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    1. Nodezone.net Community
    2. Mitglieder
    3. Brandy1118

    Beiträge von Brandy1118

    • Zipties?

      • Brandy1118
      • 13. Oktober 2016 um 00:54

      Okay what about restrain? Cuz on the logs says theres a error with that

    • Zipties?

      • Brandy1118
      • 13. Oktober 2016 um 00:40
      Code: KeyHander.sqf
      #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;
      };
      
      
      
      
      switch (_code) do {
          //Space key for Jumping
          case 57: {
              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 {
                  jumpActionTime = time; //Update the time.
                  [player] remoteExec ["life_fnc_jumpFnc",RANY]; //Global execution
                  _handled = true;
      
      		};
      		detach placeable;
      		placeable setVectorUP (surfaceNormal [(getPosATL placeable) select 0,(getPosATL placeable) select 1]);
          };
      
      
      
      
          //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 == west && {!isNull cursorTarget} && {cursorTarget isKindOf "Man"} && {(isPlayer cursorTarget)} && {(side cursorTarget in [civilian,independent])} && {alive cursorTarget} && {cursorTarget distance player < 3.5} && {!(cursorTarget GVAR "Escorting")} && {!(cursorTarget GVAR "restrained")} && {speed cursorTarget < 1}) then {
      			[] call life_fnc_restrainAction;
      				}
      				else
      				{
      		if (license_civ_rebel) exit with {hint "you must take the rebel training graduate someone to captivate!"}!;
      		if(_shift && playerSide == civilian && {!isNull cursorTarget} && {cursorTarget isKindOf "Man"} && {(currentWeapon player == primaryWeapon player OR currentWeapon player == handgunWeapon player)} && {currentWeapon player != ""} && {(isPlayer cursorTarget)} && {alive cursorTarget} && {cursorTarget distance player < 3.5} && {animationState cursorTarget == "Incapacitated"} && {!(cursorTarget GVAR "Escorting")} && {!(cursorTarget GVAR "restrained")} && {speed cursorTarget < 1}) then 
      				{
      		if([false,"zipties",2] call life_fnc_handleInv) then
      				{
      			[] call life_fnc_restrainAction;
      			hint "Use the action to see more actions";
      				}
      				else
      				{
      				hint "Do you have this cable ties!";
      				};
      				};
      				};
      				};
      
      
      
      
          //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 || {locked cursorObject isEqualTo 0}) then {
                                  [cursorObject] spawn life_fnc_openInventory;
                              };
                          };
                      };
                  };
              };
          };
      
      
      
      
          //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 {
                  [] call life_fnc_p_openMenu;
              };
          };
      
      
      
      
          //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 < 20}) 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 < 20}) 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
      Code: fn_restrainAction.sqf
      #include "..\..\script_macros.hpp"
      /*
      File: fn_restrainAction.sqf
      Author: Bryan "Tonic" wills
      Description:
      Retrains the target.
      */
      private["_unit"];
      _unit = cursorTarget;
      if(isNull _unit) exitWith {}; //Not valid
      if((player distance _unit > 3)) exitWith {};
      if((_unit GVAR "restrained")) exitWith {};
      if(side _unit == west) exitWith {};
      if(player == _unit) exitWith {};
      if (side player == civilian) then {
      if (life_inv_zipties <1) exit with {hint "You have no cable ties."; };
      life_inv_zipties = life_inv_zipties - 1;
      hint "You abduct a civilian";
      }; 
      if(!isPlayer _unit) exitWith {};
      //Broadcast!
      _unit SVAR["restrained",true,true];
      [player] remoteExec ["life_fnc_restrain",_unit];
      [0,"STR_NOTF_Restrained",true,[_unit GVAR["realname", name _unit], profileName]] remoteExecCall ["life_fnc_broadcast",west];
      Alles anzeigen
    • Zipties?

      • Brandy1118
      • 12. Oktober 2016 um 23:55
      Zitat von FarmersSohn

      Can you post the keyhandler and restrainaction as sqf Pls?

      How would you like me to send it?

    • Zipties?

      • Brandy1118
      • 12. Oktober 2016 um 23:37
      Zitat von FarmersSohn

      Can you post the keyhandler and restrainaction as sqf Pls?

      Cant post SQF on the website

    • Zipties?

      • Brandy1118
      • 12. Oktober 2016 um 23:35

      If you look in the attachments, there is errors on the Server log

    • Zipties?

      • Brandy1118
      • 12. Oktober 2016 um 23:32
      Zitat von FarmersSohn

      Are you Fcking serious? You have to be careful. Don't just copy and paste!!!
      Look how you add vItems and how to make shops and you have probably a problem with the fn_keyhandler.sqf because of the Y Menu!

      Try it with a little bit more IQ

      Sorry i worded that wrong I did put the everything in where it should be.

      Dateien

      arma3server_2016-10-12_22-12-47.txt 63,38 kB – 150 Downloads fn_keyHandler.txt 17,76 kB – 283 Downloads fn_restrainAction.txt 807 Byte – 290 Downloads
    • Zipties?

      • Brandy1118
      • 12. Oktober 2016 um 23:20

      Copied everything to my server, I cannot access my Y Menu

    • Zipties?

      • Brandy1118
      • 12. Oktober 2016 um 23:02
      Zitat von FarmersSohn

      It should work!!

      :D

      Ill check it out in a second, one sec

    • Zipties?

      • Brandy1118
      • 12. Oktober 2016 um 22:45

      Whats the best script for ZipTies,
      because I use https://www.altisliferpg.com/index.php?/top…orial-zip-ties/

      but im getting End of file errors when I do it

    • How to remove jumping script?

      • Brandy1118
      • 12. Oktober 2016 um 18:58

      How do you remove the space jumping script

    • How do you remove buildings?

      • Brandy1118
      • 12. Oktober 2016 um 16:05

      :/

    • How do you remove buildings?

      • Brandy1118
      • 12. Oktober 2016 um 15:11
      Zitat von blackfisch

      look HERE [click me]

      [Spoiler] This video shows it kinda CLEARLY. next time, try to use google first ^^

      Externer Inhalt
      Inhalte von externen Seiten werden ohne deine Zustimmung nicht automatisch geladen und angezeigt.
      Durch die Aktivierung der externen Inhalte erklärst du dich damit einverstanden, dass personenbezogene Daten an Drittplattformen übermittelt werden. Mehr Informationen dazu haben wir in unserer Datenschutzerklärung zur Verfügung gestellt.
      [/ media] [/ media] [/ media] [/ spoiler]

      In the video Which init.sqf do i need to put the script for hiding the object?

    • How do you remove buildings?

      • Brandy1118
      • 12. Oktober 2016 um 14:35

      For example at Kavala in nearly all the shops windows are broken wanna change them and in Kavala square theres a construction building what i want to remove.
      So how do i remove this?

    • Y Menu (Admin Panel) Issue

      • Brandy1118
      • 11. Oktober 2016 um 14:38
      Zitat von xjoniassx

      inside the teleport script must be standing

      Code
      close dialog 0;

      just add under it a 2nd close dialog 0;
      like

      Code
      close dialog 0;
      close dialog 0;

      and your Y menu shoulderstand close, too

      Where is the source located sorry

    • [Solved]Vehicle Problem

      • Brandy1118
      • 11. Oktober 2016 um 03:14

      OMG yes :D Thanks again! :D :D

    • [Solved]Vehicle Problem

      • Brandy1118
      • 11. Oktober 2016 um 03:04
      Zitat von blackfisch

      Let's assume you use Navicat Lite as your Database tool:
      You connect to your DB and click on [tt] user [/ tt] in the top left
      [Spoiler] [attach = 2678, none, 983] [/ attach] [/ spoiler]
      Then you Either click [tt] New User [/ tt] and create a user called [tt] arma3 [/ tt], or if it already exists you select it and click on [tt] Edit User [/ tt]
      [Spoiler] [attach = 2679, none, 735] [/ attach] [/ spoiler]
      Then you set the privileges as shown in the above post. You shoulderstand therefore change the user in your [tt] [lexicon]EXTDB[/lexicon]-conf.ini [/ tt] to this user. Now it shoulderstand all work just fine :)

      Okay ive done that, is that everything you needed to do?

    • [Solved]Vehicle Problem

      • Brandy1118
      • 11. Oktober 2016 um 02:51
      Zitat von blackfisch

      You shouldhave a procedure called [tt] resetLifeVehicles [/ tt] as shown here:
      [Attach = 2676] [/ attach]

      If you have it and it does not work, make sure you have a user [tt] arma3 [/ tt] (must be all lowercase letters) with the Following permission setup (I renamed the user and added rights to another database, just ignore this):
      [Attach = 2677, none, 1311] [/ attach]

      Sorry how do you do this?

    • [Solved]Vehicle Problem

      • Brandy1118
      • 11. Oktober 2016 um 02:44

      Basically on my database is showing theres a bunch of vehicles but there are not in my garage? Is there a way after a server restart all vehicles go back to your garage?

    • Y Menu (Admin Panel) Issue

      • Brandy1118
      • 11. Oktober 2016 um 02:17

      When I press Teleport, My Y Menu / Ipad comes back up. Why is this?

    • Cant Buy Houses?

      • Brandy1118
      • 11. Oktober 2016 um 02:11

      Fixed the issue, I just messed around with some of the housing files and yeah working now :D Thanks everyone for helping ;)

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