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    1. Nodezone.net Community
    2. Mitglieder
    3. Lukas_Multi

    Beiträge von Lukas_Multi

    • Arma 3 Haus mit garage

      • Lukas_Multi
      • 12. November 2016 um 17:21

      Ich würde gerne bei der [lexicon]tanoa[/lexicon] villa eine Garage im win menü hinzufügen wie bekomm ich das hin ?

    • Cop win. menü editieren

      • Lukas_Multi
      • 12. November 2016 um 16:16

      normaler dedicate root

    • Cop win. menü editieren

      • Lukas_Multi
      • 12. November 2016 um 15:15

      ich nicht aber der eignetliche lukas_multi schon (bin nur über root mitschreiber)

    • Cop win. menü editieren

      • Lukas_Multi
      • 12. November 2016 um 15:02

      Das ganze sieht jetzt so aus und funktioniert immer noch ned

      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["_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];
                  };
              };
          };
      };
      Alles anzeigen
    • Cop win. menü editieren

      • Lukas_Multi
      • 12. November 2016 um 14:43

      Was muss da dann hin ?

    • Cop win. menü editieren

      • Lukas_Multi
      • 12. November 2016 um 11:21
      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?

    • Cop win. menü editieren

      • Lukas_Multi
      • 10. November 2016 um 17:46

      Ich würde gerne die windowsmenü funktionen von den cops funktionierend haben auch wenn der spieler nicht gefesselt ist wie bekomme ich das hin ?

    • Permanenter Personal ausweiß Fehler

      • Lukas_Multi
      • 9. November 2016 um 17:32

      @AmaZiinG Hab ich gerad nachgekukt hat alles nix gebracht

    • Permanenter Personal ausweiß Fehler

      • Lukas_Multi
      • 8. November 2016 um 21:23

      in welcher datei ?

    • Permanenter Personal ausweiß Fehler

      • Lukas_Multi
      • 8. November 2016 um 21:05

      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 ?

      Dateien

      arma3server_2016-11-08_21-01-00.zip 18,97 kB – 136 Downloads
    • Ausparkpreise ändern

      • Lukas_Multi
      • 8. November 2016 um 17:22

      Das mim lesen ist so ne sache kannst ja mal @Scrpt fragen

    • Ausparkpreise ändern

      • Lukas_Multi
      • 8. November 2016 um 17:06

      Wo kann man die Ausparkpreise ändern ?

    • Taser Mod

      • Lukas_Multi
      • 6. November 2016 um 11:31

      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

    • Taser Mod

      • Lukas_Multi
      • 6. November 2016 um 11:28

      weißt du wie ich den DDOP Taser zum funktionieren bringe ?

    • Taser Mod

      • Lukas_Multi
      • 6. November 2016 um 10:19

      ich weiß schon deswegen lass ich die finger davon ich suche immer noch kennst du einen ?

    • TFAR langfunkgerät unsichtbar machen

      • Lukas_Multi
      • 5. November 2016 um 16:03

      wie kann ich die Langfunkgeräte von TFAR unsichtbar machen ? Ich habe mir jetzt einige Tutorials dazu angekukt und keine lösung gefunden.

    • Taser Mod

      • Lukas_Multi
      • 5. November 2016 um 09:46

      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.

    • ACE3 Shop Problem

      • Lukas_Multi
      • 4. November 2016 um 16:28

      Hat perfekt funktioniert danke :thumbup: :thumbup: !

    • ACE3 Shop Problem

      • Lukas_Multi
      • 4. November 2016 um 16:05

      hat leider nicht funktioniert habe ich das in zeile 87 (also "if(_item in _acecheck) then{player addItem _item;};") richtig eingetragen ?

    • ACE3 Shop Problem

      • Lukas_Multi
      • 3. November 2016 um 20:01

      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
      #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;};
                              };
                          };
                      };
                  };
              };
          };
      };
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