Hast Malden Koordinaten angegeben?
Beiträge von Marius1773
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Versuch mal die:
Code
Alles anzeigen#include "..\..\script_macros.hpp" /* File: fn_boltcutter.sqf Author: Bryan "Tonic" Boardwine Description: Breaks the lock on a single door (Closet door to the player). */ private ["_building","_door","_doors","_cpRate","_title","_progressBar","_titleText","_cp","_ui"]; _building = param [0,objNull,[objNull]]; private _vaultHouse = [[["Altis", "Land_Research_house_V1_F"], ["Tanoa", "Land_Medevac_house_V1_F"]]] call TON_fnc_terrainSort; private _altisArray = [16019.5,16952.9,0]; private _tanoaArray = [11074.2,11501.5,0.00137329]; private _pos = [[["Altis", _altisArray], ["Tanoa", _tanoaArray]]] call TON_fnc_terrainSort; if (isNull _building) exitWith {}; if (!(_building isKindOf "House_F")) exitWith {hint localize "STR_ISTR_Bolt_NotNear";}; if (((nearestObject [_pos,"Land_Dome_Big_F"]) == _building || (nearestObject [_pos,_vaultHouse]) == _building) && (west countSide playableUnits < (LIFE_SETTINGS(getNumber,"minimum_cops")))) exitWith { hint format [localize "STR_Civ_NotEnoughCops",(LIFE_SETTINGS(getNumber,"minimum_cops"))]; }; if ((typeOf _building) == _vaultHouse && (nearestObject [_pos,"Land_Dome_Big_F"]) getVariable ["locked",true]) exitWith {hint localize "STR_ISTR_Bolt_Exploit"}; if (isNil "life_boltcutter_uses") then {life_boltcutter_uses = 0;}; _doors = FETCH_CONFIG2(getNumber,"CfgVehicles",(typeOf _building),"numberOfDoors"); _door = 0; //Find the nearest door for "_i" from 1 to _doors do { _selPos = _building selectionPosition format ["Door_%1_trigger",_i]; _worldSpace = _building modelToWorld _selPos; if (player distance _worldSpace < 2) exitWith {_door = _i;}; }; if (_door isEqualTo 0) exitWith {hint localize "STR_Cop_NotaDoor"}; //Not near a door to be broken into. if ((_building getVariable [format ["bis_disabled_Door_%1",_door],0]) isEqualTo 0) exitWith {hint localize "STR_House_Raid_DoorUnlocked"}; if ((nearestObject [_pos,"Land_Dome_Big_F"]) == _building || (nearestObject [_pos,_vaultHouse]) == _building) then { [[1,2],"STR_ISTR_Bolt_AlertFed",true,[]] remoteExecCall ["life_fnc_broadcast",RCLIENT]; } else { [0,"STR_ISTR_Bolt_AlertHouse",true,[profileName]] remoteExecCall ["life_fnc_broadcast",RCLIENT]; }; life_action_inUse = true; //Setup the progress bar disableSerialization; _title = localize "STR_ISTR_Bolt_Process"; "progressBar" cutRsc ["life_progress","PLAIN"]; _ui = uiNamespace getVariable "life_progress"; _progressBar = _ui displayCtrl 38201; _titleText = _ui displayCtrl 38202; _titleText ctrlSetText format ["%2 (1%1)...","%",_title]; _progressBar progressSetPosition 0.01; _cP = 0.01; switch (typeOf _building) do { case "Land_Dome_Big_F": {_cpRate = 0.003;}; case "Land_Medevac_house_V1_F"; case "Land_Research_house_V1_F": {_cpRate = 0.0015;}; default {_cpRate = 0.08;} }; for "_i" from 0 to 1 step 0 do { if (animationState player != "AinvPknlMstpSnonWnonDnon_medic_1") then { [player,"AinvPknlMstpSnonWnonDnon_medic_1",true] remoteExecCall ["life_fnc_animSync",RCLIENT]; player switchMove "AinvPknlMstpSnonWnonDnon_medic_1"; player playMoveNow "AinvPknlMstpSnonWnonDnon_medic_1"; }; uiSleep 0.26; if (isNull _ui) then { "progressBar" cutRsc ["life_progress","PLAIN"]; _ui = uiNamespace getVariable "life_progress"; _progressBar = _ui displayCtrl 38201; _titleText = _ui displayCtrl 38202; }; _cP = _cP + _cpRate; _progressBar progressSetPosition _cP; _titleText ctrlSetText format ["%3 (%1%2)...",round(_cP * 100),"%",_title]; if (_cP >= 1 || !alive player) exitWith {}; if (life_istazed) exitWith {}; //Tazed if (life_isknocked) exitWith {}; //Knocked if (life_interrupted) exitWith {}; }; //Kill the UI display and check for various states "progressBar" cutText ["","PLAIN"]; player playActionNow "stop"; if (!alive player || life_istazed || life_isknocked) exitWith {life_action_inUse = false;}; if (player getVariable ["restrained",false]) exitWith {life_action_inUse = false;}; if (life_interrupted) exitWith {life_interrupted = false; titleText[localize "STR_NOTF_ActionCancel","PLAIN"]; life_action_inUse = false;}; life_boltcutter_uses = life_boltcutter_uses + 1; life_action_inUse = false; if (life_boltcutter_uses >= 5) then { [false,"boltcutter",1] call life_fnc_handleInv; life_boltcutter_uses = 0; }; _building setVariable [format ["bis_disabled_Door_%1",_door],0,true]; //Unlock the door. _building setVariable ["locked",false,true]; if (life_HC_isActive) then { [getPlayerUID player,profileName,"459"] remoteExecCall ["HC_fnc_wantedAdd",HC_Life]; } else { [getPlayerUID player,profileName,"459"] remoteExecCall ["life_fnc_wantedAdd",RSERV]; };
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Neue log pls
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Immer vom Offiziellen Github holen https://github.com/AsYetUntitled/Framework
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Mehr muss man dazu nicht sagen
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Falsch Balu X
Er removed zuerst alles von dem Charakter und dann fügt er alles hinzu!
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Das Stopp zählt als A
H
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und wo macht battleeye jetzt einen fehler?
er merkt nur das jdm neues kommt was so schlimm dran?
ein log zeigt nicht immer nur fehler
oder schränkt dich irgendwas irgendwo ein?
Arma ist ein Logfehler.
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Ne so
Code
Alles anzeigen#include "..\..\script_macros.hpp" /* fn_roundTimer.sqf Author: Col. John Hannibal Smith Website: https://www.fabian-heinz-webdesign.de */ _roundTime = (LIFE_SETTINGS(getNumber, "round_duration")) * 60; stopSched = false; while {_roundTime >= 0} do { if(_roundTime == 0) then { [1,localize "STR_rMsg_roundEnded"] remoteExec ["life_fnc_broadcast",civilian]; }; if(_roundTime == 0) exitWith {}; if(stopSched) exitWith { [1,localize "STR_rMsg_roundEnded"] remoteExec ["life_fnc_broadcast",civilian]; }; sleep 1; _roundTime = _roundTime-1; };
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Auch wenn ich wahrscheinlich für diesen Kommentar von besserwissern downgemacht werde, hast schonmal versucht einfach ins Script oben reinzupacken?
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Das ist Ungeplant was machen wa da jetzt? xD
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Wenn Desolation Redux noch gezockt werden könnte
Aber leider wird das netmehr gezockt
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Ja wenn blackfisch sein Konstruktives Wort "Bullshit" das bedeutet ja.