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    1. Nodezone.net Community
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    3. Werner Smith

    Beiträge von Werner Smith

    • [Tutorial] Handschellen für Cops

      • Werner Smith
      • 10. Oktober 2016 um 18:12
      Code
      #include "..\..\script_macros.hpp"
      /*
      *    File: fn_keyHandler.sqf
      *    Author: Bryan "Tonic" Boardwine
      *
      *    Description:
      *    Main key handler for event 'keyDown'
      */
      private ["_handled","_shift","_alt","_code","_ctrl","_alt","_ctrlKey","_veh","_locked","_interactionKey","_mapKey","_interruptionKeys"];
      _ctrl = _this select 0;
      _code = _this select 1;
      _shift = _this select 2;
      _ctrlKey = _this select 3;
      _alt = _this select 4;
      _speed = speed cursorObject;
      _handled = false;
      
      
      
      
      _interactionKey = if (count (actionKeys "User10") isEqualTo 0) then {219} else {(actionKeys "User10") select 0};
      _mapKey = (actionKeys "ShowMap" select 0);
      //hint str _code;
      _interruptionKeys = [17,30,31,32]; //A,S,W,D
      
      
      
      
      //Vault handling...
      if ((_code in (actionKeys "GetOver") || _code in (actionKeys "salute") || _code in (actionKeys "SitDown") || _code in (actionKeys "Throw") || _code in (actionKeys "GetIn") || _code in (actionKeys "GetOut") || _code in (actionKeys "Fire") || _code in (actionKeys "ReloadMagazine") || _code in [16,18]) && ((player getVariable ["restrained",false]) || (player getVariable ["playerSurrender",false]) || life_isknocked || life_istazed)) exitWith {
          true;
      };
      
      
      
      
      if (life_action_inUse) exitWith {
          if (!life_interrupted && _code in _interruptionKeys) then {life_interrupted = true;};
          _handled;
      };
      
      
      
      
      //Hotfix for Interaction key not being able to be bound on some operation systems.
      if (!(count (actionKeys "User10") isEqualTo 0) && {(inputAction "User10" > 0)}) exitWith {
          //Interaction key (default is Left Windows, can be mapped via Controls -> Custom -> User Action 10)
          if (!life_action_inUse) then {
              [] spawn {
                  private "_handle";
                  _handle = [] spawn life_fnc_actionKeyHandler;
                  waitUntil {scriptDone _handle};
                  life_action_inUse = false;
              };
          };
          true;
      };
      
      
      
      
      if (life_container_active) then {
          switch (_code) do {
              //space key
              case 57: {
                  [] spawn life_fnc_placestorage;
              };
          };
          true;
      };
       case 207:
       {
       switch (player getVariable["Earplugs",0]) do {
       case 0: {hint composeText [ image "icons\sound.paa"," 90% Leiser"]; 1 fadeSound 0.1; player setVariable ["Earplugs", 10]; };
       case 10: {hint composeText [ image "icons\sound.paa"," 60% Leiser"]; 1 fadeSound 0.4; player setVariable ["Earplugs", 40]; };
       case 40: {hint composeText [ image "icons\sound.paa"," 30% Leiser"]; 1 fadeSound 0.7; player setVariable ["Earplugs", 70]; };
       case 70: {hint composeText [ image "icons\sound_new.paa"," Normaler Sound"]; 1 fadeSound 1; player setVariable ["Earplugs", 0]; };
       };
       };
      
      
      
      
      switch (_code) do {
              //Space key for Jumping
              case 57: {
              if (!_shift && life_barrier_active) then {
              0 spawn life_fnc_placeablesPlaceComplete;
              };
              if (isNil "jumpActionTime") then {jumpActionTime = 0;};
              if (_shift && {!(animationState player isEqualTo "AovrPercMrunSrasWrflDf")} && {isTouchingGround player} && {stance player isEqualTo "STAND"} && {speed player > 2} && {!life_is_arrested} && {((velocity player) select 2) < 2.5} && {time - jumpActionTime > 1.5}) then {
              if (life_barrier_active) then { [true] call life_fnc_placeableCancel; };
              jumpActionTime = time; //Update the time.
              [player] remoteExec ["life_fnc_jumpFnc",RANY]; //Global execution
              _handled = true;
          };
      };
      
      
      
      
      
      
      
          //Surrender (Shift + B)
          case 48: {
              if (_shift) then {
                  if (player getVariable ["playerSurrender",false]) then {
                      player setVariable ["playerSurrender",false,true];
                  } else {
                      [] spawn life_fnc_surrender;
                  };
                  _handled = true;
              };
          };
      
      
      
      
          //Map Key
          case _mapKey: {
              switch (playerSide) do {
                  case west: {if (!visibleMap) then {[] spawn life_fnc_copMarkers;}};
                  case independent: {if (!visibleMap) then {[] spawn life_fnc_medicMarkers;}};
                  case civilian: {if (!visibleMap) then {[] spawn life_fnc_civMarkers;}};
              };
          };
      
      
      
      
          //Holster / recall weapon. (Shift + H)
          case 35: {
              if (_shift && !_ctrlKey && !(currentWeapon player isEqualTo "")) then {
                  life_curWep_h = currentWeapon player;
                  player action ["SwitchWeapon", player, player, 100];
                  player switchCamera cameraView;
              };
      
      
      
      
              if (!_shift && _ctrlKey && !isNil "life_curWep_h" && {!(life_curWep_h isEqualTo "")}) then {
                  if (life_curWep_h in [primaryWeapon player,secondaryWeapon player,handgunWeapon player]) then {
                      player selectWeapon life_curWep_h;
                  };
              };
          };
      
      
      
      
          //Interaction key (default is Left Windows, can be mapped via Controls -> Custom -> User Action 10)
          case _interactionKey: {
              if (!life_action_inUse) then {
                  [] spawn  {
                      private "_handle";
                      _handle = [] spawn life_fnc_actionKeyHandler;
                      waitUntil {scriptDone _handle};
                      life_action_inUse = false;
                  };
              };
          };
      
      
      
      
          //Restraining (Shift + R)
          case 19: {
              if (_shift) then {_handled = true;};
              if (_shift && playerSide isEqualTo west && {!isNull cursorObject} && {cursorObject isKindOf "Man"} && {(isPlayer cursorObject)} && {(side cursorObject in [civilian,independent])} && {alive cursorObject} && {cursorObject distance player < 3.5} && {!(cursorObject getVariable "Escorting")} && {!(cursorObject getVariable "restrained")} && {speed cursorObject < 1}) then {
                 {
                 if([false,"handschellen",1] call life_fnc_handleInv) then
                 {
                 [] call life_fnc_restrainAction;
                 }
                 else
                 {
                 hint "Du hast keine Handschellen!";
      		   [] call life_fnc_restrainAction;
              };
          };
      
      
      
      
          //Knock out, this is experimental and yeah... (Shift + G)
          case 34: {
              if (_shift) then {_handled = true;};
              if (_shift && playerSide isEqualTo civilian && !isNull cursorObject && cursorObject isKindOf "Man" && isPlayer cursorObject && alive cursorObject && cursorObject distance player < 4 && speed cursorObject < 1) then {
                  if ((animationState cursorObject) != "Incapacitated" && (currentWeapon player == primaryWeapon player || currentWeapon player == handgunWeapon player) && currentWeapon player != "" && !life_knockout && !(player getVariable ["restrained",false]) && !life_istazed && !life_isknocked) then {
                      [cursorObject] spawn life_fnc_knockoutAction;
                  };
              };
          };
      
      
      
      
          //T Key (Trunk)
          case 20: {
              if (!_alt && !_ctrlKey && !dialog && {!life_action_inUse}) then {
                  if (vehicle player != player && alive vehicle player) then {
                      if ((vehicle player) in life_vehicles) then {
                          [vehicle player] spawn life_fnc_openInventory;
                      };
                  } else {
                      private "_list";
                      _list = ((ASLtoATL (getPosASL player)) nearEntities [["Box_IND_Grenades_F","B_supplyCrate_F"], 2.5]) select 0;
                      if (!(isNil "_list")) then {
                          _house = nearestObject [(ASLtoATL (getPosASL _list)), "House"];
                          if (_house getVariable ["locked", false]) then {
                              hint localize "STR_House_ContainerDeny";
                          } else {
                              [_list] spawn life_fnc_openInventory;
                          };
                      } else {
                          _list = ["landVehicle","Air","Ship"];
                          if (KINDOF_ARRAY(cursorObject,_list) && {player distance cursorObject < 7} && {isNull objectParent player} && {alive cursorObject} && {!life_action_inUse}) then {
                              if (cursorObject in life_vehicles) then {
                                  [cursorObject] spawn life_fnc_openInventory;
                              };
                          };
                      };
                  };
              };
          };
      
          //Ö-Key
          case 39: {
              if ((isNull(findDisplay 20000)) && (playerSide in ([west,independent]))) then {
              0 spawn life_fnc_placeablesMenu;
              _handled = true;
              };
              _handled = true;
              };
      
          //ENTF-Key
          case 211: {
              if ((playerSide in [west,independent]) && ((typeOf cursorTarget) in life_definePlaceables)) then {
              deleteVehicle cursorTarget;
              hintSilent "Die Absperrung wurde entfernt";
              };
          };
      
      
      
      
          //L Key?
          case 38: {
              //If cop run checks for turning lights on.
              if (_shift && playerSide in [west,independent]) then {
                  if (vehicle player != player && (typeOf vehicle player) in ["C_Offroad_01_F","B_MRAP_01_F","C_SUV_01_F","C_Hatchback_01_sport_F","B_Heli_Light_01_F","B_Heli_Transport_01_F"]) then {
                      if (!isNil {vehicle player getVariable "lights"}) then {
                          if (playerSide isEqualTo west) then {
                              [vehicle player] call life_fnc_sirenLights;
                          } else {
                              [vehicle player] call life_fnc_medicSirenLights;
                          };
                          _handled = true;
                      };
                  };
              };
      
      
      
      
              if (!_alt && !_ctrlKey) then { [] call life_fnc_radar; };
          };
      
      
      
      
          //Y Player Menu
          case 21: {
              if (!_alt && !_ctrlKey && !dialog && !(player getVariable ["restrained",false]) && {!life_action_inUse}) then {
                  if (!_shift) then {
                      [] call life_fnc_p_openMenu;
                  } else {
                      [] call life_fnc_altisPhone;
                  };
              };
          };
      
      
      
      
          //F Key
          case 33: {
              if (playerSide in [west,independent] && {vehicle player != player} && {!life_siren_active} && {((driver vehicle player) == player)}) then {
                  [] spawn {
                      life_siren_active = true;
                      sleep 4.7;
                      life_siren_active = false;
                  };
      
      
      
      
                  _veh = vehicle player;
                  if (isNil {_veh getVariable "siren"}) then {_veh setVariable ["siren",false,true];};
                  if ((_veh getVariable "siren")) then {
                      titleText [localize "STR_MISC_SirensOFF","PLAIN"];
                      _veh setVariable ["siren",false,true];
                  } else {
                      titleText [localize "STR_MISC_SirensON","PLAIN"];
                      _veh setVariable ["siren",true,true];
                      if (playerSide isEqualTo west) then {
                          [_veh] remoteExec ["life_fnc_copSiren",RCLIENT];
                      } else {
                          [_veh] remoteExec ["life_fnc_medicSiren",RCLIENT];
                      };
                  };
              };
          };
      
      
      
      
          //O Key
          case 24: {
              if (_shift) then {
                  if (soundVolume != 1) then {
                      1 fadeSound 1;
                      systemChat localize "STR_MISC_soundnormal";
                  } else {
                      1 fadeSound 0.1;
                      systemChat localize "STR_MISC_soundfade";
                  };
              };
          };
      
      
      
      
          //U Key
          case 22: {
              if (!_alt && !_ctrlKey) then {
                  if (isNull objectParent player) then {
                      _veh = cursorObject;
                  } else {
                      _veh = vehicle player;
                  };
      
      
      
      
                  if (_veh isKindOf "House_F" && {playerSide isEqualTo civilian}) then {
                      if (_veh in life_vehicles && player distance _veh < 8) then {
                          _door = [_veh] call life_fnc_nearestDoor;
                          if (_door isEqualTo 0) exitWith {hint localize "STR_House_Door_NotNear"};
                          _locked = _veh getVariable [format["bis_disabled_Door_%1",_door],0];
      
      
      
      
                          if (_locked isEqualTo 0) then {
                              _veh setVariable [format["bis_disabled_Door_%1",_door],1,true];
                              _veh animate [format["door_%1_rot",_door],0];
                              systemChat localize "STR_House_Door_Lock";
                          } else {
                              _veh setVariable [format["bis_disabled_Door_%1",_door],0,true];
                              _veh animate [format["door_%1_rot",_door],1];
                              systemChat localize "STR_House_Door_Unlock";
                          };
                      };
                  } else {
                      _locked = locked _veh;
                      if (_veh in life_vehicles && player distance _veh < 8) then {
                          if (_locked isEqualTo 2) then {
                              if (local _veh) then {
                                  _veh lock 0;
      
      
      
      
                                  // BI
                                  _veh animateDoor ["door_back_R",1];
                                  _veh animateDoor ["door_back_L",1];
                                  _veh animateDoor ['door_R',1];
                                  _veh animateDoor ['door_L',1];
                                  _veh animateDoor ['Door_L_source',1];
                                  _veh animateDoor ['Door_rear',1];
                                  _veh animateDoor ['Door_rear_source',1];
                                  _veh animateDoor ['Door_1_source',1];
                                  _veh animateDoor ['Door_2_source',1];
                                  _veh animateDoor ['Door_3_source',1];
                                  _veh animateDoor ['Door_LM',1];
                                  _veh animateDoor ['Door_RM',1];
                                  _veh animateDoor ['Door_LF',1];
                                  _veh animateDoor ['Door_RF',1];
                                  _veh animateDoor ['Door_LB',1];
                                  _veh animateDoor ['Door_RB',1];
                                  _veh animateDoor ['DoorL_Front_Open',1];
                                  _veh animateDoor ['DoorR_Front_Open',1];
                                  _veh animateDoor ['DoorL_Back_Open',1];
                                  _veh animateDoor ['DoorR_Back_Open ',1];
                              } else {
                                  [_veh,0] remoteExecCall ["life_fnc_lockVehicle",_veh];
      
      
      
      
                                  _veh animateDoor ["door_back_R",1];
                                  _veh animateDoor ["door_back_L",1];
                                  _veh animateDoor ['door_R',1];
                                  _veh animateDoor ['door_L',1];
                                  _veh animateDoor ['Door_L_source',1];
                                  _veh animateDoor ['Door_rear',1];
                                  _veh animateDoor ['Door_rear_source',1];
                                  _veh animateDoor ['Door_1_source',1];
                                  _veh animateDoor ['Door_2_source',1];
                                  _veh animateDoor ['Door_3_source',1];
                                  _veh animateDoor ['Door_LM',1];
                                  _veh animateDoor ['Door_RM',1];
                                  _veh animateDoor ['Door_LF',1];
                                  _veh animateDoor ['Door_RF',1];
                                  _veh animateDoor ['Door_LB',1];
                                  _veh animateDoor ['Door_RB',1];
                                  _veh animateDoor ['DoorL_Front_Open',1];
                                  _veh animateDoor ['DoorR_Front_Open',1];
                                  _veh animateDoor ['DoorL_Back_Open',1];
                                  _veh animateDoor ['DoorR_Back_Open ',1];
                              };
                              systemChat localize "STR_MISC_VehUnlock";
                              [_veh,"UnlockCarSound"] remoteExec ["life_fnc_say3D",RANY];
                          } else {
                              if (local _veh) then {
                                  _veh lock 2;
      
      
      
      
                                  _veh animateDoor ["door_back_R",0];
                                  _veh animateDoor ["door_back_L",0];
                                  _veh animateDoor ['door_R',0];
                                  _veh animateDoor ['door_L',0];
                                  _veh animateDoor ['Door_L_source',0];
                                  _veh animateDoor ['Door_rear',0];
                                  _veh animateDoor ['Door_rear_source',0];
                                  _veh animateDoor ['Door_1_source',0];
                                  _veh animateDoor ['Door_2_source',0];
                                  _veh animateDoor ['Door_3_source',0];
                                  _veh animateDoor ['Door_LM',0];
                                  _veh animateDoor ['Door_RM',0];
                                  _veh animateDoor ['Door_LF',0];
                                  _veh animateDoor ['Door_RF',0];
                                  _veh animateDoor ['Door_LB',0];
                                  _veh animateDoor ['Door_RB',0];
                                  _veh animateDoor ['DoorL_Front_Open',0];
                                  _veh animateDoor ['DoorR_Front_Open',0];
                                  _veh animateDoor ['DoorL_Back_Open',0];
                                  _veh animateDoor ['DoorR_Back_Open ',0];
                              } else {
                                  [_veh,2] remoteExecCall ["life_fnc_lockVehicle",_veh];
      
      
      
      
                                  _veh animateDoor ["door_back_R",0];
                                  _veh animateDoor ["door_back_L",0];
                                  _veh animateDoor ['door_R',0];
                                  _veh animateDoor ['door_L',0];
                                  _veh animateDoor ['Door_L_source',0];
                                  _veh animateDoor ['Door_rear',0];
                                  _veh animateDoor ['Door_rear_source',0];
                                  _veh animateDoor ['Door_1_source',0];
                                  _veh animateDoor ['Door_2_source',0];
                                  _veh animateDoor ['Door_3_source',0];
                                  _veh animateDoor ['Door_LM',0];
                                  _veh animateDoor ['Door_RM',0];
                                  _veh animateDoor ['Door_LF',0];
                                  _veh animateDoor ['Door_RF',0];
                                  _veh animateDoor ['Door_LB',0];
                                  _veh animateDoor ['Door_RB',0];
                                  _veh animateDoor ['DoorL_Front_Open',0];
                                  _veh animateDoor ['DoorR_Front_Open',0];
                                  _veh animateDoor ['DoorL_Back_Open',0];
                                  _veh animateDoor ['DoorR_Back_Open ',0];
                              };
                              systemChat localize "STR_MISC_VehLock";
                              [_veh,"LockCarSound"] remoteExec ["life_fnc_say3D",RANY];
                          };
                      };
                  };
              };
          };
      };
      
      
      
      
      _handled;
      Alles anzeigen
    • [Tutorial] Handschellen für Cops

      • Werner Smith
      • 10. Oktober 2016 um 15:24

      Erwas später aber hier der KeyHandler

      Spoiler anzeigen

      #include "..\..\script_macros.hpp"
      /*
      * File: fn_keyHandler.sqf
      * Author: Bryan "Tonic" Boardwine
      *
      * Description:
      * Main key handler for event 'keyDown'
      */
      private ["_handled","_shift","_alt","_code","_ctrl","_alt","_ctrlKey","_veh","_locked","_interactionKey","_mapKey","_interruptionKeys"];
      _ctrl = _this select 0;
      _code = _this select 1;
      _shift = _this select 2;
      _ctrlKey = _this select 3;
      _alt = _this select 4;
      _speed = speed cursorObject;
      _handled = false;

      _interactionKey = if (count (actionKeys "User10") isEqualTo 0) then {219} else {(actionKeys "User10") select 0};
      _mapKey = (actionKeys "ShowMap" select 0);
      //hint str _code;
      _interruptionKeys = [17,30,31,32]; //A,S,W,D

      //Vault handling...
      if ((_code in (actionKeys "GetOver") || _code in (actionKeys "salute") || _code in (actionKeys "SitDown") || _code in (actionKeys "Throw") || _code in (actionKeys "GetIn") || _code in (actionKeys "GetOut") || _code in (actionKeys "Fire") || _code in (actionKeys "ReloadMagazine") || _code in [16,18]) && ((player getVariable ["restrained",false]) || (player getVariable ["playerSurrender",false]) || life_isknocked || life_istazed)) exitWith {
      true;
      };

      if (life_action_inUse) exitWith {
      if (!life_interrupted && _code in _interruptionKeys) then {life_interrupted = true;};
      _handled;
      };

      //Hotfix for Interaction key not being able to be bound on some operation systems.
      if (!(count (actionKeys "User10") isEqualTo 0) && {(inputAction "User10" > 0)}) exitWith {
      //Interaction key (default is Left Windows, can be mapped via Controls -> Custom -> User Action 10)
      if (!life_action_inUse) then {
      [] spawn {
      private "_handle";
      _handle = [] spawn life_fnc_actionKeyHandler;
      waitUntil {scriptDone _handle};
      life_action_inUse = false;
      };
      };
      true;
      };

      if (life_container_active) then {
      switch (_code) do {
      //space key
      case 57: {
      [] spawn life_fnc_placestorage;
      };
      };
      true;
      };
      case 207:
      {
      switch (player getVariable["Earplugs",0]) do {
      case 0: {hint composeText [ image "icons\sound.paa"," 90% Leiser"]; 1 fadeSound 0.1; player setVariable ["Earplugs", 10]; };
      case 10: {hint composeText [ image "icons\sound.paa"," 60% Leiser"]; 1 fadeSound 0.4; player setVariable ["Earplugs", 40]; };
      case 40: {hint composeText [ image "icons\sound.paa"," 30% Leiser"]; 1 fadeSound 0.7; player setVariable ["Earplugs", 70]; };
      case 70: {hint composeText [ image "icons\sound_new.paa"," Normaler Sound"]; 1 fadeSound 1; player setVariable ["Earplugs", 0]; };
      };
      };

      switch (_code) do {
      //Space key for Jumping
      case 57: {
      if (!_shift && life_barrier_active) then {
      0 spawn life_fnc_placeablesPlaceComplete;
      };
      if (isNil "jumpActionTime") then {jumpActionTime = 0;};
      if (_shift && {!(animationState player isEqualTo "AovrPercMrunSrasWrflDf")} && {isTouchingGround player} && {stance player isEqualTo "STAND"} && {speed player > 2} && {!life_is_arrested} && {((velocity player) select 2) < 2.5} && {time - jumpActionTime > 1.5}) then {
      if (life_barrier_active) then { [true] call life_fnc_placeableCancel; };
      jumpActionTime = time; //Update the time.
      [player] remoteExec ["life_fnc_jumpFnc",RANY]; //Global execution
      _handled = true;
      };
      };


      //Surrender (Shift + B)
      case 48: {
      if (_shift) then {
      if (player getVariable ["playerSurrender",false]) then {
      player setVariable ["playerSurrender",false,true];
      } else {
      [] spawn life_fnc_surrender;
      };
      _handled = true;
      };
      };

      //Map Key
      case _mapKey: {
      switch (playerSide) do {
      case west: {if (!visibleMap) then {[] spawn life_fnc_copMarkers;}};
      case independent: {if (!visibleMap) then {[] spawn life_fnc_medicMarkers;}};
      case civilian: {if (!visibleMap) then {[] spawn life_fnc_civMarkers;}};
      };
      };

      //Holster / recall weapon. (Shift + H)
      case 35: {
      if (_shift && !_ctrlKey && !(currentWeapon player isEqualTo "")) then {
      life_curWep_h = currentWeapon player;
      player action ["SwitchWeapon", player, player, 100];
      player switchCamera cameraView;
      };

      if (!_shift && _ctrlKey && !isNil "life_curWep_h" && {!(life_curWep_h isEqualTo "")}) then {
      if (life_curWep_h in [primaryWeapon player,secondaryWeapon player,handgunWeapon player]) then {
      player selectWeapon life_curWep_h;
      };
      };
      };

      //Interaction key (default is Left Windows, can be mapped via Controls -> Custom -> User Action 10)
      case _interactionKey: {
      if (!life_action_inUse) then {
      [] spawn {
      private "_handle";
      _handle = [] spawn life_fnc_actionKeyHandler;
      waitUntil {scriptDone _handle};
      life_action_inUse = false;
      };
      };
      };

      //Restraining (Shift + R)
      case 19: {
      if (_shift) then {_handled = true;};
      if (_shift && playerSide isEqualTo west && {!isNull cursorObject} && {cursorObject isKindOf "Man"} && {(isPlayer cursorObject)} && {(side cursorObject in [civilian,independent])} && {alive cursorObject} && {cursorObject distance player < 3.5} && {!(cursorObject getVariable "Escorting")} && {!(cursorObject getVariable "restrained")} && {speed cursorObject < 1}) then {
      {
      if([false,"handschellen",1] call life_fnc_handleInv) then
      {
      [] call life_fnc_restrainAction;
      }
      else
      {
      hint "Du hast keine Handschellen!";
      [] call life_fnc_restrainAction;
      };
      };

      //Knock out, this is experimental and yeah... (Shift + G)
      case 34: {
      if (_shift) then {_handled = true;};
      if (_shift && playerSide isEqualTo civilian && !isNull cursorObject && cursorObject isKindOf "Man" && isPlayer cursorObject && alive cursorObject && cursorObject distance player < 4 && speed cursorObject < 1) then {
      if ((animationState cursorObject) != "Incapacitated" && (currentWeapon player == primaryWeapon player || currentWeapon player == handgunWeapon player) && currentWeapon player != "" && !life_knockout && !(player getVariable ["restrained",false]) && !life_istazed && !life_isknocked) then {
      [cursorObject] spawn life_fnc_knockoutAction;
      };
      };
      };

      //T Key (Trunk)
      case 20: {
      if (!_alt && !_ctrlKey && !dialog && {!life_action_inUse}) then {
      if (vehicle player != player && alive vehicle player) then {
      if ((vehicle player) in life_vehicles) then {
      [vehicle player] spawn life_fnc_openInventory;
      };
      } else {
      private "_list";
      _list = ((ASLtoATL (getPosASL player)) nearEntities [["Box_IND_Grenades_F","B_supplyCrate_F"], 2.5]) select 0;
      if (!(isNil "_list")) then {
      _house = nearestObject [(ASLtoATL (getPosASL _list)), "House"];
      if (_house getVariable ["locked", false]) then {
      hint localize "STR_House_ContainerDeny";
      } else {
      [_list] spawn life_fnc_openInventory;
      };
      } else {
      _list = ["landVehicle","Air","Ship"];
      if (KINDOF_ARRAY(cursorObject,_list) && {player distance cursorObject < 7} && {isNull objectParent player} && {alive cursorObject} && {!life_action_inUse}) then {
      if (cursorObject in life_vehicles) then {
      [cursorObject] spawn life_fnc_openInventory;
      };
      };
      };
      };
      };
      };
      //Ö-Key
      case 39: {
      if ((isNull(findDisplay 20000)) && (playerSide in ([west,independent]))) then {
      0 spawn life_fnc_placeablesMenu;
      _handled = true;
      };
      _handled = true;
      };

      //ENTF-Key
      case 211: {
      if ((playerSide in [west,independent]) && ((typeOf cursorTarget) in life_definePlaceables)) then {
      deleteVehicle cursorTarget;
      hintSilent "Die Absperrung wurde entfernt";
      };
      };

      //L Key?
      case 38: {
      //If cop run checks for turning lights on.
      if (_shift && playerSide in [west,independent]) then {
      if (vehicle player != player && (typeOf vehicle player) in ["C_Offroad_01_F","B_MRAP_01_F","C_SUV_01_F","C_Hatchback_01_sport_F","B_Heli_Light_01_F","B_Heli_Transport_01_F"]) then {
      if (!isNil {vehicle player getVariable "lights"}) then {
      if (playerSide isEqualTo west) then {
      [vehicle player] call life_fnc_sirenLights;
      } else {
      [vehicle player] call life_fnc_medicSirenLights;
      };
      _handled = true;
      };
      };
      };

      if (!_alt && !_ctrlKey) then { [] call life_fnc_radar; };
      };

      //Y Player Menu
      case 21: {
      if (!_alt && !_ctrlKey && !dialog && !(player getVariable ["restrained",false]) && {!life_action_inUse}) then {
      if (!_shift) then {
      [] call life_fnc_p_openMenu;
      } else {
      [] call life_fnc_altisPhone;
      };
      };
      };

      //F Key
      case 33: {
      if (playerSide in [west,independent] && {vehicle player != player} && {!life_siren_active} && {((driver vehicle player) == player)}) then {
      [] spawn {
      life_siren_active = true;
      sleep 4.7;
      life_siren_active = false;
      };

      _veh = vehicle player;
      if (isNil {_veh getVariable "siren"}) then {_veh setVariable ["siren",false,true];};
      if ((_veh getVariable "siren")) then {
      titleText [localize "STR_MISC_SirensOFF","PLAIN"];
      _veh setVariable ["siren",false,true];
      } else {
      titleText [localize "STR_MISC_SirensON","PLAIN"];
      _veh setVariable ["siren",true,true];
      if (playerSide isEqualTo west) then {
      [_veh] remoteExec ["life_fnc_copSiren",RCLIENT];
      } else {
      [_veh] remoteExec ["life_fnc_medicSiren",RCLIENT];
      };
      };
      };
      };

      //O Key
      case 24: {
      if (_shift) then {
      if (soundVolume != 1) then {
      1 fadeSound 1;
      systemChat localize "STR_MISC_soundnormal";
      } else {
      1 fadeSound 0.1;
      systemChat localize "STR_MISC_soundfade";
      };
      };
      };

      //U Key
      case 22: {
      if (!_alt && !_ctrlKey) then {
      if (isNull objectParent player) then {
      _veh = cursorObject;
      } else {
      _veh = vehicle player;
      };

      if (_veh isKindOf "House_F" && {playerSide isEqualTo civilian}) then {
      if (_veh in life_vehicles && player distance _veh < 8) then {
      _door = [_veh] call life_fnc_nearestDoor;
      if (_door isEqualTo 0) exitWith {hint localize "STR_House_Door_NotNear"};
      _locked = _veh getVariable [format["bis_disabled_Door_%1",_door],0];

      if (_locked isEqualTo 0) then {
      _veh setVariable [format["bis_disabled_Door_%1",_door],1,true];
      _veh animate [format["door_%1_rot",_door],0];
      systemChat localize "STR_House_Door_Lock";
      } else {
      _veh setVariable [format["bis_disabled_Door_%1",_door],0,true];
      _veh animate [format["door_%1_rot",_door],1];
      systemChat localize "STR_House_Door_Unlock";
      };
      };
      } else {
      _locked = locked _veh;
      if (_veh in life_vehicles && player distance _veh < 8) then {
      if (_locked isEqualTo 2) then {
      if (local _veh) then {
      _veh lock 0;

      // BI
      _veh animateDoor ["door_back_R",1];
      _veh animateDoor ["door_back_L",1];
      _veh animateDoor ['door_R',1];
      _veh animateDoor ['door_L',1];
      _veh animateDoor ['Door_L_source',1];
      _veh animateDoor ['Door_rear',1];
      _veh animateDoor ['Door_rear_source',1];
      _veh animateDoor ['Door_1_source',1];
      _veh animateDoor ['Door_2_source',1];
      _veh animateDoor ['Door_3_source',1];
      _veh animateDoor ['Door_LM',1];
      _veh animateDoor ['Door_RM',1];
      _veh animateDoor ['Door_LF',1];
      _veh animateDoor ['Door_RF',1];
      _veh animateDoor ['Door_LB',1];
      _veh animateDoor ['Door_RB',1];
      _veh animateDoor ['DoorL_Front_Open',1];
      _veh animateDoor ['DoorR_Front_Open',1];
      _veh animateDoor ['DoorL_Back_Open',1];
      _veh animateDoor ['DoorR_Back_Open ',1];
      } else {
      [_veh,0] remoteExecCall ["life_fnc_lockVehicle",_veh];

      _veh animateDoor ["door_back_R",1];
      _veh animateDoor ["door_back_L",1];
      _veh animateDoor ['door_R',1];
      _veh animateDoor ['door_L',1];
      _veh animateDoor ['Door_L_source',1];
      _veh animateDoor ['Door_rear',1];
      _veh animateDoor ['Door_rear_source',1];
      _veh animateDoor ['Door_1_source',1];
      _veh animateDoor ['Door_2_source',1];
      _veh animateDoor ['Door_3_source',1];
      _veh animateDoor ['Door_LM',1];
      _veh animateDoor ['Door_RM',1];
      _veh animateDoor ['Door_LF',1];
      _veh animateDoor ['Door_RF',1];
      _veh animateDoor ['Door_LB',1];
      _veh animateDoor ['Door_RB',1];
      _veh animateDoor ['DoorL_Front_Open',1];
      _veh animateDoor ['DoorR_Front_Open',1];
      _veh animateDoor ['DoorL_Back_Open',1];
      _veh animateDoor ['DoorR_Back_Open ',1];
      };
      systemChat localize "STR_MISC_VehUnlock";
      [_veh,"UnlockCarSound"] remoteExec ["life_fnc_say3D",RANY];
      } else {
      if (local _veh) then {
      _veh lock 2;

      _veh animateDoor ["door_back_R",0];
      _veh animateDoor ["door_back_L",0];
      _veh animateDoor ['door_R',0];
      _veh animateDoor ['door_L',0];
      _veh animateDoor ['Door_L_source',0];
      _veh animateDoor ['Door_rear',0];
      _veh animateDoor ['Door_rear_source',0];
      _veh animateDoor ['Door_1_source',0];
      _veh animateDoor ['Door_2_source',0];
      _veh animateDoor ['Door_3_source',0];
      _veh animateDoor ['Door_LM',0];
      _veh animateDoor ['Door_RM',0];
      _veh animateDoor ['Door_LF',0];
      _veh animateDoor ['Door_RF',0];
      _veh animateDoor ['Door_LB',0];
      _veh animateDoor ['Door_RB',0];
      _veh animateDoor ['DoorL_Front_Open',0];
      _veh animateDoor ['DoorR_Front_Open',0];
      _veh animateDoor ['DoorL_Back_Open',0];
      _veh animateDoor ['DoorR_Back_Open ',0];
      } else {
      [_veh,2] remoteExecCall ["life_fnc_lockVehicle",_veh];

      _veh animateDoor ["door_back_R",0];
      _veh animateDoor ["door_back_L",0];
      _veh animateDoor ['door_R',0];
      _veh animateDoor ['door_L',0];
      _veh animateDoor ['Door_L_source',0];
      _veh animateDoor ['Door_rear',0];
      _veh animateDoor ['Door_rear_source',0];
      _veh animateDoor ['Door_1_source',0];
      _veh animateDoor ['Door_2_source',0];
      _veh animateDoor ['Door_3_source',0];
      _veh animateDoor ['Door_LM',0];
      _veh animateDoor ['Door_RM',0];
      _veh animateDoor ['Door_LF',0];
      _veh animateDoor ['Door_RF',0];
      _veh animateDoor ['Door_LB',0];
      _veh animateDoor ['Door_RB',0];
      _veh animateDoor ['DoorL_Front_Open',0];
      _veh animateDoor ['DoorR_Front_Open',0];
      _veh animateDoor ['DoorL_Back_Open',0];
      _veh animateDoor ['DoorR_Back_Open ',0];
      };
      systemChat localize "STR_MISC_VehLock";
      [_veh,"LockCarSound"] remoteExec ["life_fnc_say3D",RANY];
      };
      };
      };
      };
      };
      };

      _handled;

    • [Tutorial] Handschellen für Cops

      • Werner Smith
      • 9. Oktober 2016 um 11:34

      Danke :)

      Ich habe das nun eingefügt ich kann nun nur nicht mehr springen und z drücken kann leider die Dateinen grad nicht anhängen bin mobil unterwegs.

      Hat vllt jemand eine Idee müsste eig. Am KeyHandler liegen oder?

    • [Tutorial] Handschellen für Cops

      • Werner Smith
      • 8. Oktober 2016 um 19:36

      Guten Tag,

      was für dateien sind 3. und 4. bei der 4.4r3

    • Sachen nach reconnecten weg!

      • Werner Smith
      • 7. Oktober 2016 um 20:25

      #Thread closed

      Hab super Hilfe von @FrozenIce94 erhalten. Super Typ nochmal besten Dank :) :)

      -Fehler behoben-

    • Sachen nach reconnecten weg!

      • Werner Smith
      • 7. Oktober 2016 um 19:12

      hab ich :) Danke

    • Sachen nach reconnecten weg!

      • Werner Smith
      • 7. Oktober 2016 um 16:57

      vllt noch irg eine lösung? ich verzweifle bald

    • Sachen nach reconnecten weg!

      • Werner Smith
      • 7. Oktober 2016 um 16:36

      Hier die Dateien

      fn_mresArray

      Spoiler anzeigen

      /*
      File: fn_mresArray.sqf
      Author: Bryan "Tonic" Boardwine";
      Description:
      Acts as a mres (MySQL Real Escape) for arrays so they
      can be properly inserted into the database without causing
      any problems. The return method is 'hacky' but it's effective.
      */
      private ["_array"];
      _array = [_this,0,[],[[]]] call BIS_fnc_param;
      _array = str _array;
      _array = toArray(_array);

      for "_i" from 0 to (count _array)-1 do
      {
      _sel = _array select _i;
      if ((_i != 0 && _i != ((count _array)-1))) then
      {
      if (_sel isEqualTo 34) then
      {
      _array set[_i,96];
      };
      };
      };

      str(toString(_array));

      fn_mresToArray

      Spoiler anzeigen

      /*
      File: fn_mresToArray.sqf
      Author: Bryan "Tonic" Boardwine";
      Description:
      Acts as a mres (MySQL Real Escape) for arrays so they
      can be properly inserted into the database without causing
      any problems. The return method is 'hacky' but it's effective.
      */
      private ["_array"];
      _array = [_this,0,"",[""]] call BIS_fnc_param;
      if (_array isEqualTo "") exitWith {[]};
      _array = toArray(_array);

      for "_i" from 0 to (count _array)-1 do
      {
      _sel = _array select _i;
      if (_sel == 96) then
      {
      _array set[_i,39];
      };
      };

      _array = toString(_array);
      _array = call compile format ["%1", _array];
      _array;

    • Sachen nach reconnecten weg!

      • Werner Smith
      • 7. Oktober 2016 um 16:34

      Ich habe die mresArray heruntergeladen den Inhalt rausgelöscht den neuen eingefügt und gespeichert und wieder hochgeladen das gleiche mit der mresToArray

    • Sachen nach reconnecten weg!

      • Werner Smith
      • 7. Oktober 2016 um 16:31

      @blackfisch hab ich jetzt nochmal gemacht dateien ausgetauscht db geleert gleiches problem!

      Log Dateien

      Spoiler anzeigen

      16:23:33 Error in expression <[[''license_civ_driver'',0],[''license_civ_b>
      16:23:33 Error position: <license_civ_driver'',0],[''license_civ_b>
      16:23:33 Error Missing ]
      16:23:33 Error in expression <[[''license_civ_driver'',0],[''license_civ_b>
      16:23:33 Error position: <license_civ_driver'',0],[''license_civ_b>
      16:23:33 Error Missing ]
      16:23:33 Error in expression <ay = call compile format["%1", _array];
      _array;>
      16:23:33 Error position: <_array;>
      16:23:33 Error Undefined variable in expression: _array
      16:23:33 File life_server\Functions\MySQL\fn_mresToArray.sqf, line 26
      16:23:33 Error in expression <[''U_C_Poloshirt_blue'','''',''B_AssaultPac>
      16:23:33 Error position: <U_C_Poloshirt_blue'','''',''B_AssaultPac>
      16:23:33 Error Missing ]
      16:23:33 Error in expression <[''U_C_Poloshirt_blue'','''',''B_AssaultPac>
      16:23:33 Error position: <U_C_Poloshirt_blue'','''',''B_AssaultPac>
      16:23:33 Error Missing ]
      16:23:33 Error in expression <select 6)] call DB_fnc_mresToArray;
      if (_new isEqualType "") then {_new = call c>
      16:23:33 Error position: <_new isEqualType "") then {_new = call c>
      16:23:33 Error Undefined variable in expression: _new
      16:23:33 File life_server\Functions\MySQL\fn_queryRequest.sqf, line 58
      16:23:33 Error in expression <ay = call compile format["%1", _array];
      _array;>
      16:23:33 Error position: <_array;>
      16:23:33 Error Undefined variable in expression: _array
      16:23:33 File life_server\Functions\MySQL\fn_mresToArray.sqf, line 26
      16:23:33 Error in expression <select 8)] call DB_fnc_mresToArray;
      if (_new isEqualType "") then {_new = call c>
      16:23:33 Error position: <_new isEqualType "") then {_new = call c>
      16:23:33 Error Undefined variable in expression: _new
      16:23:33 File life_server\Functions\MySQL\fn_queryRequest.sqf, line 71
      16:23:34 Mission id: 5e80f0b62ee015298e72277a876218a973da9957

    • Sachen nach reconnecten weg!

      • Werner Smith
      • 6. Oktober 2016 um 21:20

      Habe die mresToArrey mit der bei Github ersetzt immernoch der gleiche fehler. Aber es stimmt ich habe wegen einem anderen Fall diese Dateien ersetzt.

      Log Dateien jetzt:
      21:10:06 Error in expression <[[''license_civ_driver'',0],[''license_civ_b>
      21:10:06 Error position: <license_civ_driver'',0],[''license_civ_b>
      21:10:06 Error Missing ]
      21:10:06 Error in expression <[[''license_civ_driver'',0],[''license_civ_b>
      21:10:06 Error position: <license_civ_driver'',0],[''license_civ_b>
      21:10:06 Error Missing ]
      21:10:06 Error in expression <ay = call compile format["%1", _array];
      _array;>
      21:10:06 Error position: <_array;>
      21:10:06 Error Undefined variable in expression: _array
      21:10:06 File life_server\Functions\MySQL\fn_mresToArray.sqf, line 26
      21:10:06 Error in expression <[''U_C_Poloshirt_tricolour'','''',''B_Field>
      21:10:06 Error position: <U_C_Poloshirt_tricolour'','''',''B_Field>
      21:10:06 Error Missing ]
      21:10:06 Error in expression <[''U_C_Poloshirt_tricolour'','''',''B_Field>
      21:10:06 Error position: <U_C_Poloshirt_tricolour'','''',''B_Field>
      21:10:06 Error Missing ]
      21:10:06 Error in expression <select 6)] call DB_fnc_mresToArray;
      if (_new isEqualType "") then {_new = call c>
      21:10:06 Error position: <_new isEqualType "") then {_new = call c>
      21:10:06 Error Undefined variable in expression: _new
      21:10:06 File life_server\Functions\MySQL\fn_queryRequest.sqf, line 58
      21:10:06 Error in expression <ay = call compile format["%1", _array];
      _array;>
      21:10:06 Error position: <_array;>
      21:10:06 Error Undefined variable in expression: _array
      21:10:06 File life_server\Functions\MySQL\fn_mresToArray.sqf, line 26
      21:10:06 Error in expression <select 8)] call DB_fnc_mresToArray;
      if (_new isEqualType "") then {_new = call c>
      21:10:06 Error position: <_new isEqualType "") then {_new = call c>
      21:10:06 Error Undefined variable in expression: _new
      21:10:06 File life_server\Functions\MySQL\fn_queryRequest.sqf, line 71
      21:10:07 Mission id: 01cb580deee7621cd63ca5cd3cbbea665890fc09

    • Sachen nach reconnecten weg!

      • Werner Smith
      • 6. Oktober 2016 um 20:45

      Guten Tag,

      mein problem: https://native-network.net/thread/4170-sa…30943#post30943

      ich habe es nun geschafft die Datenbank wieder einzufügen über ein ganz einfaches Nitrado backup der Datenbank. Wenn ich nun die Datenbank über PHPmyAdmin leere dann sind die Daten resettet jedoch ist damit das problem nicht behoben. ich habe immernoch das problem das alles nach dem reconnecten vom Spieler weg ist Map Kleidung usw. ... Das ganze ist nach meinen Anschein seit dem ich das hintergrund bild mit Anleitung eingefügt habe. Seit dem kann man auch nicht mehr in Kavala spawnen wenn ich das script rausnehme kann ich immernoch nicht in Kavala spawnen und die Datenbank speichert immernoch nicht?

      Jemand eine Ideee bräuchte dringend Hilfe! Weiß nicht mehr was ich machen soll. neuinstallieren möchte ich auch nicht weil ich dann alle scripts neu aufsetzen müüste. Wäre schön wennn man es lösen könnte!

      Danke :) :) :)
      Danke

    • Sachen nach reconnecten weg!

      • Werner Smith
      • 3. Oktober 2016 um 20:05

      Ok danke !!!

    • Sachen nach reconnecten weg!

      • Werner Smith
      • 3. Oktober 2016 um 19:50

      @blackfisch ist es möglich neue tabellen zu erstellen

    • Sachen nach reconnecten weg!

      • Werner Smith
      • 3. Oktober 2016 um 18:25

      Hast du noch irg wie eine lösung @blackfisch

    • Sachen nach reconnecten weg!

      • Werner Smith
      • 3. Oktober 2016 um 13:05

      Habe ich jetzt ein zweites mal gemacht gleicher fehler und es wurden auch keine neuen tabellen erzeugt.

      Ich klicke auf zurücksetzen ändere das passwort auf das was ich vorher hatte damit es mit den dateien passt starte den server neu keine tabellen neu da :(

    • Sachen nach reconnecten weg!

      • Werner Smith
      • 3. Oktober 2016 um 12:54

      Ja aber dann müsste ich ja alle meine scripts wieder erneut einfügen und das wäre ein bisschen viel arbeit xD

      Kann ich nicht einfach neue tabellen über phpMyadmin erstellen mit den gleichen Namen wie ich sie gelöscht habe?

    • Sachen nach reconnecten weg!

      • Werner Smith
      • 3. Oktober 2016 um 12:51

      Ja merke ich gerade xD

      Habe ich gemacht gleiches problem er hat auch keine tabellen wieder hinzugefügt. xD

    • Sachen nach reconnecten weg!

      • Werner Smith
      • 3. Oktober 2016 um 12:46

      Danke das setting up client problem ist damit behoben. Jetzt wechselt die ganze zeit der schriftzug frage UID spielerinformationen ab und versuche spieler zur datenbank hinzuzufügen. Kann das damit zu tun haben das ich die tabellen in der datenbank gelöscht und nicht geleert habe kann man die irg wie wieder erstellen lassen.

      DaNKE.99

    • Sachen nach reconnecten weg!

      • Werner Smith
      • 3. Oktober 2016 um 12:34

      Nein, ich hab e bei PHPmyAdmin die Tabellen gelöscht

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