Beiträge von Brizi Jaeger
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Überall steht :
colorBackground[] = {farbe};
dort änderst du die Farbe in deine entsprechende Wahl
Auf Killzonekid kannst du die farbe umwandeln und auf ColorPicker.com kannst du deine beliebe Farbe zusammenstellen.
Viel Spaß
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Probiers aus
danke
war mir net zu 100% Sicher hab einfach bei items geguckt
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Probier mal so bitte sach dann bescheid falls es geht oder auch nicht geht
Codeif (typeOf _curTarget == "O_Truck_03_device_F","O_T_Truck_03_device_ghex_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;
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Hey,
wie stelle ich aus das der Tazer auf 100 heilt? Finde in der Datei nichts mit setdamage
2. Die Waffe soll nicht aufm Boden droppen habe auch dumm gesucht xD
3. Wenn man nen Cop revived spawnt der mit dem Ultra Gear und net mit dem mit dem er verreckt ist
In den logs steht nichts es ist halt standard so.
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Kann man das eig auch im ProfileNamespace Speichern lassen?
Eigentlich dürfte es doch gehen oder nicht?
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Ja aber soll das die ganze Zeit drauf sein?
Hätte jetzt an ein iTem gedacht das sich dann aufs Auto setzt
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Viele neue User Wissen ja gar nicht das es Smileys gibt, vielleicht sollte man im Z Menü bei den Nachrichten noch einen Dialog erstellen der das öffnet wo alle Smileys mit aufgelistet werden + wie man sie einfügt
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ahjo die Zivs würden dann ja Lachen mit ner Campinglampe aufm Dach xD
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Gibt es in Arma überhaupt so nen Gegenstand?
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Mit Umkreis ist schwachsinnig, einmal Internetstecker Ziehen wird rein und raus dann kannste trotzdem zu zweit rein.
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Standardmäßig nur fürs Z Inventar, aber fürs I Inventar nicht.
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Hallo,
kann man auf das I Inventar eine Variable setzen, sodass nur einer aufs I Inventar zugreifen kann?
Mit freundlichen Grüßen
Brizi Jaeger
Ps
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yoh klappt dankeschön
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Geht gar nicht mehr auf hatte des vorher auch so probiert -.-
Arma xD
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Aso das xD
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Was ist denn ein neues Banking System?
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//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;
};
};
}; -
Code
Alles anzeigen#include "..\..\script_macros.hpp" /* File: fn_p_openMenu.sqf Author: Bryan "Tonic" Boardwine Description: Opens the players virtual inventory menu */ if (!alive player || dialog) exitWith {}; //Prevent them from opening this for exploits while dead. createDialog "playerSettings"; disableSerialization; switch (playerSide) do { case west: { ctrlShow[2011,false]; }; case civilian: { ctrlShow[20003,false]; ctrlShow[76213,false]; }; case independent: { ctrlShow[2011,false]; ctrlShow[76213,false]; ctrlShow[20003,false]; }; }; /* IDC COMMANDS : Adminmenü = 9988 Adminpic = 9987 Fahndungsliste = 76213 Fahndungspic = 76312 */ if (FETCH_CONST(life_adminlevel) < 1) then { ctrlShow[2020,false]; ctrlShow[2021,false]; ctrlShow[9987,true]; ctrlShow[9988,true]; }; [] call life_fnc_p_updateMenu;
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Code
Alles anzeigen#include "..\..\script_macros.hpp" /* File: fn_processAction.sqf Author: Bryan "Tonic" Boardwine Modified : NiiRoZz Description: Master handling for processing an item. NiiRoZz : Added multiprocess */ private["_vendor","_type","_itemInfo","_oldItem","_newItemWeight","_newItem","_oldItemWeight","_cost","_upp","_hasLicense","_itemName","_oldVal","_ui","_progress","_pgText","_cP","_materialsRequired","_materialsGiven","_noLicenseCost","_text","_filter","_totalConversions","_minimumConversions"]; _vendor = [_this,0,ObjNull,[ObjNull]] call BIS_fnc_param; _type = [_this,3,"",[""]] call BIS_fnc_param; //Error check if (isNull _vendor || _type isEqualTo "" || (player distance _vendor > 10)) exitWith {}; life_action_inUse = true;//Lock out other actions during processing. if (isClass (missionConfigFile >> "ProcessAction" >> _type)) then { _filter = false; _materialsRequired = M_CONFIG(getArray,"ProcessAction",_type,"MaterialsReq"); _materialsGiven = M_CONFIG(getArray,"ProcessAction",_type,"MaterialsGive"); _noLicenseCost = M_CONFIG(getNumber,"ProcessAction",_type,"NoLicenseCost"); _text = M_CONFIG(getText,"ProcessAction",_type,"Text"); } else {_filter = true;}; if (_filter) exitWith {life_action_inUse = false;}; _itemInfo = [_materialsRequired,_materialsGiven,_noLicenseCost,(localize format["%1",_text])]; if (count _itemInfo isEqualTo 0) exitWith {life_action_inUse = false;}; //Setup vars. _oldItem = _itemInfo select 0; _newItem = _itemInfo select 1; _cost = _itemInfo select 2; _upp = _itemInfo select 3; _exit = false; if (count _oldItem isEqualTo 0) exitWith {life_action_inUse = false;}; _totalConversions = []; { _var = ITEM_VALUE(_x select 0); if (_var isEqualTo 0) exitWith {_exit = true;}; if (_var < (_x select 1)) exitWith {_exit = true;}; _totalConversions pushBack (floor (_var/(_x select 1))); } forEach _oldItem; if (_exit) exitWith {life_is_processing = false; hint localize "STR_NOTF_NotEnoughItemProcess"; life_action_inUse = false;}; if (_vendor in [mari_processor,coke_processor,heroin_processor]) then { _hasLicense = true; } else { _hasLicense = LICENSE_VALUE(_type,"civ"); }; _cost = _cost * (count _oldItem); _minimumConversions = _totalConversions call BIS_fnc_lowestNum; _oldItemWeight = 0; { _weight = ([_x select 0] call life_fnc_itemWeight) * (_x select 1); _oldItemWeight = _oldItemWeight + _weight; } count _oldItem; _newItemWeight = 0; { _weight = ([_x select 0] call life_fnc_itemWeight) * (_x select 1); _newItemWeight = _newItemWeight + _weight; } count _newItem; _exit = false; if (_newItemWeight > _oldItemWeight) then { _netChange = _newItemWeight - _oldItemWeight; _freeSpace = life_maxWeight - life_carryWeight; if (_freeSpace < _netChange) exitWith {_exit = true;}; _minimumConversions = floor(_freeSpace / _netChange); }; if (_exit) exitWith {hint localize "STR_Process_Weight"; life_is_processing = false; life_action_inUse = false;}; //Setup our progress bar. disableSerialization; 5 cutRsc ["life_progress","PLAIN"]; _ui = uiNamespace getVariable "life_progress"; _progress = _ui displayCtrl 38201; _pgText = _ui displayCtrl 38202; _pgText ctrlSetText format["%2 (1%1)...","%",_upp]; _progress progressSetPosition 0.01; _cP = 0.01; life_is_processing = true; if (_hasLicense) then { for "_i" from 0 to 1 step 0 do { sleep 0.28; _cP = _cP + 0.01; _progress progressSetPosition _cP; _pgText ctrlSetText format["%3 (%1%2)...",round(_cP * 100),"%",_upp]; if (_cP >= 1) exitWith {}; if (player distance _vendor > 10) exitWith {}; }; if (player distance _vendor > 10) exitWith {hint localize "STR_Process_Stay"; 5 cutText ["","PLAIN"]; life_is_processing = false; life_action_inUse = false;}; { [false,(_x select 0),((_x select 1)*(_minimumConversions))] call life_fnc_handleInv; } count _oldItem; { [true,(_x select 0),((_x select 1)*(_minimumConversions))] call life_fnc_handleInv; } count _newItem; 5 cutText ["","PLAIN"]; if (_minimumConversions isEqualTo (_totalConversions call BIS_fnc_lowestNum)) then {hint localize "STR_NOTF_ItemProcess";} else {hint localize "STR_Process_Partial";}; life_is_processing = false; life_action_inUse = false; } else { if (CASH < _cost) exitWith {hint format[localize "STR_Process_License",[_cost] call life_fnc_numberText]; 5 cutText ["","PLAIN"]; life_is_processing = false; life_action_inUse = false;}; for "_i" from 0 to 1 step 0 do { sleep 0.9; _cP = _cP + 0.01; _progress progressSetPosition _cP; _pgText ctrlSetText format["%3 (%1%2)...",round(_cP * 100),"%",_upp]; if (_cP >= 1) exitWith {}; if (player distance _vendor > 10) exitWith {}; }; if (player distance _vendor > 10) exitWith {hint localize "STR_Process_Stay"; 5 cutText ["","PLAIN"]; life_is_processing = false; life_action_inUse = false;}; if (CASH < _cost) exitWith {hint format[localize "STR_Process_License",[_cost] call life_fnc_numberText]; 5 cutText ["","PLAIN"]; life_is_processing = false; life_action_inUse = false;}; { [false,(_x select 0),((_x select 1)*(_minimumConversions))] call life_fnc_handleInv; } count _oldItem; { [true,(_x select 0),((_x select 1)*(_minimumConversions))] call life_fnc_handleInv; } count _newItem; 5 cutText ["","PLAIN"]; if (_minimumConversions isEqualTo (_totalConversions call BIS_fnc_lowestNum)) then {hint localize "STR_NOTF_ItemProcess";} else {hint localize "STR_Process_Partial";}; CASH = CASH - _cost; life_is_processing = false; life_action_inUse = false; };
Code
Alles anzeigen#include "..\..\script_macros.hpp" /* File: fn_cellphone.sqf Author: Alan Description: Opens the cellphone menu? */ private["_display","_units","_type"]; disableSerialization; waitUntil {!isNull findDisplay 3000}; _display = findDisplay 3000; _units = _display displayCtrl 3004; ctrlSetText [3003, ""]; lbClear _units; if (FETCH_CONST(life_adminlevel) < 1) then { ctrlShow[3020,false]; ctrlShow[3021,false]; }; { if (alive _x && _x != player) then { switch (side _x) do { case west: {_type = "Cop"}; case civilian: {_type = "Civ"}; case independent: {_type = "Med"}; }; _units lbAdd format["%1 (%2)",_x getVariable ["realname",name _x],_type]; _units lbSetData [(lbSize _units)-1,str(_x)]; }; } forEach playableUnits; lbSetCurSel [3004,0];