Hi,
jetzt habe ich noch eine frage bevor ich mir die arbeit mache und das einbaue und alles umscripte^^:
kann ich so damit arbeiten:
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Hi,
jetzt habe ich noch eine frage bevor ich mir die arbeit mache und das einbaue und alles umscripte^^:
kann ich so damit arbeiten:
Hi br1zey,
hier mal die Datei:
/*
Author: br1zey/Ryu
Special Thanks to ACE3 and Exile Team
Draw progress bar and execute given function if succesful.
Finish/Failure/Conditional are all passed [_args]
Arguments:
0: NUMBER - Total Time (in game "time" seconds)
1: ARRAY - Arguments, passed to condition, fail and finish
2: CODE or STRING - On Finish: Code called or STRING raised as event.
3: CODE or STRING - On Failure: Code called or STRING raised as event.
4: STRING - (Optional) Localized Title
5: CODE - (Optional) Code to check each frame
Return Value:
Nothing
Example:
[5,[] {Hint "Finished!"}, {hint "Failure!"}, "My Title"] spawn rl_fnc_progressBar
[5,[[false,"Test",false,5]], {(_this select 0) call life_fnc_hint},{hint "Abbgebrochen"},"Repariere"] spawn rl_fnc_progressBar
[5,[[false,"Test",false,5]], {(_this select 0) call life_fnc_hint},{hint "Abbgebrochen"},"Repariere",(cursorTarget isKindOf "CAR")] spawn rl_fnc_progressBar
*/
private["_progress","_startTime","_sleepTime","_display","_label","_progressBarBackground","_progressBarMaxSize","_progressBar","_totalTime","_onFinish", "_onFail","_localizedTitle","_return","_condition","_lastAnimStart"];
disableSerialization;
params [
"_totalTime",
["_args",[]],
"_onFinish",
"_onFail",
["_localizedTitle", ""],
["_condition", {true}],
];
_progress = 0;
_startTime = diag_tickTime;
_sleepTime = _totalTime / 100;
_defaultVehicle = (vehicle player);
//close all Dialogs
closeDialog 0;
("RLActionProgressLayer" call BIS_fnc_rscLayer) cutRsc ["RscRLActionProgress", "PLAIN", 1, false];
createDialog "ProgressBar_Dialog";
_display = uiNamespace getVariable "RscRLActionProgress";
_label = _display displayCtrl 4002;
_label ctrlSetText format ["0% - %1",_localizedTitle];
_progressBarBackground = _display displayCtrl 4001;
_progressBarBackground ctrlSetBackgroundColor [0, 0, 0, 0.5];
_progressBarMaxSize = ctrlPosition _progressBarBackground;
_progressBar = _display displayCtrl 4000;
_progressBar ctrlSetPosition [_progressBarMaxSize select 0, _progressBarMaxSize select 1, 0, _progressBarMaxSize select 3-0.01];
_progressBar ctrlSetBackgroundColor [0, 0.5, 1, 1];
_progressBar ctrlCommit 0;
_progressBar ctrlSetPosition _progressBarMaxSize;
_progressBar ctrlCommit _totalTime;
try
{
while {_progress < 1} do{
if !(alive player) then{
throw false;
};
if !(dialog) then{
throw false;
};
if (!([_args,(time - _startTime),_totalTime] call _condition)) then {
throw false;
};
if( (player getVariable ["ACE_isUnconscious",false]) OR life_istazed OR (player getVariable ["restrained",false]) OR (_defaultVehicle != (vehicle player))) then{
throw false;
};
if(! (_anim isEqualTo "") && time >= (_lastAnimStart + _animTime))then{
[player, _anim] call ace_common_fnc_doAnimation;
};
uiSleep _sleepTime;
_progress = ((diag_tickTime - _startTime) / _totalTime) min 1;
_label ctrlSetText format["%1%2 - %3", round (_progress * 100), "%",_localizedTitle];
};
throw true;
} catch {
_progressBarColor = [];
if(_exception) then {
_args call _onFinish;
_return = true;
_progressBarColor = [0.7, 0.93, 0, 1];
}else{
_args call _onFail;
_return = false;
_progressBarColor = [0.91, 0, 0, 1];
};
_progressBar ctrlSetBackgroundColor _progressBarColor;
_progressBar ctrlSetPosition _progressBarMaxSize;
_progressBar ctrlCommit 0;
};
("RLActionProgressLayer" call BIS_fnc_rscLayer) cutFadeOut 2;
closeDialog 24025;
Alles anzeigen
Hi, ich bekomme leider eine Fehlermeldung wenn ich als Spieler auf den server Joine:
Error in expression <edTitle", ""], ["_condition", {true}], ]; _progress = 0; _startTime = diag_tick>
Error position: <]; _progress = 0; _startTime = diag_tick>
Error Missing [
File cation\progressbar\progressdata\fn_progressBar.sqf [prg_fnc_progressBar], line 1
Error in expression <edTitle", ""], ["_condition", {true}], ]; _progress = 0; _startTime = diag_tick>
Error position: <]; _progress = 0; _startTime = diag_tick>
Error Missing [
Kann mir jemand helfen?
Und bevor jemand jetzt jammert das der Pfad falsch ist, das ist mir bewusst das der pfad ANDERS ist, das ist so gewolt und auch so schon abgeändert...
kurze frage, wenn ich das so in ein Skript einbaue, wartet der Rest des skriptes dann bis die Leiste fertig ist???
Ich weiß, ist ne dumme Frage, ich packe mal die Datei ein die ich damit bearbeiten würde
Ich habe die Toolbar in Zeile 244 eingefügt, die alte ist nur ausgegraut
/*
File: fn_craftAction.sqf
Author: EdgeKiller
Description:
Master handling for crafting an item.
Source: https://altisdev.com/topic/860/syst%C3%A8me-de-craft-par-edgekiller
------------------------
Overhauled by B4v4r!4n_Str!k3r ([email protected])
Licence: THE OVERHAULED LINES ARE THE MINDSET OF CATIONSTUDIO
AND ONLY AUTHORIZED PEOPLE/SERVERS ARE ALLOWED TO USE IT.
*/
private["_duration","_tN","_f","_textureName","_flag","_colorIndex","_c","_vehicle","_spawnPoint","_exit","_pos","_dialog","_item","_itemInfo","_oldItem","_newItem","_upp","_itemName","_ui","_progress","_pgText","_cP","_allMaterial","_matsNeed","_invSize","_handledItem","_itemFilter","_backpackOldItems","_weight","_weightUsedItems","_category"];
if (isNull player || !alive player || (player getVariable ["restrained",false]) || (player getVariable ["Escorting",false]) || life_istazed || life_action_inUse) exitWith {}; //If null / dead exit menu
if ((getNumber(missionConfigFile >> "Cation_Crafting" >> "version_4_4")) isEqualTo 1) then {
if ((player getVariable ["playerSurrender",false]) || life_isknocked) exitWith {};
};
disableSerialization;
_dialog = findDisplay 666;
_spawnPoint = _dialog getVariable ["spawn",""];
if ((lbCurSel 669) == -1) exitWith {hint format[(getText(missionConfigFile >> "Cation_Crafting" >> "SelectItemFirst"))];};
_item = lbData[669,(lbCurSel 669)];
_allMaterial = true;
_itemFilter = lbData[673,(lbCurSel 673)];
_matsNeed = 0;
_pos = getPos player;
_exit = false;
switch (_itemfilter) do {
case "backpack": {
_duration = (getNumber(missionConfigFile >> "Cation_Crafting" >> "duration_backpack"));
};
case "vest": {
_duration = (getNumber(missionConfigFile >> "Cation_Crafting" >> "duration_vest"));
};
case "uniform": {
_duration = (getNumber(missionConfigFile >> "Cation_Crafting" >> "duration_uniform"));
};
case "weapon": {
_duration = (getNumber(missionConfigFile >> "Cation_Crafting" >> "duration_weapon"));
};
case "mammoth": {
_duration = (getNumber(missionConfigFile >> "Cation_Crafting" >> "duration_mammothweapon"));
};
case "item": {
_duration = (getNumber(missionConfigFile >> "Cation_Crafting" >> "duration_item"));
};
case "uran": {
_duration = (getNumber(missionConfigFile >> "Cation_Crafting" >> "duration_uran"));
};
default {
_duration = (getNumber(missionConfigFile >> "Cation_Crafting" >> "duration"));
};
};
if (_duration <= 0 || _duration > 10) then {
_duration = 0.3;
};
if (player distance _pos > 10) exitWith {};
_category = (getArray(missionConfigFile >> "Cation_Crafting" >> "category"));
_config = [];
{
if (_itemFilter isEqualTo (_x select 0)) then {
for "_i" from 2 to (count _x) do {
_config pushBack (_x select _i);
};
};
} forEach _category;
life_action_inUse = true;//Lock out other actions during processing.
{
if (_item == _x select 0)then {
_matsNeed = _x select 2;
_tN = _x select 3;
_f = _x select 4;
_invSize = count _matsNeed;
for [{_i=0},{_i<_invSize-1},{_i=_i+2}] do {
_matsNum = _matsNeed select _i+1;
if ((missionNamespace getVariable [format["life_inv_%1",(getText(missionConfigFile >> "VirtualItems" >> (_matsNeed select _i) >> "variable"))],0]) < _matsNum) then {_allMaterial = false;};
};
};
} foreach (_config);
_newItem = _item;
if (!_allMaterial) exitWith {hint format[(getText(missionConfigFile >> "Cation_Crafting" >> "NoMaterial"))]; life_action_inUse = false;};
//Some checks
if ((count _matsNeed) == 0) exitWith {life_action_inUse = false;};
switch (_itemFilter) do {
case "backpack": {
if (!(player canAdd _newItem)) then {
if (!(backpack player isEqualTo "")) exitWith {
hint format[(getText(missionConfigFile >> "Cation_Crafting" >> "NotificationBackpack"))];
_exit = true;
};
};
};
case "vest": {
if (!(player canAdd _newItem)) then {
if (!(vest player isEqualTo "")) exitWith {
hint format[(getText(missionConfigFile >> "Cation_Crafting" >> "NotificationVest"))];
_exit = true;
};
};
};
case "uniform": {
if (!(player canAdd _newItem)) then {
if (!(uniform player isEqualTo "")) exitWith {
hint format[(getText(missionConfigFile >> "Cation_Crafting" >> "NotificationUnifrom"))];
_exit = true;
};
};
};
case "weapon": {
switch (getNumber(configFile >> "CfgWeapons" >> _newItem >> "type")) do {
case 1: {
if (!(primaryWeapon player isEqualTo "")) then {
if (!(player canAdd _newItem)) then {
_exit = true;
hint format[(getText(missionConfigFile >> "Cation_Crafting" >> "NoRoom"))];
};
};
};
case 2: {
if (!(handGunWeapon player isEqualTo "")) then {
if (!(player canAdd _newItem)) then {
_exit = true;
hint format[(getText(missionConfigFile >> "Cation_Crafting" >> "NoRoom"))];
};
};
};
case 4: {
if (!(secondaryWeapon player isEqualTo "")) then {
if (!(player canAdd _newItem)) then {
_exit = true;
hint format[(getText(missionConfigFile >> "Cation_Crafting" >> "NoRoom"))];
};
};
};
};
};
case "mammoth": {
switch (getNumber(configFile >> "CfgWeapons" >> _newItem >> "type")) do {
case 1: {
if (!(primaryWeapon player isEqualTo "")) then {
if (!(player canAdd _newItem)) then {
_exit = true;
hint format[(getText(missionConfigFile >> "Cation_Crafting" >> "NoRoom"))];
};
};
};
case 2: {
if (!(handGunWeapon player isEqualTo "")) then {
if (!(player canAdd _newItem)) then {
_exit = true;
hint format[(getText(missionConfigFile >> "Cation_Crafting" >> "NoRoom"))];
};
};
};
case 4: {
if (!(secondaryWeapon player isEqualTo "")) then {
if (!(player canAdd _newItem)) then {
_exit = true;
hint format[(getText(missionConfigFile >> "Cation_Crafting" >> "NoRoom"))];
};
};
};
};
};
case "item": {
_weight = [_item] call life_fnc_itemWeight;
_weightUsedItems = 0;
for [{_i=0},{_i<(count _matsNeed)-1},{_i=_i+2}] do {
_matsNum = _matsNeed select _i+1;
_weightUsedItems = _weightUsedItems + (([(_matsNeed select _i)] call life_fnc_itemWeight) * _matsNum);
};
if ((life_carryWeight - _weightUsedItems + _weight) > life_maxWeight) exitWith {
hint localize "STR_NOTF_NoRoom";
_exit = true;
};
};
case "uran": {
_weight = [_item] call life_fnc_itemWeight;
_weightUsedItems = 0;
for [{_i=0},{_i<(count _matsNeed)-1},{_i=_i+2}] do {
_matsNum = _matsNeed select _i+1;
_weightUsedItems = _weightUsedItems + (([(_matsNeed select _i)] call life_fnc_itemWeight) * _matsNum);
};
if ((life_carryWeight - _weightUsedItems + _weight) > life_maxWeight) exitWith {
hint localize "STR_NOTF_NoRoom";
_exit = true;
};
};
default {
if (!(player canAdd _newItem)) exitWith {
hint format[(getText(missionConfigFile >> "Cation_Crafting" >> "NoRoom"))];
_exit = true;
};
};
};
if (_exit) exitWith {
life_action_inUse = false;
};
_oldItem = _matsNeed;
switch (_itemFilter) do {
case "item":
{
_itemName = localize getText(missionConfigFile >> "VirtualItems" >> _newItem >> "displayName");
};
case "uran":
{
_itemName = localize getText(missionConfigFile >> "VirtualItems" >> _newItem >> "displayName");
};
default {
_itemInfo = [_newItem] call life_fnc_fetchCfgDetails;
_itemName = _itemInfo select 1;
};
};
/*if (_itemFilter == "item") then {
_itemName = localize getText(missionConfigFile >> "VirtualItems" >> _newItem >> "displayName");
} else {
_itemInfo = [_newItem] call life_fnc_fetchCfgDetails;
_itemName = _itemInfo select 1;
};*/
life_is_processing = true;
_upp = format["%1 %2 - %3",(getText(missionConfigFile >> "Cation_Crafting" >> "Craft")),_itemName,_tN];
closeDialog 0;
//Setup our progress bar.
/*
disableSerialization;
5 cutRsc ["life_progress","PLAIN"];
_ui = uiNameSpace getVariable "life_progress";
_progress = _ui displayCtrl 38201;
_pgText = _ui displayCtrl 38202;
_pgText ctrlSetText format["%2 (1%1)...","%",_upp];
_progress progressSetPosition 0.01;
_cP = 0.01;
*/
_removeItemSuccess = true;
_invSize = count _oldItem;
for [{_i=0},{_i<_invSize-1},{_i=_i+2}] do {
_handledItem = (_oldItem select _i);
if (!([false,_handledItem,_oldItem select _i+1] call life_fnc_handleInv)) exitWith {_removeItemSuccess = false;};
};
if (!_removeItemSuccess) exitWith {5 cutText ["","PLAIN"]; life_is_processing = false; life_action_inUse = false;};
[5,[true,false], , , "Bin am Basteln",{(isNull player || !alive player || (player getVariable ["restrained",false]) || (player getVariable ["Escorting",false]) || life_istazed) || (player getVariable ["playerSurrender",false]) || life_isknocked}] spawn prg_fnc_progressBar;
/*for "_i" from 0 to 1 step 0 do {
sleep _duration;
_cP = _cP + 0.01;
_progress progressSetPosition _cP;
_pgText ctrlSetText format["%3 (%1%2)...",round(_cP * 100),"%",_upp];
if(_cP >= 1) exitWith {};
if (isNull player || !alive player || (player getVariable ["restrained",false]) || (player getVariable ["Escorting",false]) || life_istazed) exitWith {}; //If null / dead exit menu
if ((getNumber(missionConfigFile >> "Cation_Crafting" >> "version_4_4")) isEqualTo 1) then {
if ((player getVariable ["playerSurrender",false]) || life_isknocked) exitWith {};
};
if (player distance _pos > 10) exitWith {};
};
*/
if (player distance _pos > 10) exitWith {
hint format[(getText(missionConfigFile >> "Cation_Crafting" >> "Process_Stay"))]; 5 cutText ["","PLAIN"]; life_is_processing = false; life_action_inUse = false;
for [{_i=0},{_i<_invSize-1},{_i=_i+2}] do {
_handledItem = (_oldItem select _i);
[true,_handledItem,_oldItem select _i+1] call life_fnc_handleInv;
};
life_is_processing = false;
life_action_inUse = false;
};
if (isNull player || !alive player || (player getVariable ["restrained",false]) || (player getVariable ["Escorting",false]) || life_istazed) exitWith {
for [{_i=0},{_i<_invSize-1},{_i=_i+2}] do {
_handledItem = (_oldItem select _i);
[true,_handledItem,_oldItem select _i+1] call life_fnc_handleInv;
};
life_is_processing = false;
life_action_inUse = false;
}; //If null / dead exit menu
if ((getNumber(missionConfigFile >> "Cation_Crafting" >> "version_4_4")) isEqualTo 1) then {
if ((player getVariable ["playerSurrender",false]) || life_isknocked) exitWith {
for [{_i=0},{_i<_invSize-1},{_i=_i+2}] do {
_handledItem = (_oldItem select _i);
[true,_handledItem,_oldItem select _i+1] call life_fnc_handleInv;
};
life_is_processing = false;
life_action_inUse = false;
};
};
_exit = false;
switch (_itemFilter) do {
case "backpack": {
if (player canAdd _newItem) then {
player addItem _newItem;
} else {
if (backpack player isEqualTo "") then {
player addBackpack _newItem;
} else {
hint format[(getText(missionConfigFile >> "Cation_Crafting" >> "NotificationBackpack"))];
_exit = true;
};
};
};
case "vest": {
if (player canAdd _newItem) then {
player addItem _newItem;
} else {
if (vest player isEqualTo "") then {
player addVest _newItem;
} else {
hint format[(getText(missionConfigFile >> "Cation_Crafting" >> "NotificationVest"))];
_exit = true;
};
};
};
case "uniform": {
if (player canAdd _newItem) then {
player addItem _newItem;
} else {
if (uniform player isEqualTo "") then {
player addUniform _newItem;
} else {
hint format[(getText(missionConfigFile >> "Cation_Crafting" >> "NotificationUnifrom"))];
_exit = true;
};
};
};
case "weapon": {
switch (getNumber(configFile >> "CfgWeapons" >> _newItem >> "type")) do {
case 1: {
if (primaryWeapon player isEqualTo "") then {
player addWeapon _newItem;
} else {
if (player canAdd _newItem) then {
player addItem _newItem;
} else {
_exit = true;
hint format[(getText(missionConfigFile >> "Cation_Crafting" >> "NoRoom"))];
};
};
};
case 2: {
if (handGunWeapon player isEqualTo "") then {
player addWeapon _newItem;
} else {
if (player canAdd _newItem) then {
player addItem _newItem;
} else {
_exit = true;
hint format[(getText(missionConfigFile >> "Cation_Crafting" >> "NoRoom"))];
};
};
};
case 4: {
if (secondaryWeapon player isEqualTo "") then {
player addWeapon _newItem;
} else {
if (player canAdd _newItem) then {
player addItem _newItem;
} else {
_exit = true;
hint format[(getText(missionConfigFile >> "Cation_Crafting" >> "NoRoom"))];
};
};
};
};
};
case "mammoth": {
switch (getNumber(configFile >> "CfgWeapons" >> _newItem >> "type")) do {
case 1: {
if (primaryWeapon player isEqualTo "") then {
player addWeapon _newItem;
} else {
if (player canAdd _newItem) then {
player addItem _newItem;
} else {
_exit = true;
hint format[(getText(missionConfigFile >> "Cation_Crafting" >> "NoRoom"))];
};
};
};
case 2: {
if (handGunWeapon player isEqualTo "") then {
player addWeapon _newItem;
} else {
if (player canAdd _newItem) then {
player addItem _newItem;
} else {
_exit = true;
hint format[(getText(missionConfigFile >> "Cation_Crafting" >> "NoRoom"))];
};
};
};
case 4: {
if (secondaryWeapon player isEqualTo "") then {
player addWeapon _newItem;
} else {
if (player canAdd _newItem) then {
player addItem _newItem;
} else {
_exit = true;
hint format[(getText(missionConfigFile >> "Cation_Crafting" >> "NoRoom"))];
};
};
};
};
};
case "item": {
_handledItem = _newItem;
if (!([true,_handledItem,1] call life_fnc_handleInv)) then { _exit = true; };
};
case "uran": {
_handledItem = _newItem;
if (!([true,_handledItem,1] call life_fnc_handleInv)) then { _exit = true; };
};
default {
if (player canAdd _newItem) then {
player addItem _newItem;
} else {
hint format[(getText(missionConfigFile >> "Cation_Crafting" >> "NoRoom"))];
_exit = true;
};
};
};
if (_exit) exitWith {
for [{_i=0},{_i<_invSize-1},{_i=_i+2}] do {
_handledItem = (_oldItem select _i);
[true,_handledItem,_oldItem select _i+1] call life_fnc_handleInv;
};
5 cutText ["","PLAIN"];
[0] call SOCK_fnc_updatePartial;
life_is_processing = false;
life_action_inUse = false;
};
5 cutText ["","PLAIN"];
titleText[format["%1 %2",(getText(missionConfigFile >> "Cation_Crafting" >> "Process")),_itemName],"PLAIN"];
["crafting"] spawn mav_ttm_fnc_addExp;
[0] call SOCK_fnc_updatePartial;
life_is_processing = false;
life_action_inUse = false;
Alles anzeigen
Hi cPsychopath,
ich habe das Skript auch bei mir drauf, und auch ich bekomme weder eine Fehlermeldung noch sonst irgendetwas, auch funktoiniert es bei mir nicht...
Ich konnte den Fehler noch nicht finden, laut einem Kollegen scheint hier irgendwo ein schreibfehler zu sein (aber er weiß auch nicht wo...).
Wenn ich etwas finde gebe ich hier bescheid.
Hi B4v4r!4n_Str!k3r,
ich habe leider das selbe Problem bei mir zu verzeichnen...
Jo, habe es jetzt gefunden, mit dem neuen Forum Skin sieht man die Links nicht mehr richtig...
Hi AustrianNoob,
ich glaube du hast die .rar Datei vergessen anzuhängen, wäre schick wenn du die noch mit anhängen könntest
Guten Morgen,
also bei mir scheint es nicht zu funktoinieren, ich nutze die 4.4r3
ich bekomme allerdings auch keine Fehlermeldung...
Hi, super danke, das hat alles geregelt jetzt funktoiniert alles
Optimößchen im Höschen, danke Danke
Wollte nur im vorraus nachfragen bevor mich das wieder vollgas festhält XD
Hallo mmiteinander,
ich habe mal einne Verständnis Frage zu dem Housing Skript:
Das Skript erkennt die Häuser durch die abfrage: isKindOf "House_F", es handelt sich hierbei ja um eine Abfrage aus einer Config Datei, leider kann ich aber nicht erkennen was alles in dieser config ist da ich die config nicht finden kann.
Kann mir jemand erklären wie bzw wo ich die config finden kann?
ich weiß zwar nicht genau warum, aber bei mir schaeint das nicht ganz zu funktoinieren, es wird nicht aufgerufen und ich bekomme auch keine Fehlermeldung dazu...
Ich bekomme anscheinend auch keinen schaden dazu, daher nehme ich halt stark an das da was nicht richtig abläuft^^
Wurd das Skript schon auf der 4.4r3 getestet???
Hi, ich bekomme die AddAction garnicht erst auf den Container, ich plaziere den Serverseitig per Skript bevor das Housing Skript inizialisiert.
Folgenden Code benutze ich:
_CopBox9 = createVehicle ["Land_Cargo_House_V1_F" ,[0,0,0], [], 0, "NONE"];
_CopBox9 setDir 316.075;
_CopBox9 setPosATL [3172.09,12909.4,-2.38419e-007];
_CopBox9 setVectorUp [0,0,1];
_CopBox9 allowdamage false;
_CopBox9 enableSimulation true;
_CopBox9 setVariable["locked",true,true];
_CopBox9 setVariable["bis_disabled_door_1",1,true];
_CopBox9 addAction[localize"STR_Cell_Open",booth_fnc_lockContainerAction,"unlock",0,false,false,"",'(_target getVariable["locked",true]) && playerside == west && player distance _target < 7'];
_CopBox9 addAction[localize"STR_Cell_Close",booth_fnc_lockContainerAction,"lock",0,false,false,"",'(!(_target getVariable["locked",true])) && playerside == west && player distance _target < 7'];
_CopBox9 setPosATL [getPosATL this select 0, getPosATL this select 1, -0.3];
Alles anzeigen
Ich habe die 2 Datein in einen eigenen Ordner mit der bezeiichnung booth gesetzt (der Ordnung halber)
er schreibt mir das die schleife falsch ist, daher bin ich etwas verwirrt.
call geht nicht, da in dem Skript ein sleep drinnen ist.
uisleep habe ich um erlich zu sein noch nicht verwendet, wo ist der unterschied zu sleep???
Hallo miteinander,
ich habe ein kleines Problem, unzwar möchte ich eine schleife machen die nur so lange aktiv ist wie der Spieler am leben ist und alle 5 Minuten etwas ausführt,
ich habe das in der init.sqf im core verzeichnis wie folgt angelegt aber es schmeißt mir hier immer wieder Fehler aus:
kann ich das so machen bzw wo ist hier der fehler?
Hi, hat sich erledigt, ich war nur zu doof zum lesen XD
Hi, ich habe mir das Tool gerade gekauft, allerdings kann ich es nicht installieren, ich bestätige meine E-Mail Adresse, bestätige und dann gehtnichts mehr weiter...