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    1. Nodezone.net Community
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    3. xDreamzZ

    Beiträge von xDreamzZ

    • Player Interaktionsmenü MED | CIV

      • xDreamzZ
      • 25. September 2017 um 18:20

      Guten Abend allen zusammen,

      ich sitze seid ca. 2 Tagen an einigen Umsetzungsproblemen. Ich hoffe nicht das es in der Art schon ein Thread gibt, den keinen in der Art hat mir geholfen.

      Kommen wir dazu was ich machen möchte. Ich habe vor das die Zivis und die Medics ganz normal wie die Polizisten ein Player Interaktionsmenü haben. Dies habe ich wie folgt umgesetzt bisher:

      Code: pinteraction.hpp
      #define BGX 0.35
      #define BGY 0.2
      #define BGW 0.46
      
      class pmedInteraction_Menu {
          idd = 37400;
          movingEnable = 0;
          enableSimulation = 1;
      
          class controlsBackground {
      
              class MainBackground: life_RscPicture {
                  idc = -1;
                  text = "textures\Interaction Menu\InteractionMedPerson.paa";
                  x = 0.350469 * safezoneW + safezoneX;
                  y = 0.236 * safezoneH + safezoneY;
                  w = 0.278437 * safezoneW;
                  h = 0.484 * safezoneH;
              };
          };
      
          class controls {
              class ButtonClose: Life_RscButtonMenu {
                  idc = -1;
                  //shortcuts[] = {0x00050000 + 2};
                  onButtonClick = "closeDialog 0;";
                  x = 0.478344 * safezoneW + safezoneX;
                  y = 0.6518 * safezoneH + safezoneY;
                  w = 0.0237189 * safezoneW;
                  h = 0.044 * safezoneH;
                  colorBackground[] = {-1,-1,-1,0};
              };
      /*        
              class ausweis: RscButtonMenu {
                  idc = 2400;
                  x = 0.369031 * safezoneW + safezoneX;
                  y = 0.2646 * safezoneH + safezoneY;
                  w = 0.116531 * safezoneW;
                  h = 0.0616 * safezoneH;
                  colorBackground[] = {-1,-1,-1,0};
              };
      */
      /*
              class behandlung: RscButtonMenu {
                  idc = 2401;
                  x = 0.36903 * safezoneW + safezoneX;
                  y = 0.4208 * safezoneH + safezoneY;
                  w = 0.116531 * safezoneW;
                  h = 0.0638 * safezoneH;
                  colorBackground[] = {-1,-1,-1,0};
              };
      */        
              
              class rechnung: Life_RscButtonMenu {
                  idc = 2402;
                  x = 0.36903 * safezoneW + safezoneX;
                  y = 0.5 * safezoneH + safezoneY;
                  w = 0.116531 * safezoneW;
                  h = 0.0638 * safezoneH;
                  colorBackground[] = {-1,-1,-1,0};
              };
      /*    
              class augenbinde: RscButtonMenu {
                  idc = 2402;
                  x = 0.36903 * safezoneW + safezoneX;
                  y = 0.4208 * safezoneH + safezoneY;
                  w = 0.116527 * safezoneW;
                  h = 0.0638 * safezoneH;
                  colorBackground[] = {-1,-1,-1,0};
              };
      */
      
              class reinsetzen: Life_RscButtonMenu {
                  idc = 37456;
                  x = 0.493813 * safezoneW + safezoneX;
                  y = 0.2646 * safezoneH + safezoneY;
                  w = 0.117558 * safezoneW;
                  h = 0.0638 * safezoneH;
                  colorBackground[] = {-1,-1,-1,0};
              };
              
              class eskortieren: Life_RscButtonMenu {
                  idc = 37453;
                  x = 0.493813 * safezoneW + safezoneX;
                  y = 0.3416 * safezoneH + safezoneY;
                  w = 0.117558 * safezoneW;
                  h = 0.0638 * safezoneH;
                  colorBackground[] = {-1,-1,-1,0};
              };
      /*        
              class störsender: RscButtonMenu {
                  idc = 2405;
                  x = 0.493811 * safezoneW + safezoneX;
                  y = 0.4208 * safezoneH + safezoneY;
                  w = 0.117558 * safezoneW;
                  h = 0.0638 * safezoneH;
                  colorBackground[] = {-1,-1,-1,0};
              };
      
      */
          };
      };
      
      class pcivInteraction_Menu {
          idd = 37400;
          movingEnable = 0;
          enableSimulation = 1;
      
          class controlsBackground {
      
              class MainBackground: life_RscPicture {
                  idc = -1;
                  text = "textures\Interaction Menu\InteractionZivPerson.paa";
                  x = 0.350469 * safezoneW + safezoneX;
                  y = 0.236 * safezoneH + safezoneY;
                  w = 0.278437 * safezoneW;
                  h = 0.484 * safezoneH;
              };
          };
      
          class controls {
              class ButtonClose: Life_RscButtonMenu {
                  idc = -1;
                  //shortcuts[] = {0x00050000 + 2};
                  onButtonClick = "closeDialog 0;";
                  x = 0.478344 * safezoneW + safezoneX;
                  y = 0.654 * safezoneH + safezoneY;
                  w = 0.0226879 * safezoneW;
                  h = 0.0418 * safezoneH;
                  colorBackground[] = {-1,-1,-1,0};
              };
      /*        
              class ausweis: RscButtonMenu {
                  idc = 2400;
                  x = 0.369032 * safezoneW + safezoneX;
                  y = 0.2646 * safezoneH + safezoneY;
                  w = 0.116527 * safezoneW;
                  h = 0.0616 * safezoneH;
                  colorBackground[] = {-1,-1,-1,0};
              };
      */
             class fesseln: Life_RscButtonMenu {
                  idc = 37450;
                  x = 0.36903 * safezoneW + safezoneX;
                  y = 0.3438 * safezoneH + safezoneY;
                  w = 0.116527 * safezoneW;
                  h = 0.0616 * safezoneH;
                  colorBackground[] = {-1,-1,-1,0};
              };
      /*    
              class augenbinde: RscButtonMenu {
                  idc = 2402;
                  x = 0.36903 * safezoneW + safezoneX;
                  y = 0.4208 * safezoneH + safezoneY;
                  w = 0.116527 * safezoneW;
                  h = 0.0638 * safezoneH;
                  colorBackground[] = {-1,-1,-1,0};
              };
      */
      
              class reinsetzen: Life_RscButtonMenu {
                  idc = 37456;
                  x = 0.493813 * safezoneW + safezoneX;
                  y = 0.2646 * safezoneH + safezoneY;
                  w = 0.117558 * safezoneW;
                  h = 0.0638 * safezoneH;
                  colorBackground[] = {-1,-1,-1,0};
              };
              
              class eskortieren: Life_RscButtonMenu {
                  idc = 37453;
                  x = 0.493813 * safezoneW + safezoneX;
                  y = 0.3416 * safezoneH + safezoneY;
                  w = 0.117558 * safezoneW;
                  h = 0.0638 * safezoneH;
                  colorBackground[] = {-1,-1,-1,0};
              };
      /*        
              class störsender: RscButtonMenu {
                  idc = 2405;
                  x = 0.493811 * safezoneW + safezoneX;
                  y = 0.4208 * safezoneH + safezoneY;
                  w = 0.117558 * safezoneW;
                  h = 0.0638 * safezoneH;
                  colorBackground[] = {-1,-1,-1,0};
              };
      
      */
          };
      };
      
      class pInteraction_Menu {
          idd = 37400;
          movingEnable = 0;
          enableSimulation = 1;
      
          class controlsBackground {
      
              class MainBackground: life_RscPicture {
                  idc = -1;
                  text = "textures\Interaction Menu\InteractionCopPerson.paa";
                  x = 0.350469 * safezoneW + safezoneX;
                  y = 0.236 * safezoneH + safezoneY;
                  w = 0.278437 * safezoneW;
                  h = 0.484 * safezoneH;
              };
          };
      
          class controls {
              class ButtonClose: Life_RscButtonMenu {
                  idc = -1;
                  //shortcuts[] = {0x00050000 + 2};
                  onButtonClick = "closeDialog 0;";
                  x = 0.478341 * safezoneW + safezoneX;
                  y = 0.654 * safezoneH + safezoneY;
                  w = 0.022688 * safezoneW;
                  h = 0.0418 * safezoneH;
                  colorBackground[] = {-1,-1,-1,0};
              };
      /*        
              class ausweis: Life_RscButtonMenu {
                  idc = 2400;
                  x = 0.369031 * safezoneW + safezoneX;
                  y = 0.2646 * safezoneH + safezoneY;
                  w = 0.117562 * safezoneW;
                  h = 0.0616 * safezoneH;
                  colorBackground[] = {-1,-1,-1,0};
      
                  };
      */            
                  class fesseln: Life_RscButtonMenu {
                  idc = 37450;
                  x = 0.36903 * safezoneW + safezoneX;
                  y = 0.3438 * safezoneH + safezoneY;
                  w = 0.117562 * safezoneW;
                  h = 0.0616 * safezoneH;
                  colorBackground[] = {-1,-1,-1,0};
              };
      
      
              class lizenzen: Life_RscButtonMenu {
                  idc = 37451;
                  x = 0.369032 * safezoneW + safezoneX;
                  y = 0.4208 * safezoneH + safezoneY;
                  w = 0.117562 * safezoneW;
                  h = 0.0638 * safezoneH;
                  colorBackground[] = {-1,-1,-1,0};
              };
              
              class strafzettel: Life_RscButtonMenu {
                  idc = 37454;
                  x = 0.369032 * safezoneW + safezoneX;
                  y = 0.5 * safezoneH + safezoneY;
                  w = 0.117562 * safezoneW;
                  h = 0.0638 * safezoneH;
                  colorText[] = {-1,-1,-1,0};
                  colorBackground[] = {-1,-1,-1,0};
                  colorActive[] = {-1,-1,-1,0};
              };
              
              class inhaftieren: Life_RscButtonMenu {
                  idc = 37455;
                  x = 0.367998 * safezoneW + safezoneX;
                  y = 0.577 * safezoneH + safezoneY;
                  w = 0.117562 * safezoneW;
                  h = 0.0638 * safezoneH;
                  colorBackground[] = {-1,-1,-1,0};
              };
              
              class reinsetzen: Life_RscButtonMenu {
                  
                  idc = 37456;
                  x = 0.493814 * safezoneW + safezoneX;
                  y = 0.2646 * safezoneH + safezoneY;
                  w = 0.117562 * safezoneW;
                  h = 0.0616 * safezoneH;
                  colorBackground[] = {-1,-1,-1,0};
              };
              
              class eskortieren: Life_RscButtonMenu {
                  idc = 37453;
                  x = 0.493813 * safezoneW + safezoneX;
                  y = 0.3416 * safezoneH + safezoneY;
                  w = 0.117562 * safezoneW;
                  h = 0.0638 * safezoneH;
                  colorBackground[] = {-1,-1,-1,0};
              };
              
              class durchsuchen: Life_RscButtonMenu {
                  idc = 37457;
                  x = 0.493813 * safezoneW + safezoneX;
                  y = 0.4208 * safezoneH + safezoneY;
                  w = 0.117562 * safezoneW;
                  h = 0.0638 * safezoneH;
                  colorBackground[] = {-1,-1,-1,0};
              };
              /*
              class fahndung: RscButtonMenu {
                  idc = 2408;
                  x = 0.493811 * safezoneW + safezoneX;
                  y = 0.5 * safezoneH + safezoneY;
                  w = 0.117562 * safezoneW;
                  h = 0.0638 * safezoneH;
                  colorBackground[] = {-1,-1,-1,0};
              };
              
              
              class marke: RscButtonMenu {
                  idc = 2409;
                  x = 0.493814 * safezoneW + safezoneX;
                  y = 0.577 * safezoneH + safezoneY;
                  w = 0.117562 * safezoneW;
                  h = 0.0638 * safezoneH;
                  colorBackground[] = {-1,-1,-1,0};
              };
              */
          };
      };
      
      class vInteraction_Menu {
          idd = 37400;
          movingEnable = 0;
          enableSimulation = 1;
          
          class controlsBackground {
              
              class MainBackground: life_RscPicture {
                  idc = -1;
                  text = "textures\Interaction Menu\InteractionCopVehicle.paa";
                  x = 0.340156 * safezoneW + safezoneX;
                  y = 0.236 * safezoneH + safezoneY;
                  w = 0.28875 * safezoneW;
                  h = 0.506 * safezoneH;
              };
              
          };
      
          class controls {
              class ButtonClose: Life_RscButtonMenu {
                  idc = -1;
                  //shortcuts[] = {0x00050000 + 2};
                  onButtonClick = "closeDialog 0;";
                  x = 0.472156 * safezoneW + safezoneX;
                  y = 0.6716 * safezoneH + safezoneY;
                  w = 0.0237188 * safezoneW;
                  h = 0.0418 * safezoneH;
                  colorBackground[] = {-1,-1,-1,0};
              };
      
          class reparien: Life_RscButtonMenu {
                  idc = 37450;
                  x = 0.35975 * safezoneW + safezoneX;
                  y = 0.2668 * safezoneH + safezoneY;
                  w = 0.120656 * safezoneW;
                  h = 0.066 * safezoneH;
                  colorBackground[] = {-1,-1,-1,0};
              };
      
              class rausziehen: Life_RscButtonMenu {
                  idc = 37453;
                  x = 0.35975 * safezoneW + safezoneX;
                  y = 0.3482 * safezoneH + safezoneY;
                  w = 0.121688 * safezoneW;
                  h = 0.066 * safezoneH;
                  colorBackground[] = {-1,-1,-1,0};
              };
              
              class bezitzer: Life_RscButtonMenu {
                  idc = 37451;
                  x = 0.35975 * safezoneW + safezoneX;
                  y = 0.4296 * safezoneH + safezoneY;
                  w = 0.120656 * safezoneW;
                  h = 0.066 * safezoneH;
                  colorBackground[] = {-1,-1,-1,0};
              };
              
              class druchsuchen: Life_RscButtonMenu {
                  idc = 37452;
                  x = 0.35975 * safezoneW + safezoneX;
                  y = 0.511 * safezoneH + safezoneY;
                  w = 0.120656 * safezoneW;
                  h = 0.066 * safezoneH;
                  colorBackground[] = {-1,-1,-1,0};
              };
              
              class umdrehen: Life_RscButtonMenu {
                  idc = 37455;
                  x = 0.489687 * safezoneW + safezoneX;
                  y = 0.2646 * safezoneH + safezoneY;
                  w = 0.120656 * safezoneW;
                  h = 0.066 * safezoneH;
                  colorBackground[] = {-1,-1,-1,0};
              };
              /*
              class aufbrechen: RscButtonMenu {
                  idc = 2405;
                  x = 0.489687 * safezoneW + safezoneX;
                  y = 0.346 * safezoneH + safezoneY;
                  w = 0.120656 * safezoneW;
                  h = 0.0682 * safezoneH;
                  colorBackground[] = {-1,-1,-1,0};
              };
              */
              
              class abschleppen: Life_RscButtonMenu {
                  idc = 37454;
                  x = 0.489687 * safezoneW + safezoneX;
                  y = 0.4296 * safezoneH + safezoneY;
                  w = 0.120656 * safezoneW;
                  h = 0.066 * safezoneH;
                  colorBackground[] = {-1,-1,-1,0};
              };
          };
      };
      
      class vcivInteraction_Menu {
          idd = 37400;
          movingEnable = 0;
          enableSimulation = 1;
          
          class controlsBackground {
              
              class MainBackground: life_RscPicture {
                  idc = -1;
                  text = "textures\Interaction Menu\InteractionZivVehicle.paa";
                  x = 0.350469 * safezoneW + safezoneX;
                  y = 0.236 * safezoneH + safezoneY;
                  w = 0.278437 * safezoneW;
                  h = 0.484 * safezoneH;
              };
              
          };
      
          class controls {
              class ButtonClose: Life_RscButtonMenu {
                  idc = -1;
                  //shortcuts[] = {0x00050000 + 2};
                  onButtonClick = "closeDialog 0;";
                  x = 0.476279 * safezoneW + safezoneX;
                  y = 0.654 * safezoneH + safezoneY;
                  w = 0.0278441 * safezoneW;
                  h = 0.0396 * safezoneH;
                  colorBackground[] = {-1,-1,-1,0};
              };
              
              class reparieren: Life_RscButtonMenu {
                  idc = 37450;
                  x = 0.36903 * safezoneW + safezoneX;
                  y = 0.2646 * safezoneH + safezoneY;
                  w = 0.116527 * safezoneW;
                  h = 0.0616 * safezoneH;
                  colorBackground[] = {-1,-1,-1,0};
              };
              
              class rausziehen: Life_RscButtonMenu {
                  idc = 37453;
                  x = 0.36903 * safezoneW + safezoneX;
                  y = 0.3438 * safezoneH + safezoneY;
                  w = 0.116527 * safezoneW;
                  h = 0.0616 * safezoneH;
                  colorBackground[] = {-1,-1,-1,0};
              };
              
              class umdrehen: Life_RscButtonMenu {
                  idc = 37455;
                  x = 0.493813 * safezoneW + safezoneX;
                  y = 0.2646 * safezoneH + safezoneY;
                  w = 0.117558 * safezoneW;
                  h = 0.0616 * safezoneH;
                  colorBackground[] = {-1,-1,-1,0};
              };
      /*        
              class aufbrechen: RscButtonMenu {
                  idc = 2403;
                  x = 0.493811 * safezoneW + safezoneX;
                  y = 0.3438 * safezoneH + safezoneY;
                  w = 0.117558 * safezoneW;
                  h = 0.0616 * safezoneH;
                  colorBackground[] = {-1,-1,-1,0};
              };
      */
          };
      };
      Alles anzeigen

      Definierung für die Classes damit Ihr durchblickt:

      Polizei Interaction: pinteraction

      Medic: pmedinteraction

      Civs: pcivinteraction

      Anschließend habe ich wie das copinteractionmenu.sqf jeweils alles noch für Medic und Zivis eingefügt.


      core/medical

      Code: fn_medInteractionMenu.sqf
      #include "..\..\script_macros.hpp"
      /*
          File: fn_civInteractionMenu.sqf
          Author: Bryan "Tonic" Boardwine
      
          Description:
          Replaces the mass addactions for various cop actions towards another player.
      */
      #define Btn1 37450
      #define Btn2 37451
      #define Btn3 37452
      #define Btn4 37453
      #define Btn5 37454
      #define Btn6 37455
      #define Btn7 37456
      #define Btn8 37457
      #define Title 37401
      
      private["_display","_curTarget","_seizeRank","_Btn1","_Btn2","_Btn3","_Btn4","_Btn5","_Btn6","_Btn7","_Btn8"];
      
      disableSerialization;
      _curTarget = param [0,objNull,[objNull]];
      _seizeRank = LIFE_SETTINGS(getNumber,"seize_minimum_rank");
      
      if (player getVariable ["Escorting", false]) then {
          if (isNull _curTarget) exitWith {closeDialog 0;}; //Bad target
          if (!isPlayer _curTarget && side _curTarget isEqualTo civilian) exitWith {closeDialog 0;}; //Bad side check?
          if (player distance _curTarget > 4 ) exitWith {closeDialog 0;}; // Prevents menu accessing from far distances.
      };
      
      if (!dialog) then {
          createDialog "pmedInteraction_Menu";
      };
      
      _display = findDisplay 37400;
      _Btn1 = _display displayCtrl Btn1;
      _Btn2 = _display displayCtrl Btn2;
      _Btn3 = _display displayCtrl Btn3;
      _Btn4 = _display displayCtrl Btn4;
      _Btn5 = _display displayCtrl Btn5;
      _Btn6 = _display displayCtrl Btn6;
      _Btn7 = _display displayCtrl Btn7;
      life_pInact_curTarget = _curTarget;
      
      if (player getVariable["isEscorting",false]) then {
          { _x ctrlShow false; } forEach [_Btn1,_Btn2,_Btn3,_Btn5,_Btn6,_Btn7,_Btn8];
      };
      
      //Set Unrestrain Button
      _Btn1 buttonSetAction "[life_pInact_curTarget] call life_fnc_unrestrain; closeDialog 0;";
      
      
      //Set Escort Button
      if (player getVariable["isEscorting",false]) then {
          _Btn4 buttonSetAction "[] call life_fnc_stopEscorting; closeDialog 0;";
      } else {
          _Btn4 buttonSetAction "[life_pInact_curTarget] call life_fnc_escortAction; closeDialog 0;";
      };
      
      //Set Ticket Button
      _Btn5 buttonSetAction "[life_pInact_curTarget] call life_fnc_ticketAction;";
      
      _Btn7 buttonSetAction "[life_pInact_curTarget] call life_fnc_putInCar; closeDialog 0;";
      
      
      if (FETCH_CONST(life_coplevel) < _seizeRank) then {_Btn8 ctrlEnable false;};
      
      {
          if ((player distance (getMarkerPos _x) <30)) exitWith { _Btn6 ctrlEnable true;};
      } forEach LIFE_SETTINGS(getArray,"sendtoJail_locations");
      Alles anzeigen

      Anschließend habe ich genau wie bei den Cops es jeweils in der functions.hpp zum ausführen angegeben.

      Functions.hpp

      Unter medical: fn_medInteractionMenu.sqf

      Unter cop: fn_copInteractionMenu.sqf

      Unter civilian: fn_civInteractionMenu.sqf

      Und natürlich sind die Dateien in den dazu entsprechenden Ordnern drinnen. Also das medicinteraktionmenu unter core/medical und das civinteraktionmenu unter core/civilian

      ShowError Scripts haut keine Fehler raus.

      RPT haut keine Fehler raus.

      Ich vermute mal das ich was vergessen habe oder mir ein richtig dummer Fehler unterlaufen ist.

      Ich hoffe ich habe das ausführlich genug beschrieben das Ihr mir folgen könnt.

      Schöne Grüße

    • Tote Tiere kann man nicht aufheben

      • xDreamzZ
      • 25. Juni 2016 um 23:46
      Zitat von SBuserhy

      warum so umständlich ?

      Brainfuck
      _Animalfix = ((nearestObjects[getPos player ,["Hen_random_F","Cock_random_F","Goat_random_F","Sheep_random_F","Rabbit_F"],3]) select 0);
      if !(alive _Animalfix) then {[_Animalfix] spawn life_fnc_gutAnimal;};

      Soweit ich den Lösungsvorschlag verstehe soll es das Problem in Bezug auf das spawnen beheben oder sehe ich das falsch? Bei mir geht es ja um das aufsammeln

    • Tote Tiere kann man nicht aufheben

      • xDreamzZ
      • 25. Juni 2016 um 13:53
      Code: fn_huntingZone.sqf
      /*
      Author: Bryan "Tonic" Boardwine
      Description:
      Spawns animals around the marker when a player
      is near. Very basic WIP
      TODO:
      Change it up so animals repopulate over time.
      */
      private["_animalList","_dist","_radius","_animals","_zoneName","_unitsNear","_animalsActive"];
      _zoneName = [_this,0,"",[""]] call BIS_fnc_param;
      //_maxAnimals = [_this,1,10,[0]] call BIS_fnc_param;
      _maxAnimals = [_this,3,300,[0]] call BIS_fnc_param;
      if(_zoneName == "") exitWith {};
      _animalList = ["Sheep_random_F","Goat_random_F","Hen_random_F","Cock_random_F"];
      _radius = (getMarkerSize _zoneName) select 0;
      _dist = _radius + 100;
      _zone = getMarkerPos _zoneName;
      _animals = [];
      _unitsNear = false;
      _animalsActive = false;
      while {true} do {
      {if((_x distance _zone) < _dist) exitWith {_unitsNear = true;}; _unitsNear = false;} foreach playableUnits;
      if(_unitsNear && !_animalsActive) then {
      _animalsActive = true;
      for "_i" from 1 to _maxAnimals do {
      _animalClass = _animalList select floor random count _animalList;
      //_position = [((_zone select 0) - _radius + random (_radius * 2)), ((_zone select 1) - _radius + random (_radius * 2)),0];
      _position = [((_zone select 0) - _radius + random (_radius * 4)), ((_zone select 1) - _radius + random (_radius * 4)),0];
      _animal = createAgent [_animalClass,_position,[],0,"FORM"];
      _animal setDir (random 360);
      _animals pushBack _animal;
      };
      } else {
      if(!_unitsNear && _animalsActive) then {
      {deleteVehicle _x;} foreach _animals;
      _animals = [];
      _animalsActive = false;
      };
      };
      sleep (3 + random 2);
      };
      Alles anzeigen

      @dingo

    • Nach Mssionsdatei Download folgender Fehler

      • xDreamzZ
      • 25. Juni 2016 um 13:25
      Zitat von morris123

      Fehler behoben kann geschlossen werden. Danke :)

      Wäre gut wen du hier schreiben würdest was der Fehler war falls andere auch mal den Fehler haben sollten. Wäre eine gute orientierung.

    • Tote Tiere kann man nicht aufheben

      • xDreamzZ
      • 25. Juni 2016 um 13:22
      Zitat von Saturin78

      Habe das tut auch von gg in meiner alten 3.1.4.8 er drin und das aufheben in der Huntingzone geht mit Win Taste + T. Vielleicht ist das bei dir auch so.

      Klappt leider nicht.

      Zitat von dingo

      mal eine frage spwan bei dir die Tiere

      Ja tun Sie. Ich hab nur das Problem die Tiere aufzuheben wen ich sie erlegt habe.

    • Tote Tiere kann man nicht aufheben

      • xDreamzZ
      • 25. Juni 2016 um 00:14

      Danke für die Antwort @Saturin78 Werde es morgen testen und bescheid geben.

    • Tote Tiere kann man nicht aufheben

      • xDreamzZ
      • 24. Juni 2016 um 21:39

      Guten Abend,

      ich habe das Hunting Script damals aus dem GG Forum gezogen. Heute stelle ich fest das man die toten Tiere nicht aufheben kann.


      Code: fn_gutAnimal.sqf
      #include <macro.h>
      /*
      Author: Joey LosPepes
      Description:
      Guts the animal!
      */
      private["_animalCorpse","_upp","_ui","_progress","_pgText","_cP","_displayName","_itemName","_diff","_val"];
      _animalCorpse = [_this,0,ObjNull,[ObjNull]] call BIS_fnc_param;
      if(isNull _animalCorpse) exitWith {}; //Object passed is null?
      life_interrupted = false;
      if(!((typeOf _animalCorpse) in ["Hen_random_F","Cock_random_F","Goat_random_F","Sheep_random_F","Rabbit_F"])) exitWith {};
      if(player distance _animalCorpse > 3.5) exitWith {};
      life_action_inUse = true;
      switch(typeOf _animalCorpse) do {
      case "Hen_random_F": {_displayName = "Huhn"; _itemName = "henraw"; _val = 1;};
      case "Cock_random_F": {_displayName = "Hahn"; _itemName = "roosterraw"; _val = 1;};
      case "Goat_random_F": {_displayName = "Ziege"; _itemName = "goatraw"; _val = 1;};
      case "Sheep_random_F": {_displayName = "Schaf"; _itemName = "sheepraw"; _val = 1;};
      case "Rabbit_F": {_displayName = "Rabbit"; _itemName = "rabbitraw"; _val = 1;};
      default {_displayName = ""; _itemName = ""; _val = 1;};
      };
      if (_displayName == "") exitWith {life_action_inUse = false;};
      _upp = format["Zerlege %1",_displayName];
      //Setup our progress bar.
      disableSerialization;
      5 cutRsc ["life_progress","PLAIN"];
      _ui = uiNamespace getVariable "life_progress";
      _progress = _ui displayCtrl 38201;
      _pgText = _ui displayCtrl 38202;
      _pgText ctrlSetText format["%2 (1%1)...","%",_upp];
      _progress progressSetPosition 0.01;
      _cP = 0.01;
      while{true} do {
      if(animationState player != "AinvPknlMstpsnonWnonDnon_medic_1" ) then {
      player action ["SwitchWeapon", player, player, 100]; //EDIT
      player playMove "AinvPknlMstpsnonWnonDnon_medic_1"; //Durée action 6.5 secondes
      player playActionNow "stop";
      player playMove "AinvPknlMstpsnonWnonDnon_medic_1";
      player playActionNow "stop";
      player playMove "AinvPknlMstpsnonWnonDnon_medic_1";
      };
      uiSleep 0.15;
      _cP = _cP + 0.01;
      _progress progressSetPosition _cP;
      _pgText ctrlSetText format["%3 (%1%2)...",round(_cP * 100),"%",_upp];
      if(_cP >= 1) exitWith {};
      if(!alive player) exitWith {};
      if(isNull _animalCorpse) exitWith {};
      if(player != vehicle player) exitWith {};
      if(life_interrupted) exitWith {};
      };
      life_action_inUse = false;
      5 cutText ["","PLAIN"];
      player playActionNow "stop";
      if(isNull _animalCorpse) exitWith {life_action_inUse = false;};
      if(life_interrupted) exitWith {life_interrupted = false; titleText[localize "STR_NOTF_ActionCancel","PLAIN"]; life_action_inUse = false;};
      if(player != vehicle player) exitWith {titleText[localize "STR_NOTF_RepairingInVehicle","PLAIN"];};
      _diff = [_itemName,_val,life_carryWeight,life_maxWeight] call life_fnc_calWeightDiff;
      if(_diff == 0) exitWith {hint localize "STR_NOTF_InvFull"};
      life_action_gutAnimal = true;
      for "_i" from 0 to 2 do
      deleteVehicle _animalCorpse;
      if(([true,_itemName,_diff] call life_fnc_handleInv)) then {
      deleteVehicle _animalCorpse;
      titleText [format["Du hast rohes Fleisch von einem %1 gesammelt",_displayName],"PLAIN"];
      } else {
      titleText ["Dein Rucksack ist voll!","PLAIN"];
      };
      Alles anzeigen

      Muss ich noch Dateien berücksichtigen?
      RPT sagt nichts, Client Errors sagen nichts.

      Bitte um Hilfe! :)

    • Programm zum Bannen

      • xDreamzZ
      • 22. Juni 2016 um 20:03

      infiSTAR.de AntiHack & AdminTools

    • ACE 3 Zampfsäule keine Interaction

      • xDreamzZ
      • 22. Juni 2016 um 19:56
      Zitat von D.Tanne

      was ist eine Zampfsäule? :D

      Zitat von D.Tanne

      @Max Smith warum dislike?

      Jeder normale Mensch würde verstehen wie z.b @nox was @MrFirewall mit" Zampfsäule" meint. Spätestens wen man den Beitrag liest steht da was mit tanken. Kann man 1 & 1 zusammenzählen.
      Ist null witzig und unnnötig.

    • Öl Verarbeiter verkauft Driver License???

      • xDreamzZ
      • 21. Juni 2016 um 23:53

      Nochmal.. Habe gerade gesehen das der Rohstoff zu einem falschen Stoff verarbeitet wird -.- Was wurde da den gemacht...

      Code
      #include <macro.h>
      /*
       File: fn_processAction.sqf
       Author: Bryan "Tonic" Boardwine
       Description:
       Master handling for processing an item.
      */
      private["_vendor","_type","_itemInfo","_oldItem","_newItem","_cost","_upp","_hasLicense","_itemName","_oldVal","_ui","_progress","_pgText","_cP"];
      _vendor = [_this,0,ObjNull,[ObjNull]] call BIS_fnc_param;
      _type = [_this,3,"",[""]] call BIS_fnc_param;
      //Error check
      if(isNull _vendor OR EQUAL(_type,"") OR (player distance _vendor > 10)) exitWith {};
      //unprocessed item,processed item, cost if no license,Text to display (I.e Processing (percent) ..."
      _itemInfo = switch (_type) do {
       case "oil": {["oil_unprocessed","oil_processed",1200,(localize "STR_Process_Oil")];};
       case "diamond": {["diamond_uncut","diamond_cut",1350,(localize "STR_Process_Diamond")];};
       case "heroin": {["heroin_unprocessed","heroin_processed",1750,(localize "STR_Process_Heroin")];};
       case "copper": {["copper_unrefined","copper_refined",750,(localize "STR_Process_Copper")];};
       case "iron": {["iron_unrefined","iron_refined",1120,(localize "STR_Process_Iron")];};
       case "sand": {["sand","glass",650,(localize "STR_Process_Sand")];};
       case "salt": {["salt_unrefined","salt_refined",450,(localize "STR_Process_Salt")];};
       case "cocaine": {["cocaine_unprocessed","cocaine_processed",1500,(localize "STR_Process_Cocaine")];};
       case "marijuana": {["cannabis","marijuana",500,(localize "STR_Process_Marijuana")];};
       case "cement": {["rock","cement",350,(localize "STR_Process_Cement")];};
       case "tropen": {["tropen_uncut","tropen_cut",1350,(localize "STR_Process_Tropen")];}; //Change to your FARM
       default {[];};
      };
      //Error checking
      if(EQUAL(count _itemInfo,0)) exitWith {};
      //Setup vars.
      _oldItem = SEL(_itemInfo,0);
      _newItem = SEL(_itemInfo,1);
      _cost = SEL(_itemInfo,2);
      _upp = SEL(_itemInfo,3);
      if(_vendor in [mari_processor,coke_processor,heroin_processor]) then {
       _hasLicense = true;
      } else {
       _hasLicense = LICENSE_VALUE(_type,"civ");
      };
      _itemName = M_CONFIG(getText,"VirtualItems",_newItem,"displayName");
      _oldVal = ITEM_VALUE(_oldItem);
      _cost = _cost * _oldVal;
      //Some more checks
      if(EQUAL(_oldVal,0)) exitWith {};
      //Setup our progress bar.
      disableSerialization;
      5 cutRsc ["life_progress","PLAIN"];
      _ui = GVAR_UINS "life_progress";
      _progress = _ui displayCtrl 38201;
      _pgText = _ui displayCtrl 38202;
      _pgText ctrlSetText format["%2 (1%1)...","%",_upp];
      _progress progressSetPosition 0.01;
      _cP = 0.01;
      life_is_processing = true;
      if(_hasLicense) then {
       while{true} do {
       sleep 0.3;
       _cP = _cP + 0.01;
       _progress progressSetPosition _cP;
       _pgText ctrlSetText format["%3 (%1%2)...",round(_cP * 100),"%",_upp];
       if(_cP >= 1) exitWith {};
       if(player distance _vendor > 10) exitWith {};
       };
       if(player distance _vendor > 10) exitWith {hint localize "STR_Process_Stay"; 5 cutText ["","PLAIN"]; life_is_processing = false;};
       if(!([false,_oldItem,_oldVal] call life_fnc_handleInv)) exitWith {5 cutText ["","PLAIN"]; life_is_processing = false;};
       if(!([true,_newItem,_oldVal] call life_fnc_handleInv)) exitWith {5 cutText ["","PLAIN"]; [true,_oldItem,_oldVal] call life_fnc_handleInv; life_is_processing = false;};
       5 cutText ["","PLAIN"];
       titleText[format[localize "STR_Process_Processed",_oldVal,localize _itemName],"PLAIN"];
       life_is_processing = false;
      } else {
       if(CASH < _cost) exitWith {hint format[localize "STR_Process_License",[_cost] call life_fnc_numberText]; 5 cutText ["","PLAIN"]; life_is_processing = false;};
       while{true} do {
       sleep 0.9;
       _cP = _cP + 0.01;
       _progress progressSetPosition _cP;
       _pgText ctrlSetText format["%3 (%1%2)...",round(_cP * 100),"%",_upp];
       if(_cP >= 1) exitWith {};
       if(player distance _vendor > 10) exitWith {};
       };
       if(player distance _vendor > 10) exitWith {hint localize "STR_Process_Stay"; 5 cutText ["","PLAIN"]; life_is_processing = false;};
       if(CASH < _cost) exitWith {hint format[localize "STR_Process_License",[_cost] call life_fnc_numberText]; 5 cutText ["","PLAIN"]; life_is_processing = false;};
       if(!([false,_oldItem,_oldVal] call life_fnc_handleInv)) exitWith {5 cutText ["","PLAIN"]; life_is_processing = false;};
       if(!([true,_newItem,_oldVal] call life_fnc_handleInv)) exitWith {5 cutText ["","PLAIN"]; [true,_oldItem,_oldVal] call life_fnc_handleInv; life_is_processing = false;};
       5 cutText ["","PLAIN"];
       titleText[format[localize "STR_Process_Processed2",_oldVal,localize _itemName,[_cost] call life_fnc_numberText],"PLAIN"];
       SUB(CASH,_cost);
       life_is_processing = false;
      };
      Alles anzeigen
    • Öl Verarbeiter verkauft Driver License???

      • xDreamzZ
      • 21. Juni 2016 um 23:47

      Glaube Fehler gefunden :D

      Probier mal diese Version von der processaction.sqf
      Habe in Zeile 15 die Abfrage welcher Rohstoff verarbeitet wird von oil_u in oil_unprocessed geändert

      Code
      #include <macro.h>
      /*
       File: fn_processAction.sqf
       Author: Bryan "Tonic" Boardwine
       Description:
       Master handling for processing an item.
      */
      private["_vendor","_type","_itemInfo","_oldItem","_newItem","_cost","_upp","_hasLicense","_itemName","_oldVal","_ui","_progress","_pgText","_cP"];
      _vendor = [_this,0,ObjNull,[ObjNull]] call BIS_fnc_param;
      _type = [_this,3,"",[""]] call BIS_fnc_param;
      //Error check
      if(isNull _vendor OR EQUAL(_type,"") OR (player distance _vendor > 10)) exitWith {};
      //unprocessed item,processed item, cost if no license,Text to display (I.e Processing (percent) ..."
      _itemInfo = switch (_type) do {
       case "oil": {["oil_unprocessed","oilp",1200,(localize "STR_Process_Oil")];};
       case "diamond": {["diamond_uncut","diamond_cut",1350,(localize "STR_Process_Diamond")];};
       case "heroin": {["heroin_unprocessed","heroin_processed",1750,(localize "STR_Process_Heroin")];};
       case "copper": {["copper_unrefined","copper_refined",750,(localize "STR_Process_Copper")];};
       case "iron": {["iron_unrefined","iron_refined",1120,(localize "STR_Process_Iron")];};
       case "sand": {["sand","glass",650,(localize "STR_Process_Sand")];};
       case "salt": {["salt_unrefined","salt_refined",450,(localize "STR_Process_Salt")];};
       case "cocaine": {["cocaine_unprocessed","cocaine_processed",1500,(localize "STR_Process_Cocaine")];};
       case "marijuana": {["cannabis","marijuana",500,(localize "STR_Process_Marijuana")];};
       case "cement": {["rock","cement",350,(localize "STR_Process_Cement")];};
       case "tropen": {["tropen_uncut","tropen_cut",1350,(localize "STR_Process_Tropen")];}; //Change to your FARM
       default {[];};
      };
      //Error checking
      if(EQUAL(count _itemInfo,0)) exitWith {};
      //Setup vars.
      _oldItem = SEL(_itemInfo,0);
      _newItem = SEL(_itemInfo,1);
      _cost = SEL(_itemInfo,2);
      _upp = SEL(_itemInfo,3);
      if(_vendor in [mari_processor,coke_processor,heroin_processor]) then {
       _hasLicense = true;
      } else {
       _hasLicense = LICENSE_VALUE(_type,"civ");
      };
      _itemName = M_CONFIG(getText,"VirtualItems",_newItem,"displayName");
      _oldVal = ITEM_VALUE(_oldItem);
      _cost = _cost * _oldVal;
      //Some more checks
      if(EQUAL(_oldVal,0)) exitWith {};
      //Setup our progress bar.
      disableSerialization;
      5 cutRsc ["life_progress","PLAIN"];
      _ui = GVAR_UINS "life_progress";
      _progress = _ui displayCtrl 38201;
      _pgText = _ui displayCtrl 38202;
      _pgText ctrlSetText format["%2 (1%1)...","%",_upp];
      _progress progressSetPosition 0.01;
      _cP = 0.01;
      life_is_processing = true;
      if(_hasLicense) then {
       while{true} do {
       sleep 0.3;
       _cP = _cP + 0.01;
       _progress progressSetPosition _cP;
       _pgText ctrlSetText format["%3 (%1%2)...",round(_cP * 100),"%",_upp];
       if(_cP >= 1) exitWith {};
       if(player distance _vendor > 10) exitWith {};
       };
       if(player distance _vendor > 10) exitWith {hint localize "STR_Process_Stay"; 5 cutText ["","PLAIN"]; life_is_processing = false;};
       if(!([false,_oldItem,_oldVal] call life_fnc_handleInv)) exitWith {5 cutText ["","PLAIN"]; life_is_processing = false;};
       if(!([true,_newItem,_oldVal] call life_fnc_handleInv)) exitWith {5 cutText ["","PLAIN"]; [true,_oldItem,_oldVal] call life_fnc_handleInv; life_is_processing = false;};
       5 cutText ["","PLAIN"];
       titleText[format[localize "STR_Process_Processed",_oldVal,localize _itemName],"PLAIN"];
       life_is_processing = false;
      } else {
       if(CASH < _cost) exitWith {hint format[localize "STR_Process_License",[_cost] call life_fnc_numberText]; 5 cutText ["","PLAIN"]; life_is_processing = false;};
       while{true} do {
       sleep 0.9;
       _cP = _cP + 0.01;
       _progress progressSetPosition _cP;
       _pgText ctrlSetText format["%3 (%1%2)...",round(_cP * 100),"%",_upp];
       if(_cP >= 1) exitWith {};
       if(player distance _vendor > 10) exitWith {};
       };
       if(player distance _vendor > 10) exitWith {hint localize "STR_Process_Stay"; 5 cutText ["","PLAIN"]; life_is_processing = false;};
       if(CASH < _cost) exitWith {hint format[localize "STR_Process_License",[_cost] call life_fnc_numberText]; 5 cutText ["","PLAIN"]; life_is_processing = false;};
       if(!([false,_oldItem,_oldVal] call life_fnc_handleInv)) exitWith {5 cutText ["","PLAIN"]; life_is_processing = false;};
       if(!([true,_newItem,_oldVal] call life_fnc_handleInv)) exitWith {5 cutText ["","PLAIN"]; [true,_oldItem,_oldVal] call life_fnc_handleInv; life_is_processing = false;};
       5 cutText ["","PLAIN"];
       titleText[format[localize "STR_Process_Processed2",_oldVal,localize _itemName,[_cost] call life_fnc_numberText],"PLAIN"];
       SUB(CASH,_cost);
       life_is_processing = false;
      };
      Alles anzeigen
    • Öl Verarbeiter verkauft Driver License???

      • xDreamzZ
      • 21. Juni 2016 um 23:27

      Ich hab es mal für dich gemacht...

      Code
      this enableSimulation false; this allowDamage false; this addAction["Process Oil",life_fnc_processAction,"oil",0,false,false,"",' life_inv_oilUnprocessed > 0 && !life_is_processing']; this addAction[format["%1 ($%2)",localize (getText(missionConfigFile >> "Licenses" >> "oil" >> "displayName")), [(getNumber(missionConfigFile >> "Licenses" >> "oil" >> "price"))] call life_fnc_numberText],life_fnc_buyLicense,"oil",0,false,false,"",' !license_civ_oil && playerSide == civilian '];

      Überall wo driver war umbenennen. Weil driver hat bei nem Öl Verarbeiter net wirklich was zu suchen.
      Lösch deine vorhandenen Lizenzen, kauf die Lizenz beim verarbeiter und teste es. Wens net klappen sollte nomma melden.

    • Öl Verarbeiter verkauft Driver License???

      • xDreamzZ
      • 21. Juni 2016 um 23:07
      Zitat von Fruchti

      Hm hab das driver jetzt in oil geändert aber ich habe ja die Öl lizenz wenn ich die driver lizenz dort gekauft habe :P Ich kanns aber trotzdem nicht verarbeiten :

      Ich verstehe dich grad nicht ganz. Warum solltest du den da die Driver Lizenz dort kaufen? Wen du driver in oil umbenannt hast solltest du definitiv die Öl Lizenz haben. Und Lösch vorher deine vorhanden Lizenzen einfach und teste es nomma. Wen ich dich jetzt falsch verstanden habe dann sorry und erleuchte mich :) Und es selbstverständlich das wen du die Driver Lizenz gekauft hast dort nicht verrarbeiten kannst ?(

    • Öl Verarbeiter verkauft Driver License???

      • xDreamzZ
      • 21. Juni 2016 um 22:45

      Da steht doch das dein Verarbeiter dir die driver Lizenz verkauft. Einfach ändern. Also überall wo driver steht es umändern.

      Code
      "Licenses" >> "driver" >> "price"))]

      Teste es mal wen du die Öl Lizenz jetzt kaufst ob es klappt. habe den Error auch und kann verarbeiten :)

      Gruß

    • Kann keine Autos kaufen "Keine Lizenz" Truck Shop 4.0

      • xDreamzZ
      • 20. Juni 2016 um 23:38
      Code
      class civ_truck {
       side = "civ";
       vehicles[] = {
       { "C_Van_01_box_F", 60000, "truck" },
       { "I_Truck_02_transport_F", 75000, "truck" },
       { "I_Truck_02_covered_F", 100000, "truck" },
       { "B_Truck_01_transport_F", 275000, "truck" },
       { "O_Truck_03_transport_F", 200000, "truck" },
       { "O_Truck_03_covered_F", 250000, "truck" },
       { "B_Truck_01_box_F", 350000, "truck" },
       { "O_Truck_03_device_F", 450000, "truck" }
       };
       };
      Alles anzeigen

      truck in trucking ändern. Fertig

    • Kann keine Autos kaufen "Keine Lizenz" Truck Shop 4.0

      • xDreamzZ
      • 20. Juni 2016 um 23:09

      So musste mir kurz die 4.0 anschaun sorry O.o

      Gib mir mal die Init von deinem LKW Händler. (NPC)
      Desweiteren zeig mir mal deine "config_vehicles.hpp" (Damit ich weis wie du deine class gennant hast)

      Gruß

    • Kann keine Autos kaufen "Keine Lizenz" Truck Shop 4.0

      • xDreamzZ
      • 20. Juni 2016 um 22:54

      Keine 45 Sekunden im Log nachgesehen :)


      Code
      20:51:31   Error position: <};
      >
      20:51:31   Error Missing {
      20:51:31 File mpmissions\Altis_Life.Tanoa\core\fn_setupActions.sqf, line 41
      20:51:31 Error in expression <ursorTarget isKindOf "Man"']];
      };
      };
      };
      };
      >
      20:51:31   Error position: <};
      >
      20:51:31   Error Missing {
      20:51:31 File mpmissions\Altis_Life.Tanoa\core\fn_setupActions.sqf, line 41
      Alles anzeigen

      Da haben wir doch anscheinend den Fehler. Schau da nach. Sollt eigentlich selbsterklärend sein oder? (Fehlende Klammer)

      //Edit: Sorry, habe dein eigentliches problem vergessen. Dieser Fehler sollte eigentlich nicht dein Fehler verursachen. Wäre aber keine schlechte Idee den Fehler zu fixen.
      Gib mir moment eben Zeit muss in paar 4.0 Files schauen. 4.0 ist nicht so mein Fachgebiet. Melde mich gleich

      Gruß

    • Kann keine Autos kaufen "Keine Lizenz" Truck Shop 4.0

      • xDreamzZ
      • 20. Juni 2016 um 21:29

      Hoppla,

      da war @Synyster Gates schneller :D Gleicher Gedanke :D

    • Kann keine Autos kaufen "Keine Lizenz" Truck Shop 4.0

      • xDreamzZ
      • 20. Juni 2016 um 21:29

      Puh..,

      Wie frage ich richtig um Hilfe? - Leitfaden

      Hilft nicht nur dir, sondern auch den Lesern. Beschleunigt alles.

      Du kannst auf einmal nicht mehr einkaufen? Hast du iwas verändert? Bezweifle das von den einen auf den anderen Moment nicht klappt.

      Ich brauche von dir:

      - RPT Logs
      - Client Logs

      Kleiner Tipp: Du kannst im Arma3 Launcher "Show Errors" aktivieren, dann siehst du Ingame bugs oder Fehler als Meldung :)

      Und wen man du es nicht mehr hinbekommst neue abbau Gebiete hinzufügen solltest du überlegen zu lernen oder deine Art vom "Scripten" sein zu lassen.

      Gruß

    • Leichen Loot bar machen

      • xDreamzZ
      • 20. Juni 2016 um 21:05

      Abend,

      du suchst ein Script wie du die Leichen Loot bar machen kannst? Alleeeees klaaaa :D
      Ich kann dir aber anders helfen ;)

      Geh in:
      \core\functions\fn_inventoryOpened.sqf

      Zeile 45-51


      Code: fn_inventoryOpened.sqf
      //Allow alive players who've been knocked out to be looted, just not the dead ones
      if(_container isKindOf "Man" && !alive _container) exitWith {
      	hint localize "STR_NOTF_NoLootingPerson";
      	[] spawn {
      		waitUntil {!isNull (findDisplay 602)};
      		closeDialog 0;
      	};

      Einfach auskommentieren. Löschen kannst du es auch aber würde empfehlen es nur auszukommentieren damit du es irgendwan wieder rückgängig machen kannst.

      Gruß

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