Beiträge von Azoni
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@Larry
ich liebe dich xD
Vielen Dank !!! -
öffne mal das komplette Script mit Notepad ++ und suche nach 4 cutText und 4 cutRsc
Sollte das irgendwo vorkommen, dann solltest du das abändern. Bestenfalls in 0 cutRsc/0 cutText
Wenn du das Ragecore Intro verwendest, dann musst du in der fn_initIntro.sqf folgendes
for "_x" from 5 to 25 do {
_x cutRsc ["RageCoreintro","PLAIN"];
};
mit folgendem
for "_x" from 5 to 25 do {
_x cutRsc ["RageCoreintro","PLAIN"];
};
ersetzten@Larry
Ist das nicht zwei Mal das gleiche ? -
Keiner eine Idee?
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Vielleicht weiß ja @Motombo was da zu tun ist xD
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@Larry
steht nichts drin ._. -
@Larry
Geht nicht xD
Also das gleiche Problem wie vorher ._. -
@Larry
So ? xDCode
Alles anzeigen/* Player Status Bar with Icons v 1.36 Author: Dart_Rogue Mod: Epoch https://github.com/DarthRogue/Status_Bar Transfered to Altis Life + add SBUserhy */ waitUntil {!(isNull (findDisplay 46))}; disableSerialization; 4 cutRsc ["osefStatusBar","PLAIN"]; systemChat format["Willkommen auf dem Server", _rscLayer]; [] spawn { sleep 2; _counter = 360; _timeSinceLastUpdate = 0; _colourDefault = parseText "#ADADAD"; //set your default colour here _colour100 = parseText "#33FF00"; _colour90 = parseText "#33FF00"; _colour80 = parseText "#33FF00"; _colour70 = parseText "#33FF00"; _colour60 = parseText "#66FF00"; _colour50 = parseText "#CCFF00"; _colour40 = parseText "#FFFF00"; _colour30 = parseText "#FFFF00"; _colour20 = parseText "#CC0000"; _colour10 = parseText "#CC0000"; _colour0 = parseText "#CC0000"; _colourDead = parseText "#000000"; _colourUpTimeHUD = parseText "#CCCCCC"; while {true} do { sleep 1; //moved the creation of the status bar inside the loop and create it if it is null, //this is to handle instance where the status bar is disappearing if(isNull ((uiNamespace getVariable "statusBar")displayCtrl 55555)) then { diag_log "statusbar is null create"; disableSerialization; 4 cutRSC ["osefStatusBar","PLAIN"]; }; //initialize variables and set values //neu _CivplayHUD = civilian countSide playableUnits; _WestplayHUD = west countSide playableUnits; _IndepplayHUD = independent countSide playableUnits; _EastplayHUD = east countSide playableUnits; _grid = mapGridPosition player; _xx = (format[_grid]) select [0,3]; _yy = (format[_grid]) select [3,3]; _hunger = round(life_hunger); _thirst = round(life_thirst); _damage = round ((1 - (damage player)) * 100); _FpsHud = round (diag_fps); _stamina = round(getFatigue player * 100) / 100; _UpTimeHUD = [serverTime,"HH:MM:SS"] call BIS_fnc_secondsToString; //neu ende _toxPercent = round(life_thirst); _energy = round(life_thirst); _energyPercent = floor((_energy / 2500 ) * 100); _players = (count playableUnits -1); //Colour coding //Hunger _colourHunger = _colourDefault; switch true do { case(_hunger >= 100) : {_colourHunger = _colour70;}; case((_hunger >= 90) && (_hunger < 100)) : {_colourHunger = _colour70;}; case((_hunger >= 80) && (_hunger < 90)) : {_colourHunger = _colour70;}; case((_hunger >= 70) && (_hunger < 80)) : {_colourHunger = _colour70;}; case((_hunger >= 60) && (_hunger < 70)) : {_colourHunger = _colour60;}; case((_hunger >= 50) && (_hunger < 60)) : {_colourHunger = _colour50;}; case((_hunger >= 40) && (_hunger < 50)) : {_colourHunger = _colour40;}; case((_hunger >= 30) && (_hunger < 40)) : {_colourHunger = _colour30;}; case((_hunger >= 20) && (_hunger < 30)) : {_colourHunger = _colour20;}; case((_hunger >= 10) && (_hunger < 20)) : {_colourHunger = _colour10;}; case((_hunger >= 1) && (_hunger < 10)) : {_colourHunger = _colour0;}; case(_hunger < 1) : {_colourHunger = _colourDead;}; }; //Thirst _colourThirst = _colourDefault; switch true do{ case(_thirst >= 100) : {_colourThirst = _colour70;}; case((_thirst >= 90) && (_thirst < 100)) : {_colourThirst = _colour70;}; case((_thirst >= 80) && (_thirst < 90)) : {_colourThirst = _colour70;}; case((_thirst >= 70) && (_thirst < 80)) : {_colourThirst = _colour70;}; case((_thirst >= 60) && (_thirst < 70)) : {_colourThirst = _colour60;}; case((_thirst >= 50) && (_thirst < 60)) : {_colourThirst = _colour50;}; case((_thirst >= 40) && (_thirst < 50)) : {_colourThirst = _colour40;}; case((_thirst >= 30) && (_thirst < 40)) : {_colourThirst = _colour30;}; case((_thirst >= 20) && (_thirst < 30)) : {_colourThirst = _colour20;}; case((_thirst >= 10) && (_thirst < 20)) : {_colourThirst = _colour10;}; case((_thirst >= 1) && (_thirst < 10)) : {_colourThirst = _colour0;}; case(_thirst < 1) : {_colourThirst = _colourDead;}; }; //Damage _colourDamage = _colourDefault; switch true do { case(_damage >= 100) : {_colourDamage = _colour70;}; case((_damage >= 90) && (_damage < 100)) : {_colourDamage = _colour70;}; case((_damage >= 80) && (_damage < 90)) : {_colourDamage = _colour70;}; case((_damage >= 70) && (_damage < 80)) : {_colourDamage = _colour70;}; case((_damage >= 60) && (_damage < 70)) : {_colourDamage = _colour60;}; case((_damage >= 50) && (_damage < 60)) : {_colourDamage = _colour50;}; case((_damage >= 40) && (_damage < 50)) : {_colourDamage = _colour40;}; case((_damage >= 30) && (_damage < 40)) : {_colourDamage = _colour30;}; case((_damage >= 20) && (_damage < 30)) : {_colourDamage = _colour20;}; case((_damage >= 10) && (_damage < 20)) : {_colourDamage = _colour10;}; case((_damage >= 1) && (_damage < 10)) : {_colourDamage = _colour0;}; case(_damage < 1) : {_colourDamage = _colourDead;}; }; //Stamina _colourStamina = _colourDefault; switch true do{ case(_Stamina < 0.01) : {_colourStamina = _colour70;}; case((_Stamina >= 0.01) && (_Stamina < 0.3)) : {_colourStamina = _colour70;}; case((_Stamina >= 0.3) && (_Stamina < 0.6)) : {_colourStamina = _colour30;}; case(_Stamina >= 0.6) : {_colourStamina = _colour0;}; }; //FPS _colourFps = _colourDefault; switch true do { case(_FpsHud >= 60) : {_colourFps = _colour70;}; case((_FpsHud >= 30) && (_FpsHud < 60)) : {_colourFps = _colour30;}; case((_FpsHud >= 1) && (_FpsHud < 30)) : {_colourFps = _colour0;}; case(_FpsHud < 1) : {_colourFps = _colourDead;}; }; ((uiNamespace getVariable "osefStatusBar")displayCtrl 555556)ctrlSetStructuredText parseText format["<t shadow='1' shadowColor='#000000'><img size='1.6' shadowColor='#000000' image='icons\Statusbar\players.paa' color='#FFFFFF'/>%1 <img size='1.6' shadowColor='#000000' image='icons\Statusbar\players.paa' color='#3399FF'/>%2 <img size='1.6' shadowColor='#000000' image='icons\Statusbar\players.paa' color='#009933'/>%3 <img size='1.6' shadowColor='#000000' image='icons\Statusbar\players.paa' color='#CC0000'/>%4 <img size='1.6' shadowColor='#000000' image='icons\Statusbar\ico_map.paa'/>%5 <img size='1.6' shadowColor='#000000' image='icons\Statusbar\hunger.paa' color='%7'/>%6 <img size='1.6' shadowColor='#000000' image='icons\Statusbar\thirst.paa' color='%9'/>%8 <img size='1.6' shadowColor='#000000' image='icons\Statusbar\damage.paa' color='%11'/>%10 <img size='1.6' shadowColor='#000000' image='icons\Statusbar\stamina.paa' color='%13'/>%12 <img size='1.6' shadowColor='#000000' image='icons\Statusbar\monitor_fps.paa' color='%15'/>%14 <img size='1.6' shadowColor='#000000' image='icons\Statusbar\restart.paa' color='%17'/>%16</t>",_CivplayHUD,_WestplayHUD,_IndepplayHUD,_EastplayHUD, format["%1/%2",_xx,_yy], _hunger, _colourHunger, _thirst, _colourThirst, _damage, _colourDamage, _stamina, _colourStamina, _FpsHud, _colourFps, _UpTimeHUD, _colourUpTimeHUD,_players,_energyPercent,_colourDefault]; }; };
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@Motombo
So?Code
Alles anzeigen/* Player Status Bar with Icons v 1.36 Author: Dart_Rogue Mod: Epoch https://github.com/DarthRogue/Status_Bar Transfered to Altis Life + add SBUserhy */ waitUntil {!(isNull (findDisplay 46))}; disableSerialization; 4 cutRsc ["osefStatusBar","PLAIN"]; systemChat format["Willkommen auf dem Server", _rscLayer]; [] spawn { sleep 2; _counter = 360; _timeSinceLastUpdate = 0; _colourDefault = parseText "#ADADAD"; //set your default colour here _colour100 = parseText "#33FF00"; _colour90 = parseText "#33FF00"; _colour80 = parseText "#33FF00"; _colour70 = parseText "#33FF00"; _colour60 = parseText "#66FF00"; _colour50 = parseText "#CCFF00"; _colour40 = parseText "#FFFF00"; _colour30 = parseText "#FFFF00"; _colour20 = parseText "#CC0000"; _colour10 = parseText "#CC0000"; _colour0 = parseText "#CC0000"; _colourDead = parseText "#000000"; _colourUpTimeHUD = parseText "#CCCCCC"; while {true} do { sleep 1; //moved the creation of the status bar inside the loop and create it if it is null, //this is to handle instance where the status bar is disappearing if(isNull ((uiNamespace getVariable "statusBar")displayCtrl 55555)) then { diag_log "statusbar is null create"; disableSerialization; _rscLayer = "statusBar" call BIS_fnc_rscLayer; _rscLayer cutRsc["statusBar","PLAIN"]; }; //initialize variables and set values //neu _CivplayHUD = civilian countSide playableUnits; _WestplayHUD = west countSide playableUnits; _IndepplayHUD = independent countSide playableUnits; _EastplayHUD = east countSide playableUnits; _grid = mapGridPosition player; _xx = (format[_grid]) select [0,3]; _yy = (format[_grid]) select [3,3]; _hunger = round(life_hunger); _thirst = round(life_thirst); _damage = round ((1 - (damage player)) * 100); _FpsHud = round (diag_fps); _stamina = round(getFatigue player * 100) / 100; _UpTimeHUD = [serverTime,"HH:MM:SS"] call BIS_fnc_secondsToString; //neu ende _toxPercent = round(life_thirst); _energy = round(life_thirst); _energyPercent = floor((_energy / 2500 ) * 100); _players = (count playableUnits -1); //Colour coding //Hunger _colourHunger = _colourDefault; switch true do { case(_hunger >= 100) : {_colourHunger = _colour70;}; case((_hunger >= 90) && (_hunger < 100)) : {_colourHunger = _colour70;}; case((_hunger >= 80) && (_hunger < 90)) : {_colourHunger = _colour70;}; case((_hunger >= 70) && (_hunger < 80)) : {_colourHunger = _colour70;}; case((_hunger >= 60) && (_hunger < 70)) : {_colourHunger = _colour60;}; case((_hunger >= 50) && (_hunger < 60)) : {_colourHunger = _colour50;}; case((_hunger >= 40) && (_hunger < 50)) : {_colourHunger = _colour40;}; case((_hunger >= 30) && (_hunger < 40)) : {_colourHunger = _colour30;}; case((_hunger >= 20) && (_hunger < 30)) : {_colourHunger = _colour20;}; case((_hunger >= 10) && (_hunger < 20)) : {_colourHunger = _colour10;}; case((_hunger >= 1) && (_hunger < 10)) : {_colourHunger = _colour0;}; case(_hunger < 1) : {_colourHunger = _colourDead;}; }; //Thirst _colourThirst = _colourDefault; switch true do{ case(_thirst >= 100) : {_colourThirst = _colour70;}; case((_thirst >= 90) && (_thirst < 100)) : {_colourThirst = _colour70;}; case((_thirst >= 80) && (_thirst < 90)) : {_colourThirst = _colour70;}; case((_thirst >= 70) && (_thirst < 80)) : {_colourThirst = _colour70;}; case((_thirst >= 60) && (_thirst < 70)) : {_colourThirst = _colour60;}; case((_thirst >= 50) && (_thirst < 60)) : {_colourThirst = _colour50;}; case((_thirst >= 40) && (_thirst < 50)) : {_colourThirst = _colour40;}; case((_thirst >= 30) && (_thirst < 40)) : {_colourThirst = _colour30;}; case((_thirst >= 20) && (_thirst < 30)) : {_colourThirst = _colour20;}; case((_thirst >= 10) && (_thirst < 20)) : {_colourThirst = _colour10;}; case((_thirst >= 1) && (_thirst < 10)) : {_colourThirst = _colour0;}; case(_thirst < 1) : {_colourThirst = _colourDead;}; }; //Damage _colourDamage = _colourDefault; switch true do { case(_damage >= 100) : {_colourDamage = _colour70;}; case((_damage >= 90) && (_damage < 100)) : {_colourDamage = _colour70;}; case((_damage >= 80) && (_damage < 90)) : {_colourDamage = _colour70;}; case((_damage >= 70) && (_damage < 80)) : {_colourDamage = _colour70;}; case((_damage >= 60) && (_damage < 70)) : {_colourDamage = _colour60;}; case((_damage >= 50) && (_damage < 60)) : {_colourDamage = _colour50;}; case((_damage >= 40) && (_damage < 50)) : {_colourDamage = _colour40;}; case((_damage >= 30) && (_damage < 40)) : {_colourDamage = _colour30;}; case((_damage >= 20) && (_damage < 30)) : {_colourDamage = _colour20;}; case((_damage >= 10) && (_damage < 20)) : {_colourDamage = _colour10;}; case((_damage >= 1) && (_damage < 10)) : {_colourDamage = _colour0;}; case(_damage < 1) : {_colourDamage = _colourDead;}; }; //Stamina _colourStamina = _colourDefault; switch true do{ case(_Stamina < 0.01) : {_colourStamina = _colour70;}; case((_Stamina >= 0.01) && (_Stamina < 0.3)) : {_colourStamina = _colour70;}; case((_Stamina >= 0.3) && (_Stamina < 0.6)) : {_colourStamina = _colour30;}; case(_Stamina >= 0.6) : {_colourStamina = _colour0;}; }; //FPS _colourFps = _colourDefault; switch true do { case(_FpsHud >= 60) : {_colourFps = _colour70;}; case((_FpsHud >= 30) && (_FpsHud < 60)) : {_colourFps = _colour30;}; case((_FpsHud >= 1) && (_FpsHud < 30)) : {_colourFps = _colour0;}; case(_FpsHud < 1) : {_colourFps = _colourDead;}; }; ((uiNamespace getVariable "osefStatusBar")displayCtrl 555556)ctrlSetStructuredText parseText format["<t shadow='1' shadowColor='#000000'><img size='1.6' shadowColor='#000000' image='icons\Statusbar\players.paa' color='#FFFFFF'/>%1 <img size='1.6' shadowColor='#000000' image='icons\Statusbar\players.paa' color='#3399FF'/>%2 <img size='1.6' shadowColor='#000000' image='icons\Statusbar\players.paa' color='#009933'/>%3 <img size='1.6' shadowColor='#000000' image='icons\Statusbar\players.paa' color='#CC0000'/>%4 <img size='1.6' shadowColor='#000000' image='icons\Statusbar\ico_map.paa'/>%5 <img size='1.6' shadowColor='#000000' image='icons\Statusbar\hunger.paa' color='%7'/>%6 <img size='1.6' shadowColor='#000000' image='icons\Statusbar\thirst.paa' color='%9'/>%8 <img size='1.6' shadowColor='#000000' image='icons\Statusbar\damage.paa' color='%11'/>%10 <img size='1.6' shadowColor='#000000' image='icons\Statusbar\stamina.paa' color='%13'/>%12 <img size='1.6' shadowColor='#000000' image='icons\Statusbar\monitor_fps.paa' color='%15'/>%14 <img size='1.6' shadowColor='#000000' image='icons\Statusbar\restart.paa' color='%17'/>%16</t>",_CivplayHUD,_WestplayHUD,_IndepplayHUD,_EastplayHUD, format["%1/%2",_xx,_yy], _hunger, _colourHunger, _thirst, _colourThirst, _damage, _colourDamage, _stamina, _colourStamina, _FpsHud, _colourFps, _UpTimeHUD, _colourUpTimeHUD,_players,_energyPercent,_colourDefault]; }; };
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vergleich doch mal dein Case Reb_Car mit dem Case Cop_Car ... fällt dir da was auf?
Vielen Dank!
Also so ?Code
Alles anzeigencase "cop_car": { if(__GETC__(life_coplevel) > 1) then { _return = ["C_SUV_01_F",15000], ["C_Offroad_01_F",5000] }; if(__GETC__(life_coplevel) > 2) then { _return = ["C_Hatchback_01_F",25000], ["I_Truck_02_transport_F",30000] }; if (__GETC__(life_coplevel) > 3) then { _return = ["C_Hatchback_01_sport_F",35000] }; if (__GETC__(life_coplevel) > 3) then { _return = ["B_MRAP_01_F",250000], ["O_MRAP_02_F",200000] }; if (__GETC__(life_coplevel) > 5) then { _return = ["I_MRAP_03_F",250000] }; };
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Moin,
Ich habe ein "kleines" Problem mit meinen Cop Vehicle Shops , undzwar bekomme ich ein leeres Menü wenn ich ihn öffne.
Es taucht auch keine Fehlermeldung in den RPTs oder ín der Konsole oben auf ._.
Hier die Datein:vehicleList
Code
Alles anzeigen#include <macro.h> /* File: Author: Bryan "Tonic" Boardwine Description: Master configuration list / array for buyable vehicles & prices and their shop. */ private["_shop","_return"]; _shop = [_this,0,"",[""]] call BIS_fnc_param; if(_shop == "") exitWith {[]}; _return = []; switch (_shop) do { case "med_air_hs": { _return = [ ["B_Heli_Light_01_F",40000], ["O_Heli_Light_02_unarmed_F",40000], ["I_Heli_Transport_02_F",40000], ["I_Heli_light_03_unarmed_F",40000] ]; }; case "med_shop": { _return = [ ["C_Offroad_01_F",20000], ["C_Offroad_01_repair_F",20000], ["C_Van_01_box_F",20000], ["B_Truck_01_transport_F",20000], ["I_Truck_02_medical_F",20000], ["O_Truck_03_medical_F",20000], ["B_Truck_01_medical_F",20000], ["C_SUV_01_F",20000] ]; }; case "civ_car": { _return = [ ["B_Quadbike_01_F",3333], ["C_Van_01_fuel_F",70001], ["C_Hatchback_01_F",10000], ["C_Offroad_01_F",33300], ["C_SUV_01_F",56667], ["C_Van_01_transport_F",93333], ["C_Hatchback_01_sport_F",1333333] ]; }; case "civ_servt_1": { _return = [ ["C_Offroad_01_F",15000] //Service Truck ]; }; case "civ_truck": { _return = [ ["C_Van_01_box_F",166666], ["I_Truck_02_transport_F",750000], ["I_Truck_02_covered_F",800000], ["O_Truck_03_transport_F",2666666], ["O_Truck_03_covered_F",2966666], ["B_Truck_01_transport_F",3400000], ["B_Truck_01_covered_F",3733333], ["B_Truck_01_box_F",4666666], ["O_Truck_03_device_F",6666666] ]; }; case "reb_car": { _return = [ ["B_Quadbike_01_F",2500], ["B_G_Offroad_01_F",15000], ["O_MRAP_02_F",1800000], ["B_MRAP_01_F",2000000], ["B_Heli_Light_01_F",1325000] ]; if(license_civ_rebel) then { _return set[count _return, ["I_Heli_Transport_02_F",7000000]]; _return set[count _return, ["O_Heli_Light_02_unarmed_F",5750000]]; _return set[count _return, ["O_Heli_Transport_04_box_F",8250000]]; }; }; case "reb_car2": { _return set[count _return, ["B_Quadbike_01_F",2500]]; _return set[count _return, ["C_Offroad_01_F",333333]]; _return set[count _return, ["O_MRAP_02_F",6666666]]; _return set[count _return, ["B_MRAP_01_F",9666666]]; }; case "reb_air": { _return set[count _return, ["B_Heli_Light_01_F",1275000]]; _return set[count _return, ["O_Heli_Light_02_unarmed_F",4500000]]; _return set[count _return, ["O_Heli_Transport_04_F",6500000]]; }; case "cop_car": { _return pushBack ["C_Offroad_01_F",5000]; _return pushBack ["C_SUV_01_F",20000]; if(__GETC__(life_coplevel) > 2) then { _return pushBack ["B_MRAP_01_F",30000]; }; }; case "civ_air": { _return = [ ["B_Heli_Light_01_F",1275000], ["O_Heli_Light_02_unarmed_F",4500000], ["B_Heli_Transport_03_unarmed_green_F",15000000] ]; }; case "cop_air": { if(__GETC__(life_coplevel) > 2) then { _return set[count _return, ["B_Heli_Light_01_F",30000]]; }; if(__GETC__(life_coplevel) > 3) then { _return set[count _return, ["I_Heli_light_03_unarmed_F",50000]]; }; if(__GETC__(life_coplevel) > 4) then { _return set[count _return, ["B_Heli_Transport_01_F",200000]]; }; }; case "civ_ship": { _return = [ ["C_Rubberboat",5000], ["O_SDV_01_F",30000], ["C_Boat_Civil_01_F",22000] ]; }; case "cop_ship": { _return = [ ["B_Boat_Transport_01_F",3000], ["C_Boat_Civil_01_police_F",20000], ["B_SDV_01_F",100000] ]; }; case "donator_car": { if(__GETC__(life_donator) > 1) then { _return set[count _return, ["B_Quadbike_01_F",500]]; _return set[count _return, ["C_Offroad_01_F",2500]]; _return set[count _return, ["C_Hatchback_01_sport_F",10000]]; _return set[count _return, ["C_SUV_01_F",20000]]; _return set[count _return, ["C_Van_01_fuel_F",7500]]; _return set[count _return, ["B_Heli_Light_01_F",100000]]; _return set[count _return, ["O_Heli_Light_02_unarmed_F",175000]]; _return set[count _return, ["I_Heli_Transport_02_F",650000]]; }; }; case "soldner_1": { if(__GETC__(life_donator) == 3) then { _return set[count _return, ["I_MRAP_03_F",2000000]]; _return set[count _return, ["O_MRAP_02_F",1800000]]; _return set[count _return, ["I_Heli_Transport_02_F",8650000]]; _return set[count _return, ["O_Heli_Light_02_unarmed_F",4500000]]; _return set[count _return, ["B_Heli_Light_01_F",1275000]]; _return set[count _return, ["B_Truck_01_box_F",6900000]]; _return set[count _return, ["B_MRAP_01_F",2000000]]; _return set[count _return, ["C_Hatchback_01_sport_F",1250000]]; }; }; case "kart_shop": { _return = [ ["C_Kart_01_Blu_F",15000], ["C_Kart_01_Fuel_F",15000], ["C_Kart_01_Red_F",15000], ["C_Kart_01_Vrana_F",15000] ]; }; }; _return;
Und die Initialisierung des Vehicle Shops:Codethis enableSimulation false; this allowDamage false; this addAction[""Vehicle Shop"",life_fnc_vehicleShopMenu,[""cop_car"",west,""cop_car_1"",""cop"",""APD - Kavala District""]]; this addAction[""Vehicle Garage"", { [[getPlayerUID player,playerSide,""Car"",player],""TON_fnc_getVehicles"",false,false] spawn life_fnc_MP; createDialog ""Life_impound_menu""; disableSerialization; ctrlSetText[2802,""Fetching Vehicles....""]; life_garage_sp = ""cop_car_1""; life_garage_type = ""Car""; },"""",0,false,false,"""",'playerSide == west']; this addAction[""Store vehicle in Garage"",life_fnc_storeVehicle,"""",0,false,false,"""",'!life_garage_store']; this setVariable[""realname"",""Cop Vehicle Store""];"
Ich hoffe mir kann wer helfen , ich sitze da schon ein paar Tage dran ._.
MfG Azoni -
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@nflug
@Helix
Danke -
Moin,
Ich wollte mich gerade an einen etwas größeres Script dran setzen als ich beim ersten Dialog schon den ersten Error bekam.
Wer hätte es gedacht es ist ein Missing ; Fehler ._.
Hier der Code :Code
Alles anzeigen_price = 5000; if(_price < life_cash) then { hint "Sie haben nicht genügend Geld!"; }else { life_cash = life_cash - _price; license_civ_reisepassr = true; }; closeDialog 0;
Klein aber fein , kann mir wer weiterhelfen?
MfG Azoni -
Bei Wiedergabe habe ich es auf standart gestellt , aber nicht bei der Aufnahme , der Thread kann geschlossen werden
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Moin,
Ich habe mir ein neues Headset zugelegt und nun funktioniert es in keinem Spiel mehr , weder in Arma 3 noch in anderen Spielen , kann ich das irgendwo einstellen?
MfG Azoni -
Ich hoffe mal den neuen Engine Hack ._.
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Moin,
erstmal danke für die Kategorie
Nun aber zum Problem , ich habe in letzter Zeit viel mit dem GUI Editor gemacht und habe nun zwei Fragen .
1.Ich habe im Editor ein Bild eingefügt , welches mir im Editor auch angezeigt wurde , sowie ich es aber im Script ausführe ist das Bild nicht da ._.
2.Kann man irgendwo die RGB Werte ablesen oder ist das eher rumprobieren?
MfG Azoni -
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@sebi1106
Aber es ist ja kein Altis Life xD@Motombo
Das ist meine defines.hpp:Code
Alles anzeigen#define CT_STATIC 0 #define CT_BUTTON 1 #define CT_EDIT 2 #define CT_SLIDER 3 #define CT_COMBO 4 #define CT_LISTBOX 5 #define CT_TOOLBOX 6 #define CT_CHECKBOXES 7 #define CT_PROGRESS 8 #define CT_HTML 9 #define CT_STATIC_SKEW 10 #define CT_ACTIVETEXT 11 #define CT_TREE 12 #define CT_STRUCTURED_TEXT 13 #define CT_CONTEXT_MENU 14 #define CT_CONTROLS_GROUP 15 #define CT_SHORTCUTBUTTON 16 #define CT_XKEYDESC 40 #define CT_XBUTTON 41 #define CT_XLISTBOX 42 #define CT_XSLIDER 43 #define CT_XCOMBO 44 #define CT_ANIMATED_TEXTURE 45 #define CT_OBJECT 80 #define CT_OBJECT_ZOOM 81 #define CT_OBJECT_CONTAINER 82 #define CT_OBJECT_CONT_ANIM 83 #define CT_LINEBREAK 98 #define CT_USER 99 #define CT_MAP 100 #define CT_MAP_MAIN 101 #define CT_LISTNBOX 102 #define ST_POS 0x0F #define ST_HPOS 0x03 #define ST_VPOS 0x0C #define ST_LEFT 0x00 #define ST_RIGHT 0x01 #define ST_CENTER 0x02 #define ST_DOWN 0x04 #define ST_UP 0x08 #define ST_VCENTER 0x0C #define ST_TYPE 0xF0 #define ST_SINGLE 0x00 #define ST_MULTI 0x10 #define ST_TITLE_BAR 0x20 #define ST_PICTURE 0x30 #define ST_FRAME 0x40 #define ST_BACKGROUND 0x50 #define ST_GROUP_BOX 0x60 #define ST_GROUP_BOX2 0x70 #define ST_HUD_BACKGROUND 0x80 #define ST_TILE_PICTURE 0x90 #define ST_WITH_RECT 0xA0 #define ST_LINE 0xB0 #define ST_SHADOW 0x100 #define ST_NO_RECT 0x200 #define ST_KEEP_ASPECT_RATIO 0x800 #define ST_TITLE ST_TITLE_BAR + ST_CENTER #define SL_DIR 0x400 #define SL_VERT 0 #define SL_HORZ 0x400 #define SL_TEXTURES 0x10 #define ST_VERTICAL 0x01 #define ST_HORIZONTAL 0 #define LB_TEXTURES 0x10 #define LB_MULTI 0x20 #define TR_SHOWROOT 1 #define TR_AUTOCOLLAPSE 2 #define MB_BUTTON_OK 1 #define MB_BUTTON_CANCEL 2 #define MB_BUTTON_USER 4 class RscText { access = 0; type = 0; idc = -1; colorBackground[] = {0,0,0,0}; colorText[] = {1,1,1,1}; text = ""; fixedWidth = 0; x = 0; y = 0; h = 0.037; w = 0.3; style = 0; shadow = 2; font = "puristaMedium"; SizeEx = 0.03921; }; class RscButton { access = 0; type = 1; text = ""; colorText[] = {1,1,1,1}; colorDisabled[] = {0.277,0.414,0.559,1}; colorBackground[] = {0.277,0.414,0.559,1}; colorBackgroundDisabled[] = {0.277,0.414,0.559,1}; colorBackgroundActive[] = {0.277,0.414,0.559,1}; colorFocused[] = {0.371,0.555,0.746,1}; colorShadow[] = {0.023529,0,0.0313725,1}; colorBorder[] = {0.023529,0,0.0313725,1}; soundEnter[] = {"",0.09,1}; soundPush[] = {"",0,0}; soundClick[] = {"",0.07,1}; soundEscape[] = {"",0.09,1}; style = 2; x = 0; y = 0; w = 0.095589; h = 0.039216; shadow = 2; font = "puristaMedium"; sizeEx = 0.03921; offsetX = 0.003; offsetY = 0.003; offsetPressedX = 0.002; offsetPressedY = 0.002; borderSize = 0; }; class RscPicture { access = 0; idc = -1; type = CT_STATIC; style = ST_PICTURE; colorBackground[] = {0,0,0,0}; colorText[] = {1,1,1,1}; font = "PuristaLight"; sizeEx = 0; lineSpacing = 0; text = ""; fixedWidth = 0; shadow = 0; x = 0; y = 0; w = 0.2; h = 0.15; }; class life_RscPicture { shadow = 0; type = 0; style = 48; sizeEx = 0.023; font = "PuristaMedium"; colorBackground[] = {}; colorText[] = {}; x = 0; y = 0; w = 0.2; h = 0.15; tooltipColorText[] = {1,1,1,1}; tooltipColorBox[] = {1,1,1,1}; tooltipColorShade[] = {0,0,0,0.65}; };
Und das die wo das Menü drin ist:
Code
Alles anzeigenclass newbie { idd = 5000; movingenable = 0; class ControlsBackgrounds { class RscPicture_1200: life_RscPicture { idc = -1; text = "bild.jpg"; x = 0.29375 * safezoneW + safezoneX; y = 0.225 * safezoneH + safezoneY; w = 0.4125 * safezoneW; h = 0.55 * safezoneH; }; }; class Controls { class closebuttonknopf: RscButton { idc = 1600; action = closeDialog 0; x = 0.685625 * safezoneW + safezoneX; y = 0.445 * safezoneH + safezoneY; w = 0.020625 * safezoneW; h = 0.066 * safezoneH; }; class regelnknopf: RscButton { idc = 1601; text = "Regeln"; x = 0.345312 * safezoneW + safezoneX; y = 0.335 * safezoneH + safezoneY; w = 0.0928125 * safezoneW; h = 0.11 * safezoneH; }; class fahrpreise: RscButton { idc = 1602; text = "Fahrzeug Preise"; x = 0.345312 * safezoneW + safezoneX; y = 0.533 * safezoneH + safezoneY; w = 0.0928125 * safezoneW; h = 0.11 * safezoneH; }; class lizenzpreise: RscButton { idc = 1603; text = "Lizenz Preise"; x = 0.510312 * safezoneW + safezoneX; y = 0.335 * safezoneH + safezoneY; w = 0.0928125 * safezoneW; h = 0.11 * safezoneH; }; class tastenbelegungen: RscButton { idc = 1604; text = "Tastenbelegungen"; x = 0.510312 * safezoneW + safezoneX; y = 0.533 * safezoneH + safezoneY; w = 0.0928125 * safezoneW; h = 0.11 * safezoneH; }; }; };
Es geht leider noch nicht :C