Hallo bekomme einfach nicht den fehler weg!
mpmission\altis_life.altis\textures\cop_uniform.jpg
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Hallo bekomme einfach nicht den fehler weg!
mpmission\altis_life.altis\textures\cop_uniform.jpg
super das hab ich voll übersehen !
hatt funktioniert dankeeeeeeeeeeee
hast du eine von der 4.4 die funktioniert
Hallo habe die Tasten für die Mine (Spitzhacke) auf die Taste Q gelegt das funktioniert auch!
aber wenn ich mein Gerät (DEVICE) an die stellen stelle wo man mit einer Spitzhacke farmen kann steht immer die meldung da das ich nicht in der nähe einer Mine stehe !
kann mir da jemand helfen ?
sorry für die dumme frage aber wo kommt der code hin ? und die zahl 10 steht bestimmt für 10 meter oder?
alles klar vielen dank hatt super funktioniert
währe als sinnvoll wenn man dazu schreiben würde wo das hin soll !
desweiteren
File: fn_fatigueReset.sqf gibts bei mir garnicht
add to
core\configuration.sqf
life_fatigue = 0.5; //Set the max fatigue limit (50%) an welche stelle ??
altis life wo finde ich das script für die ausdauer umzustellen !
ne das mag er nicht ! kann nichtmal joinen
Kannst du mir noch bei diesem problem weiterhelfen
Hallo mein gekauftest haus lässte sich nicht mehr aufschliesen ! ich weiss das da was fehlt aber mir fällt gerade nicht ein wie ich das schreiben kann!
#include "..\..\script_macros.hpp"
/*
* File: fn_keyHandler.sqf
* Author: Bryan "Tonic" Boardwine
*
* Description:
* Main key handler for event 'keyDown'
*/
private ["_handled","_shift","_alt","_code","_ctrl","_alt","_ctrlKey","_veh","_locked","_interactionKey","_mapKey","_interruptionKeys"];
_ctrl = SEL(_this,0);
_code = SEL(_this,1);
_shift = SEL(_this,2);
_ctrlKey = SEL(_this,3);
_alt = SEL(_this,4);
_speed = speed cursorTarget;
_handled = false;
_interactionKey = if((EQUAL(count (actionKeys "User10"),0))) then {219} else {(actionKeys "User10") select 0};
_mapKey = SEL(actionKeys "ShowMap",0);
//hint str _code;
_interruptionKeys = [17,30,31,32]; //A,S,W,D
//Vault handling...
if((_code in (actionKeys "GetOver") _code in (actionKeys "salute")
_code in (actionKeys "SitDown")
_code in (actionKeys "Throw")
_code in (actionKeys "GetIn")
_code in (actionKeys "GetOut")
_code in (actionKeys "Fire")
_code in (actionKeys "ReloadMagazine")
_code in [16,18]) && ((player GVAR ["restrained",false])
(player GVAR ["playerSurrender",false])
life_isknocked
life_istazed)) exitWith {
true;
};
if(life_action_inUse) exitWith {
if(!life_interrupted && _code in _interruptionKeys) then {life_interrupted = true;};
_handled;
};
//Hotfix for Interaction key not being able to be bound on some operation systems.
if(!(EQUAL(count (actionKeys "User10"),0)) && {(inputAction "User10" > 0)}) exitWith {
//Interaction key (default is Left Windows, can be mapped via Controls -> Custom -> User Action 10)
if(!life_action_inUse) then {
[] spawn {
private "_handle";
_handle = [] spawn life_fnc_actionKeyHandler;
waitUntil {scriptDone _handle};
life_action_inUse = false;
};
};
true;
};
if (life_container_active) then {
switch (_code) do {
//space key
case 57: {
[life_container_activeObj] spawn life_fnc_placedefinestorage;
};
};
true;
};
switch (_code) do {
//Space key for Jumping
case 57: {
if(isNil "jumpActionTime") then {jumpActionTime = 0;};
if(_shift && {!(EQUAL(animationState player,"AovrPercMrunSrasWrflDf"))} && {isTouchingGround player} && {EQUAL(stance player,"STAND")} && {speed player > 2} && {!life_is_arrested} && {SEL((velocity player),2) < 2.5} && {time - jumpActionTime > 1.5}) then {
jumpActionTime = time; //Update the time.
[player,true] spawn life_fnc_jumpFnc; //Local execution
[player,false] remoteExec ["life_fnc_jumpFnc",RANY]; //Global execution
_handled = true;
};
};
//Surrender (Shift + B)
case 48: {
if(_shift) then {
if(player GVAR ["playerSurrender",false]) then {
player SVAR ["playerSurrender",false,true];
} else {
[] spawn life_fnc_surrender;
};
_handled = true;
};
};
//Map Key
case _mapKey: {
switch (playerSide) do {
case west: {if(!visibleMap) then {[] spawn life_fnc_copMarkers;}};
case independent: {if(!visibleMap) then {[] spawn life_fnc_medicMarkers;}};
case civilian: {if(!visibleMap) then {[] spawn life_fnc_civMarkers;}};
};
};
//Holster / recall weapon. (Shift + H)
case 35: {
if(_shift && !_ctrlKey && !(EQUAL(currentWeapon player,""))) then {
life_curWep_h = currentWeapon player;
player action ["SwitchWeapon", player, player, 100];
player switchCamera cameraView;
};
if(!_shift && _ctrlKey && !isNil "life_curWep_h" && {!(EQUAL(life_curWep_h,""))}) then {
if(life_curWep_h in [RIFLE,LAUNCHER,PISTOL]) then {
player selectWeapon life_curWep_h;
};
};
};
//Interaction key (default is Left Windows, can be mapped via Controls -> Custom -> User Action 10)
case _interactionKey: {
if(!life_action_inUse) then {
[] spawn {
private "_handle";
_handle = [] spawn life_fnc_actionKeyHandler;
waitUntil {scriptDone _handle};
life_action_inUse = false;
};
};
};
//Restraining (Shift + R)
case 19: {
if(_shift) then {_handled = true;};
if(_shift && playerSide == west && {!isNull cursorTarget} && {cursorTarget isKindOf "Man"} && {(isPlayer cursorTarget)} && {(side cursorTarget in [civilian,independent])} && {alive cursorTarget} && {cursorTarget distance player < 3.5} && {!(cursorTarget GVAR "Escorting")} && {!(cursorTarget GVAR "restrained")} && {speed cursorTarget < 1}) then {
[] call life_fnc_restrainAction;
};
};
//Knock out, this is experimental and yeah... (Shift + G)
case 34: {
if(_shift) then {_handled = true;};
if(_shift && playerSide == civilian && !isNull cursorTarget && cursorTarget isKindOf "Man" && isPlayer cursorTarget && alive cursorTarget && cursorTarget distance player < 4 && speed cursorTarget < 1) then {
if((animationState cursorTarget) != "Incapacitated" && (currentWeapon player == primaryWeapon player OR currentWeapon player == handgunWeapon player) && currentWeapon player != "" && !life_knockout && !(player GVAR ["restrained",false]) && !life_istazed && !life_isknocked) then {
[cursorTarget] spawn life_fnc_knockoutAction;
};
};
};
//T Key (Trunk)
case 20: {
if(!_alt && !_ctrlKey && !dialog && {!life_action_inUse}) then {
if(vehicle player != player && alive vehicle player) then {
if((vehicle player) in life_vehicles) then {
[vehicle player] call life_fnc_openInventory;
};
} else {
private "_list";
_containers = [getPosATL player, ["Box_IND_Grenades_F","B_supplyCrate_F"], 2.5] call life_fnc_nearestObjects;
if (count _containers > 0) then {
_container = _containers select 0;
[_container] call life_fnc_openInventory;
} else {
_list = ["landVehicle","Air","Ship"];
if(KINDOF_ARRAY(cursorTarget,_list) && {player distance cursorTarget < 7} && {vehicle player == player} && {alive cursorTarget} && {!life_action_inUse}) then {
if(cursorTarget in life_vehicles) then {
[cursorTarget] call life_fnc_openInventory;
};
};
};
};
};
};
//L Key?
case 38: {
//If cop run checks for turning lights on.
if(_shift && playerSide in [west,independent]) then {
if(vehicle player != player && (typeOf vehicle player) in ["C_Offroad_01_F","B_MRAP_01_F","C_SUV_01_F","C_Hatchback_01_sport_F","B_Heli_Light_01_F","B_Heli_Transport_01_F"]) then {
if(!isNil {vehicle player GVAR "lights"}) then {
if(playerSide == west) then {
[vehicle player] call life_fnc_sirenLights;
} else {
[vehicle player] call life_fnc_medicSirenLights;
};
_handled = true;
};
};
};
if(!_alt && !_ctrlKey) then { [] call life_fnc_radar; };
};
//Y Player Menu
case 21: {
if(!_alt && !_ctrlKey && !dialog && !(player GVAR ["restrained",false]) && {!life_action_inUse}) then {
[] call life_fnc_p_openMenu;
};
};
//F Key
case 33: {
if(playerSide in [west,independent] && {vehicle player != player} && {!life_siren_active} && {((driver vehicle player) == player)}) then {
[] spawn {
life_siren_active = true;
sleep 4.7;
life_siren_active = false;
};
_veh = vehicle player;
if(isNil {_veh GVAR "siren"}) then {_veh SVAR ["siren",false,true];};
if((_veh GVAR "siren")) then {
titleText [localize "STR_MISC_SirensOFF","PLAIN"];
_veh SVAR ["siren",false,true];
} else {
titleText [localize "STR_MISC_SirensON","PLAIN"];
_veh SVAR ["siren",true,true];
if(playerSide == west) then {
[_veh] remoteExec ["life_fnc_copSiren",RCLIENT];
} else {
[_veh] remoteExec ["life_fnc_medicSiren",RCLIENT];
};
};
};
};
//O Key
case 24: {
if(_shift) then {
if (soundVolume != 1) then {
1 fadeSound 1;
systemChat localize "STR_MISC_soundnormal";
} else {
1 fadeSound 0.1;
systemChat localize "STR_MISC_soundfade";
};
};
};
//U Key
case 22:
{
if(!_alt && !_ctrlKey) then
{
if(vehicle player == player) then
{
_veh = cursorTarget;
}
else
{
_veh = vehicle player;
};
_locked = locked _veh;
if(_veh in life_vehicles && player distance _veh < 6.5 OR vehicle player == _veh) then
{
if(_locked == 2) then
{
if(local _veh) then
{
_veh lock 0;
}
else
{
[[_veh,0], "life_fnc_lockVehicle",_veh,false] spawn life_fnc_MP;
};
systemChat "Du hast dein Fahrzeug aufgeschlossen.";
player say3D "car_unlock";
}
else
{
if(local _veh) then
{
_veh lock 2;
}
else
{
[[_veh,2], "life_fnc_lockVehicle",_veh,false] spawn life_fnc_MP;
};
systemChat "Du hast dein Fahrzeug abgeschlossen.";
player say3D "car_lock";
};
};
};
};
//Q Key
case 16: {
if (playerSide == civilian) then {
if((!life_action_inUse) && (vehicle player == player)) then {
if(life_inv_pickaxe > 0) then {
[] spawn life_fnc_pickAxeUse;
};
};
};
if (playerSide == independent) then {
if(!life_action_inUse) then {
if (vehicle player == player) then {
cursorTarget lock 0; hint "cursorTarget unlocked";
{ moveOut _x; } forEach crew cursorTarget;
} else {
vehicle player lock 0; hint "vehicle unlocked";
{ moveOut _x; } forEach crew vehicle player;
};
};
};
};
ahh ok werds ma teste!
hab aber noch ein kleines problem gekaufte häuse können nur abgeschlossen werden nicht auf!
ne vorher auch schon nicht
gibt es eine möglichkeit den inhalt vom tresor der bank zu steuern ?
so dass man ein minimal und ein maximal eintragen kann , was im tresor ist unabhängig von den spielern die online sind!
wie gesagt kaufen und benutzen geht jetzt nur der name wird mir nicht angezeigt
aber der Name wird im Shop nicht angezeigt
die Status bar verschwindet beim umwandeln ! jemand ne idee
das hier von diesem forum gemacht [Tutorial] Statusbar / Infoleiste
was brauchst !