welche Version ?
Beiträge von br1zey
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Probier mal bitte
C
Alles anzeigen#include "\life_server\script_macros.hpp" /* File: fn_spawnVehicle.sqf Author: Bryan "Tonic" Boardwine Description: Sends the query request to the database, if an array is returned then it creates the vehicle if it's not in use or dead. */ private["_vid","_sp","_pid","_query","_sql","_vehicle","_nearVehicles","_name","_side","_tickTime","_dir","_servIndex"]; _vid = [_this,0,-1,[0]] call BIS_fnc_param; _pid = [_this,1,"",[""]] call BIS_fnc_param; _sp = [_this,2,[],[[],""]] call BIS_fnc_param; _unit = [_this,3,ObjNull,[ObjNull]] call BIS_fnc_param; _price = [_this,4,0,[0]] call BIS_fnc_param; _dir = [_this,5,0,[0]] call BIS_fnc_param; _unit_return = _unit; _name = name _unit; _side = side _unit; _unit = owner _unit; if(EQUAL(_vid,-1) OR EQUAL(_pid,"")) exitWith {}; if(_vid in serv_sv_use) exitWith {}; serv_sv_use pushBack _vid; _servIndex = serv_sv_use find _vid; _query = format["SELECT id, side, classname, type, pid, alive, active, plate, color, inventory, gear, fuel FROM vehicles WHERE id='%1' AND pid='%2'",_vid,_pid]; _tickTime = diag_tickTime; _queryResult = [_query,2] call DB_fnc_asyncCall; if(EXTDB_SETTING(getNumber,"DebugMode") == 1) then { diag_log "------------- Client Query Request -------------"; diag_log format["QUERY: %1",_query]; diag_log format["Time to complete: %1 (in seconds)",(diag_tickTime - _tickTime)]; diag_log format["Result: %1",_queryResult]; diag_log "------------------------------------------------"; }; if(EQUAL(typeName _queryResult,typeName "")) exitWith {}; _vInfo = _queryResult; if(isNil "_vInfo") exitWith {serv_sv_use deleteAt _servIndex;}; if(EQUAL(count _vInfo,0)) exitWith {serv_sv_use deleteAt _servIndex;}; if(EQUAL(SEL(_vInfo,5),0)) exitWith { serv_sv_use deleteAt _servIndex; [1,format[(localize "STR_Garage_SQLError_Destroyed"),_vInfo select 2]] remoteExecCall ["life_fnc_broadcast",_unit]; }; if(EQUAL(SEL(_vInfo,6),1)) exitWith { serv_sv_use deleteAt _servIndex; [1,format[(localize "STR_Garage_SQLError_Active"),_vInfo select 2]] remoteExecCall ["life_fnc_broadcast",_unit]; }; if!(EQUAL(typeName _sp,typeName "")) then { _nearVehicles = nearestObjects[_sp,["Car","Air","Ship"],10]; } else { _nearVehicles = []; }; if(count _nearVehicles > 0) exitWith { serv_sv_use deleteAt _servIndex; [_price,_unit_return] remoteExecCall ["life_fnc_garageRefund",_unit]; [1,(localize "STR_Garage_SpawnPointError")] remoteExecCall ["life_fnc_broadcast",_unit]; }; _query = format["UPDATE vehicles SET active='1' WHERE pid='%1' AND id='%2'",_pid,_vid]; _trunk = [_vInfo select 9] call DB_fnc_mresToArray; _gear = [_vInfo select 10] call DB_fnc_mresToArray; [_query,false] spawn DB_fnc_asyncCall; if(typeName _sp == "STRING") then { _vehicle = createVehicle[(_vInfo select 2),[0,0,999],[],0,"NONE"]; waitUntil {!isNil "_vehicle" && {!isNull _vehicle}}; _vehicle allowDamage false; _hs = nearestObjects[getMarkerPos _sp,["Land_Hospital_side2_F"],50] select 0; _vehicle setPosATL (_hs modelToWorld [-0.4,-4,12.65]); sleep 0.6; } else { _vehicle = createVehicle [(_vInfo select 2),_sp,[],0,"NONE"]; waitUntil {!isNil "_vehicle" && {!isNull _vehicle}}; _vehicle allowDamage false; _vehicle setPos _sp; _vehicle setVectorUp (surfaceNormal _sp); _vehicle setDir _dir; }; _vehicle setFuel (_vInfo select 11); _vehicle allowDamage true; //Send keys over the network. [_vehicle] remoteExecCall ["life_fnc_addVehicle2Chain",_unit]; [_pid,_side,_vehicle,1] call TON_fnc_keyManagement; _vehicle lock 2; //Reskin the vehicle [_vehicle,_vInfo select 8] remoteExecCall ["life_fnc_colorVehicle",_unit]; _vehicle setVariable["vehicle_info_owners",[[_pid,_name]],true]; _vehicle setVariable["dbInfo",[(_vInfo select 4),_vInfo select 7]]; _vehicle setVariable["Trunk",_trunk,true]; _vehicle disableTIEquipment true; //No Thermals.. They're cheap but addictive. [_vehicle] call life_fnc_clearVehicleAmmo; if (count _gear > 0) then { _items = _gear select 0; _mags = _gear select 1; _weapons = _gear select 2; _backpacks = _gear select 3; for "_i" from 0 to ((count (_items select 0)) - 1) do { _vehicle addItemCargoGlobal [((_items select 0) select _i), ((_items select 1) select _i)]; }; for "_i" from 0 to ((count (_mags select 0)) - 1) do { _vehicle addMagazineCargoGlobal [((_mags select 0) select _i), ((_mags select 1) select _i)]; }; for "_i" from 0 to ((count (_weapons select 0)) - 1) do { _vehicle addWeaponCargoGlobal [((_weapons select 0) select _i), ((_weapons select 1) select _i)]; }; for "_i" from 0 to ((count (_backpacks select 0)) - 1) do { _vehicle addBackpackCargoGlobal [((_backpacks select 0) select _i), ((_backpacks select 1) select _i)]; }; }; if(_side isEqualTo west) then {this animate ["daylights_hide", 1];this animate ["Secondary", 1];this animate ["Switch_2", 1];this animate ["Lightbar", 1];}; //Sets of animations switch((SEL(_vInfo,1))) do { case "cop": { [_vehicle,"cop_offroad",true] spawn life_fnc_vehicleAnimate; _vehicle animate ["daylights_hide", 1]; _vehicle animate ["Secondary", 1]; _vehicle animate ["Switch_2", 1]; _vehicle animate ["Lightbar", 1]; _vehicle setVariable ["Red", 0, TRUE]; _vehicle setVariable ["Green", 0, TRUE]; _vehicle setVariable ["Blue", 0.4, TRUE]; if((SEL(_vInfo,2)) 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 { [_vehicle,"cop_offroad",true] remoteExecCall ["life_fnc_vehicleAnimate",_unit]; }; }; case "civ": { if((SEL(_vInfo,2)) in ["C_Offroad_01_F"])then{ [_vehicle,"civ_offroad",true] remoteExecCall ["life_fnc_vehicleAnimate",_unit]; }; if(EQUAL(SEL(_vInfo,2),"B_Heli_Light_01_F") && !(EQUAL(SEL(_vInfo,8),13))) then { [_vehicle,"civ_littlebird",true] remoteExecCall ["life_fnc_vehicleAnimate",_unit]; }; }; case "med": { if((SEL(_vInfo,2)) 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 { [_vehicle,"med_offroad",true] remoteExecCall ["life_fnc_vehicleAnimate",_unit]; }; }; }; [1,"Your vehicle is ready!"] remoteExecCall ["life_fnc_broadcast",_unit]; serv_sv_use deleteAt _servIndex; -
dan must du doch nur die DB abfrage beim abrufen ändern + die DB Function zum löschen der Fahrzeuge ändern/Enfernen
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und dein menu kann so auch nicht gehn versuch mal das
C
Alles anzeigen/* File: fn_copInteractionMenu.sqf Author: Bryan "Tonic" Boardwine Description: Replaces the mass addactions for various cop actions towards another player. */ #define Btn1 37450 #define Btn2 37451 #define Btn3 37452 #define Btn4 37453 #define Btn5 37454 #define Btn6 37455 #define Btn7 37456 #define Btn8 37457 #define Btn9 37458 #define Btn10 37459 #define Title 37401 private["_display","_curTarget","_Btn1","_Btn2","_Btn3","_Btn4","_Btn5","_Btn6","_Btn7","_Btn8","_Btn9","_Btn10"]; if(!dialog) then { createDialog "pInteraction_Menu"; }; disableSerialization; _curTarget = [_this,0,ObjNull,[ObjNull]] call BIS_fnc_param; if(isNull _curTarget) exitWith {closeDialog 0;}; //Bad target if(!isPlayer _curTarget && side _curTarget == civilian) exitWith {closeDialog 0;}; //Bad side check? _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; _Btn8 = _display displayCtrl Btn8; _Btn9 = _display displayCtrl Btn9; _Btn10 = _display displayCtrl Btn10; life_pInact_curTarget = _curTarget; //Set Heal Button _Btn1 ctrlSetText localize "STR_Medic_Heal"; _Btn1 buttonSetAction "[life_pInact_curTarget] call life_fnc_healPlayer; closeDialog 0;"; //Set Check Licenses Button _Btn2 ctrlSetText localize "STR_pInAct_checkLicenses"; _Btn2 buttonSetAction "[[player],""life_fnc_licenseCheck"",life_pInact_curTarget,FALSE] spawn life_fnc_MP"; //Set Search Button _Btn3 ctrlSetText localize "STR_pInAct_SearchPlayer"; _Btn3 buttonSetAction "[life_pInact_curTarget] spawn life_fnc_searchAction;"; //Set Escort Button if((_curTarget getVariable["Escorting",false])) then { _Btn4 ctrlSetText localize "STR_pInAct_StopEscort"; _Btn4 buttonSetAction "[life_pInact_curTarget] call life_fnc_stopEscorting; [life_pInact_curTarget] call life_fnc_medInteractionMenu;"; } else { _Btn4 ctrlSetText localize "STR_pInAct_Escort"; _Btn4 buttonSetAction "[life_pInact_curTarget] call life_fnc_escortAction; closeDialog 0;"; }; //Set Ticket Button _Btn5 ctrlSetText localize "STR_pInAct_TicketBtn"; _Btn5 buttonSetAction "[life_pInact_curTarget] call life_fnc_ticketAction;"; _Btn6 ctrlSetText localize "STR_pInAct_Arrest"; _Btn6 buttonSetAction "closeDialog 0; [] call life_fnc_showArrestDialog;"; _Btn7 ctrlSetText localize "STR_pInAct_PutInCar"; _Btn7 buttonSetAction "[life_pInact_curTarget] call life_fnc_putInCar; closeDialog 0;"; //Remove Weapons _Btn8 ctrlSetText localize "STR_pInAct_RemoveWeapons"; _Btn8 buttonSetAction "[life_pInact_curTarget] spawn life_fnc_removeWeaponAction; closeDialog 0;"; _Btn9 ctrlSetText localize "STR_pInAct_Breathalyzer"; _Btn9 buttonSetAction "[[player],""life_fnc_breathalyzer"",life_pInact_curTarget,FALSE] spawn life_fnc_MP;closeDialog 0"; _Btn10 ctrlSetText localize "STR_pInAct_RevokeLicense"; _Btn10 buttonSetAction "[life_pInact_curTarget] call life_fnc_revokeLicense;"; //Check that you are near a place to jail them. if(!((player distance (getMarkerPos "cop_spawn_1") < 50) OR (player distance (getMarkerPos "cop_spawn_2") < 50) OR (player distance (getMarkerPos "cop_spawn_3") < 50) OR (player distance (getMarkerPos "cop_spawn_bane") < 50))) then { _Btn6 ctrlEnable false; }; -
gehts den bei den cops noch was mich wunder der ober teil ist eigentlich im House Menu zu finden nicht im Player
zeig bitte auch mal sonst die actionkeyHandler
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Kann ich dir nicht genau sagen habe mir die 4.4r3 nicht angeguckt aber ich glaube die haben da nur Macros geändert bzw entfernt so wie viele Fehler

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ich copInteraction menu selbst wird glaube PlayerSide noch mal abgefragt wenn du das copiert hast könnte das dein problem sein
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die Polizei kann keine Autos mehr Impounden oder wie ?
könnte an der
fn_impoundAction.sqf liegen aber das keine fehler kommt ist Komisch
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und man kann die Dialoge auch im Arma Editor öffnen und Bearbeiten ist nur etwas umständlich wenn man 0 Plan hatt
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Aktivier es mal für Spieler und Ki
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guck mal hier ist aber auf einen Anderen Map als Altis
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Ja da gebe ich dir recht es wurde nur nach einer Brücke Gefragt

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Hat ACE nicht irgendeine Variable für die Anzahl der Wunden und ob man blutet, oder nicht? Wenn man die rausfinden könnte, wäre es doch möglich diese in der handledamage wieder auf false bzw um einen herab zu setzen. Hab mir leider noch nie den Code vom ACE Med System angeguckt, deswegen kann ich da lediglich diesen Gedankenanstoß bieten.
SorryDas problem ist das Taserscript läuft vor dem ACE Script ab wenn du da die Variable auf false setzt bringt es nichts xD
Also um das problem zu löschen muss man bei Ace nur in der ACE_Medical/Functions/HandleDamage.sqf das Taserscript einbauen
zu beachten ist nur das Kleinigkeiten zu ändern sind
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was genau ist jetzt das Problem verstehe das jetzt nicht
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this enableSimulation false; this allowDamage false; this addAction[localize"STR_MAR_Helicopter_Shop", life_fnc_vehicleShopMenu,["civ_air",civilian,["civ_air_1","civ_air_1_2"],"civ","Carl's Airial Auto's"]];
da fehlt doch was

habs mal rot gemacht
und bei Medics änder mal den shop class in med_air nicht med_air_hq
in der config_vehicles und in der Init des NPC -
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wenn du das mit pickaxe abbaust dan in der
fn_pickaxeUse.sqf
wenn du das so abbaust wie Drogen dan in der fn_gather.sqf
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denke du hast ein fehler in der config_vehicles oder Config_Clothing