jetzt macht es nichts mehr .
Gibts die möglichkeit dich mal kurz zu sprechen ?
Schön, dass du den Weg zu NodeZone.net gefunden hast! Aktuell bist du nicht angemeldet und kannst deshalb nur eingeschränkt auf unsere Community zugreifen. Um alle Funktionen freizuschalten, spannende Inhalte zu entdecken und dich aktiv einzubringen, registriere dich jetzt kostenlos oder melde dich mit deinem Account an.
jetzt macht es nichts mehr .
Gibts die möglichkeit dich mal kurz zu sprechen ?
Wenn ich folgendes einfüge kommt nur du hast sie nicht gekauft. und ja ich habe die lizenscase 36: {
if (_shift) then { if ((vehicle player == player) && (license_civ_acht)) then {
[_veh,"mkwng",150,1] remoteExecCall ["life_fnc_Say3D",-2];
}else{
hintsilent "Du hast keine custom Hupe gekauft...."
};
};
};
Joe wie muss du dein Sound einbauen? Reicht da die Variabele die in der description.ext steht oder musst du das anders Regeln ?
Moin Moin,
Wir wollen unsern Server umstellen. Dabei brauchen wir aber die Schwierigkeitsstufe Custom. Hierbei klappt aber immer nicht die 3rd Person View.
Ich brauche eure Hilfe. Anbei ist die Server.cfg
// ███████████████████████████████████████████████████████████████████████
// █████████████████████████ GRUNDEINSTELLUNGEN ██████████████████████████
// ███████████████████████████████████████████████████████████████████████
hostname = "";
password = ""; //Bei keinem Passwort einfach leer lassen...
passwordAdmin = "";
logFile = "arma3server.log";
verifySignatures = 2; // Verhindert dass Spieler welche unbekannte Mods verwenden deinen Server betreten und hält so eine Menge Hacker fern. Standart: 2
equalModRequired = 0; // Prevent players who don't have the exact same mods as the server from joining (best kept at 0)
requiredSecureId = 2; // was used to define type of secureID
maxPlayers = 120; // Slotzahl deines Servers. Empfohlen: 64
kickDuplicate = 1; // Each player normally has its own unique ID. If set to 1, players with an ID that is identical to another player will be kicked
serverCommandPassword = ""
BattlEye = 1; // BattlEye Ein- oder Abschalten. 1 = Eingeschaltet | 0 = Ausgeschaltet (Nicht empfohlen!)
motd[] =
{
};
motdInterval = 30; // Time interval (in seconds) between each message
// ███████████████████████████████████████████████████████████████████████
// ███████████████████████ MISSIONSEINSTELLUNGEN █████████████████████████
// ███████████████████████████████████████████████████████████████████████
voteMissionPlayers = 1; // Tells the server how many people must connect before displaying the mission selection screen, if you have not already selected a mission in this config
voteThreshold = 2; // Percentage (0.00 to 1.00) of players needed to vote for something, for example an admin or a new mission, to become effective. Set to 9999 to prevent people from voting random players as admins.
allowedVoteCmds[] = {};
class Missions
{
class Mission1
{
template="Altis_Life_10_n.Altis";
difficulty="Custom";
};
};
class DifficultyPresets
{
class CustomDifficulty
{
class Options
{
// Simulation
reducedDamage = 0; // Reduced damage
// Situational awareness
groupIndicators = 2; // Group indicators (0 = never, 1 = limited distance, 2 = always)
friendlyTags = 0; // Friendly name tags (0 = never, 1 = limited distance, 2 = always)
enemyTags = 0; // Enemy name tags (0 = never, 1 = limited distance, 2 = always)
detectedMines = 0; // Detected mines (0 = never, 1 = limited distance, 2 = always)
commands = 0; // Commands (0 = never, 1 = fade out, 2 = always)
waypoints = 2; // Waypoints (0 = never, 1 = fade out, 2 = always)
// Personal awareness
weaponInfo = 2; // Weapon info (0 = never, 1 = fade out, 2 = always)
stanceIndicator = 2; // Stance indicator (0 = never, 1 = fade out, 2 = always)
staminaBar = 1; // Stamina bar
weaponCrosshair = 1; // Weapon crosshair
visionAid = 0; // Vision aid
// View
thirdPersonView = 1; // 3rd person view
cameraShake = 0; // Camera shake
// Multiplayer
scoreTable = 0; // Score table
deathMessages = 1; // Killed by
vonID = 1; // VON ID
// Misc
mapContent = 0; // Extended map content
autoReport = 1; // Automatic reporting
multipleSaves = 1; // Multiple saves
};
//aiLevelPreset is counted from 0 and can have following values: 0 (AI Level Low), 1 (AI Level Normal), 2 (AI Level High), 3 (AI Level Custom).
//When 3 (AI Level Custom) is chosen, values of skill and precision are stored to the class CustomAILevel.
aiLevelPreset=3;
};
class CustomAILevel
{
skillAI=0.85;
precisionAI=0.5;
};
};
// ███████████████████████████████████████████████████████████████████████
// █████████████████████ ERWEITERTE EINSTELLUNGEN ████████████████████████
// ███████████████████████████████████████████████████████████████████████
disableVoN = 0; // If set to 1, voice chat will be disabled
vonCodecQuality = 30; // Supports range 1-30; 8kHz is 0-10 (narrowband), 16kHz is 11-20 (wideband), 32kHz is 21-30 (ultrawideband); higher = better sound quality
persistent = 1; // If set to 1, missions will continue to run after all players have disconnected
timeStampFormat = "short"; // Set the timestamp format used on each line of the server RPT log file. Possible values are "none" (default), "short", "full".
allowedLoadFileExtensions[] = {"hpp","sqs","sqf","fsm","cpp","paa","txt","xml","inc","ext","sqm","ods","fxy","lip","csv","kb","bik","bikb","html","htm","biedi"}; // only allow files with those extensions to be loaded via loadFile command (since Arma 3 build 1.19.124216)
allowedPreprocessFileExtensions[] = {"hpp","sqs","sqf","fsm","cpp","paa","txt","xml","inc","ext","sqm","ods","fxy","lip","csv","kb","bik","bikb","html","htm","biedi"}; // only allow files with those extensions to be loaded via preprocessFile/preprocessFileLineNumber commands (since Arma 3 build 1.19.124323)
allowedHTMLLoadExtensions[] = {"htm","html","xml","txt"}; // only allow files with those extensions to be loaded via HTMLLoad command (since Arma 3 build 1.27.126715)
onUserConnected = ""; // command to run when a player connects
onUserDisconnected = ""; // command to run when a player disconnects
doubleIdDetected = ""; // command to run if a player has the same ID as another player in the server
onUnsignedData = "kick (_this select 0)"; // command to run if a player has unsigned data
onHackedData = "kick (_this select 0)"; // command to run if a player has data with invalid signatures
onDifferentData = ""; // command to run if a player has modified data
Alles anzeigen
Mfg Gerrit
geändert aber leider nichts gebracht. Alles nicht auf brechbar
Moin Moin, ich habe wie beschrieben das Versetzen durchgeführt.
Die Objekte sind auch verriegelt, aber nun kann kein Ziv die Bank mehr ausrauben. Ich bitte um Hilfe. Es kommen KEINE Fehlermeldungen.
Anbei findet ihr alle daten. Es sind die selben Objekte geblieben nur versetzt. Für coords ist ein Screen dabei.
Iss es halt nicht !!
siehe datei
Zitat von placeables.hppAlles anzeigen/*
Author: Maximum
Description: Placeables for the cop side.
Das Skript stammt von altisliferpg.com hier der folgende Link: http://www.altisliferpg.com/topic/11132-re…cement-dialogs/
Das Skript wurde von mir in Deutsch übersetzt dennoch ist das Verbreiten des Tutorials in anderen Forum ohne meiner Erlaubnis nicht erlaubt!
Editiert von: powerafro2
Version: 3.1.4.8
*/
class Life_Cop_Placeables {
idd = 20000;
name= "life_cop_placeables";
movingEnable = false;
enableSimulation = true;
onLoad = "";
class controlsBackground {
class Life_RscTitleBackground:Life_RscText {
colorBackground[] = {"(profilenamespace getvariable [‘GUI_BCG_RGB_R’,0.3843])", "(profilenamespace getvariable [‘GUI_BCG_RGB_G’,0.7019])", "(profilenamespace getvariable [‘GUI_BCG_RGB_B’,0.8862])", "(profilenamespace getvariable [‘GUI_BCG_RGB_A’,0.7])"};
idc = -1;
x = 0.1;
y = 0.2;
w = 0.6;
h = (1 / 25);
};
class MainBackground:Life_RscText {
colorBackground[] = {0, 0, 0, 0.7};
idc = -1;
x = 0.1;
y = 0.2 + (11 / 250);
w = 0.6;
h = 0.6 - (22 / 250);
};
};
class controls {
class Title : Life_RscTitle {
colorBackground[] = {0, 0, 0, 0};
idc = -1;
text = "Elemente Absperrmenü";
x = 0.1;
y = 0.2;
w = 0.6;
h = (1 / 25);
};
class PlaceablesList : Life_RscListBox {
idc = 20001;
text = "";
sizeEx = 0.035;
x = 0.12; y = 0.26;
w = 0.56; h = 0.370;
};
class CloseButtonKey : Life_RscButtonMenu {
idc = -1;
text = "$STR_Global_Close";
onButtonClick = "closeDialog 0;";
x = -0.06 + (6.25 / 40) + (1 / 250 / (safezoneW / safezoneH));
y = 0.8 - (1 / 25);
w = (6.25 / 40);
h = (1 / 25);
};
class RemoveAll : life_RscButtonMenu {
idc = -1;
text = "LoeschenALL";
onButtonClick = "[] call life_fnc_placeablesRemoveAll";
x = 0.1 + (6.25 / 40) + (1 / 250 / (safezoneW / safezoneH));
y = 0.8 - (1 / 25);
w = (6.25 / 40);
h = (1 / 25);
};
class Place : Life_RscButtonMenu {
idc = -1;
text = "Place"; <--- Line 77
colorBackground[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.3843])", "(profilenamespace getvariable ['GUI_BCG_RGB_G',0.7019])", "(profilenamespace getvariable ['GUI_BCG_RGB_B',0.8862])", 0.5};
onButtonClick = "[] spawn life_fnc_placeablePlace;";
x = 0.32;
y = 0.69;
w = (6.25 / 40);
h = (1 / 25);
};
};
};
#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 = _this select 0;
_code = _this select 1;
_shift = _this select 2;
_ctrlKey = _this select 3;
_alt = _this select 4;
_speed = speed cursorObject;
_handled = false;
_interactionKey = if (count (actionKeys "User10") isEqualTo 0) then {219} else {(actionKeys "User10") select 0};
_mapKey = (actionKeys "ShowMap" select 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 getVariable ["restrained",false])
(player getVariable ["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 (!(count (actionKeys "User10") isEqualTo 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) exitwith {
//ignore movement actions
private _allowedMoves = [
"MoveForward",
"MoveBack",
"TurnLeft",
"TurnRight",
"MoveFastForward",
"MoveSlowForward",
"turbo",
"TurboToggle",
"MoveLeft",
"MoveRight",
"WalkRunTemp",
"WalkRunToggle",
"AdjustUp",
"AdjustDown",
"AdjustLeft",
"AdjustRight",
"Stand",
"Crouch",
"Prone",
"MoveUp",
"MoveDown",
"LeanLeft",
"LeanLeftToggle",
"LeanRight",
"LeanRightToggle"
];
if (({_code in (actionKeys _x)} count _allowedMoves) > 0) exitwith {
false;
};
//handle other keys
if (_code isEqualTo 57) then {//space key -> place
life_storagePlacing = 0 spawn life_fnc_placestorage;
} else { //other keys -> abort
if (!isNull life_storagePlacing) exitWith {}; //already placing down a box
if (!isNull life_container_activeObj) then {
deleteVehicle life_container_activeObj;
titleText [localize "STR_NOTF_PlaceContainerAbort", "PLAIN"];
};
life_container_active = false;
};
true;
};
switch (_code) do {
// -- Disable commander/tactical view
if (LIFE_SETTINGS(getNumber,"disableCommanderView") isEqualTo 1) then {
private _CommandMode = actionKeys "tacticalView";
if (_code in _CommandMode) then {
hint localize "STR_NOTF_CommanderView";
_handled = true;
};
};
//Space key for Jumping
case 57: {
if (isNil "jumpActionTime") then {jumpActionTime = 0;};
if (_shift && {!(animationState player isEqualTo "AovrPercMrunSrasWrflDf")} && {isTouchingGround player} && {stance player isEqualTo "STAND"} && {speed player > 2} && {!life_is_arrested} && {((velocity player) select 2) < 2.5} && {time - jumpActionTime > 1.5}) then {
jumpActionTime = time; //Update the time.
[player] remoteExec ["life_fnc_jumpFnc",RANY]; //Global execution
_handled = true;
};
};
//Surrender (Shift + B)
case 48: {
if (_shift) then {
if (player getVariable ["playerSurrender",false]) then {
player setVariable ["playerSurrender",false,true];
} else {
[] spawn life_fnc_surrender;
};
_handled = true;
};
};
//K EMP
case 37: {
if (!_shift && !_alt && !_ctrlKey && (playerSide == west) && (vehicle player != player && (typeOf vehicle player) in ["B_Heli_Light_01_F"])) then
{
[] call life_fnc_openEmpMenu; [_this] call life_fnc_isEmpOperator;
};
};
//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 && !(currentWeapon player isEqualTo "")) then {
life_curWep_h = currentWeapon player;
player action ["SwitchWeapon", player, player, 100];
player switchCamera cameraView;
};
if (!_shift && _ctrlKey && !isNil "life_curWep_h" && {!(life_curWep_h isEqualTo "")}) then {
if (life_curWep_h in [primaryWeapon player,secondaryWeapon player,handgunWeapon player]) 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 isEqualTo west && {!isNull cursorObject} && {cursorObject isKindOf "Man"} && {(isPlayer cursorObject)} && {(side cursorObject in [civilian,independent])} && {alive cursorObject} && {cursorObject distance player < 3.5} && {!(cursorObject getVariable "Escorting")} && {!(cursorObject getVariable "restrained")} && {speed cursorObject < 1}) then {
[] call life_fnc_restrainAction;
} else {
if (_shift && playerSide isEqualTo civilian && {!isNull cursorObject} && {cursorObject isKindOf "Man"} && {(isPlayer cursorObject)} && {(side cursorObject in [civilian,west])} && {alive cursorObject} && {cursorObject distance player < 3.5} && {!(cursorObject getVariable "Escorting")} && {!(cursorObject getVariable "restrained")} && {speed cursorObject < 1}) then {
if (life_inv_kabelbinder > 0) then {
if ([false,"kabelbinder",1] call life_fnc_handleInv) then {
[] call life_fnc_restrainAction;
} else {hintSilent "Du besitzt keine Kabelbinder";};
} else {hintSilent "Du besitzt keine Kabelbinder";};
};
};
};
//Knock out, this is experimental and yeah... (Shift + G)
case 34: {
if (_shift) then {_handled = true;};
if (_shift && playerSide isEqualTo civilian && !isNull cursorObject && cursorObject isKindOf "Man" && isPlayer cursorObject && alive cursorObject && cursorObject distance player < 4 && speed cursorObject < 1) then {
if ((animationState cursorObject) != "Incapacitated" && (currentWeapon player == primaryWeapon player currentWeapon player == handgunWeapon player) && currentWeapon player != "" && !life_knockout && !(player getVariable ["restrained",false]) && !life_istazed && !life_isknocked) then {
[cursorObject] spawn life_fnc_knockoutAction;
};
};
};
//T Key (Trunk)
case 20: {
if (!_alt && {!_ctrlKey} && {!dialog} && {!life_action_inUse} && {!(player getVariable ["playerSurrender",false])} && {!(player getVariable ["restrained",false])} && {!life_isknocked} && {!life_istazed}) then {
if (!(isNull objectParent player) && alive vehicle player) then {
if ((vehicle player) in life_vehicles) then {
[vehicle player] spawn life_fnc_openInventory;
};
} else {
private "_list";
_list = ((ASLtoATL (getPosASL player)) nearEntities [["Box_IND_Grenades_F","B_supplyCrate_F"], 2.5]) select 0;
if (!(isNil "_list")) then {
_house = nearestObject [(ASLtoATL (getPosASL _list)), "House"];
if (_house getVariable ["locked", false]) then {
hint localize "STR_House_ContainerDeny";
} else {
[_list] spawn life_fnc_openInventory;
};
} else {
_list = ["landVehicle","Air","Ship"];
if (KINDOF_ARRAY(cursorObject,_list) && {player distance cursorObject < 7} && {isNull objectParent player} && {alive cursorObject} && {!life_action_inUse}) then {
if (cursorObject in life_vehicles {locked cursorObject isEqualTo 0}) then {
[cursorObject] spawn life_fnc_openInventory;
};
};
};
};
};
};
//L Key?
case 38: {
//If cop run checks for turning lights on.
if (_shift && playerSide in [west,independent]) then {
if (!(isNull objectParent 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 getVariable "lights"}) then {
if (playerSide isEqualTo 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; };
};
//Ökey
case 39: {
if (!_shift && !_alt && !_ctrlKey && playerSide isEqualTo civilian && {license_civ_brot}) then {
[] call life_fnc_Opener;
};
if (!_shift && !_alt && !_ctrlKey && playerSide isEqualTo civilian && {license_civ_mkwng}) then {
[] call life_fnc_Opener;
};
if (!_shift && !_alt && !_ctrlKey && playerSide isEqualTo civilian && {license_civ_mkwngm}) then {
[] call life_fnc_Opener;
};
if (playerSide in [west,independent] && {vehicle player != player} && {!life_siren_active} && {((driver vehicle player) == player)}) then {
[] spawn {
life_siren_active = true;
sleep 7;
life_siren_active = false;
};
_veh = vehicle player;
if (isNil {_veh getVariable "siren2"}) then {_veh setVariable ["siren2",false,true];};
if ((_veh getVariable "siren2")) then {
titleText ["Warnung AUS","PLAIN"];
_veh setVariable ["siren2",false,true];
} else {
titleText ["Warnung AN","PLAIN"];
_veh setVariable ["siren2",true,true];
if (playerSide isEqualTo west) then {
[_veh] remoteExec ["life_fnc_copSiren2",RCLIENT];
} else {
[_veh] remoteExec ["life_fnc_medicSiren",RCLIENT];
};
};
};
};
//Y Player Menu
case 21: {
if (!_alt && !_ctrlKey && !dialog && !(player getVariable ["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 getVariable "siren"}) then {_veh setVariable ["siren",false,true];};
if ((_veh getVariable "siren")) then {
titleText [localize "STR_MISC_SirensOFF","PLAIN"];
_veh setVariable ["siren",false,true];
} else {
titleText [localize "STR_MISC_SirensON","PLAIN"];
_veh setVariable ["siren",true,true];
if (playerSide isEqualTo west) then {
[_veh] remoteExec ["life_fnc_copSiren",RCLIENT];
} else {
[_veh] remoteExec ["life_fnc_medicSiren",RCLIENT];
};
};
};
};
//O Key
case 24: {
if (_shift) then {
if !(soundVolume isEqualTo 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 (isNull objectParent player) then {
_veh = cursorObject;
} else {
_veh = vehicle player;
};
if (_veh isKindOf "House_F" && {playerSide isEqualTo civilian}) then {
if (_veh in life_vehicles && {player distance _veh < 20}) then {
_door = [_veh] call life_fnc_nearestDoor;
if (_door isEqualTo 0) exitWith {hint localize "STR_House_Door_NotNear"};
_locked = _veh getVariable [format ["bis_disabled_Door_%1",_door],0];
if (_locked isEqualTo 0) then {
_veh setVariable [format ["bis_disabled_Door_%1",_door],1,true];
_veh animateSource [format ["Door_%1_source", _door], 0];
systemChat localize "STR_House_Door_Lock";
} else {
_veh setVariable [format ["bis_disabled_Door_%1",_door],0,true];
_veh animateSource [format ["Door_%1_source", _door], 1];
systemChat localize "STR_House_Door_Unlock";
};
};
} else {
_locked = locked _veh;
if (_veh in life_vehicles && {player distance _veh < 20}) then {
if (_locked isEqualTo 2) then {
if (local _veh) then {
_veh lock 0;
// BI
_veh animateDoor ["door_back_R",1];
_veh animateDoor ["door_back_L",1];
_veh animateDoor ['door_R',1];
_veh animateDoor ['door_L',1];
_veh animateDoor ['Door_L_source',1];
_veh animateDoor ['Door_rear',1];
_veh animateDoor ['Door_rear_source',1];
_veh animateDoor ['Door_1_source',1];
_veh animateDoor ['Door_2_source',1];
_veh animateDoor ['Door_3_source',1];
_veh animateDoor ['Door_LM',1];
_veh animateDoor ['Door_RM',1];
_veh animateDoor ['Door_LF',1];
_veh animateDoor ['Door_RF',1];
_veh animateDoor ['Door_LB',1];
_veh animateDoor ['Door_RB',1];
_veh animateDoor ['DoorL_Front_Open',1];
_veh animateDoor ['DoorR_Front_Open',1];
_veh animateDoor ['DoorL_Back_Open',1];
_veh animateDoor ['DoorR_Back_Open ',1];
} else {
[_veh,0] remoteExecCall ["life_fnc_lockVehicle",_veh];
_veh animateDoor ["door_back_R",1];
_veh animateDoor ["door_back_L",1];
_veh animateDoor ['door_R',1];
_veh animateDoor ['door_L',1];
_veh animateDoor ['Door_L_source',1];
_veh animateDoor ['Door_rear',1];
_veh animateDoor ['Door_rear_source',1];
_veh animateDoor ['Door_1_source',1];
_veh animateDoor ['Door_2_source',1];
_veh animateDoor ['Door_3_source',1];
_veh animateDoor ['Door_LM',1];
_veh animateDoor ['Door_RM',1];
_veh animateDoor ['Door_LF',1];
_veh animateDoor ['Door_RF',1];
_veh animateDoor ['Door_LB',1];
_veh animateDoor ['Door_RB',1];
_veh animateDoor ['DoorL_Front_Open',1];
_veh animateDoor ['DoorR_Front_Open',1];
_veh animateDoor ['DoorL_Back_Open',1];
_veh animateDoor ['DoorR_Back_Open ',1];
};
systemChat localize "STR_MISC_VehUnlock";
[_veh,"unlockCarSound"] remoteExec ["life_fnc_say3D",RANY];
} else {
if (local _veh) then {
_veh lock 2;
_veh animateDoor ["door_back_R",0];
_veh animateDoor ["door_back_L",0];
_veh animateDoor ['door_R',0];
_veh animateDoor ['door_L',0];
_veh animateDoor ['Door_L_source',0];
_veh animateDoor ['Door_rear',0];
_veh animateDoor ['Door_rear_source',0];
_veh animateDoor ['Door_1_source',0];
_veh animateDoor ['Door_2_source',0];
_veh animateDoor ['Door_3_source',0];
_veh animateDoor ['Door_LM',0];
_veh animateDoor ['Door_RM',0];
_veh animateDoor ['Door_LF',0];
_veh animateDoor ['Door_RF',0];
_veh animateDoor ['Door_LB',0];
_veh animateDoor ['Door_RB',0];
_veh animateDoor ['DoorL_Front_Open',0];
_veh animateDoor ['DoorR_Front_Open',0];
_veh animateDoor ['DoorL_Back_Open',0];
_veh animateDoor ['DoorR_Back_Open ',0];
} else {
[_veh,2] remoteExecCall ["life_fnc_lockVehicle",_veh];
_veh animateDoor ["door_back_R",0];
_veh animateDoor ["door_back_L",0];
_veh animateDoor ['door_R',0];
_veh animateDoor ['door_L',0];
_veh animateDoor ['Door_L_source',0];
_veh animateDoor ['Door_rear',0];
_veh animateDoor ['Door_rear_source',0];
_veh animateDoor ['Door_1_source',0];
_veh animateDoor ['Door_2_source',0];
_veh animateDoor ['Door_3_source',0];
_veh animateDoor ['Door_LM',0];
_veh animateDoor ['Door_RM',0];
_veh animateDoor ['Door_LF',0];
_veh animateDoor ['Door_RF',0];
_veh animateDoor ['Door_LB',0];
_veh animateDoor ['Door_RB',0];
_veh animateDoor ['DoorL_Front_Open',0];
_veh animateDoor ['DoorR_Front_Open',0];
_veh animateDoor ['DoorL_Back_Open',0];
_veh animateDoor ['DoorR_Back_Open ',0];
};
systemChat localize "STR_MISC_VehLock";
[_veh,"lockCarSound"] remoteExec ["life_fnc_say3D",RANY];
};
};
};
};
};
};
_handled;
Danke hat geklappt nun wenn ich spieler eskortiere kann ich die nicht nicht mehr Eskortieren.
#include "..\..\script_macros.hpp"
/*
File: fn_civInteractionMenu.sqf
Author: Bryan "Tonic" Boardwine
Description:
Replaces the mass addactions for various cop actions towards another player.
*/
#define Btn1 37450
#define Btn2 37451
#define Btn3 37452
#define Btn4 37453
#define Btn5 37454
#define Btn6 37455
#define Btn7 37456
#define Btn8 37457
#define Title 37401
private ["_display","_curTarget","_seizeRank","_Btn1","_Btn2","_Btn3","_Btn4","_Btn5","_Btn6","_Btn7","_Btn8"];
disableSerialization;
_curTarget = param [0,objNull,[objNull]];
_seizeRank = LIFE_SETTINGS(getNumber,"seize_minimum_rank");
if (player getVariable ["Escorting", false]) then {
if (isNull _curTarget) exitWith {closeDialog 0;}; //Bad target
if (!isPlayer _curTarget && side _curTarget isEqualTo civilian) exitWith {closeDialog 0;}; //Bad side check?
if (player distance _curTarget > 4 ) exitWith {closeDialog 0;}; // Prevents menu accessing from far distances.
};
if (!dialog) then {
createDialog "pInteraction_Menu";
};
_display = findDisplay 37400;
_Btn1 = _display displayCtrl Btn1;
_Btn2 = _display displayCtrl Btn2;
_Btn3 = _display displayCtrl Btn3;
_Btn4 = _display displayCtrl Btn4;
_Btn5 = _display displayCtrl Btn5;
_Btn6 = _display displayCtrl Btn6;
_Btn7 = _display displayCtrl Btn7;
_Btn8 = _display displayCtrl Btn8;
life_pInact_curTarget = _curTarget;
if (player getVariable ["isEscorting",false]) then {
{ _x ctrlShow false; } forEach [_Btn1,_Btn2,_Btn3,_Btn5,_Btn6,_Btn7,_Btn8];
};
//Set Escort Button
if (player getVariable ["isEscorting",false]) then {
_Btn4 ctrlSetText localize "STR_pInAct_StopEscort";
_Btn4 buttonSetAction "[] call life_fnc_stopEscorting; closeDialog 0;";
} else {
_Btn4 ctrlSetText localize "STR_pInAct_Escort";
_Btn4 buttonSetAction "[life_pInact_curTarget] call life_fnc_escortAction; closeDialog 0;";
};
_Btn7 ctrlSetText localize "STR_pInAct_PutInCar";
_Btn7 buttonSetAction "[life_pInact_curTarget] call life_fnc_putInCar; closeDialog 0;";
Hallo,
Ich brauch noch einmal eure Hilfe. (Altis 5.0.0)
Es geht um die Funktion als Zivilist gefesselte Spieler Herauszuziehen aus einem Fahrzeug. Dabei soll nur die Person herausgezogen werden die Gefesselt ist.
Es muss ebenfalls in das Fahrzeuginteraktionsmenü eingefügt werden.
Wo und Wie ist das möglich ?
Danke für eure Hilfe.
Hat sich erledigt. Danke