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

    Beiträge von CasualGermans

    • Möglichkeit den Fahrzeugschaden zu reduzieren? (ohne Mods)

      • CasualGermans
      • 26. März 2017 um 18:35

      Stimmt, das es eine Variable ist habe ich nicht bedacht, danke für die ausführlichen Erklärung!

    • Australien map

      • CasualGermans
      • 26. März 2017 um 04:11

      In die Datei

      description.ext

      Einfach mal DisabledAI = 1;

      Reinschreiben,

      So wird die AI für Playable Slots deaktiviert :)

    • Australien map

      • CasualGermans
      • 26. März 2017 um 03:06

      description.ext

      DisabledAI = 1;

      ?

    • Möglichkeit den Fahrzeugschaden zu reduzieren? (ohne Mods)

      • CasualGermans
      • 25. März 2017 um 20:34

      Okay danke, also wie bei andere Sprachen auch :3

      Weil in dem Scriptschnipsel von oben steht es so drin :d

      Code
      _damage = if (life_fahrzeugupgrade) then { _damage / 2 } else { _damage};

      Daher wunderte ich mich ob es nicht auch so funktioniert :p

      Danke für die Antwort ^^

    • Skins Funktionieren nicht

      • CasualGermans
      • 25. März 2017 um 18:20

      hehe, super das es jetzt klappt ^^

      Wünsch dir nen schönen Abend :)

    • Skins Funktionieren nicht

      • CasualGermans
      • 25. März 2017 um 17:59

      Hast du auch die Bedingung beachtet ?

      Code
      //Enable or disable cop skins by level. Before enabling, you must add all the EIGHT files to textures folder. (It must be named as: cop_uniform.jpg + cop_uniform_1.jpg, cop_uniform_2.jpg...cop_uniform_6.jpg, cop_uniform_7.jpg; meaning cop_uniform = life_coplevel=0, cop_uniform_1 = life_coplevel=1, cop_uniform_2 = life_coplevel=2, etc...)
    • Möglichkeit den Fahrzeugschaden zu reduzieren? (ohne Mods)

      • CasualGermans
      • 25. März 2017 um 16:38

      Ist es richtig das man das dann so machen könnte ? Sorry versuch mir grad die Syntax anzueignen :D

      Code
      _vehicle addEventHandler["handleDamage",{(_this select 2) * 0.9}] = if(life_fahrzeugupgrade); 
      
      //Würd das so gehen oder verstehe ich noch etwas falsch ? :D
    • Möglichkeit den Fahrzeugschaden zu reduzieren? (ohne Mods)

      • CasualGermans
      • 25. März 2017 um 16:29

      Ich denke mal schon dass das geht, ich habe mir mal ein Beispiel an dem Sicherheitsgurt Script genommen,

      Code
      if ((vehicle _unit) isKindOf "Car" && (isNull _source || _source isEqualTo _unit)) then
      {
       _damage = if (life_fahrzeugupgrade) then { _damage / 2 } else { _damage};
      };

      Du kannst denke ich mal einen ähnlichen Methode für das Fahrzeug nehmen, allerdings weiß ich nicht genau wie das geht, wäre nur eine Idee das so ähnlich zu machen :)

      Natürlich müsstest du wahrscheinlich einen extra DamageHandler für Fahrzeuge schreiben :^)

    • ACE 3 Items kann man nicht kaufen [Altis Life v.4.4]

      • CasualGermans
      • 31. August 2016 um 15:00

      Hier hast du meine fn_handleItem.sqf :) /core/functions

      Einfach einfügen, vorausgesetzt du hast bei dir noch nichts verändert :)

      C: fn_handleItem.sqf
      #include "..\..\script_macros.hpp"
      /*
          File: fn_handleItem.sqf
          Author: Bryan "Tonic" Boardwine
      
      
      
      
          Description
          Main gear handling functionality.
      */
      private["_item","_details","_bool","_ispack","_items","_isgun","_ongun","_override","_toUniform","_toVest","_preview","_acecheck"];
      _item = [_this,0,"",[""]] call BIS_fnc_param;
      _bool = [_this,1,false,[false]] call BIS_fnc_param;
      _ispack = [_this,2,false,[false]] call BIS_fnc_param;
      _ongun = [_this,3,false,[false]] call BIS_fnc_param;
      _override = [_this,4,false,[false]] call BIS_fnc_param;
      _toUniform = [_this,5,false,[false]] call BIS_fnc_param; //Manual override to send items specifically to a uniform.
      _toVest = [_this,6,false,[false]] call BIS_fnc_param; //Manual override to send items specifically to a vest
      _preview = [_this,7,false,[false]] call BIS_fnc_param;
      _acecheck = ["ACE_atropine","ACE_morphine","ACE_epinephrine","ACE_EarPlugs","ACE_fieldDressing","ACE_elasticBandage","ACE_quikclot","ACE_packingBandage","ACE_salineIV_250","ACE_salineIV_500","ACE_tourniquet","ACE_personalAidKit","ACE_bloodIV_250","ACE_bloodIV_500","ACE_plasmaIV_250","ACE_plasmaIV_500","ACE_surgicalKit"];
      
      
      
      
      //Some checks
      if (_item isEqualTo "") exitWith {};
      _isgun = false;
      
      
      
      
      _details = [_item] call life_fnc_fetchCfgDetails;
      if (count _details isEqualTo 0) exitWith {};
      
      
      
      
      if (_bool) then {
          switch (_details select 6) do {
              case "CfgGlasses": {
                  if (_toUniform) exitWith {player addItemToUniform _item;};
                  if (_toVest) exitWith {player addItemToVest _item;};
      
      
      
      
                  if (_ispack) then {
                      player addItemToBackpack _item;
                  } else {
                      if (_override) then {
                          player addItem _item;
                      } else {
                          if (!(goggles player isEqualTo "")) then {
                              removeGoggles player;
                          };
                          player addGoggles _item;
                      };
                  };
              };
      
      
      
      
              case "CfgVehicles": {
                  if (!(backpack player isEqualTo "")) then {
                      _items = (backpackItems player);
                      removeBackpack player;
                  };
      
      
      
      
                  player addBackpack _item;
                  clearAllItemsFromBackpack player;
      
      
      
      
                  if (!isNil "_items") then {
                      {[_x,true,true,false,true] call life_fnc_handleItem; } forEach _items;
                  };
              };
      
      
      
      
              case "CfgMagazines": {
                  if (_toUniform) exitWith {player addItemToUniform _item;};
                  if (_toVest) exitWith {player addItemToVest _item;};
                  if (_ispack) exitWith {player addItemToBackpack _item;};
      
      
      
      
                  player addMagazine _item;
              };
      
      
      
      
              case "CfgWeapons": {
                  //New addition
                  if (_toUniform) exitWith {player addItemToUniform _item;};
                  if (_toVest) exitWith {player addItemToVest _item;};
                  if (_ispack) exitWith {player addItemToBackpack _item;};
      
      
      
      
                  if ((_details select 4) in [1,2,4,5,4096]) then {
      			if(_item in _acecheck) then{player addItem _item;};
                      if ((_details select 4) isEqualTo 4096) then {
                          if ((_details select 5) isEqualTo -1) then {
                              _isgun = true;
                          };
                      } else {
                          _isgun = true;
                      };
                  };
      
      
      
      
                  if (_isgun) then {
                      if (!_ispack && _override) exitWith {}; //It was in the vest/uniform, try to close to prevent it overriding stuff... (Actual weapon and not an item)
                      if (_item isEqualTo "MineDetector") then {
                          player addItem _item;
                      } else {
                          player addWeapon _item;
                      };
                  } else {
                      switch (_details select 5) do {
                          case 0:  {
                              if (_ispack) then {
                                  player addItemToBackpack _item;
                              } else {
                                  if (_override) then {
                                      player addItem _item;
                                  } else {
                                      if (_item in (assignedItems  player)) then {
                                          player addItem _item;
                                      } else {
                                          player addItem _item;
                                          player assignItem _item;
                                      };
                                  };
                              };
                          };
      
      
      
      
                          case 605: {
                              if (_ispack) then{
                                  player addItemToBackpack _item;
                              } else {
                                  if (_override) then {
                                      player addItem _item;
                                  } else {
                                      if (headgear player isEqualTo _item && {!_preview}) then {
                                          player addItem _item;
                                      } else {
                                          if (!(headgear player isEqualTo "")) then {removeHeadGear player;};
                                          player addHeadGear _item;
                                      };
                                  };
                              };
                          };
      
      
      
      
                          case 801: {
                              if (_ispack) then {
                                  player addItemToBackpack _item;
                              } else {
                                  if (_override) then {
                                      player addItem _item;
                                  } else {
                                      if (player isKindOf "Civilian") then {
                                          if (uniform player isEqualTo _item && {!_preview}) then {
                                              player addItem _item;
                                          } else {
                                              if (!(uniform player isEqualTo "")) then {
                                                  _items = uniformItems player;
                                                  removeUniform player;
                                              };
      
      
      
      
                                              player addUniform _item;
                                              if (!isNil "_items") then {
                                                  {player addItemToUniform _x} forEach _items;
                                              };
                                          };
                                      } else {
                                          if (!(uniform player isEqualTo "")) then {
                                              _items = uniformItems player;
                                              removeUniform player;
                                          };
      
      
      
      
                                          if (!(player isUniformAllowed _item)) then {
                                              player forceAddUniform _item;
                                          } else {
                                              player addUniform _item;
                                          };
                                          if (!isNil "_items") then {
                                              {player addItemToUniform _x} forEach _items;
                                          };
                                      };
                                  };
                              };
                          };
      
      
      
      
                          case 701: {
                              if (_ispack) then {
                                  player addItemToBackpack _item;
                              } else {
                                  if (_override) then{
                                      player addItem _item;
                                  } else {
                                      if (vest player isEqualTo _item && {!_preview}) then {
                                          player addItem _item;
                                      } else {
                                          if (!(vest player isEqualTo "")) then {
                                              _items = vestItems player;
                                              removeVest player;
                                          };
      
      
      
      
                                          player addVest _item;
      
      
      
      
                                          if (!isNil "_items") then {
                                              {[_x,true,false,false,true] spawn life_fnc_handleItem;} forEach _items;
                                          };
                                      };
                                  };
                              };
                          };
      
      
      
      
                          case 201: {
                              if (_ispack) then {
                                  player addItemToBackpack _item;
                              } else {
                                  private "_type";
                                  _type = [_item,201] call life_fnc_accType;
                                  if (_ongun) then {
                                      switch (_type) do {
                                          case 1: { player addPrimaryWeaponItem _item; };
                                          case 2: { player addSecondaryWeaponItem _item; };
                                          case 3: { player addHandgunItem _item; };
                                      };
                                  } else {
                                      if (_override) then {
                                          player addItem _item;
                                      } else {
                                          private["_wepItems","_action","_slotTaken"];
                                          _wepItems = switch (_type) do {case 1:{primaryWeaponItems player}; case 2:{secondaryWeaponItems player}; case 3:{handgunItems player}; default {["","",""]};};
                                          _slotTaken = false;
      
      
      
      
                                          if (!((_wepItems select 2) isEqualTo "")) then {_slotTaken = true;};
      
      
      
      
                                          if (_slotTaken) then {
                                              _action = [localize "STR_MISC_AttachmentMSG",localize "STR_MISC_Attachment",localize "STR_MISC_Weapon",localize "STR_MISC_Inventory"] call BIS_fnc_guiMessage;
                                              if (_action) then {
                                                  switch (_type) do {
                                                      case 1: {player addPrimaryWeaponItem _item;};
                                                      case 2: {player addSecondaryWeaponItem _item;};
                                                      case 3: {player addHandgunItem _item;};
                                                      default {player addItem _item;};
                                                  };
                                              } else {
                                                  player addItem _item; //Add it to any available container
                                              };
                                          } else {
                                              switch (_type) do {
                                                  case 1: {player addPrimaryWeaponItem _item;};
                                                  case 2: {player addSecondaryWeaponItem _item;};
                                                  case 3: {player addHandgunItem _item;};
                                                  default {player addItem _item;};
                                              };
                                          };
                                      };
                                  };
                              };
                          };
      
      
      
      
                          case 301: {
                              if (_ispack) then {
                                  player addItemToBackpack _item;
                              } else {
                                  private "_type";
                                  _type = [_item,301] call life_fnc_accType;
      
      
      
      
                                  if (_ongun) then {
                                      switch (_type) do {
                                          case 1: { player addPrimaryWeaponItem _item; };
                                          case 2: { player addSecondaryWeaponItem _item; };
                                          case 3: { player addHandgunItem _item; };
                                      };
                                  } else {
                                      if (_override) then {
                                          player addItem _item;
                                      } else {
                                          private["_wepItems","_action","_slotTaken"];
                                          _wepItems = switch (_type) do {case 1:{primaryWeaponItems player}; case 2:{secondaryWeaponItems player}; case 3:{handgunItems player}; default {["","",""]};};
                                          _slotTaken = false;
      
      
      
      
                                          if (!((_wepItems select 1) isEqualTo "")) then {_slotTaken = true;};
      
      
      
      
                                          if (_slotTaken) then {
                                              _action = [localize "STR_MISC_AttachmentMSG",localize "STR_MISC_Attachment",localize "STR_MISC_Weapon",localize "STR_MISC_Inventory"] call BIS_fnc_guiMessage;
                                              if (_action) then {
                                                  switch (_type) do {
                                                      case 1: {player addPrimaryWeaponItem _item;};
                                                      case 2: {player addSecondaryWeaponItem _item;};
                                                      case 3: {player addHandgunItem _item;};
                                                      default {player addItem _item;};
                                                  };
                                              } else {
                                                  player addItem _item; //Add it to any available container
                                              };
                                          } else {
                                              switch (_type) do {
                                                  case 1: {player addPrimaryWeaponItem _item;};
                                                  case 2: {player addSecondaryWeaponItem _item;};
                                                  case 3: {player addHandgunItem _item;};
                                                  default {player addItem _item;};
                                              };
                                          };
                                      };
                                  };
                              };
                          };
      
      
      
      
                          case 101:{
                              if (_ispack) then {
                                  player addItemToBackpack _item;
                              } else {
                                  private "_type";
                                  _type = [_item,101] call life_fnc_accType;
      
      
      
      
                                  if (_ongun) then {
                                      switch (_type) do {
                                          case 1: { player addPrimaryWeaponItem _item; };
                                          case 2: { player addSecondaryWeaponItem _item; };
                                          case 3: { player addHandgunItem _item; };
                                      };
                                  } else {
                                      if (_override) then {
                                          player addItem _item;
                                      } else {
                                          private["_wepItems","_action","_slotTaken"];
                                          _wepItems = switch (_type) do {case 1:{primaryWeaponItems player}; case 2:{secondaryWeaponItems player}; case 3:{handgunItems player}; default {["","",""]};};
                                          _slotTaken = false;
      
      
      
      
                                          if (!((_wepItems select 0) isEqualTo "")) then {_slotTaken = true;};
      
      
      
      
                                          if (_slotTaken) then {
                                              _action = [localize "STR_MISC_AttachmentMSG",localize "STR_MISC_Attachment",localize "STR_MISC_Weapon",localize "STR_MISC_Inventory"] call BIS_fnc_guiMessage;
                                              if (_action) then {
                                                  switch (_type) do {
                                                      case 1: {player addPrimaryWeaponItem _item;};
                                                      case 2: {player addSecondaryWeaponItem _item;};
                                                      case 3: {player addHandgunItem _item;};
                                                      default {player addItem _item;};
                                                  };
                                              } else {
                                                  player addItem _item; //Add it to any available container
                                              };
                                          } else {
                                              switch (_type) do {
                                                  case 1: {player addPrimaryWeaponItem _item;};
                                                  case 2: {player addSecondaryWeaponItem _item;};
                                                  case 3: {player addHandgunItem _item;};
                                                  default {player addItem _item;};
                                              };
                                          };
                                      };
                                  };
                              };
                          };
      
      
      
      
                          case 621: {
                              if (_ispack) then {
                                  player addItemToBackpack _item;
                              } else {
                                  if (_override) then {
                                      player addItem _item;
                                  } else {
                                      player addItem _item;
                                      player assignItem _item;
                                  };
                              };
                          };
      
      
      
      
                          case 616: {
                              if (_ispack) then {
                                  player addItemToBackpack _item;
                              } else {
                                  if (_override) then {
                                      player addItem _item;
                                  } else {
                                      player addItem _item;
                                      player assignItem _item;
                                  };
                              };
                          };
      
      
      
      
                          default {
                              if (_ispack) then {
                                  player addItemToBackpack _item;
                              } else {
                                  player addItem _item;
                              };
                          };
                      };
                  };
              };
          };
      } else {
          switch (_details select 6) do {
              case "CfgVehicles": {
                  removeBackpack player;
              };
      
      
      
      
              case "CfgMagazines": {
                  player removeMagazine _item;
              };
      
      
      
      
              case "CfgGlasses": {
                  if (_item isEqualTo goggles player) then {
                      removeGoggles player;
                  } else {
                      player removeItem _item;
                  };
              };
      
      
      
      
              case "CfgWeapons": {
                  if ((_details select 4) in [1,2,4,5,4096]) then {
                      if ((_details select 4) isEqualTo 4096) then {
                          if ((_details select 5) isEqualTo 1) then {
                              _isgun = true;
                          };
                      } else {
                          _isgun = true;
                      };
                  };
      
      
      
      
                  if (_isgun) then {
                      switch (true) do {
                          case (primaryWeapon player isEqualTo _item) : {_ispack = false;};
                          case (secondaryWeapon player isEqualTo _item) : {_ispack = false;};
                          case (handgunWeapon player isEqualTo _item) : {_ispack = false;};
                          case (_item in assignedItems player) : {_ispack = false;};
                          default {_ispack = true;};
                      };
      
      
      
      
                      if (_item isEqualTo "MineDetector") then {
                          player removeItem _item;
                      } else {
      
      
      
      
                          //Lovely code provided by [OCB]Dash
                          private "_tmpfunction";
                          _tmpfunction = {
                              private["_tWeapons","_tWeaponCount"];
                              switch (true) do {
                                  case (_this in (uniformItems player)): {
                                      _tWeapons = (getWeaponCargo (uniformContainer player)) select 0;
                                      _tWeaponCount = (getWeaponCargo (uniformContainer  player)) select 1;
      
      
      
      
                                      clearWeaponCargo (uniformContainer player);
                                      {
                                          _numVestWeps = _tWeaponCount select _forEachIndex;
                                          if (_x == _this) then
                                          {
                                              _numVestWeps = _numVestWeps - 1;
                                          };
                                          (uniformContainer player) addWeaponCargo [ _x,_numVestWeps];
                                      }forEach _tWeapons;
                                  };
      
      
      
      
                                  case (_this in (vestItems player)): {
                                      _tWeapons = (getWeaponCargo (vestContainer player)) select 0;
                                      _tWeaponCount = (getWeaponCargo (vestContainer  player)) select 1;
      
      
      
      
                                      clearWeaponCargo (vestContainer player);
                                      {
                                          _numVestWeps = _tWeaponCount select _forEachIndex;
                                          if (_x == _this) then
                                          {
                                              _numVestWeps = _numVestWeps - 1;
                                          };
                                          (vestContainer player) addWeaponCargo [ _x,_numVestWeps];
                                      }forEach _tWeapons;
                                  };
      
      
      
      
                                  case (_this in (backpackItems player)): {
                                      _tWeapons = (getWeaponCargo (backpackContainer player)) select 0;
                                      _tWeaponCount = (getWeaponCargo (backpackContainer  player)) select 1;
      
      
      
      
                                      clearWeaponCargo (backpackContainer player);
                                      {
                                          _numVestWeps = _tWeaponCount select _forEachIndex;
                                          if (_x == _this) then
                                          {
                                              _numVestWeps = _numVestWeps - 1;
                                          };
                                          (backpackContainer player) addWeaponCargo [ _x,_numVestWeps];
                                      }forEach _tWeapons;
                                  };
                              };
                          };
      
      
      
      
                          if (_ispack) then {
                              _item call _tmpfunction;
                          } else {
                              switch (true) do {
                                  case (_item in (uniformItems player)): {_item call _tmpfunction;};
                                  case (_item in (vestItems player)) : {_item call _tmpfunction;};
                                  case (_item in (backpackItems player)) : {_item call _tmpfunction;};
                                  default {player removeWeapon _item;};
                              };
                          };
                      };
                  } else {
                      switch (_details select 5) do {
                          case 0: {player unassignItem _item; player removeItem _item;};
                          case 605: {if (headgear player isEqualTo _item) then {removeHeadgear player} else {player removeItem _item};};
                          case 801: {if (uniform player isEqualTo _item) then {removeUniform player} else {player removeItem _item};};
                          case 701: {if (vest player isEqualTo _item) then {removeVest player} else {player removeItem _item};};
                          case 621: {player unassignItem _item; player removeItem _item;};
                          case 616: {player unassignItem _item; player removeItem _item;};
                          default {
                              switch (true) do {
                                  case (_item in primaryWeaponItems player) : {player removePrimaryWeaponItem _item;};
                                  case (_item in handgunItems player) : {player removeHandgunItem _item;};
                                  default {player removeItem _item;};
                              };
                          };
                      };
                  };
              };
          };
      };
      Alles anzeigen
    • ACE 3 Items kann man nicht kaufen [Altis Life v.4.4]

      • CasualGermans
      • 29. August 2016 um 16:18

      Kannst du mir mal deine fn_handleItem.sqf posten ? Bei mir mag es immer noch nicht x)


      EDIT: Habs schon selbst heraus gefunden :)

    • ACE 3 Items kann man nicht kaufen [Altis Life v.4.4]

      • CasualGermans
      • 29. August 2016 um 14:59

      Kann ich bestätigen, funktioniert nicht mehr unter der Version 4.4r3

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