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

    Beiträge von moeck

    • Hilfe bei den Slots

      • moeck
      • 15. Juni 2017 um 16:16

      benenne mal den ordner in @extDB2 um dann klappt das mit dem laden auch

    • Ammo Abfrage bei der Typ 115

      • moeck
      • 15. Juni 2017 um 16:00

      alternativ kannst Du auch das testen https://community.bistudio.com/wiki/weaponsItemsCargo

    • Ammo Abfrage bei der Typ 115

      • moeck
      • 15. Juni 2017 um 15:56

      dazu bräuchte ich mal den Output oder du schaust mal hier

      https://community.bistudio.com/wiki/weaponsItems

      Code
      [
          [
              ((_arr select 0) select 0) //STRING - The weapon's classname
              ((_arr select 0) select 1) //STRING - Classname of the unit's equipped 'Muzzle/Barrel Accessory'
              ((_arr select 0) select 2) //STRING - Classname of the unit's equipped 'Side Accessory'
              ((_arr select 0) select 3) //STRING - Classname of the unit's equipped 'Top/Optic Accessory'
              ((_arr select 0) select 4) //ARRAY - Magazine information
              [
                  (((_arr select 0) select 4) select 0) //STRING - Classname of the loaded magazine
                  (((_arr select 0) select 4) select 1) //SCALAR(Number) - Amount of bullets in the mag
              ]
          ] //If unit has more than one weapon, the output will follow the same pattern as above except with a new element
      ]
      Alles anzeigen

      In deinem Fall müsste das dann wahrscheinlich so aussehen

      Code
      [
          [
              ((_arr select 0) select 0) //STRING - The weapon's classname
              ((_arr select 0) select 1) //STRING - Classname of the unit's equipped 'Muzzle/Barrel Accessory'
              ((_arr select 0) select 2) //STRING - Classname of the unit's equipped 'Side Accessory'
              ((_arr select 0) select 3) //STRING - Classname of the unit's equipped 'Top/Optic Accessory'
              ((_arr select 0) select 4) //ARRAY - Magazine information
              [
                  (((_arr select 0) select 4) select 0) //STRING - Classname of the loaded magazine
                  (((_arr select 0) select 4) select 1) //SCALAR(Number) - Amount of bullets in the mag
              ]
              ((_arr select 0) select 5) //ARRAY - Magazine information
              [
                  (((_arr select 0) select 5) select 0) //STRING - Classname of the loaded magazine
                  (((_arr select 0) select 5) select 1) //SCALAR(Number) - Amount of bullets in the mag
              ]
          ] //If unit has more than one weapon, the output will follow the same pattern as above except with a new element
      ]
      Alles anzeigen

      damit kannst du dann den wert entsprechend manipulieren. z.b.

      Code
      private _arr = weaponsItems player;
      if ((((_arr select 0) select 5) select 0) isEqualTo "10Rnd_50BW_Mag_F") then { player setAmmo [((_arr select 0) select 5),5]};

      Ich bin mir nicht 100%ig sicher aber theoretisch sollte das funzen.

    • Moinsen eine Frage an euch

      • moeck
      • 15. Juni 2017 um 15:42

      probiers aus, kanns gerade nicht testen, da ich im Büro sitze 8o

    • Ammo Abfrage bei der Typ 115

      • moeck
      • 15. Juni 2017 um 15:29

      dann mach doch nicht currentweapon sondern setze das per Befehl einfach

    • Hilfe bei den Slots

      • moeck
      • 15. Juni 2017 um 15:27

      hast Du irgendwelche Sonderzeichen in deiner Stringtable XML drin?

    • Ammo Abfrage bei der Typ 115

      • moeck
      • 15. Juni 2017 um 15:18

      Moin,

      füge einfach mal folgenden Ausgabe mit ein.

      Code
      hint str weaponsItems player;

      Dann solltest Du auch das .50 sehen, so die Hoffnung kann es eben nicht testen

    • Hilfe bei den Slots

      • moeck
      • 15. Juni 2017 um 15:05

      da ist immer noch ein Fehler in der Config_Clothing.hpp

      Code
      13:35:45 Warning Message: File mpmissions\__cur_mp.Bornholm\config\Config_Clothing.hpp, line 246: Config: '{' encountered instead of ','
      13:35:45 Warning Message: Config : some input after EndOfFile.

      dann ist hier noch was

      Code
      13:36:22 Error in expression <aticModels setVariable [toLower (_array select ((count _array) - 2)), _cfgClass]>
      13:36:22   Error position: <select ((count _array) - 2)), _cfgClass]>
      13:36:22   Error Zero divisor
      13:36:22 File z\ace\addons\tagging\XEH_postInit.sqf, line 19
      13:36:22 Error in expression <aticModels setVariable [toLower (_array select ((count _array) - 2)), _cfgClass]>
      13:36:22   Error position: <select ((count _array) - 2)), _cfgClass]>
      13:36:22   Error Zero divisor
      13:36:22 File z\ace\addons\tagging\XEH_postInit.sqf, line 19

      Schaue also als erstes in die Config_Clothing um dort den Fehler zu bereinigen und dann hätte ich gern nochmal ein logfile. Eventuell könnt ihr auch gleich den 2. Fehler mit beseitigen.

    • Moinsen eine Frage an euch

      • moeck
      • 15. Juni 2017 um 14:58

      so ich habe da mal eine Alternative gebaut, die ein wenig übersichtlicher ist. Im Endefekt habe ich den ganzen Kram jetzt mal in eine switch () Anweisung umgebaut, da ich es für übersichtlicher halte

      Code: fn_vInteractionMenu.sqf
      #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;
      _Btn2 ctrlShow false;
      _Btn3 ctrlShow false;
      _Btn4 ctrlShow false;
      _Btn5 ctrlShow false;
      _Btn6 ctrlShow false;
      _Btn2 ctrlEnable false;
      _Btn3 ctrlEnable false;
      _Btn4 ctrlEnable false;
      _Btn5 ctrlEnable false;
      _Btn6 ctrlEnable false;
      life_vInact_curTarget = _curTarget;
      _id = getObjectDLC _curTarget;
      
      //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) && (damage _curTarget < 1)) then {_Btn1 ctrlEnable true;} else {_Btn1 ctrlEnable false;};
      switch (playerSide) do
      {
          case west:
          {
              _Btn2 ctrlSetText localize "STR_vInAct_Registration";
              _Btn2 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_searchVehAction; closeDialog 0;";
              _Btn2 ctrlShow true;
              _Btn2 ctrlEnable true;
      
              _Btn3 ctrlSetText localize "STR_vInAct_SearchVehicle";
              _Btn3 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_vehInvSearch; closeDialog 0;";
              _Btn3 ctrlShow true;
              _Btn3 ctrlEnable true;
              
              _Btn4 ctrlSetText localize "STR_vInAct_PullOut";
              _Btn4 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_pulloutAction; closeDialog 0;";
              _Btn4 ctrlShow true;
              _Btn4 ctrlEnable true;
              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;";
              _Btn5 ctrlShow true;
              _Btn5 ctrlEnable true;
              
              _Btn6 ctrlShow 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;};
                  };
              };
          };
          case civilian:
          {
              _Btn2 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;};
                  };
              };
              _Btn3 ctrlShow 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"];
                          };
                      };
                  };
              };
          };
          
          case independent:
          {
              _Btn2 ctrlSetText localize "STR_vInAct_Registration";
              _Btn2 buttonSetAction "[life_vInAct_curTarget] spawn life_fnc_searchVehAction; closeDialog 0;";
              _Btn2 ctrlShow true;
              _Btn2 ctrlEnable true;
              
              _Btn3 ctrlSetText localize "STR_vInAct_PullOut";
              _Btn3 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_pulloutAction; closeDialog 0;";
              _Btn3 ctrlShow true;
              _Btn3 ctrlEnable true;
              if (crew _curTarget isEqualTo []) then {_Btn4 ctrlEnable false;};
              _Btn4 ctrlSetText localize "STR_vInAct_Impound";
              _Btn4 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_impoundAction; closeDialog 0;";
              _Btn4 ctrlShow true;
              _Btn4 ctrlEnable true;
           
              _Btn5 ctrlSetText localize "STR_vInAct_Unflip";
              _Btn5 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;";
              _Btn5 ctrlShow true;
              _Btn5 ctrlEnable true;
              _Btn6 ctrlShow 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;};
                  };
              };
          };
      };
      Alles anzeigen
    • Moinsen eine Frage an euch

      • moeck
      • 15. Juni 2017 um 14:37

      so nächster versuch

      Code
      #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;
      
      //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) && (damage _curTarget < 1)) 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 (!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 independent) then {
           _Btn2 ctrlSetText localize "STR_vInAct_Registration";
           _Btn2 buttonSetAction "[life_vInAct_curTarget] spawn life_fnc_searchVehAction; closeDialog 0;";
           _Btn2 ctrlShow true;
           _Btn2 ctrlEnable true;
           
      
           _Btn3 ctrlSetText localize "STR_vInAct_PullOut";
           _Btn3 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_pulloutAction; closeDialog 0;";
           _Btn3 ctrlShow true;
           _Btn3 ctrlEnable true;
           if (crew _curTarget isEqualTo []) then {_Btn4 ctrlEnable false;};
      
           _Btn4 ctrlSetText localize "STR_vInAct_Impound";
           _Btn4 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_impoundAction; closeDialog 0;";
           _Btn4 ctrlShow true;
           _Btn4 ctrlEnable true;
           
           _Btn5 ctrlSetText localize "STR_vInAct_Unflip";
           _Btn5 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;";
           _Btn5 ctrlShow true;
           _Btn5 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 (!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;
          _Btn5 ctrlShow false;
          _Btn6 ctrlShow false;
      };
      Alles anzeigen
    • Moinsen eine Frage an euch

      • moeck
      • 15. Juni 2017 um 14:25

      ja ich schaue gleich nochmal

    • Moinsen eine Frage an euch

      • moeck
      • 15. Juni 2017 um 13:46

      so da war ein klammerungsfehler drin. Du hattest die Medics mit bei den Cops drin. Heißt Du bist nie bis dahin gekommen.

      C: fn_vInteractionMenu.sqf
      #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;
      
      //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) && (damage _curTarget < 1)) 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 (!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 independent) 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;";
           
           _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;";
      
      } 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 (!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;
          _Btn5 ctrlShow false;
          _Btn6 ctrlShow false;
      };
      Alles anzeigen

      probiers mal damit.

    • Moinsen eine Frage an euch

      • moeck
      • 15. Juni 2017 um 13:30

      ähm und was ist damit?

      Code: fn_vInteractionMenu.sqf
      _Btn5 ctrlSetText localize "STR_vInAct_Impound";
       _Btn5 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_impoundAction; closeDialog 0;";

      Also wer lesen kann ist klar im Vorteil.

    • Hilfe bei den Slots

      • moeck
      • 15. Juni 2017 um 13:28

      du kannst extDB2 oder 3 nehmen. Für die 3 musst Du noch Kleinigkeiten anpassen kannst dann aber den Server auf 64bit betreiben.

    • Hilfe bei den Slots

      • moeck
      • 15. Juni 2017 um 13:27

      macht mal einen Ordner @extDB und schmeisst dort mal den Treiber für die DB inklusive der Config rein anschliessend noch die Startparameter modifizieren "-servermod=@life_server;@infiSTAR_A3;@extDB" und neustarten

    • Script Fehler in Dev Version

      • moeck
      • 15. Juni 2017 um 13:20

      Moin,

      zu deinem ersten Fehler. Habt ihr die Fahrzeuge komplett definiert und liegt die script_macros.hpp im root der Mission? Laut Log beschwert er sich auf jeden Fall darüber, dass keine Fahrzeuge konfiguriert sind.

      Code
      12:34:49 ": LifeCfgVehicles class doesn't exist"

      Heisst in der Config_Vehicles.hpp fehlt der untere Teil. Ich habe die Orginale mnal angehängt.

      schau mal ob du das behben kannst und dann hänge nochmal das log an.

      Gruß,

      moeck

      Dateien

      Config_Vehicles.hpp.txt 31,19 kB – 290 Downloads
    • Skin aus mehreren Dateien auf Uniform

      • moeck
      • 15. Juni 2017 um 11:07

      na dann mache es halt so, sorry habe nur in der config nachgeschaut

      Code
      if (uniform player isEqualTo "U_B_Protagonist_VR") then {
       _skinName1 = "textures\VRarmor_CO";
       _skinName2 = "textures\VRsuit_01_CO";
       _skinName3 = "textures\VRsuit_02_CO";
       if (LIFE_SETTINGS(getNumber,"cop_extendedSkins") isEqualTo 1) then {
       if (FETCH_CONST(life_coplevel) >= 1) then {
       _skinName1 = ["textures\cop_uniform_",(FETCH_CONST(life_coplevel)),".paa"] joinString ""; //Alternativ .jpg .paa ist aber besser
       _skinName2 = ["textures\cop_uniform_",(FETCH_CONST(life_coplevel)),".paa"] joinString "";
       _skinName3 = ["textures\cop_uniform_",(FETCH_CONST(life_coplevel)),".paa"] joinString "";
       };
       };
       player setObjectTextureGlobal [0, _skinName1];
       player setObjectTextureGlobal [1, _skinName2];
       player setObjectTextureGlobal [2, _skinName3];
       };
      Alles anzeigen

      musst halt mal schauen ob es in der richtigen reihenfolge ist oder nicht.

    • Medic Impound

      • moeck
      • 15. Juni 2017 um 08:47

      so dann gucke mal hier [Tutorial] Interaktions Menü für Medics

      Die SuFu wirkt meistens Wunder.

    • Fahrzeuge die nicht vor dem Restart eingeparkt werden, werden nicht eingeparkt.

      • moeck
      • 15. Juni 2017 um 08:45

      Moin Moin,

      langsam aber sicher sollte man nur noch "RTFM" schreiben.

      Gruß,

      moeck

    • Skin aus mehreren Dateien auf Uniform

      • moeck
      • 15. Juni 2017 um 08:38

      Moin,

      also ich habe eben mal nach geschaut und finde nur eine Skindatei pro VR Anzug. Eventuell verwechselst Du hier was? Es gibt 3 VR-Anzüge und natürlich für jeden auch eine SkinDatei ^^ .

      U_O_Protagonist_VR (CSAT/rot) --> \A3\Characters_F_Bootcamp\Data\UI\icon_U_O_protagonist_VR_ca.paa

      U_B_Protagonist_VR (NATO/blau) --> A3\Characters_F_Bootcamp\Data\UI\icon_U_B_protagonist_VR_ca.paa

      U_I_Protagonist_VR (AAF/grün) --> A3\Characters_F_Bootcamp\Data\UI\icon_U_I_protagonist_VR_ca.paa

      Es handelt sich dann also um 3 "verschiedene" Anzüge. Heißt nimm einen und skinne diesen.

      Gruß,

      moeck

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