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    1. Nodezone.net Community
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    3. xDreamzZ

    Beiträge von xDreamzZ

    • Fehlermeldung

      • xDreamzZ
      • 25. Mai 2016 um 17:26
      Zitat von Snakebyte1337

      Garnicht, habe nur die Datenbank von der Rar datei importiert.

      Guten Tag,

      die Datenbank Datei zu kopieren oder was auch immer reicht nicht aus. Du musst [lexicon]extDb[/lexicon] komplett neu einrichten um vollständig den Server zu starten und spielen zu können. Hierzu solltest du dir ein Tutorial am besten anschaun.

      Ich habe mal hier ein Thread vom Tutorial Bereich kopiert. Ist recht simpel. Bei Problemen einfach nochmal melden.

      EDIT: Version übersehen!!!!
      extDB2 Einrichten - so geht's richtig

    • [Problem] Altis Life Server Startet nicht

      • xDreamzZ
      • 22. Mai 2016 um 19:41

      Hatte mal genau das selbe Problem. Bei mir hat es an der Map gelegen das dort was nicht richtig war bzw nicht richtig compiled war. Weiter weis ich nicht

    • Frage Spielerinformationen zu UID ab, was tun?

      • xDreamzZ
      • 22. Mai 2016 um 14:53

      Welche Logs haste den nachgesehn? Wir bräuchten die [lexicon]extDB[/lexicon] Logs. Den da müsste etwas drinnen stehn!

    • Probleme mit Opfor Slot

      • xDreamzZ
      • 21. Mai 2016 um 21:45

      Also meiner Meinung nach is den Log jetzt nicht zu entnehmen warum du nicht spawnen kannst. Hast du Opfor neu eingefügt also anhand einen Tutorials oder kam der Fehler aufeinmal?
      Wen du es neu eingefügt hast gehe dem Tutorial nochmal neu komplett nach. Hast iwo anscheinend ein Fehler gemacht. Kann man jetzt so schlecht sagen wo.

    • Altis Life Server Fehler

      • xDreamzZ
      • 21. Mai 2016 um 13:40

      Der Fehler wird höchstwahrscheinlich nicht in deiner fn:asyncCall.sqf liegen. Weis leider nicht viel über Sealdrop da ich mich nie damit beschäftigt habe. Benutzt doch [lexicon]extDb[/lexicon] oder? Wen ja einmal die [lexicon]extDB[/lexicon] Logs posten.
      Für mich sieht es so aus als ob du ein [lexicon]extDb[/lexicon] Problem hast, falsch eingerichtet etc.

      Gruß

    • Probleme mit extDB?!

      • xDreamzZ
      • 20. Mai 2016 um 10:54

      Fehler behoben. Grund war eine fehlerhafte [lexicon]extDb[/lexicon] Version.

      Kann geschlossen werden

    • Probleme mit extDB?!

      • xDreamzZ
      • 20. Mai 2016 um 10:05

      Also zuerst kleine Stellungsnahme. Ich bin den Server seid Monaten am bearbeiten. Immer wieder schnick scnack. Daher kann ich nicht zuordnen woher der Fehler kommt.
      GENAU DESWEGEN habe ich liveserver und mpmission backup benutzt wo es definitiv geklappt hat.

      --> GLEICHER FEHLER

      Also muss es ja an dem [lexicon]extdb[/lexicon] liegen oder?

      Um auf deine Frage einzugehen @Autopsie17 Ich kann es leider nicht testen da ich ja nichts ausparken kann.

      Hier habe ich noch meine [lexicon]extdb[/lexicon] logs rausgekramt und die sehen nicht gut aus.


      Code
      2016-05-20 07:15:51:729241 extDB: Information: Version: 16
      2016-05-20 07:15:51:729241 extDB: Information: Found extdb-conf.ini
      2016-05-20 07:15:51:729241 extDB: Information: Creating Worker Thread +1
      2016-05-20 07:15:51:729241 extDB: Information: Creating Worker Thread +1
      2016-05-20 07:15:51:730241 extDB: Information: Creating Worker Thread +1
      2016-05-20 07:15:51:730241 extDB: Information: Creating Worker Thread +1
      2016-05-20 07:15:51:730241 extDB: Information: Creating Worker Thread +1
      2016-05-20 07:15:51:730241 extDB: Information: Creating Worker Thread +1
      2016-05-20 07:15:51:731241 extDB: Information: Creating Worker Thread +1
      2016-05-20 07:15:51:731241 extDB: Information: Creating Worker Thread +1
      2016-05-20 07:15:51:732241 extDB: Information: Database Type: MySQL
      2016-05-20 07:15:51:738241 extDB: Information: Database Session Pool Started
      2016-05-20 07:15:51:811246 DB_RAW_V2: Critical: Input: CALL resetLifeVehicles
      2016-05-20 07:15:51:811246 DB_RAW_V2: Critical: Statement Exception: 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
      2016-05-20 07:15:51:813246 DB_RAW_V2: Critical: Input: CALL deleteDeadVehicles
      2016-05-20 07:15:51:813246 DB_RAW_V2: Critical: Statement Exception: 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
      2016-05-20 07:15:51:813246 DB_RAW_V2: Critical: Input: CALL deleteOldHouses
      2016-05-20 07:15:51:813246 DB_RAW_V2: Critical: Statement Exception: 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
      2016-05-20 07:15:51:814246 DB_RAW_V2: Critical: Input: CALL deleteOldGangs
      2016-05-20 07:15:51:814246 DB_RAW_V2: Critical: Statement Exception: 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
      Alles anzeigen

      Ja klar iwas kann der da net lesen blabla nur habe mich mit [lexicon]extdb[/lexicon] nie groß beschäftigt, kann mir da einer helfen?

    • Probleme mit extDB?!

      • xDreamzZ
      • 20. Mai 2016 um 09:46

      Morgen, habe hier plötzlich Probleme eventuell mit meiner [lexicon]extDB[/lexicon]?

      Wen ich an meinen Auto Fahrzeug Shop gehe spuckt der Show Errors aus:

      Code
      9:06:09 Error in expression <chVehInfo;
      _control lbAdd (_vehicleInfo select 3);
      _control lbSetPicture [(lbSiz>
       9:06:09   Error position: <select 3);
      _control lbSetPicture [(lbSiz>
       9:06:09   Error Nullteiler
       9:06:09 File mpmissions\__CUR_MP.Altis\core\shops\fn_vehicleShopMenu.sqf, line 46


      Fahrzeuge lassen sich nicht ausparken.
      Beim Heli Shop gibt es keine Errors und es lassen sich Helis kaufen.
      Ausparken von vorhandenen Helis klappt ebenfalls nicht.

      Server logs:

      Code
      2016/05/20,  9:16:18 "------------- Client Query Request -------------"
      2016/05/20,  9:16:18 "QUERY: SELECT playerid, name, cash, bankacc, adminlevel, donatorlvl, cop_licenses, coplevel, cop_gear, blacklist FROM players WHERE playerid='76561198066558600'"
      2016/05/20,  9:16:18 "Time to complete: 0.181992 (in seconds)"
      2016/05/20,  9:16:18 "Result: ["76561198066558600","Max Smith",5.44763e+008,40000,"0","0","[[`license_cop_air`,0],[`license_cop_swat`,0],[`license_cop_cg`,0]]","11","[`U_Rangemaster`,`V_PlateCarrier1_blk`,`B_Bergen_mcamo`,``,`H_Beret_blk_POLICE`,[`ItemMap`,`ItemCompass`,`ItemWatch`,`ItemGPS`],``,`hgun_P07_snds_F`,[],[`16Rnd_9x21_Mag`,`16Rnd_9x21_Mag`,`16Rnd_9x21_Mag`],[`ToolKit`],[],[],[],[``,``,``,``],[`muzzle_snds_L`,``,``,``],[]]",0]"
      2016/05/20,  9:16:18 "------------------------------------------------"
      2016/05/20,  9:16:18 "########################## DYNAMIC MARKET ##########################"
      2016/05/20,  9:16:18 "### >> SUCCESSFULLY LOADED PRICES FROM DATABASE!                 ###"
      2016/05/20,  9:16:18 "####################################################################"
      2016/05/20,  9:16:48 "[Display #24]"
      2016/05/20,  9:16:51 "<infiSTAR.de> RequestToken: Max Smith(76561198066558600) Requested a Token!   _clientID: 3"
      2016/05/20,  9:16:51 "<infiSTAR.de>ConnectLog| 155h 49min | Runtime: 33s | SENT TOKEN [hymyqlgbmenin3d] TO ID [Max Smith(76561198066558600) - 3] (v0230)"
      2016/05/20,  9:16:51 "<infiSTAR.de> server_setToken: SENT TOKEN [hymyqlgbmenin3d] TO Max Smith(76561198066558600)"
      2016/05/20,  9:17:20 "<infiSTAR.de> ******ADMIN-LOGIN******: Max Smith(76561198066558600) (v0230)"
      2016/05/20,  9:17:25 "------------- Client Query Request -------------"
      2016/05/20,  9:17:25 "QUERY: SELECT id, side, classname, type, pid, alive, active, plate, color FROM vehicles WHERE pid='76561198066558600' AND alive='1' AND active='0' AND side='cop' AND type='Car'"
      2016/05/20,  9:17:25 "Time to complete: 0.0220032 (in seconds)"
      2016/05/20,  9:17:25 "Result: [[647,"cop","C_Offroad_01_F","Car","76561198066558600",1,0,117230,10],[648,"cop","C_Hatchback_01_F","Car","76561198066558600",1,0,687055,9],[649,"cop","C_SUV_01_F","Car","76561198066558600",1,0,714406,5],[650,"cop","C_Hatchback_01_sport_F","Car","76561198066558600",1,0,452013,6],[651,"cop","B_MRAP_01_F","Car","76561198066558600",1,0,340738,2],[658,"cop","C_Offroad_01_F","Car","76561198066558600",1,0,11627,10]]"
      2016/05/20,  9:17:25 "------------------------------------------------"
      2016/05/20,  9:17:36 "------------- Client Query Request -------------"
      2016/05/20,  9:17:36 "QUERY: SELECT id, side, classname, type, pid, alive, active, plate, color FROM vehicles WHERE pid='76561198066558600' AND alive='1' AND active='0' AND side='cop' AND type='Air'"
      2016/05/20,  9:17:36 "Time to complete: 0.022995 (in seconds)"
      2016/05/20,  9:17:36 "Result: [[617,"cop","B_UAV_02_CAS_F","Air","76561198066558600",1,0,809038,0],[618,"cop","B_UAV_01_F","Air","76561198066558600",1,0,166593,0],[623,"cop","O_UAV_02_CAS_F","Air","76561198066558600",1,0,310274,0],[624,"cop","I_UAV_02_CAS_F","Air","76561198066558600",1,0,581329,0]]"
      2016/05/20,  9:17:36 "------------------------------------------------"
      2016/05/20,  9:17:45 Error in expression <"76561198066558600", 1, 0, 166593, 0, ""[[],0]"", ""[[[],[]],[[],[]],[[],[]],[[]>
      2016/05/20,  9:17:45   Error position: <[[],0]"", ""[[[],[]],[[],[]],[[],[]],[[]>
      2016/05/20,  9:17:45   Error Missing ]
      2016/05/20,  9:17:45 Error in expression <"76561198066558600", 1, 0, 166593, 0, ""[[],0]"", ""[[[],[]],[[],[]],[[],[]],[[]>
      2016/05/20,  9:17:45   Error position: <[[],0]"", ""[[[],[]],[[],[]],[[],[]],[[]>
      2016/05/20,  9:17:45   Error Missing ]
      2016/05/20,  9:17:45 Error in expression <compile _queryResult;
      
      
      
      
      
      
      
      _queryResult = (_queryResult select 1);
      
      
      
      
      if(count (_quer>
      2016/05/20,  9:17:45   Error position: <_queryResult select 1);
      
      
      
      
      if(count (_quer>
      2016/05/20,  9:17:45   Error Undefined variable in expression: _queryresult
      2016/05/20,  9:17:45 File life_server\Functions\MySQL\fn_asyncCall.sqf, line 46
      2016/05/20,  9:17:45 "------------- Client Query Request -------------"
      2016/05/20,  9:17:45 "QUERY: SELECT id, side, classname, type, pid, alive, active, plate, color, inventory, gear FROM vehicles WHERE id='618' AND pid='76561198066558600'"
      2016/05/20,  9:17:45 "Time to complete: 0.0220032 (in seconds)"
      2016/05/20,  9:17:45 "Result: any"
      2016/05/20,  9:17:45 "------------------------------------------------"
      2016/05/20,  9:17:45 Error in expression <ickTime)];
      diag_log format["Result: %1",_queryResult];
      diag_log "--------------->
      2016/05/20,  9:17:45   Error position: <_queryResult];
      diag_log "--------------->
      2016/05/20,  9:17:45   Error Undefined variable in expression: _queryresult
      2016/05/20,  9:17:45 File life_server\Functions\Systems\fn_spawnVehicle.sqf, line 34
      2016/05/20,  9:19:38 "### DYNMARKET >> SUCCESSFULLY BACKUP'D CURRENT PRICES TO DATABASE!   ###"
      2016/05/20,  9:22:53 "### DYNMARKET >> SUCCESSFULLY BACKUP'D CURRENT PRICES TO DATABASE!   ###"
      Alles anzeigen


      Nun die angeblich Fehlerhaften Dateien:

      Ich habe nichts in den angebenenen Dateien verändert.

      Code: spawnvehicle.sqf
      /*
      	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","_vehicle","_nearVehicles","_name","_side","_tickTime","_dir","_queryResult"];
      _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;
      _unit_return = _unit;
      _name = name _unit;
      _side = side _unit;
      _unit = owner _unit;
      
      
      
      
      if(_vid == -1 OR _pid == "") exitWith {};
      if(_vid in serv_sv_use) exitWith {};
      serv_sv_use pushBack _vid;
      
      
      
      
      _query = format["SELECT id, side, classname, type, pid, alive, active, plate, color, inventory, gear FROM vehicles WHERE id='%1' AND pid='%2'",_vid,_pid];
      
      
      
      
      waitUntil{sleep (random 0.3); !DB_Async_Active};
      _tickTime = diag_tickTime;
      _queryResult = [_query,2] call DB_fnc_asyncCall;
      
      
      
      
      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(typeName _queryResult == "STRING") exitWith {};
      
      
      
      
      _vInfo = _queryResult;
      if(isNil "_vInfo") exitWith {serv_sv_use = serv_sv_use - [_vid];};
      if(count _vInfo == 0) exitWith {serv_sv_use = serv_sv_use - [_vid];};
      
      
      
      
      if((_vInfo select 5) == 0) exitWith
      {
      	serv_sv_use = serv_sv_use - [_vid];
      	[[1,format[(localize "STR_Garage_SQLError_Destroyed"),_vInfo select 2]],"life_fnc_broadcast",_unit,false] spawn life_fnc_MP;
      };
      
      
      
      
      if((_vInfo select 6) == 1) exitWith
      {
      	serv_sv_use = serv_sv_use - [_vid];
      	[[1,format[(localize "STR_Garage_SQLError_Active"),_vInfo select 2]],"life_fnc_broadcast",_unit,false] spawn life_fnc_MP;
      };
      if(typeName _sp != "STRING") then {
      	_nearVehicles = nearestObjects[_sp,["Car","Air","Ship"],10];
      } else {
      	_nearVehicles = [];
      };
      if(count _nearVehicles > 0) exitWith
      {
      	serv_sv_use = serv_sv_use - [_vid];
      	[[_price,_unit_return],"life_fnc_garageRefund",_unit,false] spawn life_fnc_MP;
      	[[1,(localize "STR_Garage_SpawnPointError")],"life_fnc_broadcast",_unit,false] spawn life_fnc_MP;
      };
      
      
      
      
      _query = format["UPDATE vehicles SET active='1' WHERE pid='%1' AND id='%2'",_pid,_vid];
      
      
      
      
      waitUntil {!DB_Async_Active};
      [_query,false] spawn DB_fnc_asyncCall;
      if(typeName _sp == "STRING") 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]);
      	sleep 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],"life_fnc_addVehicle2Chain",_unit,false] spawn life_fnc_MP;
      [_pid,_side,_vehicle,1] call TON_fnc_keyManagement;
      _vehicle lock 2;
      //Reskin the vehicle 
      [[_vehicle,_vInfo select 8],"life_fnc_colorVehicle",nil,false] spawn life_fnc_MP;
      _vehicle setVariable["vehicle_info_owners",[[_pid,_name]],true];
      _vehicle setVariable["dbInfo",[(_vInfo select 4),_vInfo select 7]];
      
      
      
      
      ///////////////////////////////////////
      _trunk = [_vInfo select 9] call DB_fnc_mresToArray;
      if(typeName _trunk == "STRING") then {_trunk = call compile format["%1", _trunk];};
      _gear = [_vInfo select 10] call DB_fnc_mresToArray;
      if(typeName _gear == "STRING") then {_gear = call compile format["%1", _gear];};
      _vehicle setVariable["Trunk",_trunk,true];
      //////////////////////////////////////
      
      
      
      
      //_vehicle addEventHandler["Killed","_this spawn TON_fnc_vehicleDead"]; //Obsolete function?
      [_vehicle] call life_fnc_clearVehicleAmmo;
      
      
      
      
      /////////////////////////////////////
      if (count _gear > 0) 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)];
      };
      };
      
      
      
      
      //Sets of animations
      if((_vInfo select 1) == "civ" && (_vInfo select 2) == "B_Heli_Light_01_F" && _vInfo select 8 != 13) then
      {
      	[[_vehicle,"civ_littlebird",true],"life_fnc_vehicleAnimate",_unit,false] spawn life_fnc_MP;
      };
      
      
      
      
      if((_vInfo select 1) == "civ" && (_vInfo select 2) == "C_Offroad_01_repair_F") then
      {
          [[_vehicle,"adac_offroad",true],"life_fnc_vehicleAnimate",_unit,false] spawn life_fnc_MP;
      };
      
      
      
      
      
      
      
      if((_vInfo select 1) == "cop" && (_vInfo select 2) in ["C_Offroad_01_F","B_MRAP_01_F","C_SUV_01_F","I_Heli_light_03_F","B_Heli_Light_01_F","C_Hatchback_01_sport_F","I_MRAP_03_F","O_MRAP_02_F","O_MRAP_02_hmg_F","B_MRAP_01_hmg_F","I_MRAP_03_hmg_F","C_Offroad_01_repair_F","C_Van_01_box_F"]) then
      {
      	[[_vehicle,"cop_offroad",true],"life_fnc_vehicleAnimate",_unit,false] spawn life_fnc_MP;
      };
      
      
      
      
      if((_vInfo select 1) == "med" && (_vInfo select 2) in ["C_Offroad_01_F","B_MRAP_01_F","C_SUV_01_F","I_Heli_light_03_F","B_Heli_Light_01_F","C_Hatchback_01_sport_F","I_MRAP_03_F","O_MRAP_02_F","O_MRAP_02_hmg_F","B_MRAP_01_hmg_F","I_MRAP_03_hmg_F","C_Offroad_01_repair_F","C_Van_01_box_F"]) then
      {
      	[[_vehicle,"med_offroad",true],"life_fnc_vehicleAnimate",_unit,false] spawn life_fnc_MP;
      };
      
      
      
      
      [[1,"Your vehicle is ready!"],"life_fnc_broadcast",_unit,false] spawn life_fnc_MP;
      if((_vInfo select 2) in [
              "C_SUV_01_F",
              "C_Hatchback_01_F",
              "C_Hatchback_01_sport_F",
              "C_Offroad_01_F",
              "B_G_Offroad_01_F",
              "B_G_Offroad_01_armed_F",
              "C_Offroad_01_repair_F",
              "B_Quadbike_01_F",
              "B_MRAP_01_F",
              "B_MRAP_01_gmg_F",
              "B_MRAP_01_hmg_F",
              "C_Van_01_transport_F",
              "B_G_Van_01_fuel_F",   
              "C_Van_01_box_F",      
              "O_MRAP_02_F", 
              "O_MRAP_02_hmg_F",     
              "O_MRAP_02_gmg_F",     
              "I_MRAP_03_F", 
              "I_MRAP_03_hmg_F",     
              "I_MRAP_03_gmg_F",     
              "I_Truck_02_transport_F",      
              "I_Truck_02_covered_F",
              "O_Truck_02_fuel_F",   
              "B_Truck_01_mover_F",  
              "B_Truck_01_transport_F",      
              "B_Truck_01_covered_F",
              "B_Truck_01_ammo_F",   
              "B_Truck_01_medical_F",
              "B_Truck_01_fuel_F",   
              "B_Truck_01_box_F",    
              "O_Truck_03_transport_F",      
              "O_Truck_03_covered_F",
              "O_Truck_03_device_F",
              "O_Truck_03_ammo_F"
      ]);
      
      
      
      
      
      
      
      serv_sv_use = serv_sv_use - [_vid];
      Alles anzeigen


      Code: vehicleshopmenu.sqf
      /*
      	File: fn_vehicleShopMenu.sqf
      	Author: Bryan "Tonic" Boardwine
      
      	Description:
      	Blah
      */
      private["_shop","_sideCheck","_spawnPoints","_shopFlag","_disableBuy"];
      _shop = [(_this select 3),0,"",[""]] call BIS_fnc_param;
      _sideCheck = [(_this select 3),1,sideUnknown,[civilian]] call BIS_fnc_param;
      _spawnPoints = [(_this select 3),2,"",["",[]]] call BIS_fnc_param;
      _shopFlag = [(_this select 3),3,"",[""]] call BIS_fnc_param;
      _disableBuy = [(_this select 3),5,false,[true]] call BIS_fnc_param;
      
      
      
      
      disableSerialization;
      //Long boring series of checks
      if(dialog) exitWith {};
      if(_shop == "") exitWith {};
      if(_sideCheck != sideUnknown && {playerSide != _sideCheck}) exitWith {hint localize "STR_Shop_Veh_NotAllowed"};
      
      
      
      
      if(!createDialog "Life_Vehicle_Shop_v2") exitWith {};
      
      
      
      
      life_veh_shop = [_shop,_spawnpoints,_shopFlag,_disableBuy]; //Store it so so other parts of the system can access it.
      
      
      
      
      ctrlSetText [2301,((_this select 3) select 4)];
      
      
      
      
      if(_disableBuy) then {
      	//Disable the buy button.
      	ctrlEnable [2309,false];
      };
      
      
      
      
      //Fetch the shop config.
      _vehicleList = [_shop] call life_fnc_vehicleListCfg;
      
      
      
      
      _control = ((findDisplay 2300) displayCtrl 2302);
      lbClear _control; //Flush the list.
      ctrlShow [2330,false];
      ctrlShow [2304,false];
      
      
      
      
      //Loop through
      {
      	_className = _x select 0;
      	_basePrice = _x select 1;
      
      	_vehicleInfo = [_className] call life_fnc_fetchVehInfo;
      	_control lbAdd (_vehicleInfo select 3);
      	_control lbSetPicture [(lbSize _control)-1,(_vehicleInfo select 2)];
      	_control lbSetData [(lbSize _control)-1,_className];
      	_control lbSetValue [(lbSize _control)-1,_ForEachIndex];
      } foreach _vehicleList;
      Alles anzeigen


      Code: fn_asynccall.sqf
      /*
      	File: fn_asyncCall.sqf
      	Author: Bryan "Tonic" Boardwine
      
      
      
      
      	Description:
      	Commits an asynchronous call to ExtDB
      
      
      
      
      	Parameters:
      		0: STRING (Query to be ran).
      		1: INTEGER (1 = ASYNC + not return for update/insert, 2 = ASYNC + return for query's).
      		3: BOOL (True to return a single array, false to return multiple entries mainly for garage).
      */
      waitUntil {!DB_Async_Active};
      private["_queryStmt","_queryResult","_key","_mode","_return"];
      _queryStmt = [_this,0,"",[""]] call BIS_fnc_param;
      _mode = [_this,1,1,[0]] call BIS_fnc_param;
      _multiarr = [_this,2,false,[false]] call BIS_fnc_param;
      
      
      
      
      if(_queryStmt == "") exitWith {"_INVALID_SQL_STMT"};
      _return = false;
      DB_Async_Active = true;
      
      
      
      
      _queryResult = "";
      _key = "extDB" callExtension format["%1:%2:%3",_mode,(call life_sql_id),_queryStmt];
      if(_mode == 1) exitWith {DB_Async_Active = false; true};
      _key = call compile format["%1",_key]; _key = _key select 1;
      
      
      
      
      waitUntil{sleep (random .03); !DB_Async_ExtraLock};
      DB_Async_ExtraLock = true;
      while{true} do {
      	_pipe = "extDB" callExtension format["5:%1",_key];
      	if(_pipe == "") exitWith {};
      	if(_pipe != "[3]") then {
      		_queryResult = _queryResult + _pipe;
      	} else {
      		sleep 0.35;
      	};
      };
      
      
      
      
      DB_Async_ExtraLock = false;
      DB_Async_Active = false;
      //Get the Array of information blah blah
      _queryResult = call compile _queryResult;
      
      
      
      
      //Make everything possible for DB_RAW_V2
      _queryResult = (_queryResult select 1);
      
      
      
      
      if(count (_queryResult select 1) == 0) exitWith {[]};
      _return = (_queryResult select 1) select 0;
      if(_multiarr) then {
      	_return = (_queryResult select 1);
      };
      
      
      
      
      _return;
      Alles anzeigen

      Ich hoffe jemand von euch hat paar Ideen

    • Polizei Nachricht für Zivis,east,independent deaktivieren

      • xDreamzZ
      • 7. Dezember 2015 um 16:49

      So, es funktioniert nun. Danke :)

    • Polizei Nachricht für Zivis,east,independent deaktivieren

      • xDreamzZ
      • 7. Dezember 2015 um 15:58

      okay dankeschön. Das erklärt schon einiges. Wen es schon nicht in der fn_p_openmenu.sqf ist in welcher datei sind den zum cellphone die einstellungen bezüglich der ctrlshow?

    • Polizei Nachricht für Zivis,east,independent deaktivieren

      • xDreamzZ
      • 7. Dezember 2015 um 15:38

      Guten Tag,

      habe eine neue Art von Nachricht erstellt unzwar das Polizisten Server Nachrichten posten können. Ich hatte daher einfach die Funktion der Admin Nachricht übernommen
      Funktioniert alles soweit.
      Nun will ich das es ausgeblendet wird für zivis etc.
      Dies muss man ja in der fn_p_openmenu.sqf machen. Nun ist das problem, woher bezieht man eig die ctrlshow? Habe etwas im Internet geforscht und gesehen das es die "idc" sein soll.
      Hier ein Auschnitt aus meiner cellphone.hpp

      Code
      class PoliceMsgAllButton : life_RscButtonMenu 
      		{
      			idc = 3024;
      			text = "$STR_CELL_PoliceMSGAll";
      			colorBackground[] = {0,0.23,1,0.48};
      			onButtonClick = "[] call TON_fnc_cell_policemsgall";
      			x = 0.775;
      			y = 0.8;
      			w = 0.15;
      			h = 0.05;
      		};
      Alles anzeigen

      Also muss ich jetzt einfach die 3014 eintragen als ctrlshow oder woher bezieh ich die? Weil wen ich dies mache gibt es keine änderung.

      Hier meine fn_p_openmenu


      Code
      #include <macro.h>
      /*
      	File: fn_p_openMenu.sqf
      	Author: Bryan "Tonic" Boardwine
      	Description:
      	The code is documentation enough
      */
      if(!alive player || dialog) exitWith {};
      createDialog "playerSettings";
      disableSerialization;
      
      
      
      
      switch(playerSide) do
      {
      	case west: 
      	{
      		ctrlShow[2011,false];
      		ctrlShow[1207,false];
      		ctrlShow[1209,false];
      		ctrlShow[3024,true];
      	};
      	case civilian:
      	{
      		ctrlShow[2012,false];
      		ctrlShow[1210,false];
      		ctrlShow[2008,false];
      		ctrlShow[1408,false];
      		ctrlShow[1845,false];
      	};
      	case independent:                 
          {
              ctrlShow[2012,false]; // Wantedliste
              ctrlShow[2011,false]; // Gangmenü
              ctrlShow[9800,false]; // Wanted +
          };
      	case east:
      	{
      		ctrlShow[2011,false]; //Gangmenu
      		ctrlShow[9800,false]; // Wanted +
      		ctrlShow[2012,false]; // Wantedliste	
              ctrlShow[1210,false];
      		ctrlShow[2008,false];
      		ctrlShow[1408,false];
      		ctrlShow[1845,false];		
      	};
      };
      
      
      
      
      if(__GETC__(life_adminlevel) < 1) then
      {
      	ctrlShow[2020,false];
      	ctrlShow[2021,false];
      	ctrlShow[20210,false];
      };
      
      
      
      
      if(__GETC__(life_adminlevel) > 1) then
      {
      	ctrlShow[100045,false];
      	ctrlShow[100054,false];
      };
      
      
      
      
      [] call life_fnc_p_updateMenu;
      Alles anzeigen

      Daher ich nur wollte das es für die west seite sichtbar ist daher true. sollte ja eig auch klappen.

      Danke im vorraus


      //EDIT.

      Alle außer West Side können den Button nicht nutzen! Ich will nurnoch das die Zivis etc ihn nicht sehen können

    • Als Spieler Textnachricht für Umgebung ausgeben

      • xDreamzZ
      • 28. November 2015 um 02:40

      Guten Abend,

      wie vielleicht schon paar Leute mal gesehen haben gibt es die Möglichkeit das Spieler per Taste ein Text ausgeben können für die Umgebung wie z.b als Zivi "Achtung, das ist ein Überfall" oder als Cop " Polizei, bleiben sie stehen" etc..
      Ich überlege wie man das am besten umsetzen könnte. habe schon im Internet nachgesehn aber nichts gefunden.

      Schönen Abend noch

    • Problem bei vInteractionmenu

      • xDreamzZ
      • 20. November 2015 um 19:28

      Klappt! Vielen Dank! :)

    • Problem bei vInteractionmenu

      • xDreamzZ
      • 18. November 2015 um 17:39

      okay schade. wen andere Leser eine Idee haben bitte posten!

    • Problem bei vInteractionmenu

      • xDreamzZ
      • 18. November 2015 um 17:21

      keine veränderung.

      Code
      /*
      	File: fn_adacVInteractionMenu.sqf
      	Author: Bryan "Tonic" Boardwine
      
      	Description:
      	Replaces the mass addactions for various vehicle actions
      */
      #define Btn1 37450
      #define Btn2 37451
      #define Btn3 37452
      #define Btn4 37453
      #define Btn5 37454
      #define Btn6 37455
      #define Title 37401
      private["_display","_curTarget","_Btn1","_Btn2","_Btn3","_Btn4","_Btn5","_Btn6"];
      if(!dialog) then {
      	createDialog "vInteraction_Menu";
      };
      disableSerialization;
      _curTarget = [_this,0,ObjNull,[ObjNull]] call BIS_fnc_param;
      if(isNull _curTarget) exitWith {closeDialog 0;}; //Bad target
      _isVehicle
      = if((_curTarget isKindOf "landVehicle") OR (_curTarget isKindOf
      "Ship") OR (_curTarget isKindOf "Air")) then {true} else {false};
      if(!_isVehicle) exitWith {closeDialog 0;};
      _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;
      life_vInact_curTarget = _curTarget;
      //Button 1 - Set vehicle repair action
      _Btn1 ctrlSetText localize "STR_vInAct_Repair";
      _Btn1 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_repairTruck;";
      if("ToolKit" in (items player) && (damage _curTarget < 1)) then {_Btn1 ctrlEnable true;} else {_Btn1 ctrlEnable false;};
      
      
      
      
      //Button 2 - Set pushboat action if curTarget is a boat else if curTarget is a kart displays some kart actions
      if(_curTarget isKindOf "Ship") then 
      {
      	_Btn2 ctrlSetText localize "STR_vInAct_PushBoat";
      	_Btn2 buttonSetAction "[] spawn life_fnc_pushObject; closeDialog 0;";
      	if(_curTarget isKindOf "Ship" && {local _curTarget} && {count crew _curTarget == 0}) then 
      	{ 
      		_Btn2 ctrlEnable true;
      	} else {
      	    _Btn2 ctrlEnable false
      	};
      } else {
      	if(typeOf (_curTarget) in ["C_Kart_01_Blu_F","C_Kart_01_Red_F","C_Kart_01_Fuel_F","C_Kart_01_Vrana_F"]) then 
      	{
      		_Btn2 ctrlSetText localize "STR_vInAct_GetInKart";
      		_Btn2 buttonSetAction "player moveInDriver life_vInact_curTarget; closeDialog 0;";
      		if(count crew _curTarget == 0 && {canMove _curTarget} && {locked _curTarget == 0}) then 
      		{
      		    _Btn2 ctrlEnable true;
      		} else {
      			_Btn2 ctrlEnable false
      		};
      	} else {
      		_Btn2 ctrlSetText localize "STR_vInAct_Unflip";
      _Btn2 buttonSetAction "life_vInact_curTarget setPos [getPos
      life_vInact_curTarget select 0, getPos life_vInact_curTarget select 1,
      (getPos life_vInact_curTarget select 2)+0.5]; closeDialog 0;";
      		if(count crew _curTarget == 0 && {canMove _curTarget}) then 
      		{ 
      			_Btn2 ctrlEnable false;
      		} else {
      			_Btn2 ctrlEnable true;
      		};
      	};
      };
      //Button 3 - Fahrzeughalter
      _Btn3 ctrlSetText localize "STR_vInAct_Registration";
      _Btn3 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_searchVehAction;";
      _Btn3 ctrlShow true;
      //Button 4 - Aus Fahrzeug ziehen
      _Btn4 ctrlSetText localize "STR_vInAct_PullOut";
      _Btn4 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_pulloutAction;";
      _Btn4 ctrlShow true;
      if(count crew _curTarget == 0) then {_Btn4 ctrlEnable false;};
      //Button 5 - Impounden
      _Btn5 ctrlSetText localize "STR_vInAct_Impound";
      _Btn5 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_impoundAction;";
      _Btn5 ctrlShow true;
      //Button 6 - undefined
      _Btn6 ctrlShow false;
      Alles anzeigen
    • Problem bei vInteractionmenu

      • xDreamzZ
      • 18. November 2015 um 16:56
      Code
      #include <macro.h>
      /*
      	File: fn_actionKeyHandler.sqf
      	Author: Bryan "Tonic" Boardwine
      	Description:
      	Master action key handler, handles requests for picking up various items and
      	interacting with other players (Cops = Cop Menu for unrestrain,escort,stop escort, arrest (if near cop hq), etc).
      */
      private["_curTarget","_isWater","_turtle"];
      _curTarget = cursorTarget;
      _turtle = ((nearestObjects[getPos player,["Turtle_F","Hen_random_F","Cock_random_F","Goat_random_F","Sheep_random_F","Rabbit_F"],3]) select 0); 
      if(life_action_inUse) exitWith {}; //Action is in use, exit to prevent spamming.
      if(life_interrupted) exitWith {life_interrupted = false;};
      _isWater = surfaceIsWater (getPosASL player);
      if(isNull _curTarget) exitWith {
      	if(_isWater) then {
      		private["_fish"];
      		_fish = (nearestObjects[getPos player,["Fish_Base_F"],3]) select 0;
      		if(!isNil "_fish") then {
      			[_fish] call life_fnc_catchFish;
      		};
      	} else {
      		if(playerSide == civilian && !life_action_gathering) then {
      			_handle = [] spawn life_fnc_gather;
      			waitUntil {scriptDone _handle};
      			life_action_gathering = false;
      		};
      	};
      };
      if(_curTarget isKindOf "House_F" && {player distance _curTarget < 12} OR ((nearestObject [[16019.5,16952.9,0],"Land_Dome_Big_F"]) == _curTarget OR (nearestObject [[16019.5,16952.9,0],"Land_Research_house_V1_F"]) == _curTarget)) exitWith {
      	[_curTarget] call life_fnc_houseMenu;
      };
      if(_curTarget isKindOf "Animal" && {!alive _curTarget}) exitWith {
      	[_turtle] spawn life_fnc_gutAnimal;
      }; 
      if(dialog) exitWith {}; //Don't bother when a dialog is open.
      if(vehicle player != player) exitWith {}; //He's in a vehicle, cancel!
      life_action_inUse = true;
      //Temp fail safe.
      [] spawn {
      	sleep 60;
      	life_action_inUse = false;
      };
      //Check if it's a dead body.
      if(_curTarget isKindOf "Man" && {!alive _curTarget} && {playerSide in [west,independent]}) exitWith {
      	//Hotfix code by ins0
      	if(((playerSide == blufor && {(call life_revive_cops)}) || playerSide == independent) && {"Medikit" in (items player)}) then {
      		[_curTarget] call life_fnc_revivePlayer;
      	};
      };
      //If target is a player then check if we can use the cop menu.
      /*
      if(isPlayer _curTarget && _curTarget isKindOf "Man") then {
      	if((_curTarget getVariable["restrained",false]) && !dialog && playerSide == west) then {
      		[_curTarget] call life_fnc_copInteractionMenu;
      	};
      	*/
      if(isPlayer _curTarget && _curTarget isKindOf "Man") then {
      if(!dialog && playerSide == west) then {
      		[_curTarget] call life_fnc_copInteractionMenu;
      	};
      if(!dialog && playerSide == civilian) then {
      		[_curTarget] call life_fnc_civInteractionMenu;
      	};
      } else {
      	//OK, it wasn't a player so what is it?
      	private["_isVehicle","_miscItems","_money"];
      	_isVehicle = if((_curTarget isKindOf "landVehicle") OR (_curTarget isKindOf "Ship") OR (_curTarget isKindOf "Air")) then {true} else {false};
      	_miscItems = ["Land_BottlePlastic_V1_F","Land_TacticalBacon_F","Land_Can_V3_F","Land_CanisterFuel_F","Land_Suitcase_F"];
      	_animalTypes = ["Salema_F","Ornate_random_F","Mackerel_F","Tuna_F","Mullet_F","CatShark_F","Turtle_F"];
      	_money = "Land_Money_F";
      	//It's a vehicle! open the vehicle interaction key!
      	if(_isVehicle) then {
      		if(!dialog) then {
      		if(playerSide == east && player distance _curTarget < 
      		(((boundingBox _curTarget select 1) select 0) + 2)) then {
      	    [_curTarget] call life_fnc_adacVInteractionMenu;
      			};
      			if(player distance _curTarget < ((boundingBox _curTarget select 1) select 0) + 2) then {
      				[_curTarget] call life_fnc_vInteractionMenu;
      			};
      		};
      	} else {
      		//Is it a animal type?
      		if((typeOf _curTarget) in _animalTypes) then {
      			if((typeOf _curTarget) == "Turtle_F" && !alive _curTarget) then {
      				private["_handle"];
      				_handle = [_curTarget] spawn life_fnc_catchTurtle;
      				waitUntil {scriptDone _handle};
      			} else {
      				private["_handle"];
      				_handle = [_curTarget] spawn life_fnc_catchFish;
      				waitUntil {scriptDone _handle};
      			};
      		} else {
      			//OK, it wasn't a vehicle so let's see what else it could be?
      			if((typeOf _curTarget) in _miscItems) then {
      				//OK, it was a misc item (food,water,etc).
      				private["_handle"];
      				_handle = [_curTarget] spawn life_fnc_pickupItem;
      				waitUntil {scriptDone _handle};
      			} else {
      				//It wasn't a misc item so is it money?
      				if((typeOf _curTarget) == _money && {!(_curTarget getVariable["inUse",false])}) then {
      					private["_handle"];
      					_curTarget setVariable["inUse",TRUE,TRUE];
      					_handle = [_curTarget] spawn life_fnc_pickupMoney;
      					waitUntil {scriptDone _handle};
      				};
      			};
      		};
      	};
      };
      Alles anzeigen

      Sorry

    • Problem bei vInteractionmenu

      • xDreamzZ
      • 18. November 2015 um 16:53
      Code
      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 cursorTarget;
      _handled = false;
      
      
      
      
      _interactionKey = if(count (actionKeys "User10") == 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")) && {(player getVariable ["restrained",false])}) 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") != 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;
      };
      
      
      
      
      switch (_code) do
      {
      	//Space key for Jumping
      	case 57:
      	{
      		if(isNil "jumpActionTime") then {jumpActionTime = 0;};
      		if(_shift && {animationState player != "AovrPercMrunSrasWrflDf"} && {isTouchingGround player} && {stance player == "STAND"} && {speed player > 2} && {!life_is_arrested} && {(velocity player) select 2 < 2.5} && {time - jumpActionTime > 1.5}) then {
      			jumpActionTime = time; //Update the time.
      			[player,true] spawn life_fnc_jumpFnc; //Local execution
      			[[player,false],"life_fnc_jumpFnc",nil,FALSE] call life_fnc_MP; //Global execution 
      			_handled = true;
      		};
      	};
      
      	//Map Key
      	case _mapKey:
      	{
      		switch (playerSide) do 
      		{
      			case west: {if(!visibleMap) then {[] spawn life_fnc_copMarkers;}};
      			case independent: {if(!visibleMap) then {[] spawn life_fnc_medicMarkers;}};
      		};
      	};
      
      	//Num1
      	case 79:
      	{
      	if(_shift) then {_handled = true;};
      		if ((_shift) && (vehicle player == player)) then
      		{
      			cutText [format["Taekwondo"], "PLAIN DOWN"];
      			player playMove "AmovPercMstpSnonWnonDnon_exerciseKata";
      		};
      	};
      
      
      
      
      	//Num2
      	case 80:
      	{
      	if(_shift) then {_handled = true;};
      		if ((_shift) && (vehicle player == player)) then
      		{
      			cutText [format["Kniebeuge"], "PLAIN DOWN"];
      			player playMove "AmovPercMstpSnonWnonDnon_exercisekneeBendA";
      		};
      	};
      
      
      
      
      	//Num3
      	case 81:
      	{
      	if(_shift) then {_handled = true;};
      		if ((_shift) && (vehicle player == player)) then
      		{
      			cutText [format["Hastige Kniebeuge"], "PLAIN DOWN"];
      			player playMove "AmovPercMstpSnonWnonDnon_exercisekneeBendB";
      		};
      	};
      
      
      
      
      	//Num4
      	case 75:
      	{
      	if(_shift) then {_handled = true;};
      		if ((_shift) && (vehicle player == player)) then
      		{
      			cutText [format["Liegestütze"], "PLAIN DOWN"];
      			player playMove "AmovPercMstpSnonWnonDnon_exercisePushup";
      		};
      	};
      
      	//Holster / recall weapon.
      	case 35:
      	{
      		if(_shift && !_ctrlKey && currentWeapon player != "") 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 != "")}) then {
      			if(life_curWep_h in [primaryWeapon player,secondaryWeapon player,handgunWeapon player]) then {
      				player selectWeapon life_curWep_h;
      			};
      		};
      	};
      
      	case 18:
      	{
      		if(playerSide in [west,independent,civilian,opfor]) then {
      			if(vehicle player != player && (typeOf vehicle player) in [
      			"C_SUV_01_F",
      			"C_Hatchback_01_F",
      			"C_Hatchback_01_sport_F",
      			"C_Offroad_01_F",
      			"B_G_Offroad_01_F",
      			"B_G_Offroad_01_armed_F",
      			"C_Offroad_01_repair_F",
      			"B_Quadbike_01_F",
      			"B_MRAP_01_F",
      			"B_MRAP_01_gmg_F",
      			"B_MRAP_01_hmg_F",
      			"C_Van_01_transport_F",
      			"B_G_Van_01_fuel_F",
      			"C_Van_01_box_F",
      			"O_MRAP_02_F",
      			"O_MRAP_02_hmg_F",
      			"O_MRAP_02_gmg_F",
      			"I_MRAP_03_F",
      			"I_MRAP_03_hmg_F",
      			"I_MRAP_03_gmg_F",
      			"I_Truck_02_transport_F",
      			"I_Truck_02_covered_F",
      			"O_Truck_02_fuel_F",
      			"B_Truck_01_mover_F",
      			"B_Truck_01_transport_F",
      			"B_Truck_01_covered_F",
      			"B_Truck_01_ammo_F",
      			"B_Truck_01_medical_F",
      			"B_Truck_01_fuel_F",
      			"B_Truck_01_box_F",
      			"O_Truck_03_transport_F",
      			"O_Truck_03_covered_F",
      			"O_Truck_03_device_F",
      			"O_Truck_03_ammo_F"
      			]) then {
      				if(!isNil {vehicle player getVariable "bRight"}) then {
      					[vehicle player] call life_fnc_blinkingRight;
      					_handled = true;
      				if(!isNil {vehicle player getVariable "bLeft"}) then {
      					[vehicle player] call life_fnc_blinkingLeft;
      					_handled = true;
      				};
      			};
      		};
      	};
      };
      
      	//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)   Cops = Instantrestrain  // Civs = Knockout to restrain  
      	// www.warjunkies.de
      	case 19:
      	{	
      		//Cops -> Civs
      		if(_shift) then {_handled = true;};
      		if(_shift && playerSide == west && !isNull cursorTarget && cursorTarget isKindOf "Man" && (isPlayer cursorTarget) && (side cursorTarget == civilian) && alive cursorTarget && cursorTarget distance player < 3.5 && !(cursorTarget getVariable "Escorting") && !(cursorTarget getVariable "restrained") && speed cursorTarget < 1) then
      		{
      			[] call life_fnc_restrainAction;
      		};
      		// Civs - > Civs
      		if(_shift) then {_handled = true;};
      		if(_shift && playerSide == civilian && !isNull cursorTarget && cursorTarget isKindOf "Man" && (isPlayer cursorTarget) && alive cursorTarget && cursorTarget distance player < 3.5 && isPlayer cursorTarget && animationState cursorTarget == "Incapacitated" && !(cursorTarget getVariable "Escorting") && !(cursorTarget getVariable "restrained") && speed cursorTarget < 1) then
      		{
      			[] call life_fnc_restrainAction; //www.warjunkies.de
      		};
      		// Civs - > Cops
      		if(_shift) then {_handled = true;};
      		if(_shift && playerSide == civilian && !isNull cursorTarget && cursorTarget isKindOf "Man" && (isPlayer cursorTarget) && (side cursorTarget == west) && alive cursorTarget && cursorTarget distance player < 3.5 && isPlayer cursorTarget && animationState cursorTarget == "Incapacitated" && !(cursorTarget getVariable "Escorting") && !(cursorTarget getVariable "restrained") && speed cursorTarget < 1) then
      		{
      			[] call life_fnc_restrainAction;
      		};
      
      	};
      
      	// O, police gate opener
      	case 24:
      	{
      		if (!_shift && !_alt && !_ctrlKey && (playerSide == west) && (vehicle player != player)) then {
      			[] call life_fnc_copOpener;
      			};
      				if (_shift && !_alt && !_ctrlKey && (playerSide == west)) then { 
      				[] call life_fnc_atmMenu;
      				if (_shift && !_alt && !_ctrlKey && (playerSide == independent)) then {
      				[] call life_fnc_atmMenu;
      				if (_shift && !_alt && !_ctrlKey && (playerSide == east)) then {
      				[] call life_fnc_atmMenu;
      			};
      		};
      	};
      };
      	//Knock out, this is experimental and yeah...
      	case 34:
      	{
      		if(_shift) then {_handled = true;};
      		if(_shift && playerSide == civilian && !isNull cursorTarget && cursorTarget isKindOf "Man" && isPlayer cursorTarget && alive cursorTarget && cursorTarget distance player < 4 && speed cursorTarget < 1) then
      		{
      			if((animationState cursorTarget) != "Incapacitated" && (currentWeapon player == primaryWeapon player OR currentWeapon player == handgunWeapon player) && currentWeapon player != "" && !life_knockout && !(player getVariable["restrained",false]) && !life_istazed) then
      			{
      				[cursorTarget] spawn life_fnc_knockoutAction;
      			};
      		};
      	};
      
      	//Ö
          case 39:
          {    
              if((!life_action_inUse) && (vehicle player == player) ) then
              {
                  {
                      _str = [_x] call life_fnc_varToStr;
                      _val = missionNameSpace getVariable _x;
                      if(_val > 0 ) then
                      {
                          if( _str == "Spitzhacke" || _str == "pickaxe" ) then
                          {
                              [] spawn life_fnc_pickAxeUse;
      						hint composeText [ image "icons\items\pickaxe.paa", "  Du baust Ressourcen ab." ];
      						//player say3D "pickaxe"; //www.ragecore.de
      						//sleep 3.9;
                          };
                      };
                  } foreach life_inv_items;
              }
      	};
      Alles anzeigen
    • Problem bei vInteractionmenu

      • xDreamzZ
      • 18. November 2015 um 16:49

      Man sieht die Balken ab Button 3 nur 1 Sec und dann verschwindet der Balken mit der Inschrift.

      Das Menü mit den vorherigen Funktionen bleibt bestehen

    • Problem bei vInteractionmenu

      • xDreamzZ
      • 18. November 2015 um 16:38
      Code
      /*
      	File: fn_vInteractionMenu.sqf
      	Author: Bryan "Tonic" Boardwine
      
      	Description:
      	Replaces the mass addactions for various vehicle actions
      */
      #define Btn1 37450
      #define Btn2 37451
      #define Btn3 37452
      #define Btn4 37453
      #define Btn5 37454
      #define Btn6 37455
      #define Btn7 37456
      #define Title 37401
      private["_display","_curTarget","_Btn1","_Btn2","_Btn3","_Btn4","_Btn5","_Btn6","_Btn7"];
      if(!dialog) then {
      	createDialog "vInteraction_Menu";
      };
      disableSerialization;
      _curTarget = [_this,0,ObjNull,[ObjNull]] call BIS_fnc_param;
      if(isNull _curTarget) exitWith {closeDialog 0;}; //Bad target
      _isVehicle = if((_curTarget isKindOf "landVehicle") OR (_curTarget isKindOf "Ship") OR (_curTarget isKindOf "Air")) then {true} else {false};
      if(!_isVehicle) exitWith {closeDialog 0;};
      _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_vInact_curTarget = _curTarget;
      
      
      
      
      //Set Repair Action
      _Btn1 ctrlSetText localize "STR_vInAct_Repair";
      _Btn1 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_repairTruck;";
      
      
      
      
      if("ToolKit" in (items player) && (damage _curTarget < 1)) then {_Btn1 ctrlEnable true;} else {_Btn1 ctrlEnable false;};
      
      
      
      
      if(playerSide == west) then {
      
      	_Btn2 ctrlSetText localize "STR_vInAct_Registration";
      	_Btn2 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_searchVehAction;";
      
      	_Btn3 ctrlSetText localize "STR_vInAct_SearchVehicle";
      	_Btn3 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_vehInvSearch;";
      
      	_Btn4 ctrlSetText localize "STR_vInAct_PullOut";
      	_Btn4 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_pulloutAction;";
      	if(count crew _curTarget == 0) then {_Btn4 ctrlEnable false;};
      
      	_Btn5 ctrlSetText localize "STR_vInAct_Impound";
      	_Btn5 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_impoundAction;";
      
      	if(_curTarget isKindOf "Ship") then {
      		_Btn6 ctrlSetText localize "STR_vInAct_PushBoat";
      		_Btn6 buttonSetAction "[] spawn life_fnc_pushObject; closeDialog 0;";
      		if(_curTarget isKindOf "Ship" && {local _curTarget} && {count crew _curTarget == 0}) then { _Btn6 ctrlEnable true;} else {_Btn6 ctrlEnable false};
      	} else {
      		if(typeOf (_curTarget) in ["C_Kart_01_Blu_F","C_Kart_01_Red_F","C_Kart_01_Fuel_F","C_Kart_01_Vrana_F","B_Heli_Transport_03_F","B_Heli_Transport_03_unarmed_F","O_Heli_Transport_04_F","O_Heli_Transport_04_ammo_F","O_Heli_Transport_04_bench_F","O_Heli_Transport_04_box_F","O_Heli_Transport_04_covered_F","O_Heli_Transport_04_fuel_F","O_Heli_Transport_04_medevac_F","O_Heli_Transport_04_repair_F"] ) then {
      			_Btn6 ctrlSetText localize "STR_vInAct_GetInKart";
      			_Btn6 buttonSetAction "player moveInDriver life_vInact_curTarget; closeDialog 0;";
      			if(count crew _curTarget == 0 && {canMove _curTarget} && {locked _curTarget == 0}) then {_Btn6 ctrlEnable true;} else {_Btn6 ctrlEnable false};
      		} else {
      			_Btn6 ctrlSetText localize "STR_vInAct_Unflip";
      			_Btn6 buttonSetAction "life_vInact_curTarget setPos [getPos life_vInact_curTarget select 0, getPos life_vInact_curTarget select 1, (getPos life_vInact_curTarget select 2)+0.5]; closeDialog 0;";
      			if(count crew _curTarget == 0 && {canMove _curTarget}) then { _Btn6 ctrlEnable false;} else {_Btn6 ctrlEnable true;};
      		};
      	};
      
      } else {
      
      	if(_curTarget isKindOf "Ship") then {
      		_Btn2 ctrlSetText localize "STR_vInAct_PushBoat";
      		_Btn2 buttonSetAction "[] spawn life_fnc_pushObject; closeDialog 0;";
      		if(_curTarget isKindOf "Ship" && {local _curTarget} && {count crew _curTarget == 0}) then { _Btn2 ctrlEnable true;} else {_Btn2 ctrlEnable false};
      	} else {
      		if(typeOf (_curTarget) in ["C_Kart_01_Blu_F","C_Kart_01_Red_F","C_Kart_01_Fuel_F","C_Kart_01_Vrana_F","B_Heli_Transport_03_F","B_Heli_Transport_03_unarmed_F","O_Heli_Transport_04_F","O_Heli_Transport_04_ammo_F","O_Heli_Transport_04_bench_F","O_Heli_Transport_04_box_F","O_Heli_Transport_04_covered_F","O_Heli_Transport_04_fuel_F","O_Heli_Transport_04_medevac_F","O_Heli_Transport_04_repair_F"] ) then {
      			_Btn2 ctrlSetText localize "STR_vInAct_GetInKart";
      			_Btn2 buttonSetAction "player moveInDriver life_vInact_curTarget; closeDialog 0;";
      			if(count crew _curTarget == 0 && {canMove _curTarget} && {locked _curTarget == 0}) then {_Btn2 ctrlEnable true;} else {_Btn2 ctrlEnable false};
      		} else {
      			_Btn2 ctrlSetText localize "STR_vInAct_Unflip";
      			_Btn2 buttonSetAction "life_vInact_curTarget setPos [getPos life_vInact_curTarget select 0, getPos life_vInact_curTarget select 1, (getPos life_vInact_curTarget select 2)+0.5]; closeDialog 0;";
      			if(count crew _curTarget == 0 && {canMove _curTarget}) then { _Btn2 ctrlEnable false;} else {_Btn2 ctrlEnable true;};
      		};
      	};
      
      
      
      
      	
      	if(typeOf _curTarget == "O_Truck_03_device_F") then {
      		_Btn3 ctrlSetText localize "STR_vInAct_DeviceMine";
      		_Btn3 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_deviceMine";
      		if(!isNil {(_curTarget getVariable "mining")} OR !local _curTarget && {_curTarget in life_vehicles}) then {
      			_Btn3 ctrlEnable false;
      		} else {
      			_Btn3 ctrlEnable true;
      		};
      	} else {
      		_Btn3 ctrlShow false;
      	};
      
      	_Btn4 ctrlShow false;
      	_Btn5 ctrlShow false;
      	_Btn6 ctrlShow false;
      };
      
      
      
      
      if(playerSide == west) then {
      	_Btn7 ctrlShow true;
      	_Btn7 ctrlEnable true;
      	_Btn7 ctrlSetText "Verschrotten";
      	_Btn7 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_copCrush;";
      } else {
      	_Btn7 ctrlShow false;
      };
      Alles anzeigen
      Code
      /*
      	File: fn_adacVInteractionMenu.sqf
      	Author: Bryan "Tonic" Boardwine
      
      	Description:
      	Replaces the mass addactions for various vehicle actions
      */
      #define Btn1 37450
      #define Btn2 37451
      #define Btn3 37452
      #define Btn4 37453
      #define Btn5 37454
      #define Btn6 37455
      #define Title 37401
      private["_display","_curTarget","_Btn1","_Btn2","_Btn3","_Btn4","_Btn5","_Btn6"];
      if(!dialog) then {
      	createDialog "vInteraction_Menu";
      };
      disableSerialization;
      _curTarget = [_this,0,ObjNull,[ObjNull]] call BIS_fnc_param;
      if(isNull _curTarget) exitWith {closeDialog 0;}; //Bad target
      _isVehicle
      = if((_curTarget isKindOf "landVehicle") OR (_curTarget isKindOf
      "Ship") OR (_curTarget isKindOf "Air")) then {true} else {false};
      if(!_isVehicle) exitWith {closeDialog 0;};
      _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;
      life_vInact_curTarget = _curTarget;
      //Button 1 - Set vehicle repair action
      _Btn1 ctrlSetText localize "STR_vInAct_Repair";
      _Btn1 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_repairTruck;";
      if("ToolKit" in (items player) && (damage _curTarget < 1)) then {_Btn1 ctrlEnable true;} else {_Btn1 ctrlEnable false;};
      
      
      
      
      //Button 2 - Set pushboat action if curTarget is a boat else if curTarget is a kart displays some kart actions
      if(_curTarget isKindOf "Ship") then 
      {
      	_Btn2 ctrlSetText localize "STR_vInAct_PushBoat";
      	_Btn2 buttonSetAction "[] spawn life_fnc_pushObject; closeDialog 0;";
      	if(_curTarget isKindOf "Ship" && {local _curTarget} && {count crew _curTarget == 0}) then 
      	{ 
      		_Btn2 ctrlEnable true;
      	} else {
      	    _Btn2 ctrlEnable false
      	};
      } else {
      	if(typeOf (_curTarget) in ["C_Kart_01_Blu_F","C_Kart_01_Red_F","C_Kart_01_Fuel_F","C_Kart_01_Vrana_F"]) then 
      	{
      		_Btn2 ctrlSetText localize "STR_vInAct_GetInKart";
      		_Btn2 buttonSetAction "player moveInDriver life_vInact_curTarget; closeDialog 0;";
      		if(count crew _curTarget == 0 && {canMove _curTarget} && {locked _curTarget == 0}) then 
      		{
      		    _Btn2 ctrlEnable true;
      		} else {
      			_Btn2 ctrlEnable false
      		};
      	} else {
      		_Btn2 ctrlSetText localize "STR_vInAct_Unflip";
      _Btn2 buttonSetAction "life_vInact_curTarget setPos [getPos
      life_vInact_curTarget select 0, getPos life_vInact_curTarget select 1,
      (getPos life_vInact_curTarget select 2)+0.5]; closeDialog 0;";
      		if(count crew _curTarget == 0 && {canMove _curTarget}) then 
      		{ 
      			_Btn2 ctrlEnable false;
      		} else {
      			_Btn2 ctrlEnable true;
      		};
      	};
      };
      //Button 3 - Fahrzeughalter
      _Btn3 ctrlSetText localize "STR_vInAct_Registration";
      _Btn3 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_searchVehAction;";
      //Button 4 - Aus Fahrzeug ziehen
      _Btn4 ctrlSetText localize "STR_vInAct_PullOut";
      _Btn4 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_pulloutAction;";
      if(count crew _curTarget == 0) then {_Btn4 ctrlEnable false;};
      //Button 5 - Impounden
      _Btn5 ctrlSetText localize "STR_vInAct_Impound";
      _Btn5 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_impoundAction;";
      //Button 6 - undefined
      _Btn6 ctrlShow false;
      Alles anzeigen
    • Problem bei vInteractionmenu

      • xDreamzZ
      • 18. November 2015 um 16:36

      Hallo,

      ich hatte vor beim ADAC Funktionen wie bei der Polizei einzubaun also zum beispiel Fahrzeughalter prüfen und Impounden. Ich habe dann die Funktionen der Cops kopiert aus der fn_vInteractionMenu.sqf was folgend aussieht:

      if(playerSide == west) then {
      _Btn2 ctrlSetText localize "STR_vInAct_Registration";
      _Btn2 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_searchVehAction;";

      _Btn3 ctrlSetText localize "STR_vInAct_SearchVehicle";
      _Btn3 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_vehInvSearch;";

      _Btn4 ctrlSetText localize "STR_vInAct_PullOut";
      _Btn4 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_pulloutAction;";
      if(count crew _curTarget == 0) then {_Btn4 ctrlEnable false;};

      _Btn5 ctrlSetText localize "STR_vInAct_Impound";
      _Btn5 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_impoundAction;";

      etc...

      Und wollte dies dann in meine fn_adacVInteractionMenu.sqf einbinden was wie folgt aussieht:

      //Button 3 - Fahrzeughalter
      _Btn3 ctrlSetText localize "STR_vInAct_Registration";
      _Btn3 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_searchVehAction;";


      //Button 4 - Aus Fahrzeug ziehen
      _Btn4 ctrlSetText localize "STR_vInAct_PullOut";
      _Btn4 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_pulloutAction;";
      if(count crew _curTarget == 0) then {_Btn4 ctrlEnable false;};


      //Button 5 - Impounden
      _Btn5 ctrlSetText localize "STR_vInAct_Impound";
      _Btn5 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_impoundAction;";

      Das Problem ist jetzt wen ich beim ADAC Windowstaste drücke, sehe ich kurz beschlagnahmen etc aber die Felder die ich einfügen wollte verschwinden sofort.

      Was habe ich vergessen oder falsch gemacht?

      Danke

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