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

    Beiträge von znake

    • Auf den Server joinen Bug

      • znake
      • 11. Januar 2017 um 14:55

      Hey Community wollt mal fragen ob ihr eine Idee habt warum ich diesen Fehler
      immer habe. Ich geh auf meinen Server dann zeigt es Mission abgeschlossen an und dies wieder hol
      ich 2x und danach komm ich sofort auf den Server.
      Hoffe ihr könnt mir dabei irgendwie helfen ;D

    • Setting up client fehler beim Ausweisscript

      • znake
      • 8. Januar 2017 um 14:30

      Danke es geht jetzt ;D

    • Setting up client fehler beim Ausweisscript

      • znake
      • 8. Januar 2017 um 13:46

      Hab heute Nacht mal versucht das Ausweis Script einzufügen für die @exDB2 war aber erfolglos hier mal meine logs.

      Spoiler anzeigen
      Brainfuck
      extDB2: Version: 63
      extDB2: https://github.com/Torndeco/extDB2
      extDB2: Windows Version
      Message: All development for extDB2 is done on a Linux Dedicated Server
      Message: If you would like to Donate to extDB2 Development
      Message: https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=2SUEFTGABTAM2
      Message: Also leave a message if there is any particular feature you would like to see added.
      Message: Thanks for all the people that have donated.
      Message: Torndeco: 20/02/15
      
      
      
      
      
      
      
      extDB2: Found extdb-conf.ini
      extDB2: Detected 8 Cores, Setting up 6 Worker Threads
      
      
      
      
      
      
      
      [06:30:58:767 +02:00] [Thread 15236] extDB2: Database Type: MySQL
      [06:30:58:772 +02:00] [Thread 15236] extDB2: Database Session Pool Started
      [06:30:58:773 +02:00] [Thread 15236] extDB2: SQL_RAW_V2: Initialized: ADD_QUOTES True
      [06:30:58:775 +02:00] [Thread 16008] extDB2: SQL_RAW_V2: Error StatementException: MySQL: [MySQL]: [Comment]: mysql_stmt_execute error	[mysql_stmt_error]: The user specified as a definer ('arma3'@'localhost') does not exist	[mysql_stmt_errno]: 1449	[mysql_stmt_sqlstate]: HY000	[statemnt]: CALL resetLifeVehicles
      [06:30:58:775 +02:00] [Thread 16008] extDB2: SQL_RAW_V2: Error StatementException: SQL: CALL resetLifeVehicles
      [06:30:58:776 +02:00] [Thread 15148] extDB2: SQL_RAW_V2: Error StatementException: MySQL: [MySQL]: [Comment]: mysql_stmt_execute error	[mysql_stmt_error]: The user specified as a definer ('arma3'@'localhost') does not exist	[mysql_stmt_errno]: 1449	[mysql_stmt_sqlstate]: HY000	[statemnt]: CALL deleteDeadVehicles
      [06:30:58:776 +02:00] [Thread 15148] extDB2: SQL_RAW_V2: Error StatementException: SQL: CALL deleteDeadVehicles
      [06:30:58:777 +02:00] [Thread 12060] extDB2: SQL_RAW_V2: Error StatementException: MySQL: [MySQL]: [Comment]: mysql_stmt_execute error	[mysql_stmt_error]: The user specified as a definer ('arma3'@'localhost') does not exist	[mysql_stmt_errno]: 1449	[mysql_stmt_sqlstate]: HY000	[statemnt]: CALL deleteOldHouses
      [06:30:58:777 +02:00] [Thread 12060] extDB2: SQL_RAW_V2: Error StatementException: SQL: CALL deleteOldHouses
      [06:30:58:778 +02:00] [Thread 16160] extDB2: SQL_RAW_V2: Error StatementException: MySQL: [MySQL]: [Comment]: mysql_stmt_execute error	[mysql_stmt_error]: The user specified as a definer ('arma3'@'localhost') does not exist	[mysql_stmt_errno]: 1449	[mysql_stmt_sqlstate]: HY000	[statemnt]: CALL deleteOldGangs
      [06:30:58:778 +02:00] [Thread 16160] extDB2: SQL_RAW_V2: Error StatementException: SQL: CALL deleteOldGangs
      [06:30:59:022 +02:00] [Thread 16160] extDB2: SQL_RAW_V2: Error StatementException: MySQL: [MySQL]: [Comment]: mysql_stmt_prepare error	[mysql_stmt_error]: Unknown column 'houses.garage' in 'field list'	[mysql_stmt_errno]: 1054	[mysql_stmt_sqlstate]: 42S22	[statemnt]: SELECT houses.id, houses.pid, houses.pos, players.name, houses.garage FROM houses INNER JOIN players WHERE houses.owned='1' AND houses.pid = players.playerid LIMIT 0,10
      [06:30:59:022 +02:00] [Thread 16160] extDB2: SQL_RAW_V2: Error StatementException: SQL: SELECT houses.id, houses.pid, houses.pos, players.name, houses.garage FROM houses INNER JOIN players WHERE houses.owned='1' AND houses.pid = players.playerid LIMIT 0,10
      [06:42:15:109 +02:00] [Thread 15236] extDB2: Stopping ...
      Alles anzeigen
    • [Tutorial] Permanenter Personalausweis/Dienstausweis - (V1+V2)

      • znake
      • 8. Januar 2017 um 06:54

      hmm beim einfügen ging es alles gut bis ich dann auf dem Server joinen wollte dann kam der alt Bekannte Fehler setting up client.

      Hab mal .rpt logs angehängt vielleicht könnt ihr mir weiterhelfen.


      arma3server_2017-01-08_06-29-57.sql

    • Interaktions menü für cops wenn zivs nicht gefesselt sind.

      • znake
      • 1. Januar 2017 um 22:34

      Wie schon oben erklärt wollt ich mal fragen wo ich einstelle das Cops Interaktionen mit Zivs machen können wenn sie gefesselt sind ;D

      Danke schon mal im voraus.

    • Custom Faces

      • znake
      • 1. Januar 2017 um 02:15

      Externer Inhalt www.youtube.com
      Inhalte von externen Seiten werden ohne deine Zustimmung nicht automatisch geladen und angezeigt.
      Durch die Aktivierung der externen Inhalte erklärst du dich damit einverstanden, dass personenbezogene Daten an Drittplattformen übermittelt werden. Mehr Informationen dazu haben wir in unserer Datenschutzerklärung zur Verfügung gestellt.
      hier ein bsp

    • Custom Faces

      • znake
      • 1. Januar 2017 um 01:37

      Hey Community wollt mal fragen wie ich am Server einstellen kann das Spieler
      custom faces benutzen können die sie selbst erstellt haben und eingefügt haben.

      danke schon mal im voraus ;D

    • [Tutorial] Banken | by Brizi Jaeger

      • znake
      • 30. Dezember 2016 um 02:44

      das kann ja eigentlich nicht sein da du es ja hier festlegst wer nur die Bank ausrauben darf

      Code
      if(side _robber != civilian) exitWith { hintSilent "Du kannst dieses Depot nicht ausrauben!" };
    • [Tutorial] Banken | by Brizi Jaeger

      • znake
      • 30. Dezember 2016 um 01:43

      kannst du bitte mir das als code schicken und nicht als textnachricht ;D

    • [Tutorial] Banken | by Brizi Jaeger

      • znake
      • 30. Dezember 2016 um 01:38

      schick mal deine robfederal config

    • Meine Mediclights und Coplights funktionieren nicht ?

      • znake
      • 29. Dezember 2016 um 19:05

      Hab halt die neuen Fahrzeuge bei medics und cops eingefügt

    • Meine Mediclights und Coplights funktionieren nicht ?

      • znake
      • 28. Dezember 2016 um 00:17

      Hat da jemand eine idee?

      Spoiler anzeigen
      Code: fn_medicLights.sqf
      /*
          File: fn_medicLights.sqf
          Author: mindstorm, modified by Adanteh
          Link: http://forums.bistudio.com/showthread.php?157474-Offroad-Police-sirens-lights-and-underglow
      
      
      
      
          Description:
          Adds the light effect to cop vehicles, specifically the offroad.
      */
      Private ["_vehicle","_lightRed","_lightBlue","_lightleft","_lightright","_leftRed"];
      _vehicle = _this select 0;
      
      
      
      
      if (isNil "_vehicle" || isNull _vehicle || !(_vehicle getVariable "lights")) exitWith {};
      _lightRed = [0.1, 0.1, 20];
      _lightBlue = [0.1, 0.1, 20];
      
      
      
      
      _lightleft = "#lightpoint" createVehicle getPos _vehicle;
      sleep 0.2;
      _lightleft setLightColor _lightRed;
      _lightleft setLightBrightness 0.2;
      _lightleft setLightAmbient [0.1,0.1,1];
      
      
      
      
      switch (typeOf _vehicle) do
      {
          case "C_Offroad_01_F":
          {
              _lightleft lightAttachObject [_vehicle, [-0.37, 0.0, 0.56]];
          };
      	case "B_MRAP_01_F":
          {
              _lightleft lightAttachObject [_vehicle, [-1, -2.8, 0.55]];
          }; 
      
      
      
      
      	case "C_Offroad_02_unarmed_black_F":
          {
              _lightleft lightAttachObject [_vehicle, [-0.37,-1.2,0.42]];
          }; 	
      	case "C_Van_01_box_F":
          {
              _lightleft lightAttachObject [_vehicle, [-0.75, 0.2, 1.55]];
          };
      	case "B_Quadbike_01_F": 
          {
              _lightright lightAttachObject [_vehicle, [-0.37,-1.2,0.42]];
          };
      
      
      
      
          case "B_MRAP_01_F":
          {
              _lightleft lightAttachObject [_vehicle, [-0.37, -1.9, 0.7]];
          };
      
      
      
      
          case "C_SUV_01_F":
          {
              _lightleft lightAttachObject [_vehicle, [-0.37,-1.2,0.42]];
          };
      
      
      
      
          case "C_Hatchback_01_sport_F":
          {
              _lightleft lightAttachObject [_vehicle, [-0.35,-0.2,0.25]];
          };
      
      
      
      
          case "B_Heli_Light_01_F":
          {
              _lightleft lightAttachObject [_vehicle,[-0.37, 0.0, -0.80]];
          };
      	case "O_Heli_Light_02_unarmed_F":
          {
              _lightleft lightAttachObject [_vehicle,[-0.37, 0.0, 0.56]];
          };
      	case "I_Heli_light_03_unarmed_F":
          {
              _lightleft lightAttachObject [_vehicle,[-0.37, 0.0, 0.56]];
          };
      
      
      
      
          case "B_Heli_Transport_01_F":
          {
              _lightleft lightAttachObject [_vehicle, [-0.5, 0.0, 0.81]];
          };
      }
      
      
      
      
      _lightleft setLightAttenuation [0.181, 0, 1000, 130];
      _lightleft setLightIntensity 10;
      _lightleft setLightFlareSize 0.38;
      _lightleft setLightFlareMaxDistance 150;
      _lightleft setLightUseFlare true;
      
      
      
      
      _lightright = "#lightpoint" createVehicle getPos _vehicle;
      sleep 0.2;
      _lightright setLightColor _lightBlue;
      _lightright setLightBrightness 0.2;
      _lightright setLightAmbient [0.1,0.1,1];
      
      
      
      
      switch (typeOf _vehicle) do
      {
          case "C_Offroad_01_F": 
          {
              _lightright lightAttachObject [_vehicle, [0.37, 0.0, 0.56]];
          };
      	case "B_MRAP_01_F":
          {
              _lightleft lightAttachObject [_vehicle, [1, -2.8, 0.55]];
          };
      	case "C_Offroad_02_unarmed_black_F":
          {
              _lightleft lightAttachObject [_vehicle, [0.37,-1.2,0.42]];
          }; 	
      	case "C_Van_01_box_F":
          {
              _lightleft lightAttachObject [_vehicle, [0.67, 0.2, 1.55]];
          };
      	case "B_Quadbike_01_F": 
          {
              _lightright lightAttachObject [_vehicle, [0.37, 1.2, 0.42];
          };
          case "B_MRAP_01_F":
          {
              _lightright lightAttachObject [_vehicle, [0.37, -1.9, 0.7]];
          };
      
      
      
      
          case "C_SUV_01_F":
          {
              _lightright lightAttachObject [_vehicle, [0.37,-1.2,0.42]];
          };
      
      
      
      
          case "C_Hatchback_01_sport_F":
          {
              _lightright lightAttachObject [_vehicle, [0.35,-0.2,0.25]];
          };
      
      
      
      
          case "B_Heli_Light_01_F":
          {
              _lightright lightAttachObject [_vehicle,[0.37, 0.0, -0.80]];
          };
      	case "O_Heli_Light_02_unarmed_F":
          {
              _lightleft lightAttachObject [_vehicle,[0.37, 0.0, 0.56]];
          };
      	case "I_Heli_light_03_unarmed_F":
          {
              _lightleft lightAttachObject [_vehicle,[0.37, 0.0, 0.56]];
          };
      
      
      
      
          case "B_Heli_Transport_01_F":
          {
              _lightright lightAttachObject [_vehicle, [0.5, 0.0, 0.81]];
          };
      };
      
      
      
      
      _lightright setLightAttenuation [0.181, 0, 1000, 130];
      _lightright setLightIntensity 10;
      _lightright setLightFlareSize 0.38;
      _lightright setLightFlareMaxDistance 150;
      _lightright setLightUseFlare true;
      
      
      
      
      //ARE YOU ALL HAPPY?!?!?!?!?!?!?!?!?%#?@WGD?TGD?BN?ZDHBFD?GA
      _lightleft setLightDayLight true;
      _lightright setLightDayLight true;
      
      
      
      
      _leftRed = true;
      while{ (alive _vehicle)} do
      {
          if (!(_vehicle getVariable "lights")) exitWith {};
          if (_leftRed) then
          {
              _leftRed = false;
              _lightright setLightBrightness 0.0;
              sleep 0.05;
              _lightleft setLightBrightness 6;
          }
              else
          {
              _leftRed = true;
              _lightleft setLightBrightness 0.0;
              sleep 0.05;
              _lightright setLightBrightness 6;
          };
          sleep (_this select 1);
      };
      deleteVehicle _lightleft;
      deleteVehicle _lightright;
      Alles anzeigen


      Spoiler anzeigen
      Code: fn_copLights.sqf
      /*
          File: fn_copLights.sqf
          Author: mindstorm, modified by Adanteh
          Link: http://forums.bistudio.com/showthread.php?157474-Offroad-Police-sirens-lights-and-underglow
      
      
      
      
          Description:
          Adds the light effect to cop vehicles, specifically the offroad.
      */
      Private ["_vehicle","_lightRed","_lightBlue","_lightleft","_lightright","_leftRed"];
      _vehicle = _this select 0;
      
      
      
      
      if (isNil "_vehicle" || isNull _vehicle || !(_vehicle getVariable "lights")) exitWith {};
      _lightRed = [20, 0.1, 0.1];
      _lightBlue = [0.1, 0.1, 20];
      
      
      
      
      _lightleft = "#lightpoint" createVehicle getPos _vehicle;
      sleep 0.2;
      _lightleft setLightColor _lightRed;
      _lightleft setLightBrightness 0.2;
      _lightleft setLightAmbient [0.1,0.1,1];
      
      
      
      
      switch (typeOf _vehicle) do
      {
          case "C_Offroad_01_F":
          {
              _lightleft lightAttachObject [_vehicle, [-0.37, 0.0, 0.56]];
          };
      	case "B_MRAP_01_hmg_F":
          {
              _lightleft lightAttachObject [_vehicle, [-0.37, 0.0, 0.56]];
          };
      	case "I_MRAP_03_F":
          {
              _lightleft lightAttachObject [_vehicle, [-0.37, 0.0, 0.56]];
          };
      	case "O_MRAP_02_F":
          {
              _lightleft lightAttachObject [_vehicle, [-0.37, 0.0, 0.56]];
          };
      	case "B_MRAP_01_F":
          {
              _lightleft lightAttachObject [_vehicle, [-1, -2.8, 0.55]];
          }; 
      
      
      
      
      	case "C_Offroad_02_unarmed_black_F":
          {
              _lightleft lightAttachObject [_vehicle, [-0.37,-1.2,0.42]];
          }; 	
      	case "C_Van_01_box_F":
          {
              _lightleft lightAttachObject [_vehicle, [-0.75, 0.2, 1.55]];
          };
      	case "B_Quadbike_01_F": 
          {
              _lightright lightAttachObject [_vehicle, [-0.37,-1.2,0.42]];
          };
      
      
      
      
          case "B_MRAP_01_F":
          {
              _lightleft lightAttachObject [_vehicle, [-0.37, -1.9, 0.7]];
          };
      
      
      
      
          case "C_SUV_01_F":
          {
              _lightleft lightAttachObject [_vehicle, [-0.37,-1.2,0.42]];
          };
      
      
      
      
          case "C_Hatchback_01_sport_F":
          {
              _lightleft lightAttachObject [_vehicle, [-0.35,-0.2,0.25]];
          };
      	case "C_Hatchback_01_F":
          {
              _lightleft lightAttachObject [_vehicle, [-0.35,-0.2,0.25]];
          };
      
      
      
      
          case "B_Heli_Light_01_F":
          {
              _lightleft lightAttachObject [_vehicle,[-0.37, 0.0, -0.80]];
          };
      	case "O_Heli_Light_02_unarmed_F":
          {
              _lightleft lightAttachObject [_vehicle,[-0.37, 0.0, 0.56]];
          };
      	case "I_Heli_light_03_unarmed_F":
          {
              _lightleft lightAttachObject [_vehicle,[-0.37, 0.0, 0.56]];
          };
      	case "B_T_VTOL_01_infantry_F":
          {
              _lightleft lightAttachObject [_vehicle,[-0.37, 0.0, 0.56]];
          };
      
      
      
      
          case "B_Heli_Transport_01_F":
          {
              _lightleft lightAttachObject [_vehicle, [-0.5, 0.0, 0.81]];
          };
      };
      
      
      
      
      _lightleft setLightAttenuation [0.181, 0, 1000, 130];
      _lightleft setLightIntensity 10;
      _lightleft setLightFlareSize 0.38;
      _lightleft setLightFlareMaxDistance 150;
      _lightleft setLightUseFlare true;
      
      
      
      
      _lightright = "#lightpoint" createVehicle getPos _vehicle;
      sleep 0.2;
      _lightright setLightColor _lightBlue;
      _lightright setLightBrightness 0.2;
      _lightright setLightAmbient [0.1,0.1,1];
      
      
      
      
      switch (typeOf _vehicle) do 
      {
          case "C_Offroad_01_F": 
          {
              _lightright lightAttachObject [_vehicle, [0.37, 0.0, 0.56]];
          };
      	case "B_MRAP_01_hmg_F":
          {
              _lightleft lightAttachObject [_vehicle, [0.37, 0.0, 0.56]];
          };
      	case "I_MRAP_03_F":
          {
              _lightleft lightAttachObject [_vehicle, [0.37, 0.0, 0.56]];
          };
      	case "O_MRAP_02_F":
          {
              _lightleft lightAttachObject [_vehicle, [0.37, 0.0, 0.56]];
          };
      	case "B_MRAP_01_F":
          {
              _lightleft lightAttachObject [_vehicle, [1, -2.8, 0.55]];
          };
      	case "C_Offroad_02_unarmed_black_F":
          {
              _lightleft lightAttachObject [_vehicle, [0.37,-1.2,0.42]];
          }; 	
      	case "C_Van_01_box_F":
          {
              _lightleft lightAttachObject [_vehicle, [0.67, 0.2, 1.55]];
          };
      	case "B_Quadbike_01_F": 
          {
              _lightright lightAttachObject [_vehicle, [0.37, 1.2, 0.42];
          };
          case "B_MRAP_01_F":
          {
              _lightright lightAttachObject [_vehicle, [0.37, -1.9, 0.7]];
          };
      
      
      
      
          case "C_SUV_01_F":
          {
              _lightright lightAttachObject [_vehicle, [0.37,-1.2,0.42]];
          };
      
      
      
      
          case "C_Hatchback_01_sport_F":
          {
              _lightright lightAttachObject [_vehicle, [0.35,-0.2,0.25]];
          };
      	case "C_Hatchback_01_F":
          {
              _lightleft lightAttachObject [_vehicle, [0.35,-0.2,0.25]];
          };
      
      
      
      
          case "B_Heli_Light_01_F":
          {
              _lightright lightAttachObject [_vehicle,[0.37, 0.0, -0.80]];
          };
      	case "O_Heli_Light_02_unarmed_F":
          {
              _lightleft lightAttachObject [_vehicle,[0.37, 0.0, 0.56]];
          };
      	case "I_Heli_light_03_unarmed_F":
          {
              _lightleft lightAttachObject [_vehicle,[0.37, 0.0, 0.56]];
          };
      	case "B_T_VTOL_01_infantry_F":
          {
              _lightleft lightAttachObject [_vehicle,[0.37, 0.0, 0.56]];
          };
      
      
      
      
          case "B_Heli_Transport_01_F":
          {
              _lightright lightAttachObject [_vehicle, [0.5, 0.0, 0.81]];
          };
      };
      
      
      
      
      _lightright setLightAttenuation [0.181, 0, 1000, 130];
      _lightright setLightIntensity 10;
      _lightright setLightFlareSize 0.38;
      _lightright setLightFlareMaxDistance 150;
      _lightright setLightUseFlare true;
      
      
      
      
      //ARE YOU ALL HAPPY?!?!?!?!?!?!?!?!?%#?@WGD?TGD?BN?ZDHBFD?GA
      _lightleft setLightDayLight true;
      _lightright setLightDayLight true;
      
      
      
      
      _leftRed = true;
      while{ (alive _vehicle)} do
      {
          if (!(_vehicle getVariable "lights")) exitWith {};
          if (_leftRed) then
          {
              _leftRed = false;
              _lightright setLightBrightness 0.0;
              sleep 0.05;
              _lightleft setLightBrightness 6;
          }
              else
          {
              _leftRed = true;
              _lightleft setLightBrightness 0.0;
              sleep 0.05;
              _lightright setLightBrightness 6;
          };
          sleep (_this select 1);
      };
      deleteVehicle _lightleft;
      deleteVehicle _lightright;
      Alles anzeigen

      Wollt noch das hier anhängen

      Spoiler anzeigen
      Code: 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) then {
          switch (_code) do {
              //space key
              case 57: {
                  [] spawn life_fnc_placestorage;
              };
          };
          true;
      };
      
      
      
      
      switch (_code) do {
      
      
      
      
          //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;
      		};
      	};
      
      
      
      
      	case 200 : {
            if(vehicle player != player && (typeOf vehicle player) in ["B_Quadbike_01_F","C_Offroad_01_F","B_G_Offroad_01_F","C_Hatchback_01_F","C_Hatchback_01_sport_F","C_SUV_01_F"]) then {
      			[vehicle player,"warning"] spawn life_fnc_blinkerManage;
      			_handled = true;
      		}; 
      	};
          case 205 : {
      		if(vehicle player != player && (typeOf vehicle player) in ["B_Quadbike_01_F","C_Offroad_01_F","B_G_Offroad_01_F","C_Hatchback_01_F","C_Hatchback_01_sport_F","C_SUV_01_F"]) then {
      			[vehicle player,"right"] spawn life_fnc_blinkerManage;
      			_handled = true;
      		}; 
      	};
          case 203 : {
      		if(vehicle player != player && (typeOf vehicle player) in ["B_Quadbike_01_F","C_Offroad_01_F","B_G_Offroad_01_F","C_Hatchback_01_F","C_Hatchback_01_sport_F","C_SUV_01_F"]) then {
      			[vehicle player,"left"] spawn life_fnc_blinkerManage;
      			_handled = true;
      		};
      	};
      	//Ö-Key
      	case 39: {
      		if ((isNull(findDisplay 20000)) && (playerSide in ([west,independent]))) then {
      			0 spawn life_fnc_placeablesMenu;
      			_handled = true;
      		};
      		_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;
              };
          };
      	//ENTF-Key
      	case 211: {
      		if ((playerSide in [west,independent]) && ((typeOf cursorTarget) in life_definePlaceables)) then {
      			deleteVehicle cursorTarget;
      			hintSilent "Die Absperrung wurde entfernt";
      		};
      	};
      
      
      
      
          //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) 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","C_Van_01_box_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; };
      	if (_shift && vehicle player == player && playerside in [civilian,west,independent]) then {
      	[vehicle player] call life_fnc_useFlashlight;
      	};
      	};
      
      
      
      
          //Y Player Menu
          case 21: {
              if (!_alt && !_ctrlKey && !dialog && !(player getVariable ["restrained",false]) && {!life_action_inUse}) then {
                  if (!_shift) then {
                      [] call life_fnc_p_openMenu;
                  } else {
                      [] call life_fnc_altisPhone;
                  };
              };
          };
      
      
      
      
          //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";
                  };
              };
          };
      	//Takwondo(Traditional Martial arts in korea)(Shift + Num 1)
      	case 79:	{
      		if(_shift) then {_handled = true;};
      		if ((_shift) && (vehicle player == player)) then {
      			cutText [format["Takwondo!!!"], "PLAIN DOWN"];
      			player playMove "AmovPercMstpSnonWnonDnon_exerciseKata";
      		};
      	};
      
      
      
      
      	//Kneebend Slow(Shift + Num 2)
      	case 80: {
      		if(_shift) then {_handled = true;};
      		if ((_shift) && (vehicle player == player)) then {
      			cutText [format["KneeBend Slow baby~"], "PLAIN DOWN"];
      			player playMove "AmovPercMstpSnonWnonDnon_exercisekneeBendA";
      		};
      	};
      
      
      
      
      	//Kneebend Fast(Shift + Num 3)
      	case 81: {
      		if(_shift) then {_handled = true;};
      		if ((_shift) && (vehicle player == player)) then {
      			cutText [format["KneeBend more Hard!!!Move!!Move!!"], "PLAIN DOWN"];
      			player playMove "AmovPercMstpSnonWnonDnon_exercisekneeBendB";
      		};
      	};
      
      
      
      
      	//Pushup(Shift + Num 4)
      	case 75: {
      		if(_shift) then {_handled = true;};
      		if ((_shift) && (vehicle player == player)) then {
      			cutText [format["Pushup!!!!!!"], "PLAIN DOWN"];
      			player playMove "AmovPercMstpSnonWnonDnon_exercisePushup";
      		};
      	};
      
      
      
      
          //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 < 8) 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 < 8) 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;
      Alles anzeigen

      Und das hier aucn noch

      Spoiler anzeigen
      Code: fn_spawnVehicle.sqf
      #include "\life_server\script_macros.hpp"
      /*
          File: fn_spawnVehicle.sqf
          Author: Bryan "Tonic" Boardwine
      
      
      
      
          Description:
          Sends the query request to the database, if an array is returned then it creates
          the vehicle if it's not in use or dead.
      */
      private ["_vid","_sp","_pid","_query","_sql","_vehicle","_nearVehicles","_name","_side","_tickTime","_dir","_servIndex","_damage","_wasIllegal","_location","_thread"];
      _vid = [_this,0,-1,[0]] call BIS_fnc_param;
      _pid = [_this,1,"",[""]] call BIS_fnc_param;
      _sp = [_this,2,[],[[],""]] call BIS_fnc_param;
      _unit = [_this,3,objNull,[objNull]] call BIS_fnc_param;
      _price = [_this,4,0,[0]] call BIS_fnc_param;
      _dir = [_this,5,0,[0]] call BIS_fnc_param;
      _spawntext = _this select 6;
      _unit_return = _unit;
      _name = name _unit;
      _side = side _unit;
      _unit = owner _unit;
      
      
      
      
      if (_vid isEqualTo -1 || _pid isEqualTo "") exitWith {};
      if (_vid in serv_sv_use) exitWith {};
      serv_sv_use pushBack _vid;
      _servIndex = serv_sv_use find _vid;
      
      
      
      
      _query = format ["SELECT id, side, classname, type, pid, alive, active, plate, color, inventory, gear, fuel, damage, blacklist FROM vehicles WHERE id='%1' AND pid='%2'",_vid,_pid];
      
      
      
      
      _tickTime = diag_tickTime;
      _queryResult = [_query,2] call DB_fnc_asyncCall;
      
      
      
      
      if (EXTDB_SETTING(getNumber,"DebugMode") isEqualTo 1) then {
          diag_log "------------- Client Query Request -------------";
          diag_log format ["QUERY: %1",_query];
          diag_log format ["Time to complete: %1 (in seconds)",(diag_tickTime - _tickTime)];
          diag_log format ["Result: %1",_queryResult];
          diag_log "------------------------------------------------";
      };
      
      
      
      
      if (_queryResult isEqualType "") exitWith {};
      
      
      
      
      _vInfo = _queryResult;
      if (isNil "_vInfo") exitWith {serv_sv_use deleteAt _servIndex;};
      if (count _vInfo isEqualTo 0) exitWith {serv_sv_use deleteAt _servIndex;};
      
      
      
      
      if ((_vInfo select 5) isEqualTo 0) exitWith {
          serv_sv_use deleteAt _servIndex;
          [1,"STR_Garage_SQLError_Destroyed",true,[_vInfo select 2]] remoteExecCall ["life_fnc_broadcast",_unit];
      };
      
      
      
      
      if ((_vInfo select 6) isEqualTo 1) exitWith {
          serv_sv_use deleteAt _servIndex;
          [1,"STR_Garage_SQLError_Active",true,[_vInfo select 2]] remoteExecCall ["life_fnc_broadcast",_unit];
      };
      
      
      
      
      if (!(_sp isEqualType "")) then {
          _nearVehicles = nearestObjects[_sp,["Car","Air","Ship"],10];
      } else {
          _nearVehicles = [];
      };
      
      
      
      
      if (count _nearVehicles > 0) exitWith {
          serv_sv_use deleteAt _servIndex;
          [_price,_unit_return] remoteExecCall ["life_fnc_garageRefund",_unit];
          [1,"STR_Garage_SpawnPointError",true] remoteExecCall ["life_fnc_broadcast",_unit];
      };
      
      
      
      
      _query = format ["UPDATE vehicles SET active='1', damage='""[]""' WHERE pid='%1' AND id='%2'",_pid,_vid];
      
      
      
      
      _trunk = [(_vInfo select 9)] call DB_fnc_mresToArray;
      _gear = [(_vInfo select 10)] call DB_fnc_mresToArray;
      _damage = [(_vInfo select 12)] call DB_fnc_mresToArray;
      _wasIllegal = (_vInfo select 13);
      _wasIllegal = if (_wasIllegal isEqualTo 1) then { true } else { false };
      
      
      
      
      [_query,1] call DB_fnc_asyncCall;
      if (_sp isEqualType "") then {
          _vehicle = createVehicle[(_vInfo select 2),[0,0,999],[],0,"NONE"];
          waitUntil {!isNil "_vehicle" && {!isNull _vehicle}};
          _vehicle allowDamage false;
          _hs = nearestObjects[getMarkerPos _sp,["Land_Hospital_side2_F"],50] select 0;
          _vehicle setPosATL (_hs modelToWorld [-0.4,-4,12.65]);
          uiSleep 0.6;
      } else {
          _vehicle = createVehicle [(_vInfo select 2),_sp,[],0,"NONE"];
          waitUntil {!isNil "_vehicle" && {!isNull _vehicle}};
          _vehicle allowDamage false;
          _vehicle setPos _sp;
          _vehicle setVectorUp (surfaceNormal _sp);
          _vehicle setDir _dir;
      };
      _vehicle allowDamage true;
      //Send keys over the network.
      [_vehicle] remoteExecCall ["life_fnc_addVehicle2Chain",_unit];
      [_pid,_side,_vehicle,1] call TON_fnc_keyManagement;
      _vehicle lock 2;
      //Reskin the vehicle
      [_vehicle,(_vInfo select 8)] remoteExecCall ["life_fnc_colorVehicle",_unit];
      _vehicle setVariable ["vehicle_info_owners",[[_pid,_name]],true];
      _vehicle setVariable ["dbInfo",[(_vInfo select 4),(_vInfo select 7)],true];
      _vehicle disableTIEquipment true; //No Thermals.. They're cheap but addictive.
      [_vehicle] call life_fnc_clearVehicleAmmo;
      
      
      
      
      // Avoid problems if u keep changing which stuff to save!
      if (LIFE_SETTINGS(getNumber,"save_vehicle_virtualItems") isEqualTo 1) then {
          _vehicle setVariable ["Trunk",_trunk,true];
          if (_wasIllegal) then {
              if (_sp isEqualType "") then {
              _location= (nearestLocations [getPos _sp,["NameCityCapital","NameCity","NameVillage"],1000]) select 0;
              } else {
                  _location= (nearestLocations [_sp,["NameCityCapital","NameCity","NameVillage"],1000]) select 0;
                 };
                 _location = text _location;
                 [1,"STR_NOTF_BlackListedVehicle",true,[_location,_name]] remoteExecCall ["life_fnc_broadcast",west];
      
      
      
      
               _query = format ["UPDATE vehicles SET blacklist='0' WHERE id='%1' AND pid='%2'",_vid,_pid];
              _thread = [_query,1] call DB_fnc_asyncCall;
              };
          }else{
          _vehicle setVariable ["Trunk",[[],0],true];
      };
      
      
      
      
      if (LIFE_SETTINGS(getNumber,"save_vehicle_fuel") isEqualTo 1) then {
          _vehicle setFuel (_vInfo select 11);
          }else{
          _vehicle setFuel 1;
      };
      
      
      
      
      if (count _gear > 0 && (LIFE_SETTINGS(getNumber,"save_vehicle_inventory") isEqualTo 1)) then {
          _items = _gear select 0;
          _mags = _gear select 1;
          _weapons = _gear select 2;
          _backpacks = _gear select 3;
      
      
      
      
          for "_i" from 0 to ((count (_items select 0)) - 1) do {
              _vehicle addItemCargoGlobal [((_items select 0) select _i), ((_items select 1) select _i)];
          };
          for "_i" from 0 to ((count (_mags select 0)) - 1) do {
              _vehicle addMagazineCargoGlobal [((_mags select 0) select _i), ((_mags select 1) select _i)];
          };
          for "_i" from 0 to ((count (_weapons select 0)) - 1) do {
              _vehicle addWeaponCargoGlobal [((_weapons select 0) select _i), ((_weapons select 1) select _i)];
          };
          for "_i" from 0 to ((count (_backpacks select 0)) - 1) do {
              _vehicle addBackpackCargoGlobal [((_backpacks select 0) select _i), ((_backpacks select 1) select _i)];
          };
      };
      
      
      
      
      if (count _damage > 0 && (LIFE_SETTINGS(getNumber,"save_vehicle_damage") isEqualTo 1)) then {
          _parts = getAllHitPointsDamage _vehicle;
      
      
      
      
          for "_i" from 0 to ((count _damage) - 1) do {
              _vehicle setHitPointDamage [format ["%1",((_parts select 0) select _i)],_damage select _i];
          };
      };
      
      
      
      
      //Sets of animations
      if ((_vInfo select 1) isEqualTo "civ" && (_vInfo select 2) isEqualTo "B_Heli_Light_01_F" && !((_vInfo select 8) isEqualTo 13)) then {
          [_vehicle,"civ_littlebird",true] remoteExecCall ["life_fnc_vehicleAnimate",_unit];
      };
      
      
      
      
      if ((_vInfo select 1) isEqualTo "cop" && ((_vInfo select 2)) in ["B_Quadbike_01_F","C_Offroad_01_F","C_SUV_01_F","C_Hatchback_01_sport_F","C_Offroad_02_unarmed_black_F","C_Hatchback_01_F","B_MRAP_01_F","O_MRAP_02_F","I_MRAP_03_F","B_MRAP_01_hmg_F","B_Heli_Light_01_F","I_Heli_light_03_unarmed_F","B_T_VTOL_01_infantry_F","B_Heli_Transport_01_F"]) then {
      _vehicle setVariable["lights",false,true]; 
      };
      
      
      
      
      if ((_vInfo select 1) isEqualTo "med" && ((_vInfo select 2)) in ["C_Van_01_box_F","C_SUV_01_F","C_Hatchback_01_sport_F","C_Offroad_01_F","C_Offroad_02_unarmed_black_F","B_MRAP_01_F","B_Heli_Light_01_F","O_Heli_Light_02_unarmed_F","I_Heli_light_03_unarmed_F"]) then {
      _vehicle setVariable["lights",false,true]; 
      };
      
      
      
      
      if ((_vInfo select 1) isEqualTo "cop" && ((_vInfo select 2)) 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 {
          [_vehicle,"cop_offroad",true] remoteExecCall ["life_fnc_vehicleAnimate",_unit];
      };
      
      
      
      
      if ((_vInfo select 1) isEqualTo "med" && (_vInfo select 2) isEqualTo "C_Offroad_01_F") then {
          [_vehicle,"med_offroad",true] remoteExecCall ["life_fnc_vehicleAnimate",_unit];
      };
      
      
      
      
      [1,_spawntext] remoteExecCall ["life_fnc_broadcast",_unit];
      serv_sv_use deleteAt _servIndex;
      Alles anzeigen
    • Musik bei Bankraub einfügen?

      • znake
      • 27. Dezember 2016 um 07:49
      CSS
      /*
      Author : MrKraken edited by Brizi jaeger
      */
      //private["_robber","_shop","_kassa","_ui","_progress","_pgText","_cP","_rip","_pos"];
      _shop = [_this,0,ObjNull,[ObjNull]] call BIS_fnc_param; //The object that has the action attached to it is _this. ,0, is the index of object, ObjNull is the default should there be nothing in the parameter or it's broken
      _robber = [_this,1,ObjNull,[ObjNull]] call BIS_fnc_param; //Can you guess? Alright, it's the player, or the "caller". The object is 0, the person activating the object is 1
      //_kassa = 1000; //The amount the shop has to rob, you could make this a parameter of the call (community.bistudio.com/wiki/addAction). Give it a try and post below 
      _action = [_this,2] call BIS_fnc_param;//Action name
      if(side _robber != civilian) exitWith { hintSilent "Du kannst dieses Depot nicht ausrauben!" };
      if(_robber distance _shop > 15) exitWith { hintSilent "Maximal 15 Meter entfernen!" };
      if !(_kassa) then { _kassa = 1000; };
      if (_rip) exitWith { hintSilent "Golddepot wird schon ausgeraubt!" };
      if (vehicle player != _robber) exitWith { hintSilent "Raus aus dem Fahrzeug!" };
      if !(alive _robber) exitWith {};
      if (currentWeapon _robber == "") exitWith { hintSilent "Ich finde Pranks immer wieder schön..." };
      if (_kassa == 0) exitWith { hintSilent "Heute gibt es hier nichts!" };
      _rip = true;
      _kassa = 200000 + round(random 100000);
      _shop removeAction _action;
      _shop switchMove "AmovPercMstpSsurWnonDnon";
      _chance = random(100);
      if(_chance >= 1) then {[1,hint parseText format["<img size='10' color='#FFFFFF' image='textures\info.paa'/><br/><br/>" + ("Das Altis Gelddepot wird angegriffen! Verteidigen Sie es bevor die Gangster das Geld haben!")]] remoteExec ["life_fnc_broadcast",west]; };
      if(_chance >= 1) then {[1,hint parseText format["<img size='10' color='#FFFFFF' image='textures\info.paa'/><br/><br/>" + ("Das Altis Gelddepot wird angegriffen! Wir bitte Sie sich in einem Umkreis von 1 Kilometer zu entfernen ansonsten muss mit beschuss gerechnet werden. Wenn Sie Verteidigen, schreiben Sie einen Notruf an die Polizei! Ihre Altis Polizei")]] remoteExec ["life_fnc_broadcast",civilian]; };
      _cops = (west countSide playableUnits);
      if(_cops < 0) exitWith{[_vault,-1] remoteExec ["disableSerialization;",2]; hintSilent "Die Polizei hat alle einnahmen abgeholt!";};
      disableSerialization;
      5 cutRsc ["life_progress","PLAIN"];
      _ui = uiNameSpace getVariable "life_progress";
      _progress = _ui displayCtrl 38201;
      _pgText = _ui displayCtrl 38202;
      _pgText ctrlSetText format["Raub gestartet! Bewege dich maximal 15 Meter weit weg! (1%1)...","%"];
      _progress progressSetPosition 0.01;
      _cP = 0.01;
      if(_rip) then
      {
      while{true} do
      {
      [alarm_Kavala,"Ausrauben"] remoteExecCall ["life_fnc_say3D",-2];
      uiSleep 6;
      _cP = _cP + 0.01;
      _progress progressSetPosition _cP;
      _pgText ctrlSetText format["Behalte eine Distanz von 15 Metern zum Tresor! (%1%2)...",round(_cP * 100),"%"];
      _Pos = position player; // by ehno: get player pos
      _marker = createMarker ["Marker200", _Pos]; //by ehno: Place a Maker on the map
      "Marker200" setMarkerColor "ColorRed";
      "Marker200" setMarkerText "Sperrgebiet";
      "Marker200" setMarkerType "mil_warning"; // "mil_warning"
      "Marker200" setMarkerShape "ELLIPSE"; //create sperrgebiet by brizi
      "Marker200" setMarkerSize [300, 300]; //create sperrgebiet by brizi
      if(_cP >= 1) exitWith {};
      if(_robber distance _shop > 15.5) exitWith { };
      if!(alive _robber) exitWith {};
      };
      if!(alive _robber) exitWith { _rip = false; };
      if(_robber distance _shop > 15.5) exitWith { deleteMarker "Marker200"; _shop switchMove ""; hintSilent "Du warst zu weit weg vom Depot."; 5 cutText ["","PLAIN"]; _rip = false; };
      5 cutText ["","PLAIN"];
      titleText[format["Du hast $%1 gestohlen, jetzt hau ab die Polizei ist unterwegs!!",[_kassa] call life_fnc_numberText],"PLAIN"];
      [_alarm_Kavala,"Ausrauben"] remoteExecCall ["life_fnc_say3D",-2];
      uisleep _duration;
      deleteMarker "Marker200"; // by ehno delete maker
      deleteMarker "Marker200"; // by brizi delete sperrgebiet
      life_cash = life_cash + _kassa;
      [getPlayerUID _robber,name _robber,"23"] remoteExecCall ["life_fnc_wantedAdd",2];
      _rip = false;
      life_use_atm = false;
      uiSleep (30 + random(180));
      life_use_atm = true;
      if!(alive _robber) exitWith {};
      };
      uiSleep 300;
      _action = _shop addAction["Ausrauben",life_fnc_robfederal];
      _shop switchMove "";
      Alles anzeigen

      Hab das mal versucht so einzufügen funktioniert auch aber denn Sound spielt es jedes mal doppelt ab und nicht so lange wie lange der Bankraub läuft jemand eine Idee was ich ändern kann?

      Beigefügte dateien:

      [alarm_Kavala,"Ausrauben"] remoteExecCall ["life_fnc_say3D",-2];

      [_alarm_Kavala,"Ausrauben"] remoteExecCall ["life_fnc_say3D",-2];
      uisleep _duration;

    • [Tutorial] Banken | by Brizi Jaeger

      • znake
      • 27. Dezember 2016 um 04:55

      Payday 2 Alarm funkt ja schon aber die settings fehlen halt noch ;D

    • [Tutorial] Banken | by Brizi Jaeger

      • znake
      • 27. Dezember 2016 um 03:04

      Hab mal das coole Script eingefügt hat auch soweit funktioniert hab da nur noch paar fragen zu.
      Wollte einen Sound einbinden bei der Aktivierung des Ausrauben. Hab aber das Problem das der Sound vom Player abgespielt wird und nicht von dem Tresor. Zu dem geht die Musik unendlich
      was mich auch noch stört wenn man das z.b auf die Bank Ausrauben Zeit bis sie fertig ist wäre ganz cool.
      Wäre ganz cool wenn ihr mich verbessern könntet

      hab das hier an der Stelle eingefügt: [player,"Ausrauben"] remoteExecCall ["life_fnc_say3D",0];
      Und das Problem das wenn die Bank ausgeraubt wird kommt keine Nachricht bei der Polizei?

      Code
      /*
      Author : MrKraken edited by Brizi jaeger
      */
      //private["_robber","_shop","_kassa","_ui","_progress","_pgText","_cP","_rip","_pos"];
      _shop = [_this,0,ObjNull,[ObjNull]] call BIS_fnc_param; //The object that has the action attached to it is _this. ,0, is the index of object, ObjNull is the default should there be nothing in the parameter or it's broken
      _robber = [_this,1,ObjNull,[ObjNull]] call BIS_fnc_param; //Can you guess? Alright, it's the player, or the "caller". The object is 0, the person activating the object is 1
      //_kassa = 1000; //The amount the shop has to rob, you could make this a parameter of the call (community.bistudio.com/wiki/addAction). Give it a try and post below 
      _action = [_this,2] call BIS_fnc_param;//Action name
      if(side _robber != civilian) exitWith { hintSilent "Du kannst dieses Depot nicht ausrauben!" };
      if(_robber distance _shop > 15) exitWith { hintSilent "Maximal 15 Meter entfernen!" };
      if !(_kassa) then { _kassa = 1000; };
      if (_rip) exitWith { hintSilent "Golddepot wird schon ausgeraubt!" };
      if (vehicle player != _robber) exitWith { hintSilent "Raus aus dem Fahrzeug!" };
      if !(alive _robber) exitWith {};
      if (currentWeapon _robber == "") exitWith { hintSilent "Ich finde Pranks immer wieder schön..." };
      if (_kassa == 0) exitWith { hintSilent "Heute gibt es hier nichts!" };
      _rip = true;
      _kassa = 200000 + round(random 100000);
      _shop removeAction _action;
      _shop switchMove "AmovPercMstpSsurWnonDnon";
      _chance = random(100);
      if(_chance >= 1) then {[1,hint parseText format["<img size='10' color='#FFFFFF' image='textures\info.paa'/><br/><br/>" + ("Das Altis Gelddepot wird angegriffen! Verteidigen Sie es bevor die Gangster das Geld haben!")]] remoteExec ["life_fnc_broadcast",west]; };
      if(_chance >= 1) then {[1,hint parseText format["<img size='10' color='#FFFFFF' image='textures\info.paa'/><br/><br/>" + ("Das Altis Gelddepot wird angegriffen! Wir bitte Sie sich in einem Umkreis von 1 Kilometer zu entfernen ansonsten muss mit beschuss gerechnet werden. Wenn Sie Verteidigen, schreiben Sie einen Notruf an die Polizei! Ihre Altis Polizei")]] remoteExec ["life_fnc_broadcast",civilian]; };
      _cops = (west countSide playableUnits);
      if(_cops < 0) exitWith{[_vault,-1] remoteExec ["disableSerialization;",2]; hintSilent "Die Polizei hat alle einnahmen abgeholt!";};
      disableSerialization;
      5 cutRsc ["life_progress","PLAIN"];
      _ui = uiNameSpace getVariable "life_progress";
      _progress = _ui displayCtrl 38201;
      _pgText = _ui displayCtrl 38202;
      _pgText ctrlSetText format["Raub gestartet! Bewege dich maximal 15 Meter weit weg! (1%1)...","%"];
      _progress progressSetPosition 0.01;
      _cP = 0.01;
      if(_rip) then
      {
      while{true} do
      {
      [player,"Ausrauben"] remoteExecCall ["life_fnc_say3D",0];
      uiSleep 6;
      _cP = _cP + 0.01;
      _progress progressSetPosition _cP;
      _pgText ctrlSetText format["Behalte eine Distanz von 15 Metern zum Tresor! (%1%2)...",round(_cP * 100),"%"];
      _Pos = position player; // by ehno: get player pos
      _marker = createMarker ["Marker200", _Pos]; //by ehno: Place a Maker on the map
      "Marker200" setMarkerColor "ColorRed";
      "Marker200" setMarkerText "Sperrgebiet";
      "Marker200" setMarkerType "mil_warning"; // "mil_warning"
      "Marker200" setMarkerShape "ELLIPSE"; //create sperrgebiet by brizi
      "Marker200" setMarkerSize [350, 350]; //create sperrgebiet by brizi
      if(_cP >= 1) exitWith {};
      if(_robber distance _shop > 15.5) exitWith { };
      if!(alive _robber) exitWith {};
      };
      if!(alive _robber) exitWith { _rip = false; };
      if(_robber distance _shop > 15.5) exitWith { deleteMarker "Marker200"; _shop switchMove ""; hintSilent "Du warst zu weit weg vom Depot."; 5 cutText ["","PLAIN"]; _rip = false; };
      5 cutText ["","PLAIN"];
      titleText[format["Du hast $%1 gestohlen, jetzt hau ab die Polizei ist unterwegs!!",[_kassa] call life_fnc_numberText],"PLAIN"];
      deleteMarker "Marker200"; // by ehno delete maker
      deleteMarker "Marker200"; // by brizi delete sperrgebiet
      life_cash = life_cash + _kassa;
      [getPlayerUID _robber,name _robber,"23"] remoteExecCall ["life_fnc_wantedAdd",2];
      _rip = false;
      life_use_atm = false;
      uiSleep (30 + random(180));
      life_use_atm = true;
      if!(alive _robber) exitWith {};
      };
      uiSleep 300;
      _action = _shop addAction["Ausrauben",life_fnc_robfederal];
      _shop switchMove "";
      Alles anzeigen


      Danke schon mal im vorraus

    • [Tutorial] Altis Life 4.4 ADAC (OPFOR) einfügen

      • znake
      • 27. Dezember 2016 um 02:33

      da hab ich keinen Eintrag verfasst

    • [Tutorial] Altis Life 4.4 ADAC (OPFOR) einfügen

      • znake
      • 27. Dezember 2016 um 01:58

      ja hab ich mit einem marker

    • [Tutorial] Altis Life 4.4 ADAC (OPFOR) einfügen

      • znake
      • 27. Dezember 2016 um 00:11

      Hab mal ne Frage hab alles so weit gemacht was im Tutorial erklärt wird, aber ein Problem hab ich noch wenn ich spawnen will spawn ich immer auf der Spawninsel jemand eine Idee wie ich das fixen kann

    • Sprengweste

      • znake
      • 26. Dezember 2016 um 09:19

      und falls noch jemand einen Sound einbinden will das geht so.
      1. In der fn_suizidBombe.sqf das hier ändern

      titleText ["Du hast deine Bombenweste aktiviert"];
      [0,format ["STR_SuizidBombe_time",name player],true,[]] remoteExecCall ["life_fnc_broadcast",RCLIENT];
      player say3D "SuizidBombe"; // das hier an der Stelle einfügen
      sleep 2;
      "Bo_GBU12_LGB_MI10" createVehicle (position player);
      sleep 0.1;
      if(alive player)then {player setDammage 1};

      2. in der description.ext unter CfgSounds eine neue class anlegen.

      class SuizidBombe {
      name = "SuizidBombe";
      sound[] = {"\sounds\satire.ogg", 3.0, 1};
      titles[] = {};
      };

      3. In den Sound Ordner einen Sound mit dem Name satire.ogg einfügen

      #fertig ;D

    • [Tutorial] Statusbar 4.4 R3 und R1

      • znake
      • 25. Dezember 2016 um 18:05

      egal habs gefixt ;D

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