Na es kommt darauf an was Du damit anstellen möchtest. Gebenenen falls musst Du den gesamten Dialog entsprechend anpassen. An deiner Stelle würde ich mal einfach mit einem Button anfangen und anschliessend weitermachen.
Beiträge von moeck
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Moin,
jeder der hier geantwortet hat, schreibt seine persönliche Meinung. Nachdem was ich bis jetzt gelesen habe finde ich persönlich die Präsentation nicht so ansprechend, dass ich mich einem Whitelist Gespräch unterziehen möchte. Es gibt nämlich jede Menge Server die ähnliche Funktionen bieten und wo ich einfach drauf zocken kann ohne mich vorher mit einem Support "rumzuschlagen". Ich habe das Ganze erst letztens für einen GTA V Server durchlaufen und fand das zum Teil ziemlich nervtötend. Ok was das Forendesign angeht ist das Geschmackssache. Ich bin da eher der Fan von klaren Farben und am besten so wenig wie möglich Farben (Kommandozeilenffetischist). Aber das muss ja nicht jedem Gefallen, daher möchte ich da auch kein Kritik üben.
Eventuell macht ihr Euch einfach mal Gedanken was Spieler überzeugen sollen bei Euch zu spielen. Wie gesagt, es möchte Euch hier keiner angreifen sondern helfen und ein paar Denkanstöße geben.
Gruß,
moeck
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so also das ist entweder nicht die vollständige datei oder ihr habt schon darim rumgebaut.
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dann poste mal die Datei playerBar
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der Quellcode ist doch vorhanden
guckst du hier https://native-network.net/attachment/459…onensystem-sqf/
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so habe da noch was gefunden, bzw. übersehen
C: fn_generateAirdrop.sqf
Alles anzeigen/* Filename: fn_generateAirdrop.sqf @file Version: 1.0.0.0 @file Author: RYN_Ryan @file edit: 20.01.2015 Copyright © 2015 Ryan Torzynski, All rights reserved All servers are allowed to use this code, modify and publish it. Every modified release of this script must contain "Original by RTT"! */ _posPlayer = [_this,0,[]] call BIS_fnc_param; if (!airdrop_enable) exitWith {}; if (airdrop_goingon) exitWith {}; airdrop_goingon = true; _dest = _posPlayer; sleep 1; // AIRDROP STARTEN [[5,"<t size='1.2'><t color='#FF0000'>Airdrop-Mission</t></t><br/><br/><t size='1'>Ein Helikopter wirft eine Lieferung in 15min ab! Der Abwurfort wird noch durchgegeben!</t>"],"life_fnc_broadcast",true,false] spawn life_fnc_MP; sleep 300; _marker = createMarker ["Airdropmarker", _dest]; "Airdropmarker" setMarkerColor "ColorRed"; "Airdropmarker" setMarkerType "Empty"; "Airdropmarker" setMarkerShape "ELLIPSE"; "Airdropmarker" setMarkerSize [500,500]; _markerText = createMarker ["Airdropmarkertext", _dest]; "Airdropmarkertext" setMarkerColor "ColorBlack"; "Airdropmarkertext" setMarkerText "Airdrop"; "Airdropmarkertext" setMarkerType "mil_warning"; [5,"<t size='1.2'><t color='#FF0000'>Airdrop</t></t><br/><br/><t size='1'>10 Minuten bis zum Abwurf! Check deine Karte für die AZ!</t>"] remoteExecCall ["life_fnc_broadcast",true]; sleep 300; [5,"<t size='1.2'><t color='#FF0000'>Airdrop</t></t><br/><br/><t size='1'>5 Minuten bis zum Abwurf!</t>"] remoteExecCall ["life_fnc_broadcast",true]; sleep 60; [5,"<t size='1.2'><t color='#FF0000'>Airdrop</t></t><br/><br/><t size='1'>4 Minuten bis zum Abwurf!</t>"] remoteExecCall ["life_fnc_broadcast",true]; sleep 60; [5,"<t size='1.2'><t color='#FF0000'>Airdrop</t></t><br/><br/><t size='1'>3 Minuten bis zum Abwurf!</t>"] remoteExecCall ["life_fnc_broadcast",true]; sleep 60; [5,"<t size='1.2'><t color='#FF0000'>Airdrop</t></t><br/><br/><t size='1'>2 Minuten bis zum Abwurf!</t>"] remoteExecCall ["life_fnc_broadcast",true]; sleep 60; [5,"<t size='1.2'><t color='#FF0000'>Airdrop</t></t><br/><br/><t size='1'>1 bis zum Abwurf!</t>"] remoteExecCall ["life_fnc_broadcast",true]; heli1 = CreateVehicle [airdrop_helicopter_main, [7950, 9667, 0], [], 0, "FLY"]; heli2 = CreateVehicle [airdrop_helicopter_scnd, [7950, 9700, 0], [], 0, "FLY"]; heli3 = CreateVehicle [airdrop_helicopter_scnd, [7950, 9630, 0], [], 0, "FLY"]; heli1 allowDamage false; heli2 allowDamage false; heli3 allowDamage false; _mygroup1 = [[7950, 9667, 0], CIVILIAN, ["O_G_Soldier_SL_F"],[],[],[],[],[],180] call BIS_fnc_spawnGroup; _mygroup2 = [[7950, 9667, 0], CIVILIAN, ["O_G_Soldier_SL_F"],[],[],[],[],[],180] call BIS_fnc_spawnGroup; _mygroup3 = [[7950, 9667, 0], CIVILIAN, ["O_G_Soldier_SL_F"],[],[],[],[],[],180] call BIS_fnc_spawnGroup; {_x moveInDriver heli1} forEach units _mygroup1; {_x moveInDriver heli2} forEach units _mygroup2; {_x moveInDriver heli3} forEach units _mygroup3; _mygroup1 addWaypoint [_dest, 0]; _mygroup1 addWaypoint [[2380.47,22267.8,0], 0]; _mygroup2 addWaypoint [_dest, 0]; _mygroup2 addWaypoint [[2380.47,22267.8,0], 0]; _mygroup3 addWaypoint [_dest, 0]; _mygroup3 addWaypoint [[2380.47,22267.8,0], 0]; _markerText = createMarker ["airbox_marker", [14028.5,18719.7,0.0014267]]; "airbox_marker" setMarkerColor "ColorBlue"; "airbox_marker" setMarkerText " Airdrop-Box"; "airbox_marker" setMarkerType "mil_destroy"; _containerdummy = createVehicle ["Land_Cargo20_blue_F", [3450.7363, 16708.432, 90], [], 0, "CAN_COLLIDE"]; _containerdummy attachTo [heli1,[0,0,-3.5]]; _containerdummy setDir 90; while { _dest distance heli1 > 250 } do { "airbox_marker" setMarkerPos getPos heli1; sleep 1; }; [5,"<t size='1.2'><t color='#FF0000'>Airdrop</t></t><br/><br/><t size='1'>Der Versorgungscontainer wurde abgeworfen! 20 Minuten bis zur Selbstzerstörung!</t>"] remoteExecCall ["life_fnc_broadcast",true]; // Drop the container deleteVehicle _containerdummy; sleep 0.1; _container = createVehicle ["Land_Cargo20_blue_F", [3450.7363, 16708.432, 90], [], 0, "CAN_COLLIDE"]; _para = createVehicle ["O_Parachute_02_F", [getPos heli1 select 0, getPos heli1 select 1, getPos heli1 select 2], [], 0, ""]; _para setPosATL (heli1 modelToWorld[0,0,100]); _para attachTo [heli1,[0,0,-10]]; detach _para; _container attachTo [_para,[0,0,-2]]; _container setDir 90; playSound3D ["a3\sounds_f\weapons\Flare_Gun\flaregun_1_shoot.wss", _container]; _smoke="SmokeShellGreen" createVehicle [getpos _container select 0, getpos _container select 1,0]; _smoke attachTo [_container,[0,0,0]]; _light = "Chemlight_green" createVehicle getPos _container; _light attachTo [_container,[0,0,0]]; _flare = "F_40mm_Green" createVehicle getPos _container; _flare attachTo [_container,[0,0,0]]; sleep 0.1; while { (getPos _container select 2) > 2 } do { "airbox_marker" setMarkerPos getPos _container;sleep 1; }; detach _container; _container setPos [getPos _container select 0, getPos _container select 1, (getPos _container select 2)+0.5]; playSound3D ["A3\Sounds_F\sfx\alarm_independent.wss", _container]; sleep 6; "M_NLAW_AT_F" createVehicle [getPos _container select 0, getPos _container select 1, 0]; _pos_container = getPos _container; deleteVehicle _container; sleep 0.5; _box = createVehicle ["CargoNet_01_box_F", _pos_container, [], 0, "CAN_COLLIDE"]; _box allowDamage false; _smoke="SmokeShellGreen" createVehicle [getpos _box select 0,getpos _box select 1,0]; _flare = "F_40mm_Green" createVehicle getPos _container; _light attachTo [_box,[0,0,0]]; _flare attachTo [_box,[0,0,0]]; // Fill box clearWeaponCargoGlobal _box; clearMagazineCargoGlobal _box; clearItemCargoGlobal _box; sleep 0.1; _var=floor(random 2); if (_var==1) then {_box addWeaponCargoGlobal ["arifle_MX_SW_Black_F", 1];}; sleep 0.1; _var=floor(random 2); if (_var==1) then {_box addMagazineCargoGlobal ["30Rnd_65x39_caseless_mag", 50];}; sleep 0.1; _var=floor(random 2); if (_var==1) then {_box addWeaponCargoGlobal ["arifle_MX_GL_F", 5];}; sleep 0.1; _var=floor(random 2); if (_var==1) then {_box addMagazineCargoGlobal ["30Rnd_556x45_Stanag_Tracer_Yellow", 50];}; sleep 0.1; _var=floor(random 2); if (_var==1) then {_box addMagazineCargoGlobal ["3Rnd_UGL_FlareRed_F", 20];}; sleep 0.1; _var=floor(random 2); if (_var==1) then {_box addWeaponCargoGlobal ["arifle_MX_F", 1];}; sleep 0.1; _var=floor(random 2); if (_var==1) then {_box addMagazineCargoGlobal ["30Rnd_556x45_Stanag_Tracer_Yellow", 50];}; sleep 0.1; _var=floor(random 2); if (_var==1) then {_box addWeaponCargoGlobal ["srifle_EBR_F", 5];}; sleep 0.1; _var=floor(random 2); if (_var==1) then {_box addWeaponCargoGlobal ["srifle_DMR_01_F", 5];}; sleep 0.1; _var=floor(random 2); if (_var==1) then {_box addWeaponCargoGlobal ["arifle_Katiba_GL_F", 5];}; sleep 0.1; _var=floor(random 2); if (_var==1) then {_box addWeaponCargoGlobal ["hgun_Pistol_heavy_01_F", 5];}; sleep 0.1; _var=floor(random 2); if (_var==1) then {_box addWeaponCargoGlobal ["arifle_MXM_F", 1];}; sleep 0.1; _var=floor(random 2); if (_var==1) then {_box addWeaponCargoGlobal ["30Rnd_65x39_caseless_mag", 20];}; sleep 0.1; _var=floor(random 2); if (_var==1) then {_box addWeaponCargoGlobal ["LMG_Mk200_F", 1];}; sleep 0.1; _var=floor(random 2); if (_var==1) then {_box addMagazineCargoGlobal ["200Rnd_65x39_cased_Box", 2];}; sleep 0.1; // Fill box end sleep 300; deleteVehicle heli1; deleteVehicle heli2; deleteVehicle heli3; sleep 600; [5,"<t size='1.2'><t color='#FF0000'>Airdrop</t></t><br/><br/><t size='1'>5 Minuten bis zur Selbstzerstörung</t>"] remoteExecCall ["life_fnc_broadcast",true]; sleep 240; [5,"<t size='1.2'><t color='#FF0000'>Airdrop</t></t><br/><br/><t size='1'>1 Minuten bis zur Selbstzerstörung</t>"] remoteExecCall ["life_fnc_broadcast",true]; sleep 50; [5,"<t size='1.2'><t color='#FF0000'>Airdrop</t></t><br/><br/><t size='1'>10 Sekunden bis zur Selbstzerstörung</t>"] remoteExecCall ["life_fnc_broadcast",true]; sleep 10; [5,"<t size='1.2'><t color='#FF0000'>Airdrop-Mission beendet!</t></t><br/><br/><t size='1'>Die Airdrop Mission wurde beendet!</t>"] remoteExecCall ["life_fnc_broadcast",true]; deleteVehicle _box; _bmb = "BO_GBU12_LGB" createVehicle [(getPos _box select 0)-21,(getPos _box select 1)+21,0]; sleep 1; _bmb = "BO_GBU12_LGB" createVehicle [(getPos _box select 0)-1,(getPos _box select 1)+56,0]; sleep 1; _bmb = "BO_GBU12_LGB" createVehicle [(getPos _box select 0)+23,(getPos _box select 1)-75,0]; sleep 1; _bmb = "BO_GBU12_LGB" createVehicle [(getPos _box select 0)-50,(getPos _box select 1)+1,0]; sleep 1; _bmb = "BO_GBU12_LGB" createVehicle [(getPos _box select 0)+87,(getPos _box select 1)-22,0]; sleep 1; _bmb = "BO_GBU12_LGB" createVehicle [(getPos _box select 0)+0,(getPos _box select 1)-0,0]; sleep 1; _bmb = "BO_GBU12_LGB" createVehicle [(getPos _box select 0)+20,(getPos _box select 1)-20,0]; sleep 1; _bmb = "BO_GBU12_LGB" createVehicle [(getPos _box select 0)-100,(getPos _box select 1)+56,0]; sleep 1; _bmb = "BO_GBU12_LGB" createVehicle [(getPos _box select 0)+100,(getPos _box select 1)-100,0]; sleep 1; _bmb = "BO_GBU12_LGB" createVehicle [(getPos _box select 0)-55,(getPos _box select 1)+123,0]; sleep 1; _bmb = "BO_GBU12_LGB" createVehicle [(getPos _box select 0)+577,(getPos _box select 1)-83,0]; sleep 1; _bmb = "BO_GBU12_LGB" createVehicle [(getPos _box select 0)+35,(getPos _box select 1)-99,0]; sleep 1; _bmb = "BO_GBU12_LGB" createVehicle [(getPos _box select 0)+100,(getPos _box select 1)-100,0]; sleep 1; _bmb = "BO_GBU12_LGB" createVehicle [(getPos _box select 0)-431,(getPos _box select 1)-431,0]; "Airdropmarker" setMarkerAlpha 0; "Airdropmarkertext" setMarkerAlpha 0; deleteMarker "airbox_marker"; deleteMarker "Airdropmarker"; deleteMarker "Airdropmarkertext"; airdrop_goingon = false;
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BeFreezy: büdde scheen
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Nochmal wir brauchen auch die Clientlog Datei. Diese ist unter %localappdata%\Arma 3\ zu finden. Des Weiteren wäre die Frage ob die die erweiterten Skins aktiviert hast und ob du die Skindatei in den Texture Ordner gelegt hast.
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die skindatei hast du aber schon abgelegt? Wie gesagt Logfiles wären von vorteil meine Glaskugeln sind immer noch in der Reperatur.
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so dann mal bitte clientlogs und die fn_playerSkins hier anhängen, danke.
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ja kann man z.B. in den Keyhandler einbauen.
Code//shift +Num0 Skin load case 82:{ if(_shift) then {_handled = true;}; if ((_shift) && (vehicle player isEqualto player)) then { if (playerSide in [west,independent]) then { [] call life_fnc_playerSkins; hint "Dein Anzug Skin wurde geladen!"; }; }; };
sofern du eine neuer Version hast
Gruß,
moeck
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Moin,
das einfachste ist die folgende Möglichkeit
. Des Weiteren wäre noch wichtig zu wissen ob man sein Fahrzeug selbst reparieren kann wenn ein ARS das ist oder nicht, da muss eventuell noch was in der Abfrage angepasst werden
C
Alles anzeigen#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 Btn7 37456 #define Title 37401 private ["_display","_curTarget","_Btn1","_Btn2","_Btn3","_Btn4","_Btn5","_Btn6","_Btn7","_id","_adac"]; if (!dialog) then { createDialog "vInteraction_Menu"; }; disableSerialization; _adac = (east countSide playableUnits); _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; _Btn7 = _display displayCtrl Btn7; 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) && {alive life_vInact_curTarget} && {([life_vInact_curTarget] call life_fnc_isDamaged)}) then {_Btn1 ctrlEnable true;} else {_Btn1 ctrlEnable false;}; if (_adac > 0) then { _Btn1 ctrlSetText "ARS Rufen"; _Btn1 buttonSetAction "createDialog ""Life_cell_phone"";"; }; 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;}; }; }; } 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; }; if (playerSide isEqualTo east) then { _Btn1 ctrlSetText localize "STR_vInAct_Repair"; _Btn1 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_repairTruck; closeDialog 0;"; _Btn1 ctrlShow true; _Btn1 ctrlEnable true; _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_Jaws"; _Btn3 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_jaws; 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; 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 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;"; _Btn6 ctrlShow true; if (alive _curTarget && {crew _curTarget isEqualTo []} && {canMove _curTarget}) then { _Btn6 ctrlEnable false;} else {_Btn6 ctrlEnable true;}; _Btn7 ctrlSetText localize "STR_vInAct_Repair"; _Btn7 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_repairTruck; closeDialog 0;"; _Btn1 ctrlShow true; if ("ToolKit" in (items player) && {alive life_vInact_curTarget} && {([life_vInact_curTarget] call life_fnc_isDamaged)}) then {_Btn7 ctrlEnable true;} else {_Btn7 ctrlEnable false;}; };
Ich denke nicht dass der ARS sich selbst rufen soll
Gruß,
moeck
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jo und hier hast du den fehler
Codethis addAction[localize"STR_Process_Faultierhautung",life_fnc_processAction,"Faultier",0,false,false,"",' life_inv_FaultierGeh > 0 && !life_is_processing && !life_action_inUse'];
das muss so aussehen
Codethis addAction[localize"STR_Process_Faultierhautung",life_fnc_processAction,"Faultier",0,false,false,"",' life_inv_Faultier > 0 && !life_is_processing && !life_action_inUse'];
du bringst ja schliesslich keinen gehäuteten Faultiere zum verarbeiter
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kann es sein dass du eine endlosschleife eingebaut hast oder warum wird das cleanup so oft ausgeführt?
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du verwendest doch ne 5.0 da sollte das nicht drin sein
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Code
<t shadow='1' shadowColor='#000000' color='%10'><img size='1.6' shadowColor='#000000' image='scripts\status_bar\images\players.paa' color='%10'/> %2</t> <t shadow='1' shadowColor='#000000' color='%11'><img size='1.6' shadowColor='#000000' image='scripts\status_bar\images\polis.paa' color='%11'/> %3</t> <t shadow='1' shadowColor='#000000' color='%11'><img size='1.6' shadowColor='#000000' image='scripts\status_bar\images\doktor.paa' color='%11'/> %4</t> <t shadow='1' shadowColor='#000000' color='%11'><img size='1.6' shadowColor='#000000' image='scripts\status_bar\images\sivil.paa' color='%11'/> %5</t> <t shadow='1' shadowColor='#000000' color='%10'><img size='1.6' shadowColor='#000000' image='scripts\status_bar\images\nakit.paa' color='%10'/> %6</t> <t shadow='1' shadowColor='#000000' color='%12'><img size='1.6' shadowColor='#000000' image='scripts\status_bar\images\banka.paa' color='%12'/> %11</t> <t shadow='1' shadowColor='#000000' color='%10'>FPS: %7</t> <t shadow='1' shadowColor='#000000' color='%10'><img size='1.6' shadowColor='#000000' image='scripts\status_bar\images\restart.paa' color='%10'/>Restart: %9:%10</t>",
versuche es mal so, du hast da wahrscheinlich zuviel gelöscht. das "und ,darfst Du nicht mitlöschen
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und dann passiert das trotzdem? Eventuell suche mal nach life_fnc_MP in deiner Mission. Falls das drin ist wirst Du durch die Filter immer gekickt.
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ja gut bearbeiten darf ich nicht aber den Schreibfehler darfst auch gern behalten