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    1. Nodezone.net Community
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    3. John_Parker

    Beiträge von John_Parker

    • Strassensperre lässt sich nicht mehr entfernen!

      • John_Parker
      • 16. August 2016 um 04:17
      Zitat von Flyyying_nflug

      Dann nimm eine neue actionkeyhandler und Bau die Funktion nochmal ein.

      Dieser fehler kommt, wenn ich ans Fahrzeug gehe als Medic und die Windows Taste drücke: (Ist erst so seit dem ich das zeug von dir @Flyyying_nflug in die actionkeyhandler.sqf eingetragen habe)

      Jemand eine idee an was das liegen könnte, hier mal meine fn_actionKeyHandler.sqf:

      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["_curTarget","_isWater","_CrateModelNames","_crate"];
      _curTarget = cursorTarget;
      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(EQUAL(LIFE_SETTINGS(getNumber,"global_ATM"),1)) then{
      	//Check if the player is near an ATM.
      	if((call life_fnc_nearATM) && {!dialog}) exitWith {
      		[] call life_fnc_atmMenu;
      	};
      };
      
      
      
      
      if(isNull _curTarget) exitWith {
      	if(_isWater) then {
      		private "_fish";
      		_fish = (nearestObjects[visiblePosition player,["Fish_Base_F"],3]) select 0;
      		if(!isNil "_fish") then {
      			[_fish] call life_fnc_catchFish;
      		};
      	} else {
      		_animals = [position player, ["Sheep_random_F","Goat_random_F","Hen_random_F","Cock_random_F","Rabbit_F"], 3.5] call life_fnc_nearestObjects;
      		if (count _animals > 0) then {
      			_animal = _animals select 0;
      			if (!alive _animal) then {
      				[_animal] call life_fnc_gutAnimal;
      			};
      		} else {
      			if(playerSide == civilian && !life_action_gathering) then {
      				if(life_action_gathering) exitWith {}; //Action is in use, exit to prevent spamming.
      				life_action_gathering = true;
      				_handle = [] spawn life_fnc_gather;
      				waitUntil {scriptDone _handle};
      				life_action_gathering = false;
      			};
      		};
      	};
      };
      
      
      
      
      if((_curTarget isKindOf "B_supplyCrate_F" OR _curTarget isKindOf "Box_IND_Grenades_F") && {player distance _curTarget < 3} ) exitWith {
      	if(alive _curTarget) then {
      		[_curTarget] call life_fnc_containerMenu;
      	};
      };
      
      
      
      
      if(_curTarget isKindOf "House_F" && {player distance _curTarget < 12} OR ((nearestObject [[16019.5,16952.9,0],"Land_Dome_Big_F"]) == _curTarget OR (nearestObject [[16019.5,16952.9,0],"Land_Research_house_V1_F"]) == _curTarget)) exitWith {
      	[_curTarget] call life_fnc_houseMenu;
      };
      
      
      
      
      if(dialog) exitWith {}; //Don't bother when a dialog is open.
      if(vehicle player != 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(_curTarget isKindOf "Man" && {!alive _curTarget} && !(_curTarget GVAR["Revive",false]) && {playerSide in [west,independent]}) exitWith {
      	//Hotfix code by ins0
      	if(((playerSide == west && {(EQUAL(LIFE_SETTINGS(getNumber,"revive_cops"),1))}) || playerSide == independent) && {"Medikit" in (items player)}) then {
      		[_curTarget] call life_fnc_revivePlayer;
      	};
      };
      
      
      
      
      _roadcone = nearestObjects[getPos player,["Roadcone_L_F"],8] select 0;
      	if(!isNil "_roadcone" && playerSide == west OR playerSide == independent) exitWith {
      		[_roadcone] call life_fnc_packupRoadcone;
      	};
      
      
      
      
      _roadbarrier = nearestObjects[getPos player,["RoadBarrier_F"],8] select 0;
      	if(!isNil "_roadbarrier" && playerSide == west OR playerSide == independent) exitWith {
      		[_roadbarrier] call life_fnc_packupRoadbarrier;
      	};
      
      
      
      
      _zielscheibe = nearestObjects[getPos player,["Sign_Sphere10cm_F"],8] select 0;
      	if(!isNil "_zielscheibe" && playerSide == west ) exitWith {
      		[_zielscheibe] call life_fnc_packupZielscheibe;
      	};
      
      
      
      
      //If target is a player then check if we can use the cop menu.
      if(isPlayer _curTarget && _curTarget isKindOf "Man") then {
      	if((_curTarget GVAR ["restrained",false]) && !dialog && playerSide == west) then {
      		[_curTarget] 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(_curTarget,_list)) then {true} else {false};
      	_miscItems = ["Land_BottlePlastic_V1_F","Land_TacticalBacon_F","Land_Can_V3_F","Land_CanisterFuel_F","Land_Suitcase_F"];
      	_animalTypes = ["Salema_F","Ornate_random_F","Mackerel_F","Tuna_F","Mullet_F","CatShark_F","Turtle_F"];
      	_money = "Land_Money_F";
      
      
      
      
      	//It's a vehicle! open the vehicle interaction key!
      	if(_isVehicle) then {
      		if(!dialog) then {
      			if(player distance _curTarget < SEL(SEL(boundingBox _curTarget,1),0)+2) then {
      				[_curTarget] call life_fnc_vInteractionMenu;
      			};
      		};
      	} else {
      		//Is it a animal type?
      		if((typeOf _curTarget) in _animalTypes) then {
      			if(EQUAL((typeOf _curTarget),"Turtle_F") && !alive _curTarget) then {
      				private "_handle";
      				_handle = [_curTarget] spawn life_fnc_catchTurtle;
      				waitUntil {scriptDone _handle};
      			} else {
      				private "_handle";
      				_handle = [_curTarget] spawn life_fnc_catchFish;
      				waitUntil {scriptDone _handle};
      			};
      		} else {
      			//OK, it wasn't a vehicle so let's see what else it could be?
      			if((typeOf _curTarget) in _miscItems) then {
      				[_curTarget,player,false] remoteExecCall ["TON_fnc_pickupAction",RSERV];
      			} else {
      				//It wasn't a misc item so is it money?
      				if(EQUAL((typeOf _curTarget),_money) && {!(_curTarget GVAR ["inUse",false])}) then {
      					[_curTarget,player,true] remoteExecCall ["TON_fnc_pickupAction",RSERV];
      				};
      			};
      		};
      	};
      };
      Alles anzeigen
    • Strassensperre lässt sich nicht mehr entfernen!

      • John_Parker
      • 15. August 2016 um 22:46

      in der RPT & Logs etc steht nichts drin.
      Ich denke es liegt an dem hier(File: fn_actionKeyHandler.sqf):

      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["_curTarget","_isWater","_CrateModelNames","_crate"];
      _curTarget = cursorTarget;
      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(EQUAL(LIFE_SETTINGS(getNumber,"global_ATM"),1)) then{
      	//Check if the player is near an ATM.
      	if((call life_fnc_nearATM) && {!dialog}) exitWith {
      		[] call life_fnc_atmMenu;
      	};
      };
      
      
      
      
      if(isNull _curTarget) exitWith {
      	if(_isWater) then {
      		private "_fish";
      		_fish = (nearestObjects[visiblePosition player,["Fish_Base_F"],3]) select 0;
      		if(!isNil "_fish") then {
      			[_fish] call life_fnc_catchFish;
      		};
      	} else {
      		_animals = [position player, ["Sheep_random_F","Goat_random_F","Hen_random_F","Cock_random_F","Rabbit_F"], 3.5] call life_fnc_nearestObjects;
      		if (count _animals > 0) then {
      			_animal = _animals select 0;
      			if (!alive _animal) then {
      				[_animal] call life_fnc_gutAnimal;
      			};
      		} else {
      			if(playerSide == civilian && !life_action_gathering) then {
      				if(life_action_gathering) exitWith {}; //Action is in use, exit to prevent spamming.
      				life_action_gathering = true;
      				_handle = [] spawn life_fnc_gather;
      				waitUntil {scriptDone _handle};
      				life_action_gathering = false;
      			};
      		};
      	};
      };
      
      
      
      
      if((_curTarget isKindOf "B_supplyCrate_F" OR _curTarget isKindOf "Box_IND_Grenades_F") && {player distance _curTarget < 3} ) exitWith {
      	if(alive _curTarget) then {
      		[_curTarget] call life_fnc_containerMenu;
      	};
      };
      
      
      
      
      if(_curTarget isKindOf "House_F" && {player distance _curTarget < 12} OR ((nearestObject [[16019.5,16952.9,0],"Land_Dome_Big_F"]) == _curTarget OR (nearestObject [[16019.5,16952.9,0],"Land_Research_house_V1_F"]) == _curTarget)) exitWith {
      	[_curTarget] call life_fnc_houseMenu;
      };
      
      
      
      
      if(dialog) exitWith {}; //Don't bother when a dialog is open.
      if(vehicle player != 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(_curTarget isKindOf "Man" && {!alive _curTarget} && !(_curTarget GVAR["Revive",false]) && {playerSide in [west,independent]}) exitWith {
      	//Hotfix code by ins0
      	if(((playerSide == west && {(EQUAL(LIFE_SETTINGS(getNumber,"revive_cops"),1))}) || playerSide == independent) && {"Medikit" in (items player)}) then {
      		[_curTarget] call life_fnc_revivePlayer;
      	};
      };
      
      
      
      
      _roadcone = nearestObjects[getPos player,["Roadcone_L_F"],8] select 0;
      	if(!isNil "_roadcone" && playerSide == west OR playerSide == independent) exitWith {
      		[_roadcone] call life_fnc_packupRoadcone;
      	};
      
      
      
      
      _roadbarrier = nearestObjects[getPos player,["RoadBarrier_F"],8] select 0;
      	if(!isNil "_roadbarrier" && playerSide == west OR playerSide == independent) exitWith {
      		[_roadbarrier] call life_fnc_packupRoadbarrier;
      	};
      
      
      
      
      _zielscheibe = nearestObjects[getPos player,["Sign_Sphere10cm_F"],8] select 0;
      	if(!isNil "_zielscheibe" && playerSide == west ) exitWith {
      		[_zielscheibe] call life_fnc_packupZielscheibe;
      	};
      
      
      
      
      //If target is a player then check if we can use the cop menu.
      if(isPlayer _curTarget && _curTarget isKindOf "Man") then {
      	if((_curTarget GVAR ["restrained",false]) && !dialog && playerSide == west) then {
      		[_curTarget] 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(_curTarget,_list)) then {true} else {false};
      	_miscItems = ["Land_BottlePlastic_V1_F","Land_TacticalBacon_F","Land_Can_V3_F","Land_CanisterFuel_F","Land_Suitcase_F"];
      	_animalTypes = ["Salema_F","Ornate_random_F","Mackerel_F","Tuna_F","Mullet_F","CatShark_F","Turtle_F"];
      	_money = "Land_Money_F";
      
      
      
      
      	//It's a vehicle! open the vehicle interaction key!
      	if(_isVehicle) then {
      		if(!dialog) then {
      			if(player distance _curTarget < SEL(SEL(boundingBox _curTarget,1),0)+2) then {
      				[_curTarget] call life_fnc_vInteractionMenu;
      			};
      		};
      	} else {
      		//Is it a animal type?
      		if((typeOf _curTarget) in _animalTypes) then {
      			if(EQUAL((typeOf _curTarget),"Turtle_F") && !alive _curTarget) then {
      				private "_handle";
      				_handle = [_curTarget] spawn life_fnc_catchTurtle;
      				waitUntil {scriptDone _handle};
      			} else {
      				private "_handle";
      				_handle = [_curTarget] spawn life_fnc_catchFish;
      				waitUntil {scriptDone _handle};
      			};
      		} else {
      			//OK, it wasn't a vehicle so let's see what else it could be?
      			if((typeOf _curTarget) in _miscItems) then {
      				[_curTarget,player,false] remoteExecCall ["TON_fnc_pickupAction",RSERV];
      			} else {
      				//It wasn't a misc item so is it money?
      				if(EQUAL((typeOf _curTarget),_money) && {!(_curTarget GVAR ["inUse",false])}) then {
      					[_curTarget,player,true] remoteExecCall ["TON_fnc_pickupAction",RSERV];
      				};
      			};
      		};
      	};
      };
      Alles anzeigen


      Das habe ich dort in den ActionKeyhandler.sqf eingefügt:

      Code
      _roadcone = nearestObjects[getPos player,["Roadcone_L_F"],8] select 0;
      	if(!isNil "_roadcone" && playerSide == west OR playerSide == independent) exitWith {
      		[_roadcone] call life_fnc_packupRoadcone;
      	};
      
      
      
      
      _roadbarrier = nearestObjects[getPos player,["RoadBarrier_F"],8] select 0;
      	if(!isNil "_roadbarrier" && playerSide == west OR playerSide == independent) exitWith {
      		[_roadbarrier] call life_fnc_packupRoadbarrier;
      	};
      
      
      
      
      _zielscheibe = nearestObjects[getPos player,["Sign_Sphere10cm_F"],8] select 0;
      	if(!isNil "_zielscheibe" && playerSide == west ) exitWith {
      		[_zielscheibe] call life_fnc_packupZielscheibe;
      	};
      Alles anzeigen


      Und ich denke da liegt irgend wo der Fehler irgend was mit einer klammer oda irgend etwas, nur leider finde ich den fehler nicht...

    • Strassensperre lässt sich nicht mehr entfernen!

      • John_Parker
      • 15. August 2016 um 22:41
      Zitat von Flyyying_nflug

      Für was brauchen die Medics den die Windows Taste? Ich sehe nämlich nicht das du diese eine Aktion für diese definiert hast außer die vInteraction und Revive

      Genau, und das funktioniert auch nicht.
      das vinteraction geht nicht... das ist erst so seit dem ich das mit dem pylonen, etc eingefügt habe ^^

    • Strassensperre lässt sich nicht mehr entfernen!

      • John_Parker
      • 15. August 2016 um 22:18

      hab jetzt ein anderes Problem und zwar habe ich folgende sachen in meine actionkeyhandler.sqf eingefügt:

      Code
      _roadcone = nearestObjects[getPos player,["Roadcone_L_F"],8] select 0;
      	if(!isNil "_roadcone" && playerSide == west OR playerSide == independent) exitWith {
      		[_roadcone] call life_fnc_packupRoadcone;
      	};
      
      
      
      
      _roadbarrier = nearestObjects[getPos player,["RoadBarrier_F"],8] select 0;
      	if(!isNil "_roadbarrier" && playerSide == west OR playerSide == independent) exitWith {
      		[_roadbarrier] call life_fnc_packupRoadbarrier;
      	};
      
      
      
      
      _zielscheibe = nearestObjects[getPos player,["Sign_Sphere10cm_F"],8] select 0;
      	if(!isNil "_zielscheibe" && playerSide == west ) exitWith {
      		[_zielscheibe] call life_fnc_packupZielscheibe;
      	};
      Alles anzeigen

      Und zwar so:

      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["_curTarget","_isWater","_CrateModelNames","_crate"];
      _curTarget = cursorTarget;
      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(EQUAL(LIFE_SETTINGS(getNumber,"global_ATM"),1)) then{
      	//Check if the player is near an ATM.
      	if((call life_fnc_nearATM) && {!dialog}) exitWith {
      		[] call life_fnc_atmMenu;
      	};
      };
      
      
      
      
      if(isNull _curTarget) exitWith {
      	if(_isWater) then {
      		private "_fish";
      		_fish = (nearestObjects[visiblePosition player,["Fish_Base_F"],3]) select 0;
      		if(!isNil "_fish") then {
      			[_fish] call life_fnc_catchFish;
      		};
      	} else {
      		_animals = [position player, ["Sheep_random_F","Goat_random_F","Hen_random_F","Cock_random_F","Rabbit_F"], 3.5] call life_fnc_nearestObjects;
      		if (count _animals > 0) then {
      			_animal = _animals select 0;
      			if (!alive _animal) then {
      				[_animal] call life_fnc_gutAnimal;
      			};
      		} else {
      			if(playerSide == civilian && !life_action_gathering) then {
      				if(life_action_gathering) exitWith {}; //Action is in use, exit to prevent spamming.
      				life_action_gathering = true;
      				_handle = [] spawn life_fnc_gather;
      				waitUntil {scriptDone _handle};
      				life_action_gathering = false;
      			};
      		};
      	};
      };
      
      
      
      
      if((_curTarget isKindOf "B_supplyCrate_F" OR _curTarget isKindOf "Box_IND_Grenades_F") && {player distance _curTarget < 3} ) exitWith {
      	if(alive _curTarget) then {
      		[_curTarget] call life_fnc_containerMenu;
      	};
      };
      
      
      
      
      if(_curTarget isKindOf "House_F" && {player distance _curTarget < 12} OR ((nearestObject [[16019.5,16952.9,0],"Land_Dome_Big_F"]) == _curTarget OR (nearestObject [[16019.5,16952.9,0],"Land_Research_house_V1_F"]) == _curTarget)) exitWith {
      	[_curTarget] call life_fnc_houseMenu;
      };
      
      
      
      
      if(dialog) exitWith {}; //Don't bother when a dialog is open.
      if(vehicle player != 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(_curTarget isKindOf "Man" && {!alive _curTarget} && !(_curTarget GVAR["Revive",false]) && {playerSide in [west,independent]}) exitWith {
      	//Hotfix code by ins0
      	if(((playerSide == west && {(EQUAL(LIFE_SETTINGS(getNumber,"revive_cops"),1))}) || playerSide == independent) && {"Medikit" in (items player)}) then {
      		[_curTarget] call life_fnc_revivePlayer;
      	};
      };
      
      
      
      
      _roadcone = nearestObjects[getPos player,["Roadcone_L_F"],8] select 0;
      	if(!isNil "_roadcone" && playerSide == west OR playerSide == independent) exitWith {
      		[_roadcone] call life_fnc_packupRoadcone;
      	};
      
      
      
      
      _roadbarrier = nearestObjects[getPos player,["RoadBarrier_F"],8] select 0;
      	if(!isNil "_roadbarrier" && playerSide == west OR playerSide == independent) exitWith {
      		[_roadbarrier] call life_fnc_packupRoadbarrier;
      	};
      
      
      
      
      _zielscheibe = nearestObjects[getPos player,["Sign_Sphere10cm_F"],8] select 0;
      	if(!isNil "_zielscheibe" && playerSide == west ) exitWith {
      		[_zielscheibe] call life_fnc_packupZielscheibe;
      	};
      
      
      
      
      //If target is a player then check if we can use the cop menu.
      if(isPlayer _curTarget && _curTarget isKindOf "Man") then {
      	if((_curTarget GVAR ["restrained",false]) && !dialog && playerSide == west) then {
      		[_curTarget] 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(_curTarget,_list)) then {true} else {false};
      	_miscItems = ["Land_BottlePlastic_V1_F","Land_TacticalBacon_F","Land_Can_V3_F","Land_CanisterFuel_F","Land_Suitcase_F"];
      	_animalTypes = ["Salema_F","Ornate_random_F","Mackerel_F","Tuna_F","Mullet_F","CatShark_F","Turtle_F"];
      	_money = "Land_Money_F";
      
      
      
      
      	//It's a vehicle! open the vehicle interaction key!
      	if(_isVehicle) then {
      		if(!dialog) then {
      			if(player distance _curTarget < SEL(SEL(boundingBox _curTarget,1),0)+2) then {
      				[_curTarget] call life_fnc_vInteractionMenu;
      			};
      		};
      	} else {
      		//Is it a animal type?
      		if((typeOf _curTarget) in _animalTypes) then {
      			if(EQUAL((typeOf _curTarget),"Turtle_F") && !alive _curTarget) then {
      				private "_handle";
      				_handle = [_curTarget] spawn life_fnc_catchTurtle;
      				waitUntil {scriptDone _handle};
      			} else {
      				private "_handle";
      				_handle = [_curTarget] spawn life_fnc_catchFish;
      				waitUntil {scriptDone _handle};
      			};
      		} else {
      			//OK, it wasn't a vehicle so let's see what else it could be?
      			if((typeOf _curTarget) in _miscItems) then {
      				[_curTarget,player,false] remoteExecCall ["TON_fnc_pickupAction",RSERV];
      			} else {
      				//It wasn't a misc item so is it money?
      				if(EQUAL((typeOf _curTarget),_money) && {!(_curTarget GVAR ["inUse",false])}) then {
      					[_curTarget,player,true] remoteExecCall ["TON_fnc_pickupAction",RSERV];
      				};
      			};
      		};
      	};
      };
      Alles anzeigen

      Jetzt können die Medics aber nicht mehr ihre "Windows Taste" Benutzen wieso auch immer...
      Würde mich freuen, wenn mir da jemand weiter helfen würde...
      Finde den fehler nicht, in der rpt und logs steht nichts.

      MfG
      @Flyyying_nflug
      @blackfisch

    • [QuickTipp] Arma³ - Blauchlichtkoordinatensammlung

      • John_Parker
      • 14. August 2016 um 21:41

      Hab hier noch ein Paar Koordinaten rausgesucht.

      Du kannst diese gerne oben hinzufügen zu deiner liste @pentoxide

      Viel Spaß damit!

      MfG John_Parker



      B_Quadbike_01_F
      Links: -0.5, -2.8, 0.2
      Rechts: 0.5, -2.8, 0.2

      C_Offroad_01_F
      Links: -0.37, 0.0, 0.56
      Rechts: 0.37, 0.0, 0.56

      C_SUV_01_F
      Links: -0.4, 2.3, -0.55
      Rechts: 0.4, 2.3, -0.52

      C_Hatchback_01_F
      Links: -0.6, 2, -0.95
      Rechts: 0.6, 2, -0.95

      C_Hatchback_01_sport_F
      Links: -0.6, 2, -0.95
      Rechts: 0.6, 2, -0.95

      B_MRAP_01_F
      Links: -1, -2.8, 0.55
      Rechts: 1, -2.8, 0.55

      O_MRAP_02_F
      Links: -0.37, 0.0, 0.56
      Rechts: 0.37, 0.0, 0.56

      I_MRAP_03_F
      Links: -0.37, 0.0, 0.56
      Rechts: 0.37, 0.0, 0.56

      B_MRAP_01_hmg_F
      Links: -1, -2.8, 0.55
      Rechts: 1, -2.8, 0.55

      B_Heli_Light_01_F
      Links: -0.75, 1.7, -0.95
      Rechts: 0.75, 1.7, -0.95

      I_Heli_light_03_unarmed_F
      Links: -0.37, 0.0, 0.56
      Rechts: 0.37, 0.0, 0.56

      I_Heli_Transport_02_F
      Links: -1.3, 6.3, -2.65
      Rechts: 1.3, 6.3, -2.65

      O_Heli_Light_02_unarmed_F
      Links: -0.37, 0.0, 0.56
      Rechts: 0.37, 0.0, 0.56

      B_Heli_Transport_03_unarmed_F
      Links: -0.37, 0.0, 0.56
      Rechts: 0.37, 0.0, 0.56

      O_Heli_Transport_04_F
      Links: -0.37, 0.0, 0.56
      Rechts: 0.37, 0.0, 0.56

      O_Heli_Transport_04_bench_F
      Links: -0.37, 0.0, 0.56
      Rechts: 0.37, 0.0, 0.56

      B_Heli_Transport_01_F
      Links: -0.5, 0.0, 0.96
      Rechts: 0.5, 0.0, 0.96

      B_Heli_Transport_01_camo_F
      Links: -0.5, 0.0, 0.96
      Rechts: 0.5, 0.0, 0.96

    • Strassensperre lässt sich nicht mehr entfernen!

      • John_Parker
      • 13. August 2016 um 14:14

      So andere Problem hab ich da noch ^^
      Und zwar wenn ich mit dem Objekt in der Hand, auf einen Spieler zulaufe kann ich ihn damit Töten.
      Gibt es da eine lösung das zu vermeiden ?
      @Flyyying_nflug

    • Strassensperre lässt sich nicht mehr entfernen!

      • John_Parker
      • 13. August 2016 um 14:06
      Zitat von Flyyying_nflug

      Aso xD Voll verwirrt gerade mit der @ Taste :D Ne ich mein natürlich die Windows Taste 8|

      Super hat Funktioniert!
      Vielen, Vielen dank an dich @Flyyying_nflug

    • Strassensperre lässt sich nicht mehr entfernen!

      • John_Parker
      • 13. August 2016 um 13:46
      Zitat von Flyyying_nflug

      Ne mit der @ Taste. Die ActionKeyHandler ist nur für die @ Taste weil diese als Standart in Arma3 für die ActionTaste gilt.

      Du meinst die "Windows" Taste oder was meinst du Weil mein @ Zeichen auf der Tastatur ist auf "Q" :)

    • Strassensperre lässt sich nicht mehr entfernen!

      • John_Parker
      • 13. August 2016 um 13:40

      Ok Super,
      und mit was für einer Taste Entferne ich das ganze jetzt ?
      mit @ also normal mit der "Q" Taste oder ?
      @Flyyying_nflug

    • Strassensperre lässt sich nicht mehr entfernen!

      • John_Parker
      • 13. August 2016 um 12:59

      Habe das jetzt in meine fn_actionKeyHandler.sqf gepackt:

      Code
      _roadbarrier = nearestObjects[getPos player,["RoadBarrier_F"],8] select 0;
      if(!isNil "_roadbarrier" && playerSide == west OR playerSide == independent) exitWith {
      [_roadbarrier] call life_fnc_packupRoadbarrier;
      };

      Habs eben nur angepasst auf mich, aber sollte denke ich so passen.


      Und das steht jetzt in meiner fn_packupRoadbarrier.sqf:

      Code
      /*
      	File: fn_packupRoadbarrier.sqf
      */
      private["_item"];
      _item = nearestObjects[getPos player,["RoadBarrier_F"],8] select 0;
      if(isNil "_item") exitWith {};
      
      
      
      
      if(([true,"roadbarrier",1] call life_fnc_handleInv)) then {
      hint composeText [ image "icons\info.paa", "Strassensperre aufgehoben" ];
      player say3D "neueMeldung";
      deleteVehicle _item;};
      }
      Alles anzeigen

      Sollte denke ich so passen oder @Flyyying_nflug

    • Strassensperre lässt sich nicht mehr entfernen!

      • John_Parker
      • 13. August 2016 um 12:41
      Zitat von Flyyying_nflug

      die actionKeyHandler.sqf ist immer für die @ Taste.

      Ach Ok wusste ich nicht :D
      Also meinst du mit @ die "Q" Taste Richtig ?

      Also kann ich das das andere Zeug von der CfgRemoteExec.hpp löschen Richtig :D ?
      Das hier:
      F(TON_fnc_roadbarrier,SERVER)
      F(TON_fnc_roadcone,SERVER)

    • Strassensperre lässt sich nicht mehr entfernen!

      • John_Parker
      • 13. August 2016 um 12:22
      Zitat von Flyyying_nflug

      Das ActionKeyHandler was ich geschrieben habe soll natürlich darein :D und nicht gegen das ganze ersetzt werden.
      Und den code von meinem packupSpikes ersetzt du mit dem von deinem fn_packupRoadbarrier.sqf

      Und wo wird in der ActionKeyHandler von dir die Taste(Case) angezeigt was ich ingame drücken muss ?

      Weil meine fn_actionKeyHandler.sqf sieht nähmlich so aus:

      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["_curTarget","_isWater","_CrateModelNames","_crate"];
      _curTarget = cursorTarget;
      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(EQUAL(LIFE_SETTINGS(getNumber,"global_ATM"),1)) then{
      	//Check if the player is near an ATM.
      	if((call life_fnc_nearATM) && {!dialog}) exitWith {
      		[] call life_fnc_atmMenu;
      	};
      };
      
      
      
      
      if(isNull _curTarget) exitWith {
      	if(_isWater) then {
      		private "_fish";
      		_fish = (nearestObjects[visiblePosition player,["Fish_Base_F"],3]) select 0;
      		if(!isNil "_fish") then {
      			[_fish] call life_fnc_catchFish;
      		};
      	} else {
      		_animals = [position player, ["Sheep_random_F","Goat_random_F","Hen_random_F","Cock_random_F","Rabbit_F"], 3.5] call life_fnc_nearestObjects;
      		if (count _animals > 0) then {
      			_animal = _animals select 0;
      			if (!alive _animal) then {
      				[_animal] call life_fnc_gutAnimal;
      			};
      		} else {
      			if(playerSide == civilian && !life_action_gathering) then {
      				if(life_action_gathering) exitWith {}; //Action is in use, exit to prevent spamming.
      				life_action_gathering = true;
      				_handle = [] spawn life_fnc_gather;
      				waitUntil {scriptDone _handle};
      				life_action_gathering = false;
      			};
      		};
      	};
      };
      
      
      
      
      if((_curTarget isKindOf "B_supplyCrate_F" OR _curTarget isKindOf "Box_IND_Grenades_F") && {player distance _curTarget < 3} ) exitWith {
      	if(alive _curTarget) then {
      		[_curTarget] call life_fnc_containerMenu;
      	};
      };
      
      
      
      
      if(_curTarget isKindOf "House_F" && {player distance _curTarget < 12} OR ((nearestObject [[16019.5,16952.9,0],"Land_Dome_Big_F"]) == _curTarget OR (nearestObject [[16019.5,16952.9,0],"Land_Research_house_V1_F"]) == _curTarget)) exitWith {
      	[_curTarget] call life_fnc_houseMenu;
      };
      
      
      
      
      if(dialog) exitWith {}; //Don't bother when a dialog is open.
      if(vehicle player != 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(_curTarget isKindOf "Man" && {!alive _curTarget} && !(_curTarget GVAR["Revive",false]) && {playerSide in [west,independent]}) exitWith {
      	//Hotfix code by ins0
      	if(((playerSide == west && {(EQUAL(LIFE_SETTINGS(getNumber,"revive_cops"),1))}) || playerSide == independent) && {"Medikit" in (items player)}) then {
      		[_curTarget] call life_fnc_revivePlayer;
      	};
      };
      
      
      
      
      
      
      
      //If target is a player then check if we can use the cop menu.
      if(isPlayer _curTarget && _curTarget isKindOf "Man") then {
      	if((_curTarget GVAR ["restrained",false]) && !dialog && playerSide == west) then {
      		[_curTarget] 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(_curTarget,_list)) then {true} else {false};
      	_miscItems = ["Land_BottlePlastic_V1_F","Land_TacticalBacon_F","Land_Can_V3_F","Land_CanisterFuel_F","Land_Suitcase_F"];
      	_animalTypes = ["Salema_F","Ornate_random_F","Mackerel_F","Tuna_F","Mullet_F","CatShark_F","Turtle_F"];
      	_money = "Land_Money_F";
      
      
      
      
      	//It's a vehicle! open the vehicle interaction key!
      	if(_isVehicle) then {
      		if(!dialog) then {
      			if(player distance _curTarget < SEL(SEL(boundingBox _curTarget,1),0)+2) then {
      				[_curTarget] call life_fnc_vInteractionMenu;
      			};
      		};
      	} else {
      		//Is it a animal type?
      		if((typeOf _curTarget) in _animalTypes) then {
      			if(EQUAL((typeOf _curTarget),"Turtle_F") && !alive _curTarget) then {
      				private "_handle";
      				_handle = [_curTarget] spawn life_fnc_catchTurtle;
      				waitUntil {scriptDone _handle};
      			} else {
      				private "_handle";
      				_handle = [_curTarget] spawn life_fnc_catchFish;
      				waitUntil {scriptDone _handle};
      			};
      		} else {
      			//OK, it wasn't a vehicle so let's see what else it could be?
      			if((typeOf _curTarget) in _miscItems) then {
      				[_curTarget,player,false] remoteExecCall ["TON_fnc_pickupAction",RSERV];
      			} else {
      				//It wasn't a misc item so is it money?
      				if(EQUAL((typeOf _curTarget),_money) && {!(_curTarget GVAR ["inUse",false])}) then {
      					[_curTarget,player,true] remoteExecCall ["TON_fnc_pickupAction",RSERV];
      				};
      			};
      		};
      	};
      };
      Alles anzeigen


      Oder meinst du die fn_KeyHandler.sqf, weil dort kann ich die sachen die ich ingame mit einer "Taste Ausführen" will hineinpacken...

    • Strassensperre lässt sich nicht mehr entfernen!

      • John_Parker
      • 13. August 2016 um 12:14

      Was für addActions... ich habe bei mir in der "actionKeyHandler.sqf" nichtmals irgend was von spikes drin stehen...
      Und was meinst du genau mit @, wenn man die Taste @ Ingame drückt packt er sie ein oda wie ? weil in meiner actionKeyHandler.sqf kann ich das nicht einstellen das wenn man die @ Taste drückt das ich das einsammel :) Deswegen verstehe ich immer noch nicht was du mit der fn_actionKeyHandler.sqf genau meinst... Und mit der "packupSpikes.sqf" von dir blicke ich auch nicht wircklich durch obwohl du jetzt schon was dazu geschrieben hast... @Flyyying_nflug

    • Strassensperre lässt sich nicht mehr entfernen!

      • John_Parker
      • 13. August 2016 um 12:01

      Ok,
      aber du weist das ich die Version 4.4(alt) Benutze ? ^^

      @ Meine fn_actionKeyHandler.sqf sieht so aus:


      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["_curTarget","_isWater","_CrateModelNames","_crate"];
      _curTarget = cursorTarget;
      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(EQUAL(LIFE_SETTINGS(getNumber,"global_ATM"),1)) then{
      	//Check if the player is near an ATM.
      	if((call life_fnc_nearATM) && {!dialog}) exitWith {
      		[] call life_fnc_atmMenu;
      	};
      };
      
      
      
      
      if(isNull _curTarget) exitWith {
      	if(_isWater) then {
      		private "_fish";
      		_fish = (nearestObjects[visiblePosition player,["Fish_Base_F"],3]) select 0;
      		if(!isNil "_fish") then {
      			[_fish] call life_fnc_catchFish;
      		};
      	} else {
      		_animals = [position player, ["Sheep_random_F","Goat_random_F","Hen_random_F","Cock_random_F","Rabbit_F"], 3.5] call life_fnc_nearestObjects;
      		if (count _animals > 0) then {
      			_animal = _animals select 0;
      			if (!alive _animal) then {
      				[_animal] call life_fnc_gutAnimal;
      			};
      		} else {
      			if(playerSide == civilian && !life_action_gathering) then {
      				if(life_action_gathering) exitWith {}; //Action is in use, exit to prevent spamming.
      				life_action_gathering = true;
      				_handle = [] spawn life_fnc_gather;
      				waitUntil {scriptDone _handle};
      				life_action_gathering = false;
      			};
      		};
      	};
      };
      
      
      
      
      if((_curTarget isKindOf "B_supplyCrate_F" OR _curTarget isKindOf "Box_IND_Grenades_F") && {player distance _curTarget < 3} ) exitWith {
      	if(alive _curTarget) then {
      		[_curTarget] call life_fnc_containerMenu;
      	};
      };
      
      
      
      
      if(_curTarget isKindOf "House_F" && {player distance _curTarget < 12} OR ((nearestObject [[16019.5,16952.9,0],"Land_Dome_Big_F"]) == _curTarget OR (nearestObject [[16019.5,16952.9,0],"Land_Research_house_V1_F"]) == _curTarget)) exitWith {
      	[_curTarget] call life_fnc_houseMenu;
      };
      
      
      
      
      if(dialog) exitWith {}; //Don't bother when a dialog is open.
      if(vehicle player != 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(_curTarget isKindOf "Man" && {!alive _curTarget} && !(_curTarget GVAR["Revive",false]) && {playerSide in [west,independent]}) exitWith {
      	//Hotfix code by ins0
      	if(((playerSide == west && {(EQUAL(LIFE_SETTINGS(getNumber,"revive_cops"),1))}) || playerSide == independent) && {"Medikit" in (items player)}) then {
      		[_curTarget] call life_fnc_revivePlayer;
      	};
      };
      
      
      
      
      
      
      
      //If target is a player then check if we can use the cop menu.
      if(isPlayer _curTarget && _curTarget isKindOf "Man") then {
      	if((_curTarget GVAR ["restrained",false]) && !dialog && playerSide == west) then {
      		[_curTarget] 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(_curTarget,_list)) then {true} else {false};
      	_miscItems = ["Land_BottlePlastic_V1_F","Land_TacticalBacon_F","Land_Can_V3_F","Land_CanisterFuel_F","Land_Suitcase_F"];
      	_animalTypes = ["Salema_F","Ornate_random_F","Mackerel_F","Tuna_F","Mullet_F","CatShark_F","Turtle_F"];
      	_money = "Land_Money_F";
      
      
      
      
      	//It's a vehicle! open the vehicle interaction key!
      	if(_isVehicle) then {
      		if(!dialog) then {
      			if(player distance _curTarget < SEL(SEL(boundingBox _curTarget,1),0)+2) then {
      				[_curTarget] call life_fnc_vInteractionMenu;
      			};
      		};
      	} else {
      		//Is it a animal type?
      		if((typeOf _curTarget) in _animalTypes) then {
      			if(EQUAL((typeOf _curTarget),"Turtle_F") && !alive _curTarget) then {
      				private "_handle";
      				_handle = [_curTarget] spawn life_fnc_catchTurtle;
      				waitUntil {scriptDone _handle};
      			} else {
      				private "_handle";
      				_handle = [_curTarget] spawn life_fnc_catchFish;
      				waitUntil {scriptDone _handle};
      			};
      		} else {
      			//OK, it wasn't a vehicle so let's see what else it could be?
      			if((typeOf _curTarget) in _miscItems) then {
      				[_curTarget,player,false] remoteExecCall ["TON_fnc_pickupAction",RSERV];
      			} else {
      				//It wasn't a misc item so is it money?
      				if(EQUAL((typeOf _curTarget),_money) && {!(_curTarget GVAR ["inUse",false])}) then {
      					[_curTarget,player,true] remoteExecCall ["TON_fnc_pickupAction",RSERV];
      				};
      			};
      		};
      	};
      };
      Alles anzeigen


      und deine packupSpikes.sqf wo du gepostet hast sieht genau so wie meine "fn_packupRoadbarrier.sqf" aus.


      Wäre nice, wenn du was dazu erklären könntest, weil so blicke ich da nicht durch...
      @Flyyying_nflug

    • Strassensperre lässt sich nicht mehr entfernen!

      • John_Parker
      • 13. August 2016 um 11:45

      Niemand eine idee an was das liegen könnte ? :D
      Wäre echt Super, wenn mir da jemand weiterhelfen würde :)

    • Strassensperre lässt sich nicht mehr entfernen!

      • John_Parker
      • 13. August 2016 um 08:18

      Hallo liebes Native-Network Forum,

      Undz war habe ich folgendes Problem. Meine Strassensperre lässt sich zwar hinsetzten, aber nicht mehr entfernen.
      Es werden in der RPT oder in der Log keine Fehler Angezeigt.

      Das ist die Datei wo ich die Strassensperre erstellen & eigentlich auch wieder entfernen kann. Wie oben geschrieben das Erstellen der Strassensperre funktioniert Super, nur das Entfernen funktioniert nicht.
      Würde mich freuen, wenn mir jemand dabei weiter helfen würde.

      Core/items/fn_roadbarrier.sqf:


      Code
      #include "..\..\script_macros.hpp"
      /*
      	File: fn_spikeStrip.sqf
      	Author: Bryan "Tonic" Boardwine
      	Description:
      	Creates a spike strip and preps it.
      */
      Private["_roadbarrier","_position"];
      
      
      
      
      if(!(playerSide in [west,independent])) exitWith {hint format["Du bist kein Polizist oder Rettungsdienst %1",name player]};
      if(vehicle player !=  player) exitWith{hint "Das geht nicht im Auto Opa!"};
      _roadbarrier = "RoadBarrier_F" createvehicle [0,0,0];
      _roadbarrier attachTo[player,[0,1.5,0.2]];
      _roadbarrier setDir 0;
      roadbarrier_placed = 0;
      
      
      
      
      _deploy_roadbarrier = player addAction["<t color='#00FF00'>Strassensperre aufstellen</t>",{player removeAction (_this select 2);roadbarrier_placed = 1;}];
      
      
      
      
      waitUntil {roadbarrier_placed == 1};
      player playMoveNow "AinvPknlMstpSnonWnonDnon_medic_1";
      
      
      
      
      detach _roadbarrier;
      _roadbarrier setpos [(getPos _roadbarrier select 0), (getPos _roadbarrier select 1)];
      _roadbarrier allowDamage false;
      roadbarrier_placed = 0;
      
      
      
      
      hint format["Du hast eine Strassensperre aufgestellt %1", name player];
      
      
      
      
      life_action_RoadbarrierPickup = player addAction[localize "STR_ISTR_Strassensperre_Pack",life_fnc_packupRoadbarrier,"",0,false,false,"",
      ' _roadbarrier = nearestObjects[getPos player,["RoadBarrier_F"],8] select 0; !isNil "_roadbarrier" && !isNil {(_roadbarrier getVariable "item")}'];
      [_roadbarrier] remoteExec ["TON_fnc_roadbarrier",RSERV]; //Send it to the server for monitoring.
      Alles anzeigen


      Core/Actions/fn_packupRoadbarrier.sqf:


      Code
      /*
      	File: fn_packupSpikes.sqf
      	Author: Bryan "Tonic" Boardwine
      	Description:
      	Packs up a deployed roadbarrier.
      */
      private["_roadbarrier"];
      _spikes = nearestObjects[getPos player,["RoadBarrier_F"],8] select 0;
      if(isNil "_roadbarrier") exitWith {};
      
      
      
      
      if(([true,"roadbarrier",1] call life_fnc_handleInv)) then
      {
      	titleText[localize "STR_NOTF_Roadbarrier","PLAIN"];
      	player removeAction life_action_RoadbarrierPickup;
      	life_action_RoadbarrierPickup = nil;
      	deleteVehicle _roadbarrier;
      };
      Alles anzeigen


      Habe natürlich das zeug auch unter der "Functions.hpp" & "CfgRemoteExec.hpp" Eingetragen, oder habe ich etwas vergessen... damit ich das zeugs wieder aufheben kann ?
      Wie oben geschrieben es kommt kein Fehler in der RPT & kein Fehler in der Log, sonst hätte ich diesen natürlich mit angehangen.
      Ich hoffe mir kann jemand weiter helfen, weil wie geschrieben das Erstellen der Strassensperre klappt aber das abbauen nicht.

      MfG

    • Z-Item: Protestschild 3.1.4.8 & 4.0

      • John_Parker
      • 13. August 2016 um 06:09

      Ist das Normal, das man mit dem Schild leute Töten kann xD ?
      Ist mir so aufgefallen, weil ich es auf unserem Server Benutze, aber mit dem Schild kann man leute Töten, wenn man auf die zuleuft.

      Gibts es eine möglichkeit dies zu verhindern, so das man keine leute damit töten kann ?

      MfG

    • Tempest Gerät (Farmen) ?!

      • John_Parker
      • 12. August 2016 um 13:18

      Moin liebes Native-Network Forum,

      Ich suche nun schon länger nach der Datei, wo man einstellen kann was man alles mit dem Tempest Gerät Farmen kann und was nicht. Nur leider finde ich diese Datei nicht...
      Würde mich freuen, wenn mir da eben jemand auf die Sprünge Helfen würde wo ich die Datei finde, wo man das zeugs einstellen kann was man mit dem Tempes Gerät Farmen kann und was nicht.

      MfG

    • [Tutorial] Hunde in Altis Life (Mit Video)

      • John_Parker
      • 12. August 2016 um 11:50
      Zitat von Team-Wings

      Ich glaub du musst in der 4.4 den Sound anders Definieren?! :)

      Jop, aber der Hund hört bei der Version 4.4 nicht auf die Befehle was ich ihm gebe.
      Der macht irgend wie was er will xD

    • [Tutorial] Hunde in Altis Life (Mit Video)

      • John_Parker
      • 12. August 2016 um 11:41

      Also bei der 4.4 Funktioniert es nicht.

      Er mäckert irgend wie rum zwecks der Zeile 216:

      Code
      _soundToPlay = _soundPath + "sounds\" + _sound + ".ogg";

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