Ich würde gerne bei der [lexicon]tanoa[/lexicon] villa eine Garage im win menü hinzufügen wie bekomm ich das hin ?
Beiträge von Lukas_Multi
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normaler dedicate root
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ich nicht aber der eignetliche lukas_multi schon (bin nur über root mitschreiber)
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Das ganze sieht jetzt so aus und funktioniert immer noch ned
Code
Alles anzeigen#include "..\..\script_macros.hpp" /* File: fn_actionKeyHandler.sqf Author: Bryan "Tonic" Boardwine Description: Master action key handler, handles requests for picking up various items and interacting with other players (Cops = Cop Menu for unrestrain,escort,stop escort, arrest (if near cop hq), etc). */ private["_curObject","_isWater","_CrateModelNames","_crate","_fish","_animal","_whatIsIt","_handle"]; _curObject = cursorObject; if (life_action_inUse) exitWith {}; //Action is in use, exit to prevent spamming. if (life_interrupted) exitWith {life_interrupted = false;}; _isWater = surfaceIsWater (visiblePositionASL player); if (player getVariable["isEscorting",false]) exitWith { [] call life_fnc_copInteractionMenu; }; if (LIFE_SETTINGS(getNumber,"global_ATM") isEqualTo 1) then{ //Check if the player is near an ATM. if ((call life_fnc_nearATM) && {!dialog}) exitWith { [] call life_fnc_atmMenu; }; }; if (isNull _curObject) exitWith { if (_isWater) then { _fish = (nearestObjects[player,(LIFE_SETTINGS(getArray,"animaltypes_fish")),3]) select 0; if (!isNil "_fish") then { if (!alive _fish) then { [_fish] call life_fnc_catchFish; }; }; } else { _animal = (nearestObjects[player,(LIFE_SETTINGS(getArray,"animaltypes_hunting")),3]) select 0; if (!isNil "_animal") then { if (!alive _animal) then { [_animal] call life_fnc_gutAnimal; }; } else { private "_handle"; if (playerSide isEqualTo civilian && !life_action_gathering) then { _whatIsIt = [] call life_fnc_whereAmI; if (life_action_gathering) exitWith {}; //Action is in use, exit to prevent spamming. switch (_whatIsIt) do { case "mine" : { _handle = [] spawn life_fnc_mine }; default { _handle = [] spawn life_fnc_gather }; }; life_action_gathering = true; waitUntil {scriptDone _handle}; life_action_gathering = false; }; }; }; }; if ((_curObject isKindOf "B_supplyCrate_F" || _curObject isKindOf "Box_IND_Grenades_F") && {player distance _curObject < 3} ) exitWith { if (alive _curObject) then { [_curObject] call life_fnc_containerMenu; }; }; if (_curObject isKindOf "House_F" && {player distance _curObject < 12} || ((nearestObject [[16019.5,16952.9,0],"Land_Dome_Big_F"]) == _curObject || (nearestObject [[16019.5,16952.9,0],"Land_Research_house_V1_F"]) == _curObject)) exitWith { [_curObject] 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 (_curObject isKindOf "Man" && !(_curObject isKindOf "Animal") && {!alive _curObject} && !(_curObject getVariable["Revive",false]) && {playerSide in [west,independent]}) exitWith { //Hotfix code by ins0 if (((playerSide isEqualTo west && {(LIFE_SETTINGS(getNumber,"revive_cops") isEqualTo 1)}) || playerSide isEqualTo independent)) then { if (life_inv_defibrillator > 0) then { [_curObject] call life_fnc_revivePlayer; }; }; }; //If target is a player then check if we can use the cop menu. if (isPlayer _curObject && _curObject isKindOf "Man") then { if (!dialog && playerSide isEqualTo west) then { [_curObject] call life_fnc_copInteractionMenu; }; } else {...}; { //OK, it wasn't a player so what is it? private["_isVehicle","_miscItems","_money","_list"]; _list = ["landVehicle","Ship","Air"]; _isVehicle = if (KINDOF_ARRAY(_curObject,_list)) then {true} else {false}; _miscItems = ["Land_BottlePlastic_V1_F","Land_TacticalBacon_F","Land_Can_V3_F","Land_CanisterFuel_F","Land_Suitcase_F"]; //It's a vehicle! open the vehicle interaction key! if (_isVehicle) then { if (!dialog) then { if (player distance _curObject < ((boundingBox _curObject select 1) select 0)+2 && (!(player getVariable ["restrained",false])) && (!(player getVariable ["playerSurrender",false])) && !life_isknocked && !life_istazed) then { [_curObject] call life_fnc_vInteractionMenu; }; }; } else { //OK, it wasn't a vehicle so let's see what else it could be? if ((typeOf _curObject) in _miscItems) then { [_curObject,player,false] remoteExecCall ["TON_fnc_pickupAction",RSERV]; } else { //It wasn't a misc item so is it money? if ((typeOf _curObject) isEqualTo "Land_Money_F" && {!(_curObject getVariable ["inUse",false])}) then { [_curObject,player,true] remoteExecCall ["TON_fnc_pickupAction",RSERV]; }; }; }; };
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Was muss da dann hin ?
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Code
//If target is a player then check if we can use the cop menu. if (isPlayer _curTarget && _curObject isKindOf "Man") then { if (!dialog && playerSide isEqualTo west) then { [_curObject] call life_fnc_copInteractionMenu; }; } else {
Ingame wird mir gesagt das mit _curtarget was nicht richtig ist weiß jemand warum?
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Ich würde gerne die windowsmenü funktionen von den cops funktionierend haben auch wenn der spieler nicht gefesselt ist wie bekomme ich das hin ?
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@AmaZiinG Hab ich gerad nachgekukt hat alles nix gebracht
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in welcher datei ?
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Wir haben vorhin den Permanenten Personalausweiß eingefügt. nun hängen wir an dem fehler dass dort steht: "Uberprufe Daten des Personalausweises" und dann hängt man dort im bild fest. Weiß einer was wir falsch gemacht haben ?
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Das mim lesen ist so ne sache kannst ja mal @Scrpt fragen
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Wo kann man die Ausparkpreise ändern ?
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Wir haben nicht verstanden wie man den mod configurieren muss und es gab ein problem mit ner fehlermeldung dass der server nicht starten konnte weil er bei der fehlermeldung festhing
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weißt du wie ich den DDOP Taser zum funktionieren bringe ?
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ich weiß schon deswegen lass ich die finger davon ich suche immer noch kennst du einen ?
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wie kann ich die Langfunkgeräte von TFAR unsichtbar machen ? Ich habe mir jetzt einige Tutorials dazu angekukt und keine lösung gefunden.
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ich suche aktuell einen Taser mod kennt jemand einen guten ?
Den von Double Doppler kenne ich schon finde ich ned so geil deswegen frag ich ob jemand einen besseren kennt. -
Hat perfekt funktioniert danke
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hat leider nicht funktioniert habe ich das in zeile 87 (also "if(_item in _acecheck) then{player addItem _item;};") richtig eingetragen ?
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ich habe das alle wie im tutorial Beschreiben eingefügt nun aber kann ich das ganze zeugs nun nicht kaufen. was habe ich falsch gemacht ?
hier einmal die fn_handleItem.sqf:
Code: fn_handleItem.sqf
Alles anzeigen#include "..\..\script_macros.hpp" /* File: fn_handleItem.sqf Author: Bryan "Tonic" Boardwine Description Main gear handling functionality. */ private["_item","_details","_bool","_ispack","_items","_isgun","_ongun","_override","_toUniform","_toVest","_preview","_acecheck"]; _item = [_this,0,"",[""]] call BIS_fnc_param; _bool = [_this,1,false,[false]] call BIS_fnc_param; _ispack = [_this,2,false,[false]] call BIS_fnc_param; _ongun = [_this,3,false,[false]] call BIS_fnc_param; _override = [_this,4,false,[false]] call BIS_fnc_param; _toUniform = [_this,5,false,[false]] call BIS_fnc_param; //Manual override to send items specifically to a uniform. _toVest = [_this,6,false,[false]] call BIS_fnc_param; //Manual override to send items specifically to a vest _preview = [_this,7,false,[false]] call BIS_fnc_param; _acecheck = ["ACE_atropine","ACE_fieldDressing","ACE_elasticBandage","ACE_quikclot","ACE_bloodIV","ACE_bloodIV_500","ACE_bloodIV_250","ACE_bodyBag","ACE_epinephrine","ACE_morphine","ACE_packingBandage","ACE_personalAidKit","ACE_plasmaIV","ACE_plasmaIV_500","ACE_plasmaIV_250","ACE_salineIV","ACE_salineIV_500","ACE_salineIV_250","ACE_surgicalKit","ACE_tourniquet","ACE_EarPlugs","ACE_CableTie","ACE_DAGR","ACE_Kestrel4500"]; //Some checks if (_item isEqualTo "") exitWith {}; _isgun = false; _details = [_item] call life_fnc_fetchCfgDetails; if (count _details isEqualTo 0) exitWith {}; if (_bool) then { switch (_details select 6) do { case "CfgGlasses": { if (_toUniform) exitWith {player addItemToUniform _item;}; if (_toVest) exitWith {player addItemToVest _item;}; if (_ispack) then { player addItemToBackpack _item; } else { if (_override) then { player addItem _item; } else { if (!(goggles player isEqualTo "")) then { removeGoggles player; }; player addGoggles _item; }; }; }; case "CfgVehicles": { if (!(backpack player isEqualTo "")) then { _items = (backpackItems player); removeBackpack player; }; player addBackpack _item; clearAllItemsFromBackpack player; if (!isNil "_items") then { {[_x,true,true,false,true] call life_fnc_handleItem; } forEach _items; }; }; case "CfgMagazines": { if (_toUniform) exitWith {player addItemToUniform _item;}; if (_toVest) exitWith {player addItemToVest _item;}; if (_ispack) exitWith {player addItemToBackpack _item;}; player addMagazine _item; }; case "CfgWeapons": { //New addition if (_toUniform) exitWith {player addItemToUniform _item;}; if (_toVest) exitWith {player addItemToVest _item;}; if (_ispack) exitWith {player addItemToBackpack _item;}; if ((_details select 4) in [1,2,4,5,4096]) then { if ((_details select 4) isEqualTo 4096) then { if ((_details select 5) isEqualTo -1) then { if(_item in _acecheck) then{player addItem _item;}; _isgun = true; }; } else { _isgun = true; }; }; if (_isgun) then { if (!_ispack && _override) exitWith {}; //It was in the vest/uniform, try to close to prevent it overriding stuff... (Actual weapon and not an item) if (_item isEqualTo "MineDetector") then { player addItem _item; } else { player addWeapon _item; }; } else { switch (_details select 5) do { case 0: { if (_ispack) then { player addItemToBackpack _item; } else { if (_override) then { player addItem _item; } else { if (_item in (assignedItems player)) then { player addItem _item; } else { player addItem _item; player assignItem _item; }; }; }; }; case 605: { if (_ispack) then{ player addItemToBackpack _item; } else { if (_override) then { player addItem _item; } else { if (headgear player isEqualTo _item && {!_preview}) then { player addItem _item; } else { if (!(headgear player isEqualTo "")) then {removeHeadGear player;}; player addHeadGear _item; }; }; }; }; case 801: { if (_ispack) then { player addItemToBackpack _item; } else { if (_override) then { player addItem _item; } else { if (player isKindOf "Civilian") then { if (uniform player isEqualTo _item && {!_preview}) then { player addItem _item; } else { if (!(uniform player isEqualTo "")) then { _items = uniformItems player; removeUniform player; }; player addUniform _item; if (!isNil "_items") then { {player addItemToUniform _x} forEach _items; }; }; } else { if (!(uniform player isEqualTo "")) then { _items = uniformItems player; removeUniform player; }; if (!(player isUniformAllowed _item)) then { player forceAddUniform _item; } else { player addUniform _item; }; if (!isNil "_items") then { {player addItemToUniform _x} forEach _items; }; }; }; }; }; case 701: { if (_ispack) then { player addItemToBackpack _item; } else { if (_override) then{ player addItem _item; } else { if (vest player isEqualTo _item && {!_preview}) then { player addItem _item; } else { if (!(vest player isEqualTo "")) then { _items = vestItems player; removeVest player; }; player addVest _item; if (!isNil "_items") then { {[_x,true,false,false,true] spawn life_fnc_handleItem;} forEach _items; }; }; }; }; }; case 201: { if (_ispack) then { player addItemToBackpack _item; } else { private "_type"; _type = [_item,201] call life_fnc_accType; if (_ongun) then { switch (_type) do { case 1: { player addPrimaryWeaponItem _item; }; case 2: { player addSecondaryWeaponItem _item; }; case 3: { player addHandgunItem _item; }; }; } else { if (_override) then { player addItem _item; } else { private["_wepItems","_action","_slotTaken"]; _wepItems = switch (_type) do {case 1:{primaryWeaponItems player}; case 2:{secondaryWeaponItems player}; case 3:{handgunItems player}; default {["","",""]};}; _slotTaken = false; if (!((_wepItems select 2) isEqualTo "")) then {_slotTaken = true;}; if (_slotTaken) then { _action = [localize "STR_MISC_AttachmentMSG",localize "STR_MISC_Attachment",localize "STR_MISC_Weapon",localize "STR_MISC_Inventory"] call BIS_fnc_guiMessage; if (_action) then { switch (_type) do { case 1: {player addPrimaryWeaponItem _item;}; case 2: {player addSecondaryWeaponItem _item;}; case 3: {player addHandgunItem _item;}; default {player addItem _item;}; }; } else { player addItem _item; //Add it to any available container }; } else { switch (_type) do { case 1: {player addPrimaryWeaponItem _item;}; case 2: {player addSecondaryWeaponItem _item;}; case 3: {player addHandgunItem _item;}; default {player addItem _item;}; }; }; }; }; }; }; case 301: { if (_ispack) then { player addItemToBackpack _item; } else { private "_type"; _type = [_item,301] call life_fnc_accType; if (_ongun) then { switch (_type) do { case 1: { player addPrimaryWeaponItem _item; }; case 2: { player addSecondaryWeaponItem _item; }; case 3: { player addHandgunItem _item; }; }; } else { if (_override) then { player addItem _item; } else { private["_wepItems","_action","_slotTaken"]; _wepItems = switch (_type) do {case 1:{primaryWeaponItems player}; case 2:{secondaryWeaponItems player}; case 3:{handgunItems player}; default {["","",""]};}; _slotTaken = false; if (!((_wepItems select 1) isEqualTo "")) then {_slotTaken = true;}; if (_slotTaken) then { _action = [localize "STR_MISC_AttachmentMSG",localize "STR_MISC_Attachment",localize "STR_MISC_Weapon",localize "STR_MISC_Inventory"] call BIS_fnc_guiMessage; if (_action) then { switch (_type) do { case 1: {player addPrimaryWeaponItem _item;}; case 2: {player addSecondaryWeaponItem _item;}; case 3: {player addHandgunItem _item;}; default {player addItem _item;}; }; } else { player addItem _item; //Add it to any available container }; } else { switch (_type) do { case 1: {player addPrimaryWeaponItem _item;}; case 2: {player addSecondaryWeaponItem _item;}; case 3: {player addHandgunItem _item;}; default {player addItem _item;}; }; }; }; }; }; }; case 101:{ if (_ispack) then { player addItemToBackpack _item; } else { private "_type"; _type = [_item,101] call life_fnc_accType; if (_ongun) then { switch (_type) do { case 1: { player addPrimaryWeaponItem _item; }; case 2: { player addSecondaryWeaponItem _item; }; case 3: { player addHandgunItem _item; }; }; } else { if (_override) then { player addItem _item; } else { private["_wepItems","_action","_slotTaken"]; _wepItems = switch (_type) do {case 1:{primaryWeaponItems player}; case 2:{secondaryWeaponItems player}; case 3:{handgunItems player}; default {["","",""]};}; _slotTaken = false; if (!((_wepItems select 0) isEqualTo "")) then {_slotTaken = true;}; if (_slotTaken) then { _action = [localize "STR_MISC_AttachmentMSG",localize "STR_MISC_Attachment",localize "STR_MISC_Weapon",localize "STR_MISC_Inventory"] call BIS_fnc_guiMessage; if (_action) then { switch (_type) do { case 1: {player addPrimaryWeaponItem _item;}; case 2: {player addSecondaryWeaponItem _item;}; case 3: {player addHandgunItem _item;}; default {player addItem _item;}; }; } else { player addItem _item; //Add it to any available container }; } else { switch (_type) do { case 1: {player addPrimaryWeaponItem _item;}; case 2: {player addSecondaryWeaponItem _item;}; case 3: {player addHandgunItem _item;}; default {player addItem _item;}; }; }; }; }; }; }; case 621: { if (_ispack) then { player addItemToBackpack _item; } else { if (_override) then { player addItem _item; } else { player addItem _item; player assignItem _item; }; }; }; case 616: { if (_ispack) then { player addItemToBackpack _item; } else { if (_override) then { player addItem _item; } else { player addItem _item; player assignItem _item; }; }; }; default { if (_ispack) then { player addItemToBackpack _item; } else { player addItem _item; }; }; }; }; }; }; } else { switch (_details select 6) do { case "CfgVehicles": { removeBackpack player; }; case "CfgMagazines": { player removeMagazine _item; }; case "CfgGlasses": { if (_item isEqualTo goggles player) then { removeGoggles player; } else { player removeItem _item; }; }; case "CfgWeapons": { if ((_details select 4) in [1,2,4,5,4096]) then { if ((_details select 4) isEqualTo 4096) then { if ((_details select 5) isEqualTo 1) then { _isgun = true; }; } else { _isgun = true; }; }; if (_isgun) then { switch (true) do { case (primaryWeapon player isEqualTo _item) : {_ispack = false;}; case (secondaryWeapon player isEqualTo _item) : {_ispack = false;}; case (handgunWeapon player isEqualTo _item) : {_ispack = false;}; case (_item in assignedItems player) : {_ispack = false;}; default {_ispack = true;}; }; if (_item isEqualTo "MineDetector") then { player removeItem _item; } else { //Lovely code provided by [OCB]Dash private "_tmpfunction"; _tmpfunction = { private["_tWeapons","_tWeaponCount"]; switch (true) do { case (_this in (uniformItems player)): { _tWeapons = (getWeaponCargo (uniformContainer player)) select 0; _tWeaponCount = (getWeaponCargo (uniformContainer player)) select 1; clearWeaponCargo (uniformContainer player); { _numVestWeps = _tWeaponCount select _forEachIndex; if (_x == _this) then { _numVestWeps = _numVestWeps - 1; }; (uniformContainer player) addWeaponCargo [ _x,_numVestWeps]; }forEach _tWeapons; }; case (_this in (vestItems player)): { _tWeapons = (getWeaponCargo (vestContainer player)) select 0; _tWeaponCount = (getWeaponCargo (vestContainer player)) select 1; clearWeaponCargo (vestContainer player); { _numVestWeps = _tWeaponCount select _forEachIndex; if (_x == _this) then { _numVestWeps = _numVestWeps - 1; }; (vestContainer player) addWeaponCargo [ _x,_numVestWeps]; }forEach _tWeapons; }; case (_this in (backpackItems player)): { _tWeapons = (getWeaponCargo (backpackContainer player)) select 0; _tWeaponCount = (getWeaponCargo (backpackContainer player)) select 1; clearWeaponCargo (backpackContainer player); { _numVestWeps = _tWeaponCount select _forEachIndex; if (_x == _this) then { _numVestWeps = _numVestWeps - 1; }; (backpackContainer player) addWeaponCargo [ _x,_numVestWeps]; }forEach _tWeapons; }; }; }; if (_ispack) then { _item call _tmpfunction; } else { switch (true) do { case (_item in (uniformItems player)): {_item call _tmpfunction;}; case (_item in (vestItems player)) : {_item call _tmpfunction;}; case (_item in (backpackItems player)) : {_item call _tmpfunction;}; default {player removeWeapon _item;}; }; }; }; } else { switch (_details select 5) do { case 0: {player unassignItem _item; player removeItem _item;}; case 605: {if (headgear player isEqualTo _item) then {removeHeadgear player} else {player removeItem _item};}; case 801: {if (uniform player isEqualTo _item) then {removeUniform player} else {player removeItem _item};}; case 701: {if (vest player isEqualTo _item) then {removeVest player} else {player removeItem _item};}; case 621: {player unassignItem _item; player removeItem _item;}; case 616: {player unassignItem _item; player removeItem _item;}; default { switch (true) do { case (_item in primaryWeaponItems player) : {player removePrimaryWeaponItem _item;}; case (_item in handgunItems player) : {player removeHandgunItem _item;}; default {player removeItem _item;}; }; }; }; }; }; }; };