Wann wolltest du diese hochladen ?
Beiträge von John_Parker
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ist dein Problem mit den Lichtern noch aktuell?
Ich teste es gleich, hatte nur ein problem mit meiner mission.sqm und jetzt sollte es gleich wieder gehen und dann kann ich dir mitteilen ob das mit den lichtern und dem Shop so funktioniert hat wie "Saturin78" mir da geschrieben hatte.
MfG
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und wie kontrolliere ich das am schnellsten ?
Weil der "car1_1" ist nicht doppelt
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Ok ich hab das jetzt mal auf "med_air_hs" geändert. Mal sehen ob das dann auch funktioniert.
Erstmals danke für deine hilfe werden es jetzt dann direkt mal testen. -
Code
this enableSimulation false; this allowDamage false; this addAction["Fahrzeugladen",life_fnc_vehicleShopMenu,["med_shop",independent,"med_car_1","med","Kavala Hosptial"]]; this addAction["Lorenzo's Luftfahrt",life_fnc_vehicleShopMenu,["med_air",independent,"medic_spawn_1","med","Kavala Hosptial"]]; this addAction["Garage", { [[getPlayerUID player,playerSide,"Car",player],"TON_fnc_getVehicles",false,false] call life_fnc_MP; createDialog "Life_impound_menu"; disableSerialization; ctrlSetText[2802,"Lade Fahrzeuge..."]; life_garage_sp = "med_car_1"; life_garage_type = "Car"; },"",0,false,false,"",'playerSide == independent ']; this addAction["Helicopter Garage", { [[getPlayerUID player,playerSide,"Air",player],"TON_fnc_getVehicles",false,false] call life_fnc_MP; createDialog "Life_impound_menu"; disableSerialization; ctrlSetText[2802,"Lade Fahrzeuge..."]; life_garage_sp = "medic_spawn_1"; life_garage_type = "Air"; },"",0,false,false,"",'playerSide == independent ']; this addAction["Einparken",life_fnc_storeVehicle,"",0,false,false,"",'!life_garage_store']; -
Richtig eigentlich schon.
Aber es werden im Shop keine Helis angezeigt obwohl ich diese eingetragen habe sieht man ja. -
das ist die config_vehicles.hpp, denn das ist ein eigener Shop erstellt denke ich mal von Nox oder irgend jemand von Native-Network:
P.s musste es als dateianhang machen weil die datei zu groß ist für den code

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Ok dann versuche ich das mal mit deinem Code

Ich gebe dann gleich mal bescheid
@ kannst du mir zufällig auch bei dem Heli Shop prob von dem Medics weiterhelfen ?
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Benutzt du 3.1.4.8 Version oder 4.0 ?
Denn ich benutze die 4.0 Version
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Alles anzeigen
Hi, der Abschnitt in deiner keyhandler für das L (Blaulicht) sieht seltsam aus. Sieht nach einem Script aus das hier mal war mit sonder Blaulicht.
Normal sollte das so aussehen.
Spoiler anzeigen
//(Shift + L) Blaulicht normal
case 38: {
//If cop run checks for turning lights on.
if(_shift && playerSide in [west,independent]) then {
if(vehicle player != player && (typeOf vehicle player) in [
"C_Hatchback_01_F",
"C_Heli_light_01_vrana_F",
"C_Hatchback_01_sport_F",
"B_Heli_Light_01_F",
"B_Heli_Transport_01_F",
"I_Heli_light_03_unarmed_F",
"I_MRAP_03_F",
"B_MRAP_01_hmg_F",
"C_Van_01_box_F",
"C_Offroad_01_F",
"B_MRAP_01_F",
"C_SUV_01_F",
"I_Truck_02_box_F",
"B_Truck_01_transport_F"
]) then {
if(!isNil {vehicle player GVAR "lights"}) then {
if(playerSide == west) then {
[vehicle player] call life_fnc_sirenLights;
} else {
[vehicle player] call life_fnc_medicSirenLights;
};
_handled = true;
};
};
};if(!_alt && !_ctrlKey) then { [] call life_fnc_radar; };
};Ersetz den Teil mal und teste es bitte.
MfG
Satuirn78
PS. das emergencyLights ist von dem anderen Script mit dem schönen Blaulicht für Offroader. Das gehört zu dem Script:
[Ein Tutorial] Das sagenumwobene Blaulichtscript von der die Rede war...Hallo,
danke erstmals für deinen beitrag.
Ich Besitze die anderen Blaulichter in meiner Mission. Also das mit dem Offroader
Deswegen sieht warscheinlich auch meine Keyhandler anders aus, wobei wie gesagt ich benutze die Native-Network Missionsfile. -
fn_medicSirenLights.sqf:
Code
Alles anzeigen/* File: fn_sirenLights.sqf Author: Bryan "Tonic" Boardwine Description: Lets play a game! Can you guess what it does? I have faith in you, if you can't then you have failed me and therefor I lose all faith in humanity.. No pressure. */ private["_vehicle"]; _vehicle = [_this,0,ObjNull,[ObjNull]] call BIS_fnc_param; if(isNull _vehicle) exitWith {}; //Bad entry! if(!(typeOf _vehicle in ["C_Offroad_01_F","B_MRAP_01_F","C_SUV_01_F","I_Heli_light_03_F","B_Heli_Light_01_F","C_Hatchback_01_sport_F","I_MRAP_03_F","O_MRAP_02_F","O_MRAP_02_hmg_F","B_MRAP_01_hmg_F","I_MRAP_03_hmg_F","C_Van_01_box_F"])) exitWith {}; //Last chance check to prevent something from defying humanity and creating a monster. _trueorfalse = _vehicle getVariable["lights",FALSE]; if(_trueorfalse) then { _vehicle setVariable["lights",FALSE,TRUE]; } else { _vehicle setVariable["lights",TRUE,TRUE]; [[_vehicle,0.22],"life_fnc_medicLights",true,false] call life_fnc_MP; };fn_keyhandler.sqf:
Code
Alles anzeigen#include <macro.h> /* File: fn_keyHandler.sqf Author: Bryan "Tonic" Boardwine Description: Main key handler for event 'keyDown' */ private ["_handled","_shift","_alt","_code","_ctrl","_alt","_ctrlKey","_veh","_locked","_interactionKey","_mapKey","_interruptionKeys"]; _ctrl = SEL(_this,0); _code = SEL(_this,1); _shift = SEL(_this,2); _ctrlKey = SEL(_this,3); _alt = SEL(_this,4); _speed = speed cursorTarget; _handled = false; _interactionKey = if((EQUAL(count (actionKeys "User10"),0))) then {219} else {(actionKeys "User10") select 0}; _mapKey = SEL(actionKeys "ShowMap",0); //hint str _code; _interruptionKeys = [17,30,31,32]; //A,S,W,D //Vault handling... if((_code in (actionKeys "GetOver") || _code in (actionKeys "salute")) && {(player GVAR ["restrained",false])}) exitWith { true; }; if(life_action_inUse) exitWith { if(!life_interrupted && _code in _interruptionKeys) then {life_interrupted = true;}; _handled; }; //Hotfix for Interaction key not being able to be bound on some operation systems. if(!(EQUAL(count (actionKeys "User10"),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; }; switch (_code) do { //Space key for Jumping case 57: { if(isNil "jumpActionTime") then {jumpActionTime = 0;}; if(_shift && {!(EQUAL(animationState player,"AovrPercMrunSrasWrflDf"))} && {isTouchingGround player} && {EQUAL(stance player,"STAND")} && {speed player > 2} && {!life_is_arrested} && {SEL((velocity player),2) < 2.5} && {time - jumpActionTime > 1.5}) then { jumpActionTime = time; //Update the time. [player,true] spawn life_fnc_jumpFnc; //Local execution [[player,false],"life_fnc_jumpFnc",nil,FALSE] call life_fnc_MP; //Global execution _handled = true; }; }; //Map Key case _mapKey: { switch (playerSide) do { case west: {if(!visibleMap) then {[] spawn life_fnc_copMarkers;}}; case independent: {if(!visibleMap) then {[] spawn life_fnc_medicMarkers;}}; case civilian: {if(!visibleMap) then {[] spawn life_fnc_civMarker;}}; }; }; //Holster / recall weapon. case 35: { if(_shift && !_ctrlKey && !(EQUAL(currentWeapon player,""))) then { life_curWep_h = currentWeapon player; player action ["SwitchWeapon", player, player, 100]; player switchCamera cameraView; }; if(!_shift && _ctrlKey && !isNil "life_curWep_h" && {!(EQUAL(life_curWep_h,""))}) then { if(life_curWep_h in [RIFLE,LAUNCHER,PISTOL]) then { player selectWeapon life_curWep_h; }; }; }; //Interaction key (default is Left Windows, can be mapped via Controls -> Custom -> User Action 10) case _interactionKey: { if(!life_action_inUse) then { [] spawn { private "_handle"; _handle = [] spawn life_fnc_actionKeyHandler; waitUntil {scriptDone _handle}; life_action_inUse = false; }; }; }; //F1 = Faded Sound case 59: { [] call life_fnc_fadeSound; _handled = true; }; //Restraining or robbing (Shift + R) case 19: { if(_shift) then {_handled = true;}; if(_shift && playerSide == west && !isNull cursorTarget && cursorTarget isKindOf "Man" && (isPlayer cursorTarget) && (side cursorTarget == civilian) && alive cursorTarget && cursorTarget distance player < 3.5 && !(cursorTarget GVAR "Escorting") && !(cursorTarget GVAR "restrained") && speed cursorTarget < 1) then { [] call life_fnc_restrainAction; }; //Robbing if(_shift && playerSide == civilian && !isNull cursorTarget && cursorTarget isKindOf "Man" && isPlayer cursorTarget && alive cursorTarget && cursorTarget distance player < 4 && speed cursorTarget < 1) then { if((animationState cursorTarget) != "Incapacitated" && (currentWeapon player == RIFLE OR currentWeapon player == PISTOL) && currentWeapon player != "" && !life_knockout && !(player GVAR["restrained",false]) && !life_istazed && !(player GVAR["surrender",false])) then { [cursorTarget] spawn life_fnc_knockoutAction; }; _handled = true; }; }; //Shift + G (surrender) case 34: { if(_shift) then {_handled = true;}; if (_shift) then { if (vehicle player == player && !(player GVAR ["restrained", false]) && (animationState player) != "Incapacitated" && !life_istazed) then { if (player GVAR ["surrender", false]) then { player SVAR ["surrender", false, true]; } else { [] spawn life_fnc_surrender; }; }; }; }; //Num1 case 79: { if(_shift) then {_handled = true;}; if ((_shift) && (vehicle player == player)) then { cutText [format["Taekwondo"], "PLAIN DOWN"]; player playMove "AmovPercMstpSnonWnonDnon_exerciseKata"; }; }; //Num2 case 80: { if(_shift) then {_handled = true;}; if ((_shift) && (vehicle player == player)) then { cutText [format["Kniebeuge"], "PLAIN DOWN"]; player playMove "AmovPercMstpSnonWnonDnon_exercisekneeBendA"; }; }; //Num3 case 81: { if(_shift) then {_handled = true;}; if ((_shift) && (vehicle player == player)) then { cutText [format["Hastige Kniebeuge"], "PLAIN DOWN"]; player playMove "AmovPercMstpSnonWnonDnon_exercisekneeBendB"; }; }; //Num4 case 75: { if(_shift) then {_handled = true;}; if ((_shift) && (vehicle player == player)) then { cutText [format["Liegestütze"], "PLAIN DOWN"]; player playMove "AmovPercMstpSnonWnonDnon_exercisePushup"; }; }; case 76: { if(_shift) then {_handled = true;}; if((_shift) && (vehicle player == player)) then { [] spawn { player playMove "Acts_AidlPercMstpSlowWrflDnon_pissing"; [player,"piss"] call life_fnc_globalSound; sleep 8; _pipi = "Oil_Spill_F" createVehicle (getPos player); _pipi setPos (getPos player); sleep 120; deleteVehicle _pipi; }; }; }; //T Key (Trunk) case 20: { if(!_alt && !_ctrlKey && !life_is_processing) then { if(vehicle player != player && alive vehicle player) then { if((vehicle player) in life_vehicles) then { [vehicle player] call life_fnc_openInventory; }; } else { private "_list"; _list = ["landVehicle","Air","Ship","House_F"]; if(KINDOF_ARRAY(cursorTarget,_list) && {player distance cursorTarget < 7} && {vehicle player == player} && {alive cursorTarget}) then { if(cursorTarget in life_vehicles OR {!(cursorTarget GVAR ["locked",true])}) then { [cursorTarget] call life_fnc_openInventory; }; }; }; }; }; case 18: { if(_shift && playerSide == west && !(life_siren4_active) && vehicle player != player && ((driver vehicle player) == player)) then { _veh = vehicle player; [[_veh,"takedown_weapon"],"life_fnc_globalSound",true,false] spawn life_fnc_MP; [] spawn { life_siren4_active = true; sleep 4.2; life_siren4_active = false; }; _handled = true; }; }; case 46: { if(_shift && playerSide == west && !(life_siren5_active) && vehicle player != player && ((driver vehicle player) == player)) then { _veh = vehicle player; [[_veh,"follow"],"life_fnc_globalSound",true,false] spawn life_fnc_MP; [] spawn { life_siren5_active = true; sleep 4.5; life_siren5_active = false; }; _handled = true; }; }; case 16: { if(_shift && playerSide == west && !(life_siren2_active) && vehicle player != player && ((driver vehicle player) == player)) then { _veh = vehicle player; [[_veh,"stop_car"],"life_fnc_globalSound",true,false] spawn life_fnc_MP; [] spawn { life_siren2_active = true; sleep 3.5; life_siren2_active = false; }; _handled = true; }; }; case 24: { if (!_shift && !_alt && !_ctrlKey && (playerSide == west) && (vehicle player != player)) then { [] call life_fnc_copOpener; }; }; //NEW ONE //L Key? case 38: { //If cop run checks for turning lights on. if(!isNil {vehicle player getVariable "lights"} && vehicle player != player && _shift) then { if (!(vehicle player getVariable "lights")) then { [vehicle player, player] spawn life_fnc_emergencyLights; } else { vehicle player setVariable ["lights", false, true]; }; }; if(!_alt && !_ctrlKey) then { [] call life_fnc_radar; }; }; case 41: { if (!_alt && !_ctrlKey && playerSide == west) then { [] call life_fnc_radar; }; }; //Y Player Menu case 21: { if(!_alt && !_ctrlKey && !dialog && !life_is_processing) then { [] call life_fnc_p_openMenu; }; }; case 33: //F Key = Sirens { if (!_shift && !_alt && !_ctrlKey) then //F Key = EMS/Cops Sirens { _veh = vehicle player; if(playerSide in [west,independent] && _veh != player && !life_siren_active && ((driver _veh) == player)) then { [] spawn { life_siren_active = true; uiSleep 0.5; life_siren_active = false; }; if(isNil {_veh getVariable "siren"}) then {_veh setVariable["siren",false,true];}; if((_veh getVariable "siren")) then { titleText [localize "STR_MISC_SirensOFF","PLAIN"]; _veh setVariable["siren",false,true]; } else { titleText [localize "STR_MISC_SirensON","PLAIN"]; _veh setVariable["siren",true,true]; if(playerSide == west) then { [[_veh],"life_fnc_copSiren",nil,true] spawn life_fnc_MP; } else { [[_veh],"life_fnc_medicSiren2",nil,true] spawn life_fnc_MP; }; }; }; }; if(_shift && playerSide == west && !(life_yelp_active) && vehicle player != player && ((driver vehicle player) == player)) then { _veh = vehicle player; [[_veh,"Yelp"],"life_fnc_globalSound",true,false] spawn life_fnc_MP; [] spawn { life_Yelp_active = true; sleep 3.5; life_Yelp_active = false; }; _handled = true; }; //medyelp new if(_shift && playerSide == independent && !(life_medyelp_active) && vehicle player != player && ((driver vehicle player) == player)) then { _veh = vehicle player; [[_veh,"medyelp"],"life_fnc_globalSound",true,false] spawn life_fnc_MP; [] spawn { life_medyelpelp_active = true; sleep 3.5; life_medyelp_active = false; }; _handled = true; }; }; /* //Medic siren Shift+F (yelp) if(_shift) then { if(playerSide == independent && vehicle player != player && !life_siren4_active && ((driver vehicle player) == player)) then { [] spawn { life_siren4_active = true; sleep 1.2; life_siren4_active = false; }; _veh = vehicle player; if(isNil {_veh getVariable "siren4"}) then {_veh setVariable["siren4",false,true];}; if((_veh getVariable "siren4")) then { titleText ["Signal aus","PLAIN"]; _veh setVariable["siren4",false,true]; } else { titleText ["Signal an","PLAIN"]; _veh setVariable["siren4",true,true]; [[_veh],"life_fnc_medicSiren",nil,true] spawn life_fnc_MP; }; }; }; }; */ //U Key case 22: { if(!_alt && !_ctrlKey) then { if(vehicle player == player) then { _veh = cursorTarget; } else { _veh = vehicle player; }; if(_veh isKindOf "House_F" && playerSide == civilian) then { if(_veh in life_vehicles && player distance _veh < 8) then { _door = [_veh] call life_fnc_nearestDoor; if(EQUAL(_door,0)) exitWith {hint "Du bist nicht in der Nähe einer Tür!"}; _locked = _veh GVAR [format["bis_disabled_Door_%1",_door],0]; if (EQUAL(_locked,0)) then { _veh SVAR[format["bis_disabled_Door_%1",_door],1,true]; _veh animate [format["door_%1_rot",_door],0]; hint composeText [ image "icons\lock.paa", " Tür abgeschlossen" ]; } else { _veh SVAR[format["bis_disabled_Door_%1",_door],0,true]; _veh animate [format["door_%1_rot",_door],1]; hint composeText [ image "icons\unlock.paa", " Tür aufgeschlossen" ]; }; }; } else { _locked = locked _veh; if(_veh in life_vehicles && player distance _veh < 8) then { if(_locked == 2) then { if(local _veh) then { _veh lock 0; _veh animateDoor ["door_back_R",1]; _veh animateDoor ["door_back_L",1]; _veh animateDoor ['door_R',1]; _veh animateDoor ['door_L',1]; _veh animateDoor ['Door_rear',1]; _veh animateDoor ['Door_LM',1]; _veh animateDoor ['Door_RM',1]; _veh animateDoor ['Door_LF',1]; _veh animateDoor ['Door_RF',1]; _veh animateDoor ['Door_LB',1]; _veh animateDoor ['Door_RB',1]; } else { [[_veh,0], "life_fnc_lockVehicle",_veh,false] spawn life_fnc_MP; _veh animateDoor ["door_back_R",1]; _veh animateDoor ["door_back_L",1]; _veh animateDoor ['door_R',1]; _veh animateDoor ['door_L',1]; _veh animateDoor ['Door_rear',1]; _veh animateDoor ['Door_LM',1]; _veh animateDoor ['Door_RM',1]; _veh animateDoor ['Door_LF',1]; _veh animateDoor ['Door_RF',1]; _veh animateDoor ['Door_LB',1]; _veh animateDoor ['Door_RB',1]; }; hint composeText [ image "icons\unlock.paa", " Fahrzeug aufgeschlossen" ]; player say3D "unlock"; } else { if(local _veh) then { _veh lock 2; _veh animateDoor ["door_back_R",0]; _veh animateDoor ["door_back_L",0]; _veh animateDoor ['door_R',0]; _veh animateDoor ['door_L',0]; _veh animateDoor ['Door_rear',0]; _veh animateDoor ['Door_LM',0]; _veh animateDoor ['Door_RM',0]; _veh animateDoor ['Door_LF',0]; _veh animateDoor ['Door_RF',0]; _veh animateDoor ['Door_LB',0]; _veh animateDoor ['Door_RB',0]; } else { [[_veh,2], "life_fnc_lockVehicle",_veh,false] spawn life_fnc_MP; _veh animateDoor ["door_back_R",0]; _veh animateDoor ["door_back_L",0]; _veh animateDoor ['door_R',0]; _veh animateDoor ['door_L',0]; _veh animateDoor ['Door_rear',0]; _veh animateDoor ['Door_LM',0]; _veh animateDoor ['Door_RM',0]; _veh animateDoor ['Door_LF',0]; _veh animateDoor ['Door_RF',0]; _veh animateDoor ['Door_LB',0]; _veh animateDoor ['Door_RB',0]; }; hint composeText [ image "icons\lock.paa", " Fahrzeug abgeschlossen" ]; player say3D "car_lock"; }; }; }; }; }; }; _handled; -
fn_coplights.sqf:
Code
Alles anzeigen/* File: fn_medicLights.sqf Author: [GSN] Pager & [GSN] Paronity Website: GSNGaming.com Date Created: 2.24.2015 Date Modified: 2.25.2015 v1.2 */ private ["_veh","_lightRed","_lightWhite","_lightBlue","_lightsOn","_brightnessHigh","_brightnessLow","_attach","_leftLights","_rightLights","_type","_attenuation"]; _veh = (_this select 0); _type = typeOf _veh; _sun = (sunOrMoon < 1); if (isNil "_veh" || isNull _veh || !(_veh getVariable "lights")) exitWith {}; _lightRed = [255, 0, 0]; _lightWhite = [255, 255, 255]; _lightBlue = [0, 0, 255]; if (_sun) then { _brightnessLow = 0; _brightnessHigh = 10; _attenuation = [0.001, 3000, 0, 125000]; } else { _brightnessLow = 0; _brightnessHigh = 60; _attenuation = [0.001, 3000, 0, 400000]; }; _flashes = 2; _flashOn = 0.1; _flashOff = 0.001; _leftLights = []; _rightLights = []; _attach = { _isLight = _this select 0; _color = _this select 1; _position = _this select 2; _light = "#lightpoint" createVehicleLocal getPos _veh; _light setLightBrightness 0; _light setLightAmbient [0,0,0]; _light setLightAttenuation _attenuation; _light setLightIntensity 1000; _light setLightFlareSize 1; _light setLightFlareMaxDistance 150; _light setLightUseFlare true; _light setLightDayLight true; switch (_color) do { case "red": { _light setLightColor _lightRed; }; case "white": { _light setLightColor _lightWhite; }; case "blue": { _light setLightColor _lightBlue; }; }; if (_isLight) then { _leftLights pushBack [_light, _position]; } else { _rightLights pushBack [_light, _position]; }; _light lightAttachObject [_veh, _position]; }; switch (_type) do { case "C_Offroad_01_F": { [false, "red", [-0.44, 0, 0.525]] call _attach; [true, "blue", [0.345, 0, 0.525]] call _attach; [false, "red", [0.575, -2.95, -0.77]] call _attach; [true, "blue", [-0.645, -2.95, -0.77]] call _attach; [false, "white", [0.61, 2.2825, -0.355]] call _attach; [true, "white", [-0.695, 2.2825, -0.355]] call _attach; }; case "C_SUV_01_F": { [false, "red", [-0.39, 2.28, -0.52]] call _attach; [true, "blue", [0.38, 2.28, -0.52]] call _attach; [false, "red", [-0.86, -2.75, -0.18]] call _attach; [true, "blue", [0.86, -2.75, -0.18]] call _attach; [false, "white", [0.8, 1.95, -0.48]] call _attach; [true, "white", [-0.8, 1.95, -0.48]] call _attach; }; case "C_Hatchback_01_sport_F": { [false, "red", [-0.03, -0, 0.2]] call _attach; [true, "blue", [-0.03, -0, 0.2]] call _attach; [false, "red", [-0.8, -2.25, -0.3]] call _attach; [true, "blue", [0.78, -2.25, -0.3]] call _attach; [false, "white", [0.75, 1.615, -0.52]] call _attach; [true, "white", [-0.8, 1.615, -0.525]] call _attach; }; case "B_MRAP_01_F": { [false, "red", [-0.85, -0.9, 0.6]] call _attach; [true, "blue", [0.85, -0.9, 0.6]] call _attach; [true, "red", [-0.93, -2.8, 0.6]] call _attach; [false, "blue", [0.93, -2.8, 0.6]] call _attach; [true, "white", [-0.85, 1.475, -0.75]] call _attach; [false, "white", [0.85, 1.475, -0.75]] call _attach; }; case "I_MRAP_03_F": { [false, "red", [-0.37, 0.0, 0.50]] call _attach; [true, "blue", [-0.37, 0.0, 0.50]] call _attach; [true, "red", [0.37, 0.0, 0.50]] call _attach; [false, "blue", [0.37, 0.0, 0.50]] call _attach; }; }; _lightsOn = true; while {(alive _veh)} do { if (!(_veh getVariable "lights")) exitWith {}; if (_lightsOn) then { for [{_i=0}, {_i<_flashes}, {_i=_i+1}] do { { (_x select 0) setLightBrightness _brightnessHigh; } forEach _leftLights; uiSleep _flashOn; { (_x select 0) setLightBrightness _brightnessLow; } forEach _leftLights; uiSleep _flashOff; }; { (_x select 0) setLightBrightness 0; } forEach _leftLights; for [{_i=0}, {_i<_flashes}, {_i=_i+1}] do { { (_x select 0) setLightBrightness _brightnessHigh; } forEach _rightLights; uiSleep _flashOn; { (_x select 0) setLightBrightness _brightnessLow; } forEach _rightLights; uiSleep _flashOff; }; { (_x select 0) setLightBrightness 0; } forEach _rightLights; }; }; { deleteVehicle (_x select 0) } foreach _leftLights; { deleteVehicle (_x select 0) } foreach _rightLights; _leftLights = []; _rightLights = [];fn_sirenLights.sqf:
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Alles anzeigen/* File: fn_sirenLights.sqf Author: Bryan "Tonic" Boardwine Description: Lets play a game! Can you guess what it does? I have faith in you, if you can't then you have failed me and therefor I lose all faith in humanity.. No pressure. */ private["_vehicle"]; _vehicle = [_this,0,ObjNull,[ObjNull]] call BIS_fnc_param; if(isNull _vehicle) exitWith {}; //Bad entry! if(!(typeOf _vehicle in ["C_Offroad_01_F","B_MRAP_01_F","C_SUV_01_F","I_Heli_light_03_F","B_Heli_Light_01_F","C_Hatchback_01_sport_F","I_MRAP_03_F","O_MRAP_02_F","O_MRAP_02_hmg_F","B_MRAP_01_hmg_F","I_MRAP_03_hmg_F","C_Van_01_box_F"])) exitWith {}; //Last chance check to prevent something from defying humanity and creating a monster. _trueorfalse = _vehicle getVariable["lights",FALSE]; if(_trueorfalse) then { _vehicle setVariable["lights",FALSE,TRUE]; } else { _vehicle setVariable["lights",TRUE,TRUE]; [[_vehicle,0.22],"life_fnc_copLights",true,false] call life_fnc_MP; };fn_medicLights.sqf:
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Alles anzeigen/* File: fn_medicLights.sqf Author: [GSN] Pager & [GSN] Paronity Website: GSNGaming.com Date Created: 2.24.2015 Date Modified: 2.25.2015 v1.2 */ private ["_veh","_lightRed","_lightWhite","_lightYellow","_lightsOn","_brightnessHigh","_brightnessLow","_attach","_leftLights","_rightLights","_type","_attenuation"]; _veh = (_this select 0); _type = typeOf _veh; _sun = (sunOrMoon < 1); if (isNil "_veh" || isNull _veh || !(_veh getVariable "lights")) exitWith {}; _lightRed = [255, 0, 0]; _lightWhite = [255, 255, 255]; _lightYellow = [255, 255, 0]; if (_sun) then { _brightnessLow = 0; _brightnessHigh = 10; _attenuation = [0.001, 3000, 0, 125000]; } else { _brightnessLow = 0; _brightnessHigh = 60; _attenuation = [0.001, 3000, 0, 400000]; }; _flashes = 2; _flashOn = 0.1; _flashOff = 0.001; _leftLights = []; _rightLights = []; _attach = { _isLight = _this select 0; _color = _this select 1; _position = _this select 2; _light = "#lightpoint" createVehicleLocal getPos _veh; _light setLightBrightness 0; _light setLightAmbient [0,0,0]; _light setLightAttenuation _attenuation; _light setLightIntensity 1000; _light setLightFlareSize 1; _light setLightFlareMaxDistance 150; _light setLightUseFlare true; _light setLightDayLight true; switch (_color) do { case "red": { _light setLightColor _lightRed; }; case "white": { _light setLightColor _lightWhite; }; case "yellow": { _light setLightColor _lightYellow; }; }; if (_isLight) then { _leftLights pushBack [_light, _position]; } else { _rightLights pushBack [_light, _position]; }; _light lightAttachObject [_veh, _position]; }; switch (_type) do { case "C_Offroad_01_F": { [false, "red", [-0.44, 0, 0.525]] call _attach; [true, "yellow", [0.345, 0, 0.525]] call _attach; [false, "red", [0.575, -2.95, -0.77]] call _attach; [true, "yellow", [-0.645, -2.95, -0.77]] call _attach; [false, "white", [0.61, 2.2825, -0.355]] call _attach; [true, "white", [-0.695, 2.2825, -0.355]] call _attach; }; case "C_SUV_01_F": { [false, "red", [-0.39, 2.28, -0.52]] call _attach; [true, "yellow", [0.38, 2.28, -0.52]] call _attach; [false, "red", [-0.86, -2.75, -0.18]] call _attach; [true, "yellow", [0.86, -2.75, -0.18]] call _attach; [false, "white", [0.8, 1.95, -0.48]] call _attach; [true, "white", [-0.8, 1.95, -0.48]] call _attach; }; case "C_Hatchback_01_sport_F": { [false, "red", [-0.03, -0, 0.2]] call _attach; [true, "yellow", [-0.03, -0, 0.2]] call _attach; [false, "red", [-0.8, -2.25, -0.3]] call _attach; [true, "yellow", [0.78, -2.25, -0.3]] call _attach; [false, "white", [0.75, 1.615, -0.52]] call _attach; [true, "white", [-0.8, 1.615, -0.525]] call _attach; }; case "I_MRAP_03_F": { [false, "red", [-0.87, 2.2, -0.75]] call _attach; [true, "yellow", [0.87, 2.2, -0.75]] call _attach; [false, "red", [-0.725, -3.15, 0.025]] call _attach; [true, "yellow", [0.725, -3.25, 0.025]] call _attach; [false, "white", [1.05, 2.25, -0.3]] call _attach; [true, "white", [-1.05, 2.25, -0.3]] call _attach; }; case "C_Van_01_box_F": { [false, "red", [-0.87, 2.2, -0.75]] call _attach; [true, "yellow", [0.87, 2.2, -0.75]] call _attach; [false, "red", [-0.725, -3.15, 0.025]] call _attach; [true, "yellow", [0.725, -3.25, 0.025]] call _attach; [false, "white", [1.05, 2.25, -0.3]] call _attach; [true, "white", [-1.05, 2.25, -0.3]] call _attach; }; }; _lightsOn = true; while {(alive _veh)} do { if (!(_veh getVariable "lights")) exitWith {}; if (_lightsOn) then { for [{_i=0}, {_i<_flashes}, {_i=_i+1}] do { { (_x select 0) setLightBrightness _brightnessHigh; } forEach _leftLights; uiSleep _flashOn; { (_x select 0) setLightBrightness _brightnessLow; } forEach _leftLights; uiSleep _flashOff; }; { (_x select 0) setLightBrightness 0; } forEach _leftLights; for [{_i=0}, {_i<_flashes}, {_i=_i+1}] do { { (_x select 0) setLightBrightness _brightnessHigh; } forEach _rightLights; uiSleep _flashOn; { (_x select 0) setLightBrightness _brightnessLow; } forEach _rightLights; uiSleep _flashOff; }; { (_x select 0) setLightBrightness 0; } forEach _rightLights; }; }; { deleteVehicle (_x select 0) } foreach _leftLights; { deleteVehicle (_x select 0) } foreach _rightLights; _leftLights = []; _rightLights = []; -
Hat Funktioniert danke euch allen!
Kann geschlossen werden!
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wenn du nur einen kleinen Auszug aus der Datei anhängst, können wir nur raten ... und auf raten hat keiner bock
also entweder du postest deine kompletten Dateien die du geändert hast oder das Thema ist nur für Illuminatis geeignet.
Hehe

Coole Antwort muss ich schon sagen.Jop Code kommt sofort bitteschööön:
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Alles anzeigen#include "\life_server\script_macros.hpp" /* File: fn_spawnVehicle.sqf Author: Bryan "Tonic" Boardwine Description: Sends the query request to the database, if an array is returned then it creates the vehicle if it's not in use or dead. */ private["_vid","_sp","_pid","_query","_sql","_vehicle","_nearVehicles","_name","_side","_tickTime","_dir","_servIndex"]; _vid = [_this,0,-1,[0]] call BIS_fnc_param; _pid = [_this,1,"",[""]] call BIS_fnc_param; _sp = [_this,2,[],[[],""]] call BIS_fnc_param; _unit = [_this,3,ObjNull,[ObjNull]] call BIS_fnc_param; _price = [_this,4,0,[0]] call BIS_fnc_param; _dir = [_this,5,0,[0]] call BIS_fnc_param; _unit_return = _unit; _name = name _unit; _side = side _unit; _unit = owner _unit; if(EQUAL(_vid,-1) OR EQUAL(_pid,"")) exitWith {}; if(_vid in serv_sv_use) exitWith {}; serv_sv_use pushBack _vid; _servIndex = serv_sv_use find _vid; _query = format["vehicleInfo:%1:%2",_vid,_pid]; _tickTime = diag_tickTime; _queryResult = [_query,2] call DB_fnc_asyncCall; if((EQUAL(EXTDB_SETTINGS("MySQL_Query"),1))) then { ["diag_log",[ "------------- Vehicle Query Request -------------", format["QUERY: %1",_query], format["Time to complete: %1 (in seconds)",(diag_tickTime - _tickTime)], format["Result: %1",_queryResult], "-------------------------------------------------" ]] call TON_fnc_logIt; }; if(EQUAL(typeName _queryResult,typeName "")) exitWith {}; _vInfo = _queryResult; if(isNil "_vInfo") exitWith {serv_sv_use deleteAt _servIndex;}; if(EQUAL(count _vInfo,0)) exitWith {serv_sv_use deleteAt _servIndex;}; if(EQUAL(SEL(_vInfo,5),0)) exitWith { serv_sv_use deleteAt _servIndex; [[1,format[(localize "STR_Garage_SQLError_Destroyed"),_vInfo select 2]],"life_fnc_broadcast",_unit,false,true] call life_fnc_MP; }; if(EQUAL(SEL(_vInfo,6),1)) exitWith { serv_sv_use deleteAt _servIndex; [[1,format[(localize "STR_Garage_SQLError_Active"),_vInfo select 2]],"life_fnc_broadcast",_unit,false,true] call life_fnc_MP; }; if!(EQUAL(typeName _sp,typeName "")) then { _nearVehicles = nearestObjects[_sp,["Car","Air","Ship"],10]; } else { _nearVehicles = []; }; if(count _nearVehicles > 0) exitWith { serv_sv_use deleteAt _servIndex; [[_price,_unit_return],"life_fnc_garageRefund",_unit,false] call life_fnc_MP; [[1,(localize "STR_Garage_SpawnPointError")],"life_fnc_broadcast",_unit,false,true] call life_fnc_MP; }; _query = format["vehicleUpdateActive:1:%1:%2",_pid,_vid]; [_query,false] spawn DB_fnc_asyncCall; if(typeName _sp == "STRING") then { _vehicle = createVehicle[(_vInfo select 2),[0,0,999],[],0,"NONE"]; waitUntil {!isNil "_vehicle" && {!isNull _vehicle}}; _vehicle allowDamage false; _hs = nearestObjects[getMarkerPos _sp,["Land_Hospital_side2_F"],50] select 0; _vehicle setPosATL (_hs modelToWorld [-0.4,-4,12.65]); sleep 0.6; } else { _vehicle = createVehicle [(_vInfo select 2),_sp,[],0,"NONE"]; waitUntil {!isNil "_vehicle" && {!isNull _vehicle}}; _vehicle allowDamage false; _vehicle setPos _sp; _vehicle setVectorUp (surfaceNormal _sp); _vehicle setDir _dir; }; _vehicle allowDamage true; //Send keys over the network. [[_vehicle],"life_fnc_addVehicle2Chain",_unit,false] call life_fnc_MP; [_pid,_side,_vehicle,1] call TON_fnc_keyManagement; _vehicle lock 2; //Reskin the vehicle [[_vehicle,_vInfo select 8],"life_fnc_colorVehicle",nil,false] call life_fnc_MP; _vehicle setVariable["vehicle_info_owners",[[_pid,_name]],true]; _vehicle setVariable["dbInfo",[(_vInfo select 4),_vInfo select 7]]; //_vehicle addEventHandler["Killed","_this spawn TON_fnc_vehicleDead"]; //Obsolete function? [_vehicle] call life_fnc_clearVehicleAmmo; //Sets of animations if(EQUAL(SEL(_vInfo,1),"civ") && EQUAL(SEL(_vInfo,2),"B_Heli_Light_01_F") && !(EQUAL(SEL(_vInfo,8),13))) then { [[_vehicle,"civ_littlebird",true],"life_fnc_vehicleAnimate",_unit,false] call life_fnc_MP; }; if(EQUAL(SEL(_vInfo,1),"cop") && (SEL(_vInfo,2)) in ["C_Offroad_01_F","B_MRAP_01_F","C_SUV_01_F","C_Hatchback_01_sport_F"]) then { [[_vehicle,"cop_offroad",true],"life_fnc_vehicleAnimate",_unit,false] call life_fnc_MP; }; if(EQUAL(SEL(_vInfo,1),"med") && (SEL(_vInfo,2)) in ["C_Offroad_01_F","C_Van_01_box_F","C_SUV_01_F","C_Hatchback_01_sport_F","B_MRAP_01_F"]) then { [[_vehicle,"med_offroad",true],"life_fnc_vehicleAnimate",_unit,false] call life_fnc_MP; }; [[1,"Your vehicle is ready!"],"life_fnc_broadcast",_unit,false,true] call life_fnc_MP; serv_sv_use deleteAt _servIndex; -
wenn du Hilfe brauchst komm mal TS3 51.254.110.58
Jop werde ich machen, wie gesagt erstmals versuche ich das mit der Spielbaren Figur

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Setz doch mal eine spielbare Person im 2d Editor und dann versuchst du sie nochmal zu importieren.
Ok werde ich mal direkt Versuchen.
MfG
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Hallo liebe NN Community,
Ich habe folgendes Problem mit meinem Blaulichtern (Shift+L).
Wie z.B bei den Medics gehen die Blaulichter überhaupt nicht & bei den Cops nur bei paar Fahrzeugen.
@nox hatte mir zwar gesagt das der Fehler irgend wo in der Life_Server/Functions/Systems/fn_spawnVehicle.sqf liegt aber ich kann hier nichts finden.
Und bei dem Flugzeug Shop von den Medics werden bei mir auch keine Helikopter bzw überhaupt irgend welche flugzeuge/helikopter zum kaufen angezeigt, obwohl ich sie eingetragen habe.Könnte mir da jemand weiterhelfen ?
Hier der Code von der fn_spawnVehicle.sqf wo ich denke das der fehler liegt aber kann nichts finden bzw weiß nicht woran es liegen könnte:
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Alles anzeigen//Sets of animations if(EQUAL(SEL(_vInfo,1),"civ") && EQUAL(SEL(_vInfo,2),"B_Heli_Light_01_F") && !(EQUAL(SEL(_vInfo,8),13))) then { [[_vehicle,"civ_littlebird",true],"life_fnc_vehicleAnimate",_unit,false] call life_fnc_MP; }; if(EQUAL(SEL(_vInfo,1),"cop") && (SEL(_vInfo,2)) in ["C_Offroad_01_F","B_MRAP_01_F","C_SUV_01_F","C_Hatchback_01_sport_F"]) then { [[_vehicle,"cop_offroad",true],"life_fnc_vehicleAnimate",_unit,false] call life_fnc_MP; }; if(EQUAL(SEL(_vInfo,1),"med") && (SEL(_vInfo,2)) in ["C_Offroad_01_F","C_Van_01_box_F","C_SUV_01_F","C_Hatchback_01_sport_F","B_MRAP_01_F"]) then { [[_vehicle,"med_offroad",true],"life_fnc_vehicleAnimate",_unit,false] call life_fnc_MP; }; [[1,"Your vehicle is ready!"],"life_fnc_broadcast",_unit,false,true] call life_fnc_MP; serv_sv_use deleteAt _servIndex; -
Hallo,
@BloodLps da hast du recht.
@John_Parker Leider kann ich frühestens morgen.
Der Marker car1_1 besteht zwei mal. Einmal musst du ihn löschen.Wie soll ich den marker löschen, wenn ihr die Mission.sqm nicht laden kann im 3D Editor. Ich Benutze nicht den 2D Editor von Arma sondern den neuen will ich Benutzen
//edit:
Hab in der Mission.sqm nachgeschaut & car1_1 Marker ist nur einmal vorhanden bei mir und nicht zweimal. desweiteren wurde auf dieser Mission.sqm schon was gemappt. Deswegen verstehe ich nicht wieso ich diese mission.sqm mit dem 3D Editor von Arma3 nicht öffnen kann und mit dem 2D editor geht es irgend wie. Und ich will diese nicht mit dem 2D Editor bearbeiten sondern mit dem "NEUEM" 3D EDITOR!& wie gesagt das problem ist immer noch das selbe, wenn ich meine Mission Importiere hier mach ich euch mal par bilder damit ihr es genauer sehen könnt was ich meine:
Ich Öffne meine Mission:
Dann kommt diese meldung, dort klicke ich dann auf "OK & dann Importieren":
Dann Lädt er Kurz & Speichert direkt:
Aber wie man sieht nichts ist auf der Map zusehen obwohl eigentlich was drauf sein sollte wie Händler, andere Objekte etc...
Hoffe mir kann da jemand weiterhelfen.
MfG