion beachten und die Rucksack IDs.
Hier sind die Logs
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Heyho,
Ich habe versucht das Langstrecken Funkgerät unsichtbar zu machen.
Ich habe mir auch schon ein Tut angesehen habe auch das gemacht was ich machen sollte jedoch geht es nicht.
Code: fn_survival.sqf
Alles anzeigen#include "..\script_macros.hpp" /* File: fn_survival.sqf Author: Bryan "Tonic" Boardwine Description: All survival? things merged into one thread. */ private ["_fnc_food","_fnc_water","_foodTime","_waterTime","_bp","_walkDis","_lastPos","_curPos"]; _fnc_food = { if (life_hunger < 2) then {player setDamage 1; hint localize "STR_NOTF_EatMSG_Death";} else { life_hunger = life_hunger - 10; [] call life_fnc_hudUpdate; if (life_hunger < 2) then {player setDamage 1; hint localize "STR_NOTF_EatMSG_Death";}; switch (life_hunger) do { case 30: {hint localize "STR_NOTF_EatMSG_1";}; case 20: {hint localize "STR_NOTF_EatMSG_2";}; case 10: { hint localize "STR_NOTF_EatMSG_3"; if (LIFE_SETTINGS(getNumber,"enable_fatigue") isEqualTo 1) then {player setFatigue 1;}; }; }; }; }; _fnc_water = { if (life_thirst < 2) then {player setDamage 1; hint localize "STR_NOTF_DrinkMSG_Death";} else { life_thirst = life_thirst - 10; [] call life_fnc_hudUpdate; if (life_thirst < 2) then {player setDamage 1; hint localize "STR_NOTF_DrinkMSG_Death";}; switch (life_thirst) do { case 30: {hint localize "STR_NOTF_DrinkMSG_1";}; case 20: { hint localize "STR_NOTF_DrinkMSG_2"; if (LIFE_SETTINGS(getNumber,"enable_fatigue") isEqualTo 1) then {player setFatigue 1;}; }; case 10: { hint localize "STR_NOTF_DrinkMSG_3"; if (LIFE_SETTINGS(getNumber,"enable_fatigue") isEqualTo 1) then {player setFatigue 1;}; }; }; }; }; //Setup the time-based variables. _foodTime = time; _waterTime = time; _walkDis = 0; _bp = ""; _lastPos = visiblePosition player; _lastPos = (_lastPos select 0) + (_lastPos select 1); _lastState = vehicle player; for "_i" from 0 to 1 step 0 do { /* Thirst / Hunger adjustment that is time based */ if ((time - _waterTime) > 600 && {!life_god}) then {[] call _fnc_water; _waterTime = time;}; if ((time - _foodTime) > 850 && {!life_god}) then {[] call _fnc_food; _foodTime = time;}; /* Adjustment of carrying capacity based on backpack changes */ if (backpack player isEqualTo "") then { life_maxWeight = LIFE_SETTINGS(getNumber,"total_maxWeight"); _bp = backpack player; } else { if (!(backpack player isEqualTo "") && {!(backpack player isEqualTo _bp)}) then { _bp = backpack player; life_maxWeight = LIFE_SETTINGS(getNumber,"total_maxWeight") + round(FETCH_CONFIG2(getNumber,"CfgVehicles",_bp,"maximumload") / 4); }; }; /* Check if the player's state changed? */ if (!(vehicle player isEqualTo _lastState) || {!alive player}) then { [] call life_fnc_updateViewDistance; _lastState = vehicle player; }; /* Check if the weight has changed and the player is carrying to much */ if (life_carryWeight > life_maxWeight && {!isForcedWalk player} && {!life_god}) then { player forceWalk true; if (LIFE_SETTINGS(getNumber,"enable_fatigue") isEqualTo 1) then {player setFatigue 1;}; hint localize "STR_NOTF_MaxWeight"; } else { if (isForcedWalk player) then { player forceWalk false; }; }; /* Travelling distance to decrease thirst/hunger which is captured every second so the distance is actually greater then 650 */ if (!alive player || {life_god}) then {_walkDis = 0;} else { _curPos = visiblePosition player; _curPos = (_curPos select 0) + (_curPos select 1); if (!(_curPos isEqualTo _lastPos) && {(isNull objectParent player)}) then { _walkDis = _walkDis + 1; if (_walkDis isEqualTo 650) then { _walkDis = 0; life_thirst = life_thirst - 5; life_hunger = life_hunger - 5; [] call life_fnc_hudUpdate; }; }; _lastPos = visiblePosition player; _lastPos = (_lastPos select 0) + (_lastPos select 1); }; if ((unitBackpack _unit) in ["tf_rt1523g","tf_rt1523g_big","tf_rt1523g_black","tf_rt1523g_fabric","tf_rt1523g_green","tf_rt1523g_rhs","tf_rt1523g_sage","tf_anprc155","tf_anprc155_coyote","tf_mr3000","tf_mr3000_multicam","tf_mr3000_rhs"]) then { (unitBackpack _unit) setObjectTextureGlobal [0, ""]; }; uiSleep 1; }; [] 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_maxWeight + _load; if(playerSide == west) then {(unitBackpack player) setObjectTextureGlobal [1,""];}; // <---- Sac invisible chez les flics if(playerSide == independent) then {(unitBackpack player) setObjectTextureGlobal [1,""];}; // <----- Sac Invisible chez les Medics waitUntil {backpack player != _bp}; if(backpack player == "") then { life_maxWeight = life_maxWeight; }; }; };
EDIT: Zeile 107
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ich hab gerade die SQF nicht offen ? ich brauch immer was vor mir. Bin aber derzeit noch im Urlaub. Das ganze ist über die Action Taste 10 belegt. Schau mal nach Case 220 ob es das gibt ?
Hat sich erledig.
Schönen Urlaub noch.
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Hast du dir denn mal die Log angeschaut?
Viele Configfehler:
Zeilen 838 bis 1154
Der Fehler den du suchst:
CodeError in expression <rride","_toUniform","_toVest","_preview"_acecheck"]; _acecheck = ["ACE_adenosine> Error position: <_acecheck"]; _acecheck = ["ACE_adenosine> Error Missing ] File core\functions\fn_handleItem.sqf [life_fnc_handleItem], line 64
Sache von paar Sekunden, sollte ein Serveradmin können.
Da ich nicht weiß was bei dir Zeile 64 ist (das nächste mal in Code-Tags), kann ich dir nicht wirklich helfen.
Code
Alles anzeigen#include "..\..\script_macros.hpp" /* File: fn_handleItem.sqf Author: Bryan "Tonic" Boardwine Description Main gear handling functionality. */ private ["_item","_details","_bool","_ispack","_items","_isgun","_ongun","_override","_toUniform","_toVest","_preview"_acecheck"]; _item = [_this,0,"",[""]] call BIS_fnc_param; _bool = [_this,1,false,[false]] call BIS_fnc_param; _ispack = [_this,2,false,[false]] call BIS_fnc_param; _ongun = [_this,3,false,[false]] call BIS_fnc_param; _override = [_this,4,false,[false]] call BIS_fnc_param; _toUniform = [_this,5,false,[false]] call BIS_fnc_param; //Manual override to send items specifically to a uniform. _toVest = [_this,6,false,[false]] call BIS_fnc_param; //Manual override to send items specifically to a vest _preview = [_this,7,false,[false]] call BIS_fnc_param; _acecheck = ["ACE_adenosine","ACE_atropine","ACE_fieldDressing","ACE_elasticBandage","ACE_bloodIV","ACE_bloodIV_250","ACE_bloodIV_500",ACE_CableTie","ACE_salineIV","ACE_salineIV_250","ACE_salineIV_500","ACE_bodyBag","ACE_morphine","ACE_packingBandage","ACE_EarPlugs","ACE_surgicalKit","ACE_personalAidKit","ACE_plasmaIV","ACE_plasmaIV_500","ACE_plasmaIV_250","ACE_quikclot"]; //Some checks if (_item isEqualTo "") exitWith {}; _isgun = false; _details = [_item] call life_fnc_fetchCfgDetails; if (count _details isEqualTo 0) exitWith {}; if (_bool) then { switch (_details select 6) do { case "CfgGlasses": { if (_toUniform) exitWith {player addItemToUniform _item;}; if (_toVest) exitWith {player addItemToVest _item;}; if (_ispack) then { player addItemToBackpack _item; } else { if (_override) then { player addItem _item; } else { if (!(goggles player isEqualTo "")) then { removeGoggles player; }; player addGoggles _item; }; }; }; case "CfgVehicles": { if (!(backpack player isEqualTo "")) then { _items = (backpackItems player); removeBackpack player; }; player addBackpack _item; clearAllItemsFromBackpack player; if (!isNil "_items") then { {[_x,true,true,false,true] call life_fnc_handleItem; } forEach _items; }; }; case "CfgMagazines": { if (_toUniform) exitWith {player addItemToUniform _item;}; if (_toVest) exitWith {player addItemToVest _item;}; if (_ispack) exitWith {player addItemToBackpack _item;}; player addMagazine _item; }; case "CfgWeapons": { //New addition if (_toUniform) exitWith {player addItemToUniform _item;}; if (_toVest) exitWith {player addItemToVest _item;}; if (_ispack) exitWith {player addItemToBackpack _item;}; if(_item in _acecheck) then{player addItem _item;}; if ((_details select 4) in [1,2,4,5,4096]) then { if ((_details select 4) isEqualTo 4096) then { if ((_details select 5) isEqualTo -1) then {
Hier nochmal der Obere Teil
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Heyho,
Bei mir sind die Uniformen nicht mehr kaufbar zeit dem ich die ACE Items eingefügt habe...
Logs sind im Anhang
fn_handleItem.sqf
#include "..\..\script_macros.hpp"
/*
File: fn_handleItem.sqf
Author: Bryan "Tonic" Boardwine
Description
Main gear handling functionality.
*/
private ["_item","_details","_bool","_ispack","_items","_isgun","_ongun","_override","_toUniform","_toVest","_preview"_acecheck"];
_acecheck = ["ACE_adenosine","ACE_atropine","ACE_fieldDressing","ACE_elasticBandage","ACE_bloodIV","ACE_bloodIV_250","ACE_bloodIV_500",ACE_CableTie","ACE_salineIV","ACE_salineIV_250","ACE_salineIV_500","ACE_bodyBag","ACE_morphine","ACE_packingBandage","ACE_EarPlugs","ACE_surgicalKit","ACE_personalAidKit","ACE_plasmaIV","ACE_plasmaIV_500","ACE_plasmaIV_250","ACE_quikclot"];
_item = [_this,0,"",[""]] call BIS_fnc_param;
_bool = [_this,1,false,[false]] call BIS_fnc_param;
_ispack = [_this,2,false,[false]] call BIS_fnc_param;
_ongun = [_this,3,false,[false]] call BIS_fnc_param;
_override = [_this,4,false,[false]] call BIS_fnc_param;
_toUniform = [_this,5,false,[false]] call BIS_fnc_param; //Manual override to send items specifically to a uniform.
_toVest = [_this,6,false,[false]] call BIS_fnc_param; //Manual override to send items specifically to a vest
_preview = [_this,7,false,[false]] call BIS_fnc_param;
//Some checks
if (_item isEqualTo "") exitWith {};
_isgun = false;
_details = [_item] call life_fnc_fetchCfgDetails;
if (count _details isEqualTo 0) exitWith {};
if (_bool) then {
switch (_details select 6) do {
case "CfgGlasses": {
if (_toUniform) exitWith {player addItemToUniform _item;};
if (_toVest) exitWith {player addItemToVest _item;};
if (_ispack) then {
player addItemToBackpack _item;
} else {
if (_override) then {
player addItem _item;
} else {
if (!(goggles player isEqualTo "")) then {
removeGoggles player;
};
player addGoggles _item;
};
};
};
case "CfgVehicles": {
if (!(backpack player isEqualTo "")) then {
_items = (backpackItems player);
removeBackpack player;
};
player addBackpack _item;
clearAllItemsFromBackpack player;
if (!isNil "_items") then {
{[_x,true,true,false,true] call life_fnc_handleItem; } forEach _items;
};
};
case "CfgMagazines": {
if (_toUniform) exitWith {player addItemToUniform _item;};
if (_toVest) exitWith {player addItemToVest _item;};
if (_ispack) exitWith {player addItemToBackpack _item;};
player addMagazine _item;
};
case "CfgWeapons": {
//New addition
if (_toUniform) exitWith {player addItemToUniform _item;};
if (_toVest) exitWith {player addItemToVest _item;};
if (_ispack) exitWith {player addItemToBackpack _item;};
if(_item in _acecheck) then{player addItem _item;};
if ((_details select 4) in [1,2,4,5,4096]) then {
if ((_details select 4) isEqualTo 4096) then {
if ((_details select 5) isEqualTo -1) then {
_isgun = true;
};
} else {
_isgun = true;
};
};
if (_isgun) then {
if (!_ispack && _override) exitWith {}; //It was in the vest/uniform, try to close to prevent it overriding stuff... (Actual weapon and not an item)
if (_item isEqualTo "MineDetector") then {
player addItem _item;
} else {
player addWeapon _item;
};
} else {
switch (_details select 5) do {
case 0: {
if (_ispack) then {
player addItemToBackpack _item;
} else {
if (_override) then {
player addItem _item;
} else {
if (_item in (assignedItems player)) then {
player addItem _item;
} else {
player linkItem _item;
};
};
};
};
case 605: {
if (_ispack) then{
player addItemToBackpack _item;
} else {
if (_override) then {
player addItem _item;
} else {
if (headgear player isEqualTo _item && {!_preview}) then {
player addItem _item;
} else {
if (!(headgear player isEqualTo "")) then {removeHeadGear player;};
player addHeadGear _item;
};
};
};
};
case 801: {
if (_ispack) then {
player addItemToBackpack _item;
} else {
if (_override) then {
player addItem _item;
} else {
if (player isKindOf "Civilian") then {
if (uniform player isEqualTo _item && {!_preview}) then {
player addItem _item;
} else {
if (!(uniform player isEqualTo "")) then {
_items = uniformItems player;
removeUniform player;
};
player addUniform _item;
if (!isNil "_items") then {
{player addItemToUniform _x} forEach _items;
};
};
} else {
if (!(uniform player isEqualTo "")) then {
_items = uniformItems player;
removeUniform player;
};
if (!(player isUniformAllowed _item)) then {
player forceAddUniform _item;
} else {
player addUniform _item;
};
if (!isNil "_items") then {
{player addItemToUniform _x} forEach _items;
};
};
};
};
};
case 701: {
if (_ispack) then {
player addItemToBackpack _item;
} else {
if (_override) then{
player addItem _item;
} else {
if (vest player isEqualTo _item && {!_preview}) then {
player addItem _item;
} else {
if (!(vest player isEqualTo "")) then {
_items = vestItems player;
removeVest player;
};
player addVest _item;
if (!isNil "_items") then {
{[_x,true,false,false,true] spawn life_fnc_handleItem;} forEach _items;
};
};
};
};
};
case 201: {
if (_ispack) then {
player addItemToBackpack _item;
} else {
private "_type";
_type = [_item,201] call life_fnc_accType;
if (_ongun) then {
switch (_type) do {
case 1: { player addPrimaryWeaponItem _item; };
case 2: { player addSecondaryWeaponItem _item; };
case 3: { player addHandgunItem _item; };
};
} else {
if (_override) then {
player addItem _item;
} else {
private ["_wepItems","_action","_slotTaken"];
_wepItems = switch (_type) do {case 1:{primaryWeaponItems player}; case 2:{secondaryWeaponItems player}; case 3:{handgunItems player}; default {["","",""]};};
_slotTaken = false;
if (!((_wepItems select 2) isEqualTo "")) then {_slotTaken = true;};
if (_slotTaken) then {
_action = [localize "STR_MISC_AttachmentMSG",localize "STR_MISC_Attachment",localize "STR_MISC_Weapon",localize "STR_MISC_Inventory"] call BIS_fnc_guiMessage;
if (_action) then {
switch (_type) do {
case 1: {player addPrimaryWeaponItem _item;};
case 2: {player addSecondaryWeaponItem _item;};
case 3: {player addHandgunItem _item;};
default {player addItem _item;};
};
} else {
player addItem _item; //Add it to any available container
};
} else {
switch (_type) do {
case 1: {player addPrimaryWeaponItem _item;};
case 2: {player addSecondaryWeaponItem _item;};
case 3: {player addHandgunItem _item;};
default {player addItem _item;};
};
};
};
};
};
};
case 301: {
if (_ispack) then {
player addItemToBackpack _item;
} else {
private "_type";
_type = [_item,301] call life_fnc_accType;
if (_ongun) then {
switch (_type) do {
case 1: { player addPrimaryWeaponItem _item; };
case 2: { player addSecondaryWeaponItem _item; };
case 3: { player addHandgunItem _item; };
};
} else {
if (_override) then {
player addItem _item;
} else {
private ["_wepItems","_action","_slotTaken"];
_wepItems = switch (_type) do {case 1:{primaryWeaponItems player}; case 2:{secondaryWeaponItems player}; case 3:{handgunItems player}; default {["","",""]};};
_slotTaken = false;
if (!((_wepItems select 1) isEqualTo "")) then {_slotTaken = true;};
if (_slotTaken) then {
_action = [localize "STR_MISC_AttachmentMSG",localize "STR_MISC_Attachment",localize "STR_MISC_Weapon",localize "STR_MISC_Inventory"] call BIS_fnc_guiMessage;
if (_action) then {
switch (_type) do {
case 1: {player addPrimaryWeaponItem _item;};
case 2: {player addSecondaryWeaponItem _item;};
case 3: {player addHandgunItem _item;};
default {player addItem _item;};
};
} else {
player addItem _item; //Add it to any available container
};
} else {
switch (_type) do {
case 1: {player addPrimaryWeaponItem _item;};
case 2: {player addSecondaryWeaponItem _item;};
case 3: {player addHandgunItem _item;};
default {player addItem _item;};
};
};
};
};
};
};
case 101:{
if (_ispack) then {
player addItemToBackpack _item;
} else {
private "_type";
_type = [_item,101] call life_fnc_accType;
if (_ongun) then {
switch (_type) do {
case 1: { player addPrimaryWeaponItem _item; };
case 2: { player addSecondaryWeaponItem _item; };
case 3: { player addHandgunItem _item; };
};
} else {
if (_override) then {
player addItem _item;
} else {
private ["_wepItems","_action","_slotTaken"];
_wepItems = switch (_type) do {case 1:{primaryWeaponItems player}; case 2:{secondaryWeaponItems player}; case 3:{handgunItems player}; default {["","",""]};};
_slotTaken = false;
if (!((_wepItems select 0) isEqualTo "")) then {_slotTaken = true;};
if (_slotTaken) then {
_action = [localize "STR_MISC_AttachmentMSG",localize "STR_MISC_Attachment",localize "STR_MISC_Weapon",localize "STR_MISC_Inventory"] call BIS_fnc_guiMessage;
if (_action) then {
switch (_type) do {
case 1: {player addPrimaryWeaponItem _item;};
case 2: {player addSecondaryWeaponItem _item;};
case 3: {player addHandgunItem _item;};
default {player addItem _item;};
};
} else {
player addItem _item; //Add it to any available container
};
} else {
switch (_type) do {
case 1: {player addPrimaryWeaponItem _item;};
case 2: {player addSecondaryWeaponItem _item;};
case 3: {player addHandgunItem _item;};
default {player addItem _item;};
};
};
};
};
};
};
case 621: {
if (_ispack) then {
player addItemToBackpack _item;
} else {
if (_override) then {
player addItem _item;
} else {
player linkItem _item;
};
};
};
case 616: {
if (_ispack) then {
player addItemToBackpack _item;
} else {
if (_override) then {
player addItem _item;
} else {
player linkItem _item;
};
};
};
default {
if (_ispack) then {
player addItemToBackpack _item;
} else {
player addItem _item;
};
};
};
};
};
};
} else {
switch (_details select 6) do {
case "CfgVehicles": {
removeBackpack player;
};
case "CfgMagazines": {
player removeMagazine _item;
};
case "CfgGlasses": {
if (_item isEqualTo goggles player) then {
removeGoggles player;
} else {
player removeItem _item;
};
};
case "CfgWeapons": {
if ((_details select 4) in [1,2,4,5,4096]) then {
if ((_details select 4) isEqualTo 4096) then {
if ((_details select 5) isEqualTo 1) then {
_isgun = true;
};
} else {
_isgun = true;
};
};
if (_isgun) then {
switch (true) do {
case (primaryWeapon player isEqualTo _item) : {_ispack = false;};
case (secondaryWeapon player isEqualTo _item) : {_ispack = false;};
case (handgunWeapon player isEqualTo _item) : {_ispack = false;};
case (_item in assignedItems player) : {_ispack = false;};
default {_ispack = true;};
};
if (_item isEqualTo "MineDetector") then {
player removeItem _item;
} else {
//Lovely code provided by [OCB]Dash
private "_tmpfunction";
_tmpfunction = {
private ["_tWeapons","_tWeaponCount"];
switch (true) do {
case (_this in (uniformItems player)): {
_tWeapons = (getWeaponCargo (uniformContainer player)) select 0;
_tWeaponCount = (getWeaponCargo (uniformContainer player)) select 1;
clearWeaponCargo (uniformContainer player);
{
_numVestWeps = _tWeaponCount select _forEachIndex;
if (_x == _this) then
{
_numVestWeps = _numVestWeps - 1;
};
(uniformContainer player) addWeaponCargo [ _x,_numVestWeps];
}forEach _tWeapons;
};
case (_this in (vestItems player)): {
_tWeapons = (getWeaponCargo (vestContainer player)) select 0;
_tWeaponCount = (getWeaponCargo (vestContainer player)) select 1;
clearWeaponCargo (vestContainer player);
{
_numVestWeps = _tWeaponCount select _forEachIndex;
if (_x == _this) then
{
_numVestWeps = _numVestWeps - 1;
};
(vestContainer player) addWeaponCargo [ _x,_numVestWeps];
}forEach _tWeapons;
};
case (_this in (backpackItems player)): {
_tWeapons = (getWeaponCargo (backpackContainer player)) select 0;
_tWeaponCount = (getWeaponCargo (backpackContainer player)) select 1;
clearWeaponCargo (backpackContainer player);
{
_numVestWeps = _tWeaponCount select _forEachIndex;
if (_x == _this) then
{
_numVestWeps = _numVestWeps - 1;
};
(backpackContainer player) addWeaponCargo [ _x,_numVestWeps];
}forEach _tWeapons;
};
};
};
if (_ispack) then {
_item call _tmpfunction;
} else {
switch (true) do {
case (_item in (uniformItems player)): {_item call _tmpfunction;};
case (_item in (vestItems player)) : {_item call _tmpfunction;};
case (_item in (backpackItems player)) : {_item call _tmpfunction;};
default {player removeWeapon _item;};
};
};
};
} else {
switch (_details select 5) do {
case 0: {player unassignItem _item; player removeItem _item;};
case 605: {if (headgear player isEqualTo _item) then {removeHeadgear player} else {player removeItem _item};};
case 801: {if (uniform player isEqualTo _item) then {removeUniform player} else {player removeItem _item};};
case 701: {if (vest player isEqualTo _item) then {removeVest player} else {player removeItem _item};};
case 621: {player unassignItem _item; player removeItem _item;};
case 616: {player unassignItem _item; player removeItem _item;};
default {
switch (true) do {
case (_item in primaryWeaponItems player) : {player removePrimaryWeaponItem _item;};
case (_item in handgunItems player) : {player removeHandgunItem _item;};
default {player removeItem _item;};
};
};
};
};
};
};
};
-
In der fn_Keyhandler.sqf findest du relativ weit oben (circa Zeile 32) folgendes:
Code
Alles anzeigen//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; };
Wenn du das entfernst, wird dein Standard Life Windows Menü nicht mehr geöffnet
Vielen lieben Dank.
-
in Config_vItems trägst du alle Z Inventar Items ein. Da wo du Waffen und Uniformen einträgst muss das rein
im General Store
Weißt du vllt auch zufälliger weiße wie ich das Windows menu in der fn_KeyHandler.sqf entferne...
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in Config_vItems trägst du alle Z Inventar Items ein. Da wo du Waffen und Uniformen einträgst muss das rein
im General Store
Fail... Ich Idiot
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dann schau mal hier:
[UPDATE] ACE 3 ITEMS KAUFBAR MACHEN | BY JAY
Ich habe das bei meinem Server genutzt und es funktioniert einwandfrei.
Ich bin es nochmal, ich habe es jetzt versucht und habe auch die Item in die Config_vItems eingefügt jedoch bekomme ich im Shop (Altis Markt) jedoch nur die Preise angezeigt.
Markt Beispiel
class med_market {
name = "STR_Shops_Market";
side = "med";
conditions = "";
items[] = { "waterBottle", "rabbit", "apple", "redgull", "tbacon", "toolkit", "fuelFull", "peach", "defibrillator", "lockpick", "ACE_adenosine", "ACE_atropine", "ACE_fieldDresing", "ACE_elasticBandage", "ACE_bloodIV", "ACE_bloodIV_500", "ACE_bloodIV_250", "ACE_salineIV", "ACE_salineIV_500", "ACE_salineIV_250", "ACE_bodyBag", "ACE_morphine", "ACE_packingBandage", "ACE_EarPlugs", "ACE_surgicalKit", "ACE_personalAidKit", "ACE_plasmaIV", "ACE_plasmaIV_500", "ACE_plasmaIV_250", "ACE_quikclot" };
Spoiler anzeigen
class ACE_elasticBandage {
variable = "ACE_elasticBandage";
displayName = "Bandage (elastic)";
weight = 2;
buyPrice = 100;
sellPrice = 0;
illegal = false;
edible = -1;
icon = "";
};
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Du kannst einfach in deiner individuellen Steuerung die Aktion 10 auf eine andere Taste legen. Oder du bearbeitest deinen Keyhandler
Wo genau muss ich den etwas in der Keyhandler entfernen?