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    1. Nodezone.net Community
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    3. KokaKolaA3

    Beiträge von KokaKolaA3

    • ACE 3 Items kaufbar machen

      • KokaKolaA3
      • 30. August 2016 um 18:46

      Bei mir funktioniert der Taser nicht mehr und man kann keine Items/Waffen etc mehr kaufen, nur kleidung (Version 3.1.4.8)


      Code: fn_handleItem.sqf
      /*
      	Author: Bryan "Tonic" Boardwine
      
      
      
      
      	Description
      	Main gear handling functionality.
      */
      private["_item","_details","_bool","_ispack","_items","_isgun","_ongun","_override","_toUniform","_toVest","_preview","_acecheck"];
      _item = [_this,0,"",[""]] call BIS_fnc_param;
      _bool = [_this,1,false,[false]] call BIS_fnc_param;
      _ispack = [_this,2,false,[false]] call BIS_fnc_param;
      _ongun = [_this,3,false,[false]] call BIS_fnc_param;
      _override = [_this,4,false,[false]] call BIS_fnc_param;
      _toUniform = [_this,5,false,[false]] call BIS_fnc_param; //Manual override to send items specifically to a uniform.
      _toVest = [_this,6,false,[false]] call BIS_fnc_param; //Manual override to send items specifically to a vest
      _preview = [_this,7,false,[true]] call BIS_fnc_param;
      _acecheck = ["ACE_atropine","ACE_morphine","ACE_epinephrine","ACE_CableTie","ACE_DefusalKit","ACE_M84","ACE_HandFlare_Red","ACE_Flashlight_XL50","ACE_gunbag","ACE_EarPlugs","ACE_acc_pointer_green","ACE_VMH3","ACE_SpottingScope","ACE_TacticalLadder_Pack","ACE_SpraypaintRed","ACE_Tripod","ACE_fieldDressing","ACE_elasticBandage","ACE_bloodIV_250","ACE_tourniquet","ACE_bodyBag","ACE_surgicalKit","ACE_personalAidKit","ACE_Cellphone","ACE_DeadManSwitch","ACE_bloodIV_500"];
      
      
      
      
      //Some checks
      if(_item == "") exitWith {};
      _isgun = false;
      
      
      
      
      _details = [_item] call life_fnc_fetchCfgDetails;
      if(count _details == 0) exitWith {};
      
      
      
      
      if(_bool) then
      {
      	switch((_details select 6)) do
      	{
      		case "CfgGlasses":
      		{
      			if(_toUniform) exitWith {player addItemToUniform _item;};
      			if(_toVest) exitWith {player addItemToVest _item;};
      
      
      
      
      			if(_ispack) then
      			{
      				player addItemToBackpack _item;
      			}
      				else
      			{
      				if(_override) then
      				{
      					player addItem _item;
      				}
      					else
      				{
      					if(goggles player != "") then
      					{
      						removeGoggles player;
      					};
      					player addGoggles _item;
      				};
      			};
      		};
      
      
      
      
      		case "CfgVehicles":
      		{
      			if(backpack player != "") then
      			{
      				_items = (backpackItems player);
      				removeBackpack player;
      			};
      			player addBackpack _item;
      			clearAllItemsFromBackpack player;
      			if(!isNil {_items}) then 
      			{ 
      				{[_x,true,true,false,true] spawn life_fnc_handleItem; } foreach _items;
      			};
      		};
      
      
      
      
      		case "CfgMagazines":
      		{
      			if(_toUniform) exitWith {player addItemToUniform _item;};
      			if(_toVest) exitWith {player addItemToVest _item;};
      			if(_ispack) exitWith {player addItemToBackpack _item;};
      
      
      
      
      			player addMagazine _item;
      		};
      
      
      
      
      		case "CfgWeapons":
      		{
      			//New addition
      			if(_toUniform) exitWith {player addItemToUniform _item;};
      			if(_toVest) exitWith {player addItemToVest _item;};
      			if(_ispack) exitWith {player addItemToBackpack _item;};
      
      
      
      
      			if((_details select 4) in [1,2,4,5,4096]) then
      			{
      				if((_details select 4) == 4096) then
      				{
      					if((_details select 5) == -1) then
      					{
      					   	if(_item in _acecheck) then{player addItem _item;};
      						_isgun = true;
      					};
      				}
      					else
      				{
      					_isgun = true;
      				};
      			};
      Alles anzeigen


      Code
      #include <macro.h>
      /*
      	File: fn_weaponShopBuySell.sqf
      	Author: Bryan "Tonic" Boardwine
      	Description:
      	Master handling of the weapon shop for buying / selling an item.
      */
      disableSerialization;
      private["_price","_item","_itemInfo","_bad"];
      if((lbCurSel 38403) == -1) exitWith {hint localize "STR_Shop_Weapon_NoSelect"};
      _price = lbValue[38403,(lbCurSel 38403)]; if(isNil "_price") then {_price = 0;};
      _item = lbData[38403,(lbCurSel 38403)];
      _itemInfo = [_item] call life_fnc_fetchCfgDetails;
      _bad = "";
      if((_itemInfo select 6) != "CfgVehicles") then {
       if((_itemInfo select 4) in [4096,131072]) then {
       if(!(player canAdd _item) && (uiNamespace getVariable["Weapon_Shop_Filter",0]) != 1) exitWith {_bad = (localize "STR_NOTF_NoRoom")};
       };
      };
      if(_bad != "") exitWith {hint _bad};
      if((uiNamespace getVariable["Weapon_Shop_Filter",0]) == 1) then {
       ADD(CASH,_price);
       [_item,false] call life_fnc_handleItem;
       hint parseText format[localize "STR_Shop_Weapon_Sold",_itemInfo select 1,[_price] call life_fnc_numberText];
       [nil,(uiNamespace getVariable["Weapon_Shop_Filter",0])] call life_fnc_weaponShopFilter; //Update the menu.
      } else {
       private["_hideout"];
       _hideout = (nearestObjects[getPosATL player,["Land_u_Barracks_V2_F","Land_i_Barracks_V2_F"],25]) select 0;
       if(!isNil "_hideout" && {!isNil {grpPlayer getVariable "gang_bank"}} && {(grpPlayer getVariable "gang_bank") >= _price}) then {
       _action = [
       format[(localize "STR_Shop_Virt_Gang_FundsMSG")+ "<br/><br/>" +(localize "STR_Shop_Virt_Gang_Funds")+ " <t color='#8cff9b'>$%1</t><br/>" +(localize "STR_Shop_Virt_YourFunds")+ " <t color='#8cff9b'>$%2</t>",
       [(grpPlayer getVariable "gang_bank")] call life_fnc_numberText,
       [CASH] call life_fnc_numberText
       ],
       localize "STR_Shop_Virt_YourorGang",
       localize "STR_Shop_Virt_UI_GangFunds",
       localize "STR_Shop_Virt_UI_YourCash"
       ] call BIS_fnc_guiMessage;
       if(_action) then {
       hint parseText format[localize "STR_Shop_Weapon_BoughtGang",_itemInfo select 1,[_price] call life_fnc_numberText];
       _funds = grpPlayer getVariable "gang_bank";
       _funds = _funds - _price;
       grpPlayer setVariable["gang_bank",_funds,true];
       [_item,true,false,false,true] spawn life_fnc_handleItem;
       [1,grpPlayer] remoteExecCall ["TON_fnc_updateGang",RSERV];
       } else {
       if(_price > CASH) exitWith {hint localize "STR_NOTF_NotEnoughMoney"};
       hint parseText format[localize "STR_Shop_Weapon_BoughtItem",_itemInfo select 1,[_price] call life_fnc_numberText];
       SUB(CASH,_price);
       [_item,true,false,false,true] spawn life_fnc_handleItem;
       };
       } else {
       if(_price > CASH) exitWith {hint localize "STR_NOTF_NotEnoughMoney"};
       hint parseText format[localize "STR_Shop_Weapon_BoughtItem",_itemInfo select 1,[_price] call life_fnc_numberText];
       CASH = CASH - _price;
       [_item,true,false,false,true] spawn life_fnc_handleItem;
       };
      };
      [] call life_fnc_saveGear;
      Alles anzeigen


      Version 3.1.4.8


      Edit:

      Also es liegt an der "fn_weaponShopBuySell" , mit der normalen kann man alles bis auf ace items kaufen, mit der anderen kann man nix mehr kaufen. Wie muss man die modifizieren?

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