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    1. Nodezone.net Community
    2. Mitglieder
    3. Reiner Zufall

    Beiträge von Reiner Zufall

    • Rucksack Bug "Any"

      • Reiner Zufall
      • 19. Juli 2017 um 18:17

      warte in der 5.0 gibt es class names ? wo denn :D

    • Rucksack Bug "Any"

      • Reiner Zufall
      • 19. Juli 2017 um 17:54

      Hallo,

      Ich habe ein Problem und zwar wenn ein civ was kaufen.sammeln usw wil wird dem oben rechts im Z menu 0/Any angezeigt im RPT ist nichts drin woran kann das liegen ?

    • [Tutorial] Craftingsystem zum Herstellen von Items, Waffen usw.

      • Reiner Zufall
      • 1. Mai 2017 um 14:58

      Jetzt kommt kein dialog

    • [Tutorial] Craftingsystem zum Herstellen von Items, Waffen usw.

      • Reiner Zufall
      • 1. Mai 2017 um 10:36

      Ich bekomme immer beim Öffnen ein fahler :/

      Bilder

      • fail.png
        • 2,75 MB
        • 1.280 × 1.024
        • 329
    • Server Lagg (Bec Kick)

      • Reiner Zufall
      • 26. März 2017 um 19:39

      battleye client not responding

    • Server Lagg (Bec Kick)

      • Reiner Zufall
      • 26. März 2017 um 19:21

      Hallo,

      ich habe ein problem und zwar wenn wir mit mehr als 10 user auf den server gehen Kick Bec Uns alle Arma3_2017-03-26_18-38-54.rar  arma3server_2017-03-26_19-03-58.rar

    • Altis 5.0.0 keine Spawnpoints

      • Reiner Zufall
      • 18. März 2017 um 00:19

      Hallo,

      Du musst die abfrage für die Häuser raus nehmen

    • [Tutorial] Permanenter Personalausweis/Dienstausweis - (V1+V2)

      • Reiner Zufall
      • 5. Februar 2017 um 14:13
      Spoiler anzeigen

      class Socket_Reciever {
      tag = "SOCK";
      class SQL_Socket {
      file = "core\session";
      class dataQuery {};
      class insertPlayerInfo {};
      class requestReceived {};
      class syncData {};
      class updatePartial {};
      class updateRequest {};
      };
      };

      class Life_Client_Core {
      tag = "life";

      class Master_Directory {
      file = "core";
      class initCiv {};
      class initCop {};
      class initMedic {};
      class setupActions {};
      class setupEVH {};
      class survival {};
      class welcomeNotification {};
      };

      class Actions {
      file = "core\actions";
      class arrestAction {};
      class buyLicense {};
      class captureHideout {};
      class catchFish {};
      class dpFinish {};
      class dropFishingNet {};
      class escortAction {};
      class gather {};
      class getDPMission {};
      class gutAnimal {};
      class healHospital {};
      class impoundAction {};
      class mine {};
      class newsBroadcast {};
      class packupSpikes {};
      class pickupItem {};
      class pickupMoney {};
      class postBail {};
      class processAction {};
      class pulloutAction {};
      class putInCar {};
      class removeContainer {};
      class repairTruck {};
      class restrainAction {};
      class robAction {};
      class searchAction {};
      class searchVehAction {};
      class seizePlayerAction {};
      class serviceChopper {};
      class stopEscorting {};
      class storeVehicle {};
      class surrender {};
      class ticketAction {};
      class unrestrain {};
      };

      class Admin {
      file = "core\admin";
      class adminCompensate {};
      class adminDebugCon {};
      class adminFreeze {};
      class admingetID {};
      class adminGodMode {};
      class adminid {};
      class admininfo {};
      class adminMarkers {};
      class adminMenu {};
      class adminQuery {};
      class adminSpectate {};
      class adminTeleport {};
      class adminTpHere {};
      };

      class Civilian {
      file = "core\civilian";
      class civLoadout {};
      class civMarkers {};
      class demoChargeTimer {};
      class freezePlayer {};
      class jail {};
      class jailMe {};
      class knockedOut {};
      class knockoutAction {};
      class removeLicenses {};
      class robPerson {};
      class robReceive {};
      class tazed {};
      };

      class Config {
      file = "core\config";
      class houseConfig {};
      class itemWeight {};
      class vehicleAnimate {};
      class vehicleWeightCfg {};
      };

      class Cop {
      file = "core\cop";
      class bountyReceive {};
      class containerInvSearch {};
      class copInteractionMenu {};
      class copLights {};
      class copLoadout {};
      class copMarkers {};
      class copSearch {};
      class copSiren {};
      class doorAnimate {};
      class fedCamDisplay {};
      class licenseCheck {};
      class licensesRead {};
      class questionDealer {};
      class radar {};
      class repairDoor {};
      class restrain {};
      class searchClient {};
      class seizeClient {};
      class sirenLights {};
      class spikeStripEffect {};
      class ticketGive {};
      class ticketPaid {};
      class ticketPay {};
      class ticketPrompt {};
      class vehInvSearch {};
      class wantedGrab {};
      };

      class Dialog_Controls {
      file = "dialog\function";
      class bankDeposit {};
      class bankTransfer {};
      class bankWithdraw {};
      class displayHandler {};
      class gangDeposit {};
      class gangWithdraw {};
      class garageLBChange {};
      class impoundMenu {};
      class progressBar {};
      class safeFix {};
      class safeInventory {};
      class safeOpen {};
      class safeTake {};
      class sellGarage {};
      class setMapPosition {};
      class spawnConfirm {};
      class spawnMenu {};
      class spawnPointCfg {};
      class spawnPointSelected {};
      class unimpound {};
      class vehicleGarage {};
      class wireTransfer {};
      };

      class Functions {
      file = "core\functions";
      class AAN {};
      class accType {};
      class actionKeyHandler {};
      class animSync {};
      class calWeightDiff {};
      class clearVehicleAmmo {};
      class dropItems {};
      class escInterupt {};
      class fetchCfgDetails {};
      class fetchDeadGear {};
      class fetchVehInfo {};
      class isDamaged {};
      class giveDiff {};
      class handleDamage {};
      class handleInv {};
      class handleItem {};
      class hideObj {};
      class hudSetup {};
      class hudUpdate {};
      class inventoryClosed {};
      class inventoryOpened {};
      class isUIDActive {};
      class keyHandler {};
      class loadDeadGear {};
      class loadGear {};
      class nearATM {};
      class nearestDoor {};
      class nearUnits {};
      class numberText {};
      class onFired {};
      class onTakeItem {};
      class playerSkins {};
      class playerTags {};
      class postNewsBroadcast {};
      class pullOutVeh {};
      class pushObject {};
      class receiveItem {};
      class receiveMoney {};
      class revealObjects {};
      class saveGear {};
      class searchPosEmpty {};
      class simDisable {};
      class stripDownPlayer {};
      class tazeSound {};
      class teleport {};
      class whereAmI {};
      };

      class Gangs {
      file = "core\gangs";
      class createGang {};
      class gangCreated {};
      class gangDisband {};
      class gangDisbanded {};
      class gangInvite {};
      class gangInvitePlayer {};
      class gangKick {};
      class gangLeave {};
      class gangMenu {};
      class gangNewLeader {};
      class gangUpgrade {};
      class initGang {};
      };

      class Housing {
      file = "core\housing";
      class buyHouse {};
      class buyHouseGarage {};
      class containerMenu {};
      class copBreakDoor {};
      class copHouseOwner {};
      class garageRefund {};
      class getBuildingPositions {};
      class houseMenu {};
      class initHouses {};
      class lightHouse {};
      class lightHouseAction {};
      class lockHouse {};
      class lockupHouse {};
      class placeContainer {};
      class PlayerInBuilding {};
      class raidHouse {};
      class sellHouse {};
      class sellHouseGarage {};
      };

      class Items {
      file = "core\items";
      class blastingCharge {};
      class boltcutter {};
      class defuseKit {};
      class flashbang {};
      class jerrycanRefuel {};
      class jerryRefuel {};
      class lockpick {};
      class placestorage {};
      class spikeStrip {};
      class storageBox {};
      };

      class Medical_System {
      file = "core\medical";
      class deathScreen {};
      class medicLights {};
      class medicLoadout {};
      class medicMarkers {};
      class medicRequest {};
      class medicSiren {};
      class medicSirenLights {};
      class onPlayerKilled {};
      class onPlayerRespawn {};
      class requestMedic {};
      class respawned {};
      class revived {};
      class revivePlayer {};
      };

      class Network {
      file = "core\functions\network";
      class broadcast {};
      class corpse {};
      class jumpFnc {};
      class say3D {};
      class setFuel {};
      class soundDevice {};
      };

      class Player_Menu {
      file = "core\pmenu";
      class cellphone {};
      class giveItem {};
      class giveMoney {};
      class keyDrop {};
      class keyGive {};
      class keyMenu {};
      class p_openMenu {};
      class p_updateMenu {};
      class pardon {};
      class removeItem {};
      class s_onChar {};
      class s_onCheckedChange {};
      class s_onSliderChange {};
      class settingsMenu {};
      class updateViewDistance {};
      class useItem {};
      class wantedAddP {};
      class wantedInfo {};
      class wantedList {};
      class wantedMenu {};
      };

      class Shops {
      file = "core\shops";
      class atmMenu {};
      class buyClothes {};
      class changeClothes {};
      class chopShopMenu {};
      class chopShopSelection {};
      class chopShopSell {};
      class clothingFilter {};
      class clothingMenu {};
      class fuelLBchange {};
      class fuelStatOpen {};
      class levelCheck {};
      class vehicleShop3DPreview {};
      class vehicleShopBuy {};
      class vehicleShopEnd3DPreview {};
      class vehicleShopInit3DPreview {};
      class vehicleShopLBChange {};
      class vehicleShopMenu {};
      class virt_buy {};
      class virt_menu {};
      class virt_sell {};
      class virt_update {};
      class weaponShopAccs {};
      class weaponShopBuySell {};
      class weaponShopFilter {};
      class weaponShopMags {};
      class weaponShopMenu {};
      class weaponShopSelection {};
      };

      class Vehicle {
      file = "core\vehicle";
      class addVehicle2Chain {};
      class colorVehicle {};
      class deviceMine {};
      class FuelRefuelcar {};
      class fuelStore {};
      class fuelSupply {};
      class lockVehicle {};
      class openInventory {};
      class vehiclecolor3DRefresh {};
      class vehicleOwners {};
      class vehicleWeight {};
      class vehInventory {};
      class vehStoreItem {};
      class vehTakeItem {};
      class vInteractionMenu {};
      };
      class felixvonstudsinske {
      tag = "fvs";
      class perso
      {
      file = "core\pmenu\perso";
      class perso_laden {};
      class persoCheck {};
      class persoCheck_aenderung {};
      class persoErgebnis {};
      class persoNeu {};
      class updateTag {};
      class updateTagA {};
      class updateMonat {};
      class updateMonatA {};
      class updateHsnr {};
      class updateHsnrA {};
      class updateStrasse {};
      class updateStrasseA {};
      class persoBeantragen {};
      class persoBeantragenAenderung {};
      class persoInteractionMenu {};
      class zeigePerso {};
      class updatePersoBild {};
      class updatePersoBildA {};
      class aenderePerso {};
      };
      };
      };

    • [Tutorial] Permanenter Personalausweis/Dienstausweis - (V1+V2)

      • Reiner Zufall
      • 5. Februar 2017 um 12:24

      cilent log

      Dateien

      arma3_2017-02-05_10-46-10.rar 36,12 kB – 107 Downloads
    • [Tutorial] Permanenter Personalausweis/Dienstausweis - (V1+V2)

      • Reiner Zufall
      • 5. Februar 2017 um 11:12

      hi ich bekomme ich benutze die 5.0

      Dateien

      arma3server_2017-02-05_11-03-06.rar 38,37 kB – 102 Downloads
    • Spawn Menu Bug

      • Reiner Zufall
      • 4. Februar 2017 um 12:25

      ist die bank
      /* Setup the federal reserve building(s) */

    • Spawn Menu Bug

      • Reiner Zufall
      • 4. Februar 2017 um 12:07

      arma3server_2017-02-04_10-41-16.rar

    • Spawn Menu Bug

      • Reiner Zufall
      • 4. Februar 2017 um 11:12

      Hallo,
      ich habe ein problem und zwar wenn ich spawnen will kann ich keinen punk zb kavalla aussuchen

      Mfg Reiner Zufall

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

      • Reiner Zufall
      • 21. Januar 2017 um 00:08

      +rep Läuft auch auf der 5.0 man sollte nur die place funktion für die kisten drin lassen

    • Arma 3 Altis life 5.0 Neuer Fahrzeug Shop

      • Reiner Zufall
      • 16. Januar 2017 um 17:52

      Hallo,
      wie kann ich in der version 5.0 ein neuen Fahrzeug Shop erstellen ?

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

      • Reiner Zufall
      • 5. Januar 2017 um 13:46

      ich kann kein z und so mehr drücken


      Da

      Spoiler anzeigen

      #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) then {
      switch (_code) do {
      //space key
      case 57: {
      [] spawn life_fnc_placestorage;
      };
      };
      true;
      };

      //Space key for Jumping
      case 57: {
      if (!_shift && life_barrier_active) then {
      0 spawn life_fnc_placeablesPlaceComplete;
      };
      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 {
      if (life_barrier_active) then { [true] call life_fnc_placeableCancel; };
      jumpActionTime = time; //Update the time.
      [player] remoteExec ["life_fnc_jumpFnc",RANY]; //Global execution
      _handled = true;
      };
      };

      //Ö-Key
      case 39: {
      if ((isNull(findDisplay 20000)) && (playerSide in ([west,independent]))) then {
      0 spawn life_fnc_placeablesMenu;
      _handled = true;
      };
      _handled = true;
      };

      //ENTF-Key
      case 211: {
      if ((playerSide in [west,independent]) && ((typeOf cursorTarget) in life_definePlaceables)) then {
      deleteVehicle cursorTarget;
      hintSilent "Die Absperrung wurde entfernt";
      };
      };

      //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;
      };
      };

      //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;
      };
      };

      //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}) then {
      if (vehicle player != 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 (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 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; };
      };

      //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 != 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 animate [format ["door_%1_rot",_door],0];
      systemChat localize "STR_House_Door_Lock";
      } else {
      _veh setVariable [format ["bis_disabled_Door_%1",_door],0,true];
      _veh animate [format ["door_%1_rot",_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;

    • Arma 3 Altis life 5.0

      • Reiner Zufall
      • 5. Januar 2017 um 11:56

      #fixed lag an dem ordner addon der aber addons Heist

    • Arma 3 Altis life 5.0

      • Reiner Zufall
      • 4. Januar 2017 um 22:29

      habe ich immer noch ...

    • Arma 3 Altis life 5.0

      • Reiner Zufall
      • 4. Januar 2017 um 21:57

      wo bekomme ich die oder kannst du die hoch laden ?

    • Arma 3 startup fehler

      • Reiner Zufall
      • 4. Januar 2017 um 21:37

      habe den root neu installiert naja jetzt habe ich nur noch das : Arma 3 Altis life 5.0

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