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

    Beiträge von Gerrit

    • sirene mit lizenz ausfüren

      • Gerrit
      • 25. August 2018 um 22:28

      jetzt macht es nichts mehr :(.


      Gibts die möglichkeit dich mal kurz zu sprechen ?

    • sirene mit lizenz ausfüren

      • Gerrit
      • 25. August 2018 um 21:53

      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...." 

       };

       };

       };

    • sirene mit lizenz ausfüren

      • Gerrit
      • 25. August 2018 um 20:22

      Joe wie muss du dein Sound einbauen? Reicht da die Variabele die in der description.ext steht oder musst du das anders Regeln ?

    • Altis Life Schwierigkeit auf Custom stellen

      • Gerrit
      • 27. Juli 2018 um 23:19

      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

      Code: 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

    • [Tutorial] Staatsbank verschieben auf Map - X

      • Gerrit
      • 24. Juli 2018 um 12:05

      geändert aber leider nichts gebracht. Alles nicht auf brechbar

    • [Tutorial] Staatsbank verschieben auf Map - X

      • Gerrit
      • 23. Juli 2018 um 16:19

      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.

      Bilder

      • 20180723151934_1.jpg
        • 338,43 kB
        • 1.920 × 1.080
        • 168

      Dateien

      fn_boltcutter.sqf 4,73 kB – 147 Downloads fn_actionKeyHandler.sqf 5,85 kB – 173 Downloads init.sqf 8,62 kB – 154 Downloads fn_repairDoor.sqf 3,15 kB – 126 Downloads fn_houseMenu.sqf 7,52 kB – 130 Downloads
    • Fahrzeuginteraktionsmenü für Zivilisten ums das herausziehen von Personen erweitern.

      • Gerrit
      • 27. Mai 2018 um 19:58

      Dies ist bereits geschehen. Der Dialog öffnet sich nicht.

    • Fahrzeuginteraktionsmenü für Zivilisten ums das herausziehen von Personen erweitern.

      • Gerrit
      • 27. Mai 2018 um 16:21

      wie sieht es aus ?

      ist eine Lösung möglich finde nämlich nichts

    • [TUTORIAL][Altis Life 4.0+] Cop/Medic Absperrungen per Menü

      • Gerrit
      • 26. Mai 2018 um 19:34

      Iss es halt nicht !!

      siehe datei

    • [TUTORIAL][Altis Life 4.0+] Cop/Medic Absperrungen per Menü

      • Gerrit
      • 26. Mai 2018 um 16:14

      Abend Habe folgenden Fehler

      Zitat von placeables.hpp

      /*

      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);

      };

      };

      };

      Alles anzeigen

      Dateien

      arma3server_x64_2018-05-26_16-05-36.rpt 94,77 kB – 138 Downloads
    • Fahrzeuginteraktionsmenü für Zivilisten ums das herausziehen von Personen erweitern.

      • Gerrit
      • 25. Mai 2018 um 14:07

      hier die action

      Dateien

      fn_actionKeyHandler.sqf 5,69 kB – 188 Downloads
    • Fahrzeuginteraktionsmenü für Zivilisten ums das herausziehen von Personen erweitern.

      • Gerrit
      • 24. Mai 2018 um 16:07
      fn_keyHandler.sqf

      #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;

    • Fahrzeuginteraktionsmenü für Zivilisten ums das herausziehen von Personen erweitern.

      • Gerrit
      • 24. Mai 2018 um 15:44

      Nop Sry er öffnet immer noch nichts

    • Fahrzeuginteraktionsmenü für Zivilisten ums das herausziehen von Personen erweitern.

      • Gerrit
      • 24. Mai 2018 um 15:14

      Siehe oben !!

      Dateien

      fn_civInteractionMenu.sqf 2,03 kB – 173 Downloads
    • Fahrzeuginteraktionsmenü für Zivilisten ums das herausziehen von Personen erweitern.

      • Gerrit
      • 24. Mai 2018 um 15:07

      Wenn jemand ein Spieler Eskortiert dann kann er diese Eskorte nicht stoppen. Bei Win Taste drücken öffnet sich kein menü um Stop Eskort zu drücken.

    • Fahrzeuginteraktionsmenü für Zivilisten ums das herausziehen von Personen erweitern.

      • Gerrit
      • 24. Mai 2018 um 15:00

      Danke hat geklappt nun wenn ich spieler eskortiere kann ich die nicht nicht mehr Eskortieren.

      fn_civInteractionMenu.sqf

      #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;";


    • Fahrzeuginteraktionsmenü für Zivilisten ums das herausziehen von Personen erweitern.

      • Gerrit
      • 24. Mai 2018 um 13:33

      in dem Windows Menü wird mit das herausziehen nicht als auswählbar angezeigt.

    • Fahrzeuginteraktionsmenü für Zivilisten ums das herausziehen von Personen erweitern.

      • Gerrit
      • 23. Mai 2018 um 22:13

      Ich brauch das für die Zivs :)

    • Fahrzeuginteraktionsmenü für Zivilisten ums das herausziehen von Personen erweitern.

      • Gerrit
      • 23. Mai 2018 um 14:28

      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.8)

    • Server crasht beim Starten

      • Gerrit
      • 23. Mai 2018 um 14:25

      Hat sich erledigt. Danke

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