Um das alte Hud zu entfernen öffnet ihr Notepad or whatever und sucht in den Datein nach "[] call life_fnc_hudUpdate;" und löscht diesen aus allen Datein.
Welche Dateien wären das?
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Um das alte Hud zu entfernen öffnet ihr Notepad or whatever und sucht in den Datein nach "[] call life_fnc_hudUpdate;" und löscht diesen aus allen Datein.
Welche Dateien wären das?
Ja dieses Thema wurde schon oft genug durchgekaut aber...
Bei mir im Root heissen die Dateien beserver.dll und beserver_x64.dll und nicht .cfg
Wenn ich diese formatieren möchte in .cfg dateien kommt nur ein verschlüsselter Inhalt.
MZ ÿÿ ¸ @ ø º ´ Í!¸LÍ!This program cannot be run in DOS mode.
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So sieht das aus wie kann ich das ändern oder was muss ich da tun?
Hier beide Log dateien und ich hänge mal noch das die Datei mit ran:
#include "..\..\script_macros.hpp"
/*
File: fn_vInteractionMenu.sqf
Author: Bryan "Tonic" Boardwine
Description:
Replaces the mass add actions 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","_id"];
if (!dialog) then {
createDialog "vInteraction_Menu";
};
disableSerialization;
_curTarget = param [0,objNull,[objNull]];
if (isNull _curTarget) exitWith {closeDialog 0;}; //Bad target
_isVehicle = if ((_curTarget isKindOf "landVehicle") || (_curTarget isKindOf "Ship") || (_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;
_id = getObjectDLC _curTarget;
//Grundeinstellung der Buttons
_Btn1 ctrlShow true; //_Btn1 soll immer angezeigt werden
_Btn2 ctrlShow false;
_Btn3 ctrlShow false;
_Btn4 ctrlShow false;
_Btn5 ctrlShow false;
_Btn6 ctrlShow false;
//Alle Buttons deaktiviert
_Btn1 ctrlEnable false;
_Btn2 ctrlEnable false;
_Btn3 ctrlEnable false;
_Btn4 ctrlEnable false;
_Btn5 ctrlEnable false;
_Btn6 ctrlEnable false;
//Set Repair Action
_Btn1 ctrlSetText localize "STR_vInAct_Repair";
_Btn1 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_repairTruck; closeDialog 0;";
if ((life_inv_toolkit >= 1) && {alive life_vInact_curTarget} && {([life_vInact_curTarget] call life_fnc_isDamaged)}) then {_Btn1 ctrlEnable true;} else {_Btn1 ctrlEnable false;};
if (playerSide isEqualTo west) then {
_Btn2 ctrlShow true;
_Btn3 ctrlShow true;
_Btn4 ctrlShow true;
_Btn5 ctrlShow true;
_Btn6 ctrlShow true;
//Registration Button2
_Btn2 ctrlSetText localize "STR_vInAct_Registration";
_Btn2 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_searchVehAction; closeDialog 0;";
_Btn2 ctrlEnable true;
//Vehicle Search Button3
_Btn3 ctrlSetText localize "STR_vInAct_SearchVehicle";
_Btn3 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_vehInvSearch; closeDialog 0;";
_Btn3 ctrlEnable true;
//Pullout Button4
_Btn4 ctrlSetText localize "STR_vInAct_PullOut";
_Btn4 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_pulloutAction; closeDialog 0;";
if !(crew _curTarget isEqualTo []) then {_Btn4 ctrlEnable true;};
//Impound Button5
_Btn5 ctrlSetText localize "STR_vInAct_Impound";
_Btn5 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_impoundAction; closeDialog 0;";
_Btn3 ctrlEnable true;
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} && {crew _curTarget isEqualTo []}) then { _Btn6 ctrlEnable true;} else {_Btn6 ctrlEnable false};
} else {
if (!isNil "_id") then {
if !(_id in getDLCs 1) then {
_Btn6 ctrlSetText localize "STR_vInAct_GetInVehicle";
_Btn6 buttonSetAction "player moveInDriver life_vInact_curTarget; closeDialog 0;";
if (crew _curTarget isEqualTo [] && {canMove _curTarget} && {locked _curTarget isEqualTo 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 (alive _curTarget && {crew _curTarget isEqualTo []} && {canMove _curTarget}) then { _Btn6 ctrlEnable false;} else {_Btn6 ctrlEnable true;};
};
};
};
if ((playerSide isEqualTo civilian)|| (playerSide isEqualTo independent)) then {
_Btn2 ctrlShow true;
_Btn3 ctrlShow true;
_Btn4 ctrlShow true;
if (_curTarget isKindOf "Ship") then {
_Btn2 ctrlSetText localize "STR_vInAct_PushBoat";
_Btn2 buttonSetAction "[] spawn life_fnc_pushObject; closeDialog 0;";
if (alive _curTarget && {_curTarget isKindOf "Ship"} && {local _curTarget} && {crew _curTarget isEqualTo []}) then { _Btn2 ctrlEnable true;} else {_Btn2 ctrlEnable false};
} else {
if (!isNil "_id") then {
if !(_id in getDLCs 1) then {
_Btn2 ctrlSetText localize "STR_vInAct_GetInVehicle";
_Btn2 buttonSetAction "player moveInDriver life_vInact_curTarget; closeDialog 0;";
if (crew _curTarget isEqualTo [] && {canMove _curTarget} && {locked _curTarget isEqualTo 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 (alive _curTarget && {crew _curTarget isEqualTo []} && {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")} || !local _curTarget && {_curTarget in life_vehicles}) then {
_Btn3 ctrlEnable false;
} else {
_Btn3 ctrlEnable true;
};
} else {
_Btn3 ctrlShow false;
if (typeOf (_curTarget) in ["C_Van_01_fuel_F","I_Truck_02_fuel_F","B_Truck_01_fuel_F"] && _curTarget in life_vehicles) then {
if (!isNil {_curTarget getVariable "fuelTankWork"}) then {
_Btn3 ctrlSetText localize "STR_FuelTank_Stop";
_Btn3 buttonSetAction "life_vInact_curTarget setVariable [""fuelTankWork"",nil,true]; closeDialog 0;";
_Btn3 ctrlShow true;
} else {
if (count (nearestObjects [_curTarget, ["Land_FuelStation_Feed_F","Land_fs_feed_F"], 15]) > 0) then {
_Btn3 ctrlSetText localize "STR_FuelTank_Supply";
_Btn3 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_fuelSupply";
_Btn3 ctrlShow true;
}else{
{
if (player distance (getMarkerPos _x) < 20) exitWith {
_Btn3 ctrlSetText localize "STR_FuelTank_Store";
_Btn3 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_fuelStore";
_Btn3 ctrlShow true;
};
} forEach ["fuel_storage_1","fuel_storage_2"];
};
};
};
};
_Btn4 ctrlShow false;
if (playerSide isEqualTo independent) then {
_Btn5 ctrlSetText localize "STR_vInAct_Impound";
_Btn5 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_impoundAction; closeDialog 0;";
_Btn5 ctrlShow true;
} else {_Btn5 ctrlShow false};
_Btn6 ctrlShow false;
};
Alles anzeigen
Brauchst du Server oder Client Logs? AvirexDE
Version 4.4R3 Logs kommen nachher
Also... ich habe das bei mir alles so gemacht wie moeck das geschrieben hat es ist das Menü Fahrzeug abschleppen vorhanden jedoch ist dieser Button ausgegraut und man kann ihn nicht benutzen
Mhh die Frage kann ich dir leider nicht beantworten...
Meinst du im Bereich mapping?
Wenn ja dann füg doch einfach das hier ein in die Objekt-Init:
this allowDamage false; this enableSimulation false;
Damit verbietest du schaden und die "Bewegung"
Naja ich hätte gern das die Medics auch Fahrzeuge abschleppen können, den Eigentümer abfragen und Personen aus dem Fahrzeug ziehen
Da hast du recht ich meine aber das Vehicle Interactionsmenü. In der CopInteractionMenu ist ja nur das Interactionsmenü mit Spielern aber ich meine das mit Fahrzeugen
Guten Tag, ich hätte gern das Interactionsmenü von den Cops auch für die Medics jedoch ohne die Funktion "Fahrzeug durchsuchen"
Ich habe meine fn_vInteractionMenu.sqf so abgeändert:
#include "..\..\script_macros.hpp"
/*
File: fn_vInteractionMenu.sqf
Author: Bryan "Tonic" Boardwine
Description:
Replaces the mass add actions 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","_dlcVehicles"];
if (!dialog) then {
createDialog "vInteraction_Menu";
};
disableSerialization;
_curTarget = param [0,objNull,[objNull]];
if (isNull _curTarget) exitWith {closeDialog 0;}; //Bad target
_isVehicle = if ((_curTarget isKindOf "landVehicle") || (_curTarget isKindOf "Ship") || (_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;
_dlcVehicles = ["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"];
//Set Repair Action
_Btn1 ctrlSetText localize "STR_vInAct_Repair";
_Btn1 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_repairTruck; closeDialog 0;";
if ("ToolKit" in (items player) && {alive life_vInact_curTarget} && {([life_vInact_curTarget] call life_fnc_isDamaged)}) then {_Btn1 ctrlEnable true;} else {_Btn1 ctrlEnable false;};
if (playerSide isEqualTo west) then {
_Btn2 ctrlSetText localize "STR_vInAct_Registration";
_Btn2 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_searchVehAction; closeDialog 0;";
_Btn3 ctrlSetText localize "STR_vInAct_SearchVehicle";
_Btn3 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_vehInvSearch; closeDialog 0;";
_Btn4 ctrlSetText localize "STR_vInAct_PullOut";
_Btn4 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_pulloutAction; closeDialog 0;";
if (crew _curTarget isEqualTo []) then {_Btn4 ctrlEnable false;};
_Btn5 ctrlSetText localize "STR_vInAct_Impound";
_Btn5 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_impoundAction; closeDialog 0;";
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} && {crew _curTarget isEqualTo []}) then { _Btn6 ctrlEnable true;} else {_Btn6 ctrlEnable false};
} else {
if ((typeOf (_curTarget) in _dlcVehicles) && !(288520 in getDLCs 1)) then {
if (_curTarget isKindOf "Air") then {
_Btn6 ctrlSetText localize "STR_vInAct_GetInHeli";
} else {
_Btn6 ctrlSetText localize "STR_vInAct_GetInKart";
};
_Btn6 buttonSetAction "player moveInDriver life_vInact_curTarget; closeDialog 0;";
if (crew _curTarget isEqualTo [] && {canMove _curTarget} && {locked _curTarget isEqualTo 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 (alive _curTarget && {crew _curTarget isEqualTo []} && {canMove _curTarget}) then { _Btn6 ctrlEnable false;} else {_Btn6 ctrlEnable true;};
};
};
}
if (playerSide isEqualTo east) then {
_Btn2 ctrlSetText localize "STR_vInAct_Registration";
_Btn2 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_searchVehAction; closeDialog 0;";
_Btn4 ctrlSetText localize "STR_vInAct_PullOut";
_Btn4 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_pulloutAction; closeDialog 0;";
if (crew _curTarget isEqualTo []) then {_Btn4 ctrlEnable false;};
_Btn5 ctrlSetText localize "STR_vInAct_Impound";
_Btn5 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_impoundAction; closeDialog 0;";
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} && {crew _curTarget isEqualTo []}) then { _Btn6 ctrlEnable true;} else {_Btn6 ctrlEnable false};
} else {
if ((typeOf (_curTarget) in _dlcVehicles) && !(288520 in getDLCs 1)) then {
if (_curTarget isKindOf "Air") then {
_Btn6 ctrlSetText localize "STR_vInAct_GetInHeli";
} else {
_Btn6 ctrlSetText localize "STR_vInAct_GetInKart";
};
_Btn6 buttonSetAction "player moveInDriver life_vInact_curTarget; closeDialog 0;";
if (crew _curTarget isEqualTo [] && {canMove _curTarget} && {locked _curTarget isEqualTo 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 (alive _curTarget && {crew _curTarget isEqualTo []} && {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 (alive _curTarget && {_curTarget isKindOf "Ship"} && {local _curTarget} && {crew _curTarget isEqualTo []}) then { _Btn2 ctrlEnable true;} else {_Btn2 ctrlEnable false};
} else {
if ((typeOf (_curTarget) in _dlcVehicles) && !(288520 in getDLCs 1)) then {
if (_curTarget isKindOf "Air") then {
_Btn2 ctrlSetText localize "STR_vInAct_GetInHeli";
} else {
_Btn2 ctrlSetText localize "STR_vInAct_GetInKart";
};
_Btn2 buttonSetAction "player moveInDriver life_vInact_curTarget; closeDialog 0;";
if (crew _curTarget isEqualTo [] && {canMove _curTarget} && {locked _curTarget isEqualTo 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 (alive _curTarget && {crew _curTarget isEqualTo []} && {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")} || !local _curTarget && {_curTarget in life_vehicles}) then {
_Btn3 ctrlEnable false;
} else {
_Btn3 ctrlEnable true;
};
} else {
_Btn3 ctrlShow false;
if (typeOf (_curTarget) in ["C_Van_01_fuel_F","I_Truck_02_fuel_F","B_Truck_01_fuel_F"] && _curTarget in life_vehicles) then {
if (!isNil {_curTarget getVariable "fuelTankWork"}) then {
_Btn3 ctrlSetText localize "STR_FuelTank_Stop";
_Btn3 buttonSetAction "life_vInact_curTarget setVariable [""fuelTankWork"",nil,true]; closeDialog 0;";
_Btn3 ctrlShow true;
} else {
if (count (nearestObjects [_curTarget, ["Land_FuelStation_Feed_F","Land_fs_feed_F"], 15]) > 0) then {
_Btn3 ctrlSetText localize "STR_FuelTank_Supply";
_Btn3 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_fuelSupply";
_Btn3 ctrlShow true;
}else{
{
if (player distance (getMarkerPos _x) < 20) exitWith {
_Btn3 ctrlSetText localize "STR_FuelTank_Store";
_Btn3 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_fuelStore";
_Btn3 ctrlShow true;
};
} forEach ["fuel_storage_1","fuel_storage_2"];
};
};
};
};
_Btn4 ctrlShow false;
_Btn5 ctrlShow false;
_Btn6 ctrlShow false;
};
Alles anzeigen
Jedoch habe ich nun kein Fahrzeug Interaktionsmenü mehr bei den Medics
vielleicht findet wer den Fehler von euch!
Wäre nett wenn jemand helfen kann.
LG
Ist es möglich die Schrift von den Items zu vergrößern?
Nices Tutorial wie kann man einfügen das Civs auch Cops fesseln können?
Lass doch die Leute Dupen wenn sie wollen.... das macht wenigstens Spaß und erhöht die Spielerzahlen....
Nee jetzt mal ernsthaft ich stelle mir das ziemlich kompliziert vor
Frage wenn ich jetzt einen Rucksack einen Skin geben will wie muss ich das soweit umändern?
Ja die Sache ist das die Skins ingame nicht laden... Ich suche schon nach einem Fehler aber mir fällt eig. nichts falsches auf...
Jo in der Datei steht es ja so drinne:
if (uniform player isEqualTo "U_Rangemaster") then {
_skinName = "textures\cop_uniform.jpg";
};
if (LIFE_SETTINGS(getNumber,"cop_extendedSkins") isEqualTo 1) then {
if (FETCH_CONST(life_coplevel) >= 1) then {
_skinName = ["textures\cop_uniform_",(FETCH_CONST(life_coplevel)),".jpg"] joinString "";
};
};
Hier ist dir Frage ob das nicht auch reicht:
if (uniform player isEqualTo "U_B_CombatUniform_mcam") then {
_skinName = "textures\Cop_uniform_2.jpg";
};
Hallo
kurze Frage wo ändert man in der Altis Life 5.0 die Playerskins ?
Ist es die Init Cop oder Playerskins datei?