Beiträge von br1zey
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Probier mal das
C
Alles anzeigen/* * Author: KoffeinFlummi, Glowbal, commy2 * Main HandleDamage EH function. * * Arguments: * 0: Unit That Was Hit <OBJECT> * 1: Name Of Hit Selection <STRING> * 2: Amount Of Damage <NUMBER> * 3: Shooter <OBJECT> * 4: Projectile <OBJECT/STRING> * 5: HitPointIndex (-1 for structural) <NUMBER> * 6: Shooter <OBJECT> * * Return Value: * Damage To Be Inflicted <NUMBER> * * Public: No */ #include "script_component.hpp" _this = _this select [0, 7]; params ["_unit", "_selection", "_damage", "_shooter", "_projectile", "_hitPointIndex"]; TRACE_5("ACE_DEBUG: HandleDamage Called",_unit, _selection, _damage, _shooter, _projectile); //Handle the tazer first (Top-Priority). /// ACE 3 TASER Script /// _exit = false; if(_shooter != _unit) then { _curWep = currentWeapon _shooter; if(_projectile in ["B_9x21_Ball","B_556x45_dual"] && _curWep in ["hgun_P07_snds_F","arifle_SDAR_F"]) then { //Temp fix for super tasers on cops. if(side _shooter == west && (playerSide == west OR playerSide == independent OR playerSide == east)) exitWith { _exit = true; }; if(side _shooter == west && playerSide == civilian) then { private["_distance"]; _distance = if(_projectile == "B_556x45_dual") then {100} else {35}; _exit = true; if((_unit distance _shooter) < _distance) then { if(!life_istazed && !life_isknocked && (!(_unit getVariable ["restrained",false]))) then { if (vehicle _unit != _unit) then { if (typeOf (vehicle _unit) == "B_Quadbike_01_F") then { _unit action ["Eject",vehicle _unit]; [_unit,_shooter] spawn life_fnc_tazed; }; } else { [_unit,_shooter] spawn life_fnc_tazed; }; }; }; }; }; }; if(_exit) exitWith {0}; /// ACE 3 TASER Script /// // bug, apparently can fire for remote units in special cases if !(local _unit) exitWith { TRACE_2("ACE_DEBUG: HandleDamage on remote unit!",_unit, isServer); nil }; // bug, assumed fixed, @todo excessive testing, if nothing happens remove if (_projectile isEqualType objNull) then { _projectile = typeOf _projectile; _this set [4, _projectile]; }; TRACE_3("ACE_DEBUG: HandleDamage",_selection,_damage,_unit); // If damage is in dummy hitpoints, "hands" and "legs", don't change anything if (_selection == "hands") exitWith {_unit getHit "hands"}; if (_selection == "legs") exitWith {_unit getHit "legs"}; if (_selection == "arms") exitWith {_unit getHit "arms"}; // Deal with the new hitpoint and selection names introduced with Arma v1.50 and later. // This will convert new selection names into selection names that the medical system understands // TODO This should be cleaned up when we revisit the medical system at a later stage // and instead we should deal with the new hitpoints directly _selection = [_unit, _selection, _hitPointIndex] call FUNC(translateSelections); _this set [1, _selection]; // ensure that the parameters are set correctly // If the damage is being weird, we just tell it to off. Ignore: "hands", "legs", "arms" if (_selection != "" && {!(_selection in GVAR(SELECTIONS))}) exitWith {0}; // Exit if we disable damage temporarily if !(_unit getVariable [QGVAR(allowDamage), true]) exitWith { TRACE_3("ACE_DEBUG: HandleDamage damage disabled.",_selection,damage _unit,_unit); if (_selection == "") then { damage _unit } else { _unit getHit _selection }; }; // Get return damage private _damageReturn = _damage; private _newDamage = _this call FUNC(handleDamage_caching); // handleDamage_caching may have modified the projectile string private _typeOfDamage = [_projectile] call FUNC(getTypeOfDamage); TRACE_3("ACE_DEBUG: HandleDamage caching new damage",_selection,_newDamage,_unit); private _typeIndex = (GVAR(allAvailableDamageTypes) find _typeOfDamage); private _minLethalDamage = if (_typeIndex >= 0) then { GVAR(minLethalDamages) select _typeIndex } else { 0.01 }; if (!isNull _shooter) then { _unit setvariable [QGVAR(lastDamageSource), _shooter, false]; }; private _vehicle = vehicle _unit; private _effectiveSelectionName = _selection; if ((_vehicle != _unit) && {!(_vehicle isKindOf "StaticWeapon")} && {_shooter in [objNull, driver _vehicle, _vehicle]} && {_projectile == ""} && {_selection == ""}) then { if (GVAR(enableVehicleCrashes)) then { _effectiveSelectionName = _this select 1; //pull random selection from HDC }; }; if ((_minLethalDamage <= _newDamage) && {[_unit, [_effectiveSelectionName] call FUNC(selectionNameToNumber), _newDamage] call FUNC(determineIfFatal)}) then { if ((_unit getVariable [QGVAR(preventInstaDeath), GVAR(preventInstaDeath)])) exitwith { _damageReturn = 0.9; }; if ([_unit, false, true] call FUNC(setDead)) then { _damageReturn = 1; } else { _damageReturn = _damageReturn min 0.89; }; } else { _damageReturn = _damageReturn min 0.89; }; // Start the loop that tracks the unit vitals [_unit] call FUNC(addVitalLoop); if (_unit getVariable [QGVAR(preventInstaDeath), GVAR(preventInstaDeath)]) exitWith { private _delayedUnconsicous = false; if (_vehicle != _unit and {damage _vehicle >= 1}) then { [_unit] call EFUNC(common,unloadPerson); _delayedUnconsicous = true; }; if (_damageReturn >= 0.9 && {_selection in ["", "head", "body"]}) exitWith { if (_unit getVariable ["ACE_isUnconscious", false]) exitwith { [_unit, false, true] call FUNC(setDead); 0.89; }; if (_delayedUnconsicous) then { [{ [_this select 0, true] call FUNC(setUnconscious); }, [_unit], 0.7] call CBA_fnc_waitAndExecute; } else { [{ [_this select 0, true] call FUNC(setUnconscious); }, [_unit]] call CBA_fnc_execNextFrame; }; 0.89; }; _damageReturn min 0.89; }; if (((_unit getVariable [QGVAR(enableRevive), GVAR(enableRevive)]) > 0) && {_damageReturn >= 0.9} && {_selection in ["", "head", "body"]}) exitWith { if (vehicle _unit != _unit and {damage (vehicle _unit) >= 1}) then { [_unit] call EFUNC(common,unloadPerson); }; [_unit, false, true] call FUNC(setDead); 0.89; }; TRACE_3("ACE_DEBUG: HandleDamage damage return",_selection,_damageReturn,_unit); _damageReturn
hatte es gestern schon gemacht xD aber im Code war ein Zensirtes wort und habe nicht gesehn das er das Nicht Abschickt
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kannst du mir mal ein Screen von deinen Respawn Setting im Editor machen ?
zu finden unter Attribute/Mehrspieler
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Erstmal kommt
1:27:13 Warning Message: Cannot load texture mpmissions\altis_life.altis\textures\cop_uniform.jpg.
1:27:13 Warning Message: Cannot load texture mpmissions\altis_life.altis\textures\medic_uniform.jpg.das ist aber nicht so Wichtig
1:26:27 File mpmissions\__CUR_MP.Altis\Config_Vehicles.hpp, line 238: '/LifeCfgVehicles/B_APC_Wheeled_01_cannon_F.price': Missing ';' at the end of line
1:26:27 File mpmissions\__CUR_MP.Altis\Config_Vehicles.hpp, line 256: '/LifeCfgVehicles/I_MRAP_03_F.price': Missing ';' at the end of line
da hast du Semikolons in der vehicle Config vergessen
was mich aber soch sher wunder ist anscheinden habt ihr euch die Stringtabel kommplet zerstört oder die wird nicht Geladen
den
Code
Alles anzeigen1:30:44 String STR_MAR_Copper_Processing not found 1:30:44 String STR_MAR_Altis_Corrections not found 1:30:44 String STR_MAR_Drug_Dealer not found 1:30:44 String STR_MAR_Drug_Dealer not found 1:30:44 String STR_MAR_Drug_Dealer not found 1:30:44 String STR_MAR_Diamond_Mine not found 1:30:44 String STR_MAR_Diamond_Processing not found 1:30:44 String STR_MAR_Diamond_Trader not found 1:30:44 String STR_MAR_Diving_Shop not found 1:30:44 String STR_MAR_Diving_Shop not found 1:30:44 String STR_MAR_Delivery_Missions not found 1:30:44 String STR_MAR_Federal_Reserve not found 1:30:44 String STR_MAR_Fish_Market not found 1:30:44 String STR_MAR_FuelTank_Storage not found 1:30:44 String STR_MAR_FuelTank_Storage not found 1:30:44 String STR_MAR_Gang_Hideout1 not found 1:30:44 String STR_MAR_Gang_Hideout2 not found 1:30:44 String STR_MAR_Gang_Hideout3 not found 1:30:44 String STR_MAR_General_Store not found 1:30:44 String STR_MAR_Civilian_Shops not found 1:30:44 String STR_MAR_General_Store not found 1:30:44 String STR_MAR_General_Store not found 1:30:44 String STR_MAR_Bruce_Outfits not found 1:30:44 String STR_MAR_Market not found 1:30:44 String STR_MAR_Market not found 1:30:44 String STR_MAR_Market not found 1:30:44 String STR_MAR_Market not found 1:30:44 String STR_MAR_Market not found 1:30:44 String STR_MAR_Bruce_Outfits not found 1:30:44 String STR_MAR_Bruce_Outfits not found 1:30:44 String STR_MAR_Bruce_Outfits not found 1:30:44 String STR_MAR_General_Store not found 1:30:44 String STR_MAR_Glass_Trader not found 1:30:44 String STR_MAR_Gold_Bars_Buyer not found 1:30:44 String STR_MAR_Gun_Store not found 1:30:44 String STR_MAR_Gun_Store not found 1:30:44 String STR_MAR_Heroin_Field not found 1:30:44 String STR_MAR_Heroin_Processing not found 1:30:44 String STR_MAR_Hospital_Clinic not found 1:30:44 String STR_MAR_Hospital not found 1:30:44 String STR_MAR_Hospital not found 1:30:44 String STR_MAR_Hospital not found 1:30:44 String STR_MAR_Hunting_Grounds not found 1:30:44 String STR_MAR_Iron_Copper_Trader not found 1:30:44 String STR_MAR_Iron_Mine not found 1:30:44 String STR_MAR_Iron_processing not found 1:30:44 String STR_MAR_GoKart_Shop not found 1:30:44 String STR_MAR_Local_Bank not found 1:30:44 String STR_MAR_DMV not found 1:30:44 String STR_MAR_DMV not found 1:30:44 String STR_MAR_DMV not found 1:30:44 String STR_MAR_DMV not found 1:30:44 String STR_MAR_Oil_Field not found 1:30:44 String STR_MAR_Oil_Field not found 1:30:44 String STR_MAR_Oil_Trader not found 1:30:44 String STR_MAR_Cement_Trader not found 1:30:44 String STR_MAR_Oil_Processing not found 1:30:44 String STR_MAR_Peaches_Field not found 1:30:44 String STR_MAR_Peaches_Field not found 1:30:44 String STR_MAR_Peaches_Field not found 1:30:44 String STR_MAR_Police_HQ not found 1:30:44 String STR_MAR_Police_HQ not found 1:30:44 String STR_MAR_Police_Station not found 1:30:44 String STR_MAR_Rebel_Outpost not found 1:30:44 String STR_MAR_Rebel_Outpost not found 1:30:44 String STR_MAR_Rebel_Outpost not found 1:30:44 String STR_MAR_Rock_Processing not found 1:30:44 String STR_MAR_Rock_Quarry not found 1:30:44 String STR_MAR_Salt_Mine not found 1:30:44 String STR_MAR_Salt_Processing not found 1:30:44 String STR_MAR_Salt_Trader not found 1:30:44 String STR_MAR_Sand_Mine not found 1:30:44 String STR_MAR_Sand_Processing not found 1:30:44 String STR_MAR_Truck_Shop not found 1:30:44 String STR_MAR_Turtle_Dealer not found 1:30:44 String STR_MAR_Turtle_Dealer not found 1:30:44 String STR_MAR_Turtle_Dealer not found 1:30:44 String STR_MAR_Turtle_Poaching not found 1:30:44 String STR_MAR_Turtle_Poaching not found 1:30:44 String STR_MAR_Turtle_Poaching not found 1:30:44 String STR_MAR_Weed_Field not found 1:30:44 String STR_MAR_Weed_Processing not found 1:30:44 String STR_MAR_Channel_News not found 1:30:44 String STR_MAR_Air_Service not found 1:30:44 String STR_MAR_Air_Shop not found 1:30:44 String STR_MAR_Air_Shop not found 1:30:44 String STR_MAR_Apple_Field not found 1:30:44 String STR_MAR_Apple_Field not found 1:30:44 String STR_MAR_Apple_Field not found 1:30:44 String STR_MAR_Apple_Field not found 1:30:44 String STR_MAR_ATM not found 1:30:44 String STR_MAR_Boat_Shop not found 1:30:44 String STR_MAR_Boat_Shop not found 1:30:44 String STR_MAR_Boat_Shop not found
und das geht immer so weiter
aber gut Leider konnte ich nicht ersehen warum Du Einfach Stirbst dir frage ist seit wann genau ist das so bzw was genau habt ihr geändert seit dem es nicht mehr geht
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ne brauchte auf mal den Clint RPT von deinem PC
der ist zu finden unter
AppData\Local\Arma 3
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bitte noch mal den clint log
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das ist doch nicht der komplette RPT log ?
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also ich mach es mal mit der Ö Taste
füge dazu folgendes zu fn_keyHandler hinzu :
Code
Alles anzeigen//Ö Key case 39: { if(playerSide != civilian) then { { if (_x animationPhase "Door_1_rot" == 1) then { _x animate ["Door_1_rot", 0]; } else { _x animate ["Door_1_rot", 1]; }; } forEach (nearestObjects [player, ["Land_BarGate_F"], 25]); //25 bedeutet ab einer nähe von 25 Metern zur Schranke, kann belibig geändert werden }; };
jetzt kann jeder auser Civ mit der taste Ö die Schranken Öffnen oder Schlissen
Taste kann natürlich geändert Werden
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Welche AL Version ???
RPT Log ?
Was würde Verändert ?
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Das kann Geclosd Werden Problem war er hat die Life_Server nicht neu gepackt
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Indirekt man könnte den Status Anzeigen lassen wie
Gesund / Blutet / Verletzt
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VSCode mit sqf habe ich mir angeschaut nett ist das er dan gleich die Fehler Anzeigt Problem gibt es aber er kann bei ner Globalen Variable nicht unterscheiden und sagt das die nicht Definiert währe obwohl sie Definiert ist halt nur in einer Anderen Datei und macros Versteht er auch nicht
das sieht Bei Altis Life gleich wie folgend aus
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Ja ganz vergessen git einbindug hat Atom auch
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kopier in der vehicle config den schop von den Medics und änder den class zu z.b. med_air und gib den bein NPC an sollte das Problem beheben
wenn im npc der shop für den class med_air_hs angegen ist sucht er immer das Krankenhaus in der nähe um dort zu Spawn
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Hyho Heute mal Etwas Offtopic von mir mich würde doch mal Interessieren was für einen TextEditor ihr nutzt um Scripte ect zu Schreiben/Bearbeiten
und was für Vorteile ihr dort seht oder was euch nicht so gut daran Gefällt
Ich Persönlich verwende den ATOM Editor mit dem Arma SQF Syntax Highlighten vom ACE3 Team
man kann Ganze Ordner öffnen bzw hinzufügen die einem dan rechts Angezeigt wird und man dort direkt die Dateien Öffnen kann
so wie man mit dem Plugin von ACE3 auch per Tastenkommando den Letzt RPT log Öffnen.
Hier noch ein Kleiner Screenshot
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ok Änder mal in der
fn_actionKeyHandler
Zeile 16
Codeif (player getVariable["isEscorting",false]) exitWith { [] call life_fnc_copInteractionMenu; };
zu
Codeif (player getVariable["isEscorting",false]) exitWith { _target = player getVariable["isEscorting",false]; [_target] call life_fnc_copInteractionMenu; };
das sollte auch bei der 5.0 das Problem beheben
der Grund ist das copInteractionMenu wird ohne Angegebens target geöffnet und in der datei ist ein exitWith wenn kein Target angegeben ist
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