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    1. Nodezone.net Community
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    3. KEHO

    Beiträge von KEHO

    • Farming/Abbau Massenproduktion

      • KEHO
      • 14. Juni 2018 um 10:29
      Zitat von SpodGamesTV

      Hallo Community,

      ich benutze die Altis Life 5.0 Mission und habe mich einmal sowohl an Shinji sowohl als auch an denen orientiert die ebenfalls nicht farmen können. Bei mir ist es nicht mehr möglich sowohl mit Spitzhacke als auch ohne zu farmen. Es passiert leider einfach nichts. Ich habe sowohl die fn_gather.sqf als auch die fn_mine.sqf so bearbeitet das es funktionieren sollte. Habe auch mehrmals beide Dateien auf Fehler überprüft. Wäre nett wenn sich das mal jemand anschauen könnte.

      fn_gather.sqf

      Spoiler anzeigen

      #include "..\..\script_macros.hpp"

      /*

      File: fn_gather.sqf

      Author: Devilfloh

      Description:

      Main functionality for gathering.

      */

      private ["_maxGather","_resource","_amount","_maxGather","_requiredItem"];

      if (life_action_inUse) exitWith {};

      if !(isNull objectParent player) exitWith {};

      if (player getVariable "restrained") exitWith {hint localize "STR_NOTF_isrestrained";};

      if (player getVariable "playerSurrender") exitWith {hint localize "STR_NOTF_surrender";};

      life_action_inUse = true;

      _zone = "";

      _requiredItem = "";

      _exit = false;

      _resourceCfg = missionConfigFile >> "CfgGather" >> "Resources";

      for "_i" from 0 to count(_resourceCfg)-1 do {

      _curConfig = _resourceCfg select _i;

      _resource = configName _curConfig;

      _maxGather = getNumber(_curConfig >> "amount");

      _zoneSize = getNumber(_curConfig >> "zoneSize");

      _resourceZones = getArray(_curConfig >> "zones");

      _requiredItem = getText(_curConfig >> "item");

      {

      if ((player distance (getMarkerPos _x)) < _zoneSize) exitWith {_zone = _x;};

      } forEach _resourceZones;

      if (_zone != "") exitWith {};

      };

      if (_zone isEqualTo "") exitWith {life_action_inUse = false;};

      if (_requiredItem != "") then {

      _valItem = missionNamespace getVariable "life_inv_" + _requiredItem;

      if (_valItem < 1) exitWith {

      switch (_requiredItem) do {

      //Messages here

      };

      life_action_inUse = false;

      _exit = true;

      };

      };

      if (_exit) exitWith {life_action_inUse = false;};

      while {true} do {

      _amount = round(random(_maxGather)) + 1;

      _diff = [_resource,_amount,life_carryWeight,life_maxWeight] call life_fnc_calWeightDiff;

      if (_diff isEqualTo 0) exitWith {

      hint localize "STR_NOTF_InvFull";

      life_action_inUse = false;

      };

      switch (_requiredItem) do {

      case "pickaxe": {[player,"mining",35,1] remoteExecCall ["life_fnc_say3D",RCLIENT]};

      default {[player,"harvest",35,1] remoteExecCall ["life_fnc_say3D",RCLIENT]};

      };

      for "_i" from 0 to 4 do {

      player playMoveNow "AinvPercMstpSnonWnonDnon_Putdown_AmovPercMstpSnonWnonDnon";

      waitUntil{animationState player != "AinvPercMstpSnonWnonDnon_Putdown_AmovPercMstpSnonWnonDnon";};

      sleep 0.5;

      };

      if ([true,_resource,_diff] call life_fnc_handleInv) then {

      _itemName = M_CONFIG(getText,"VirtualItems",_resource,"displayName");

      titleText[format [localize "STR_NOTF_Gather_Success",(localize _itemName),_diff],"PLAIN"];

      };

      sleep 1;

      life_action_inUse = false;

      };

      fn_mine.sqf

      Spoiler anzeigen

      #include "..\..\script_macros.hpp"

      /*

      File: fn_mine.sqf

      Author: Devilfloh

      Editor: Dardo

      Description:

      Same as fn_gather,but it allows use of probabilities for mining.

      */

      private ["_maxGather", "_resource", "_amount", "_requiredItem", "_mined"];

      if (life_action_inUse) exitWith {};

      if !(isNull objectParent player) exitWith {};

      if (player getVariable "restrained") exitWith {

      hint localize "STR_NOTF_isrestrained";

      };

      _exit = false;

      if (player getVariable "playerSurrender") exitWith {

      hint localize "STR_NOTF_surrender";

      };

      life_action_inUse = true;

      _zone = "";

      _requiredItem = "";

      _resourceCfg = missionConfigFile >> "CfgGather" >> "Minerals";

      _percent = (floor random 100) + 1; //Make sure it's not 0

      for "_i" from 0 to count(_resourceCfg)-1 do {

      _curConfig = _resourceCfg select _i;

      _resources = getArray(_curConfig >> "mined");

      _maxGather = getNumber(_curConfig >> "amount");

      _zoneSize = getNumber(_curConfig >> "zoneSize");

      _resourceZones = getArray(_curConfig >> "zones");

      _requiredItem = getText(_curConfig >> "item");

      _mined = "";

      if (_resources isEqualTo []) exitWith {}; //Smart guy :O

      for "_i" from 0 to count (_resources) do {

      if (count _resources isEqualTo 1) exitWith {

      if (!((_resources select 0) isEqualType [])) then {

      _mined = _resources select 0;

      } else {

      _mined = (_resources select 0) select 0;

      };

      };

      _resource = (_resources select _i) select 0;

      _prob = (_resources select _i) select 1;

      _probdiff = (_resources select _i) select 2;

      if ((_percent >= _prob) && (_percent <= _probdiff)) exitWith {

      _mined = _resource;

      };

      };

      {

      if ((player distance(getMarkerPos _x)) < _zoneSize) exitWith {

      _zone = _x;

      };

      } forEach _resourceZones;

      if (_zone != "") exitWith {};

      };

      if (_zone isEqualTo "") exitWith {

      life_action_inUse = false;

      };

      if (_requiredItem != "") then {

      _valItem = missionNamespace getVariable "life_inv_" + _requiredItem;

      if (_valItem < 1) exitWith {

      switch (_requiredItem) do {

      case "pickaxe": {

      titleText[(localize "STR_NOTF_Pickaxe"), "PLAIN"];

      };

      };

      life_action_inUse = false;

      _exit = true;

      };

      };

      if (_exit) exitWith {

      life_action_inUse = false;

      };

      while {true} do {

      _amount = round(random(_maxGather)) + 1;

      _diff = [_mined, _amount, life_carryWeight, life_maxWeight] call life_fnc_calWeightDiff;

      if (_diff isEqualTo 0) exitWith {

      hint localize "STR_NOTF_InvFull";

      life_action_inUse = false;

      };

      [player,"mining",35,1] remoteExecCall ["life_fnc_say3D",RCLIENT];

      for "_i" from 0 to 4 do {

      player playMoveNow "AinvPercMstpSnonWnonDnon_Putdown_AmovPercMstpSnonWnonDnon";

      waitUntil {

      animationState player != "AinvPercMstpSnonWnonDnon_Putdown_AmovPercMstpSnonWnonDnon";

      };

      sleep 0.5;

      };

      if (([true, _mined, _diff] call life_fnc_handleInv)) then {

      _itemName = M_CONFIG(getText, "VirtualItems", _mined, "displayName");

      titleText[format [localize "STR_NOTF_Mine_Success", (localize _itemName), _diff], "PLAIN"];

      };

      sleep 2.5;

      life_action_inUse = false;

      };

      Update: Problem wurde gefixt.

      Alles anzeigen

      Kannst du vielleicht die gefixte hochladen?

    • [Tutorial] Hunde in Altis Life (Mit Video)

      • KEHO
      • 3. Januar 2017 um 15:18

      habe das problem das der hund weder bei fuss geht, und auch nicht folgt der macht einfach was er wil =(
      wie könnte ich das einstellen ist auf der 3.1.4.8 das script vom der ersten seite

      Code
      /*
      dog functions
      
      
      
      
      pass in the calling unit
      
      
      
      
      made by: 
      |TG-355th| Yink
      */
      
      
      
      
      _unit = _this select 0;
      _side = side _unit;
      sleep 2;
      _setVariable =
      {
      _unit setvariable ["order","nil"];
      _unit setvariable ["step","wait"];
      _unit setvariable ["action","true"];
      _unit setvariable ["seek","false"];
      };
      
      
      
      
      
      
      
      _dogRevive = 
      {
      _unit = _this select 0;
      _dog = _unit getvariable "dog";
      
      
      
      
      sleep 5;
      
      
      
      
      _side = side _unit;
      _unit setvariable ["follow",'false'];
      _tempPos = getpos _unit;
      
      
      
      
      _group1 = createGroup _side;
      
      
      
      
      "Alsatian_Sandblack_F" createUnit [_tempPos,_group1,"_unit setvariable ['dog',format['%1',this]]", 1.0, "private"];
      
      
      
      
      sleep 0.5;
      
      
      
      
      _dog = _unit getvariable "dog";
      _unit setvariable ["step","go"];
      
      
      
      
      };
      
      
      
      
      _dogWhistle =
      {
      
      
      
      
      _unit = (_this select 3) select 0;
      _growl = (_this select 3) select 1;
      play = (_this select 3) select 2;
      _idle = (_this select 3) select 3;
      _vehicle = (_this select 3) select 4;
      _sound = ["whistle",_unit, 20] spawn play;
      hint "Jessie, here girl!";
      sleep 1;
      _unit setvariable ["follow",'false'];
      _tempPos = [(getpos _unit) select 0,((getpos _unit) select 1) + 1,0];
      _side = side _unit;
      
      
      
      
      _group1 = createGroup _side;
      
      
      
      
      _dog = "Alsatian_Sandblack_F" createUnit [_tempPos,_group1,"dog = this", 1.0, "private"];
      
      
      
      
      _unit setvariable ["order","idle"];
      _unit setvariable ["step","go"];
      _unit setvariable ["dog", dog];
      (_unit getvariable "dog") setvariable ["player",_unit];
      
      
      
      
      _vehicle = [_unit,play] spawn _vehicle;
      _return = [_unit,play] spawn _idle;
      _growl = [_unit,play] spawn _growl;
      killed =
      {
      _unit1 = (_this select 0) getvariable "player";
      _unit1 setvariable ["order","dead"];
      _unit setvariable ["action","false"];
      _unit1 setvariable ["step","go"];
      };
      
      
      
      
      shot_at =
      {
      _dog = _this select 0;
      _firer = _this select 1;
      _unit1 = _dog getvariable "player";
      _side = east;
      
      
      
      
      
      
      
      if (((side _firer)==east)&&((_unit1 getvariable "seek")=="true")) then
      {
      _unit1 setVariable ["order","idle"];
      _unit1 setVariable ["step","go"];
      _unit1 setVariable ["seek","false"];
      _dog doMove (getpos _unit1);
      _sound = ["dog_whine",_dog, 20] spawn play;
      };
      
      
      
      
      };
      
      
      
      
      (_unit getvariable "dog") addeventhandler
      [
      "killed",
      { 
      _script = [(_this select 0)] call killed;
      }
      ];
      
      
      
      
      (_unit getvariable "dog") addeventhandler
      [
      "FiredNear",
      {
      _script = [(_this select 0),(_this select 1)] call shot_at;
      }
      ]; 
      
      
      
      
      };
      
      
      
      
      _dogFollow =
      {
      _unit = (_this select 3) select 0;
      _dog = _unit getvariable "dog";
      _play = (_this select 3) select 1;
      _sound = ["dog_one",_dog, 20] spawn _play;
      hint "Jessie, Folge mir!";
      _unit setvariable ["order","active"];
      _unit setvariable ["step","go"];
      _unit setvariable ["follow",'true'];
      
      
      
      
      while {(_unit getvariable "follow") == 'true'} do 
      {
      sleep 0.5;
      if ((_dog distance _unit) < 1) then 
      {
      _dog domove getpos _dog;
      } 
      else 
      {
      _dog domove getpos _unit; 
      };
      sleep 1;
      };
      };
      
      
      
      
      _dogSeek = 
      {
      _unit = (_this select 3) select 0;
      _unit setvariable ["follow",'false'];
      _unit setvariable ["seek","true"];
      _dog = _unit getvariable "dog";
      _play = (_this select 3) select 1;
      hint "Jessie, seek!";
      _unit setvariable ["order","active"];
      _unit setvariable ["step","go"];
      _dog = _unit getvariable "dog";
      _side = east;
      _radius = 50;
      
      
      
      
      _nearestunits = nearestObjects [_dog,["Man"],_radius];
      
      
      
      
      _nearestunitofside = [];
      
      
      
      
      if(_side countSide _nearestunits > 0) then
      {
      _sound = ["dog_one",_dog, 20] spawn _play;
      {
      _unit = _x;
      if (side _unit == _side) then 
      {
      _nearestunitofside = _nearestunitofside + [_unit]
      };
      } foreach _nearestunits;
      } else {
      _sound = ["dog_ruff",_dog, 20] spawn _play;
      _unit setvariable ["order","idle"];
      };
      
      
      
      
      
      
      
      _dog domove getpos (_nearestunitofside select 0);
      
      
      
      
      waituntil {(_dog distance (_nearestunitofside select 0))<10};
      _sound = ["dog_ruff",_dog, 20] spawn _play;
      
      
      
      
      };
      
      
      
      
      _dogHeel =
      {
      
      
      
      
      _unit = (_this select 3) select 0;
      _dog = _unit getvariable "dog";
      _play = (_this select 3) select 1;
      _sound = ["dog_one",_dog, 20] spawn _play;
      hint "Jessie, Heal!";
      _unit setvariable ["follow",'false'];
      _dog = _unit getvariable "dog";
      
      
      
      
      _dog domove [(getpos _unit) select 0,((getpos _unit) select 1) - 1, 0];
      _unit setvariable ["order","active"];
      _unit setvariable ["step","go"];
      };
      
      
      
      
      _dogHide =
      {
      _unit = (_this select 3) select 0;
      _dog = _unit getvariable "dog";
      _unit setvariable ["follow",'false'];
      
      
      
      
      _dog = _unit getvariable "dog";
      
      
      
      
      hint "Jessie, Hide!";
      
      
      
      
      _unit setvariable ["order","nil"];
      _unit setvariable ["step","go"];
      sleep 3;
      deleteVehicle _dog;
      };
      
      
      
      
      _dogStop =
      {
      
      
      
      
      _unit = (_this select 3) select 0;
      _dog = _unit getVariable "dog";
      _play = (_this select 3) select 1;
      _sound = ["dog_one",_dog, 20] spawn _play;
      _unit setvariable ["seek","false"];
      hint "Jessie, Halte!";
      _unit setvariable ["follow",'false'];
      _dog domove getpos _dog;
      _unit setvariable ["order","idle"];
      _unit setvariable ["step","go"];
      };
      
      
      
      
      _dogGrowl =
      {
      
      
      
      
      _unit = _this select 0;
      _dog = _unit getvariable "dog";
      _side = east;
      
      
      
      
      while {alive _dog} do
      {
      _timer = round(random 5);
      _timer = _timer + 5;
      _objs = nearestobjects [_dog,["Man"], 50];
      
      
      
      
      {
      if ((side _x)!=_side) then
      {
      _objs = _objs - [_x];
      };
      } foreach _objs;
      
      
      
      
      if ((count _objs)>0) then
      {
      _play = _this select 1;
      _sound = ["dog_growl",_dog, 11] spawn _play;
      };
      
      
      
      
      sleep _timer;
      _dog = _unit getvariable "dog";
      
      
      
      
      };
      
      
      
      
      };
      
      
      
      
      _playSound =
      {
      
      
      
      
      _soundPath = [(str missionConfigFile), 0, -15] call BIS_fnc_trimString;
      sound = _this select 0;
      dog1 = _this select 1;
      _volume = _this select 2;
      _soundToPlay = _soundPath + "sounds\" + _sound + ".ogg";
      
      
      
      
      publicvariable "sound";
      publicvariable "dog1";
      [{dog1 say3d sound},"bis_fnc_spawn",true] spawn bis_fnc_mp;
      //_null = [[_sountToPlay,_dog],"sound_fnc",true,true] spawn BIS_fnc_MP;
      
      
      
      
      
      
      
      //_sound = ["hey",_unit getvariable "dog"] call _playSound;
      
      
      
      
      };
      
      
      
      
      _dogReturnIdle =
      {
      _unit = _this select 0;
      _dog = _unit getvariable "dog";
      _play = _this select 1;
      while {alive _dog} do
      {
      waituntil {(((_dog distance _unit)>30)&&((_unit getvariable "order")=="idle"))};
      _dog domove (getpos _unit);
      _sound = ["dog_whine",_dog, 20] spawn _play;
      waituntil {unitReady _dog};
      };
      };
      
      
      
      
      
      
      
      
      
      
      _dogVehicle =
      {
      _unit = _this select 0;
      _dog = _unit getvariable "dog";
      
      
      
      
      while {alive _dog} do
      {
      waituntil {(((vehicle _unit)!= _unit)&&((_dog distance _unit)<8))};
      _veh = vehicle _unit;
      _dog attachto [_unit,[0,0.1,-0.2]];
      _dog attachto [_veh];
      waituntil {(vehicle _unit)!= _veh};
      detach _dog;
      _dog setpos [((getpos _unit) select 0) + 2,((getpos _unit) select 1) + 2,0];
      };
      };
      _actions = 
      {
      _unit = _this select 0;
      _dogWhistle = _this select 1;
      _dogFollow = _this select 2;
      _dogSeek = _this select 3;
      _dogHide = _this select 4;
      _dogHeel = _this select 5;
      _dogStop = _this select 6;
      _dogGrowl = _this select 7;
      _playSound = _this select 8;
      _dogReturnIdle = _this select 9;
      _dogVehicle = _this select 10;
      _unit setvariable ["action","true"];
      
      
      
      
      while {(_unit getvariable "action")=="true"} do
      {
      _unit setvariable ["step","wait"];
      _actions = _unit getvariable "actions";
      {
      _unit removeaction _x;
      } foreach _actions;
      
      
      
      
      _actions = [ ];
      
      
      
      
      if ((_unit getvariable "order") == "nil") then
      {
      _whistle = _unit addAction ["Whistle", _dogWhistle, [_unit, _dogGrowl,_playSound,_dogReturnIdle,_dogVehicle]];
      _unit setvariable ["order","whistle"];
      _unit setvariable ["step","wait"];
      _unit setvariable ["actions",[_whistle]];
      };
      
      
      
      
      if ((_unit getvariable "order") == "idle") then
      {
      _follow = _unit addAction ["<t color = '#ffff00'>Hund folge!</t>", _dogFollow, [_unit,_playSound]];
      _find = _unit addAction ["<t color = '#ffff00'>Hund sucht!</t>", _dogSeek, [_unit,_playSound]];
      _rest = _unit addAction ["<t color = '#ff0000'>Hund Ausblenden!</t>", _dogHide, [_unit,_playSound]];
      _heel = _unit addAction ["<t color = '#ffff00'>Hund bei Fuß!</t>", _dogHeel, [_unit,_playSound]];
      _unit setvariable ["step","wait"];
      
      
      
      
      _unit setvariable ["actions",[_follow,_find,_rest,_heel]];
      
      
      
      
      };
      
      
      
      
      if ((_unit getvariable "order") == "active") then
      {
      _stop = _unit addAction ["<t color = '#ff0000'>Stop!</t>", _dogStop, [_unit,_playSound]];
      _unit setvariable ["step","wait"];
      _unit setvariable ["actions",[_stop]];
      };
      if ((_unit getvariable "dead") == "active") then
      {
      _unit setvariable ["order","nil"];
      }; 
      waituntil {((_unit getvariable "step") == "go")};
      
      
      
      
      
      
      
      };
      
      
      
      
      };
      
      
      
      
      _var1 = [_unit] call _setVariable;
      _loop = [_unit,_dogWhistle,_dogFollow,_dogSeek,_dogHide,_dogHeel,_dogStop,_dogGrowl,_playSound,_dogReturnIdle, _dogVehicle] call _actions;
      Alles anzeigen
    • Als Medic/ ADAC Fahrzeug Halter sehen

      • KEHO
      • 19. Dezember 2016 um 16:05

      Habe es so jetzt geschaft anscheinend funktioniert es Danke

      Spoiler anzeigen


      #include <macro.h>
      /*
      File: fn_vInteractionMenu.sqf
      Author: Bryan "Tonic" Boardwine

      Description:
      Replaces the mass addactions 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"];
      if(!dialog) then {
      createDialog "vInteraction_Menu";
      };
      disableSerialization;
      _curTarget = [_this,0,ObjNull,[ObjNull]] call BIS_fnc_param;
      if(isNull _curTarget) exitWith {closeDialog 0;}; //Bad target
      _isVehicle = if((_curTarget isKindOf "landVehicle") OR (_curTarget isKindOf "Ship") OR (_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;


      //Set Repair Action
      _Btn1 ctrlSetText localize "STR_vInAct_Repair";
      _Btn1 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_repairTruck;";


      if !(_curTarget isKindOf "Ship" && _curTarget isKindOf "Air") then {
      if (life_inv_wheel > 0) then {
      _Btn6 ctrlSetText localize "STR_vInAct_addW";
      _Btn6 buttonSetAction "[1,life_vInact_curTarget] call life_fnc_remWheel;";
      _Btn6 ctrlEnable true;
      _Btn6 ctrlShow true;
      } else {
      _Btn6 ctrlEnable true;
      _Btn6 ctrlShow true;
      _Btn6 ctrlSetText localize "STR_vInAct_remW";
      _Btn6 buttonSetAction "[0,life_vInact_curTarget] call life_fnc_remWheel;";
      };
      };


      if("ToolKit" in (items player) && (damage _curTarget < 1)) then {_Btn1 ctrlEnable true;} else {_Btn1 ctrlEnable false;};


      //West
      if(playerSide == west) then {
      _Btn2 ctrlSetText localize "STR_vInAct_Registration";
      _Btn2 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_searchVehAction;";

      _Btn3 ctrlSetText localize "STR_vInAct_SearchVehicle";
      _Btn3 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_vehInvSearch;";

      _Btn4 ctrlSetText localize "STR_vInAct_PullOut";
      _Btn4 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_pulloutAction;";
      if(count crew _curTarget == 0) then {_Btn4 ctrlEnable false;};

      _Btn5 ctrlSetText localize "STR_vInAct_Impound";
      _Btn5 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_impoundAction;";

      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} && {count crew _curTarget == 0}) then { _Btn6 ctrlEnable true;} else {_Btn6 ctrlEnable false};
      } else {
      if(typeOf (_curTarget) in ["C_Kart_01_Blu_F","C_Kart_01_Red_F","C_Kart_01_Fuel_F","C_Kart_01_Vrana_F"]) then {
      _Btn6 ctrlSetText localize "STR_vInAct_GetInKart";
      _Btn6 buttonSetAction "player moveInDriver life_vInact_curTarget; closeDialog 0;";
      if(count crew _curTarget == 0 && {canMove _curTarget} && {locked _curTarget == 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(count crew _curTarget >= 1 && {canMove _curTarget}) then { _Btn6 ctrlEnable false;} else {_Btn6 ctrlEnable true;};
      };
      };

      } else {

      _Btn4 ctrlShow false;
      _Btn5 ctrlShow false;

      //Civilian and Inependent
      if(_curTarget isKindOf "Ship") then {
      _Btn2 ctrlSetText localize "STR_vInAct_PushBoat";
      _Btn2 buttonSetAction "[] spawn life_fnc_pushObject; closeDialog 0;";
      if(_curTarget isKindOf "Ship" && {local _curTarget} && {count crew _curTarget == 0}) then { _Btn2 ctrlEnable true;} else {_Btn2 ctrlEnable false};
      } else {
      if(typeOf (_curTarget) in ["C_Kart_01_Blu_F","C_Kart_01_Red_F","C_Kart_01_Fuel_F","C_Kart_01_Vrana_F"]) then {
      _Btn2 ctrlSetText localize "STR_vInAct_GetInKart";
      _Btn2 buttonSetAction "player moveInDriver life_vInact_curTarget; closeDialog 0;";
      if(count crew _curTarget == 0 && {canMove _curTarget} && {locked _curTarget == 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(count crew _curTarget == 0 && {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")} OR !local _curTarget && {_curTarget in life_vehicles}) then {
      _Btn3 ctrlEnable false;
      } else {
      _Btn3 ctrlEnable true;
      };
      } else {
      _Btn3 ctrlShow false;
      };

      if (locked life_vInact_curTarget == 0) then {
      _Btn4 ctrlSetText localize "STR_vInAct_PullOut";
      _Btn4 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_pulloutAction;";
      _Btn4 ctrlEnable true;
      _Btn4 ctrlShow true;
      if(count crew _curTarget == 0) then {_Btn4 ctrlEnable false;};
      };

      //_Btn4 ctrlShow false;
      _Btn5 ctrlShow false;
      //_Btn6 ctrlShow false;

      //Independent Vehicle Interaction
      if (side player == independent) then {
      _Btn3 ctrlShow true;
      _Btn4 ctrlShow true;
      _Btn5 ctrlShow true;
      _Btn6 ctrlShow true;

      _Btn3 ctrlSetText localize "STR_vInAct_PullOut";
      _Btn3 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_pulloutAction;";
      if(count crew _curTarget == 0) then {_Btn3 ctrlEnable false;};

      _Btn4 ctrlSetText "Abschleppen";
      _Btn4 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_impoundAction;";

      _Btn5 ctrlSetText localize "STR_vInAct_Registration";
      _Btn5 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_searchVehAction;";

      _Btn6 ctrlSetText "Fahrzeug Öffnen";
      _Btn6 buttonSetAction "if !(life_vInact_curTarget in life_vehicles) then {life_vehicles pushBack life_vInact_curTarget;};";
      };
      };

    • Als Medic/ ADAC Fahrzeug Halter sehen

      • KEHO
      • 19. Dezember 2016 um 15:12

      Hi Leute wie kann ich einstellen das man al
      Hi Leute wie kann ich einstellen das man als Medic/ Adac die Fahrzeug Halter sehen kann damit man ihm anschreiben kann bevor man es abschleppt.

      Danke für eure hilfe !!

      Spoiler anzeigen


      #include <macro.h>
      /*
      File: fn_vInteractionMenu.sqf
      Author: Bryan "Tonic" Boardwine

      Description:
      Replaces the mass addactions 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"];
      if(!dialog) then {
      createDialog "vInteraction_Menu";
      };
      disableSerialization;
      _curTarget = [_this,0,ObjNull,[ObjNull]] call BIS_fnc_param;
      if(isNull _curTarget) exitWith {closeDialog 0;}; //Bad target
      _isVehicle = if((_curTarget isKindOf "landVehicle") OR (_curTarget isKindOf "Ship") OR (_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;


      //Set Repair Action
      _Btn1 ctrlSetText localize "STR_vInAct_Repair";
      _Btn1 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_repairTruck;";


      if !(_curTarget isKindOf "Ship" && _curTarget isKindOf "Air") then {
      if (life_inv_wheel > 0) then {
      _Btn6 ctrlSetText localize "STR_vInAct_addW";
      _Btn6 buttonSetAction "[1,life_vInact_curTarget] call life_fnc_remWheel;";
      _Btn6 ctrlEnable true;
      _Btn6 ctrlShow true;
      } else {
      _Btn6 ctrlEnable true;
      _Btn6 ctrlShow true;
      _Btn6 ctrlSetText localize "STR_vInAct_remW";
      _Btn6 buttonSetAction "[0,life_vInact_curTarget] call life_fnc_remWheel;";
      };
      };


      if("ToolKit" in (items player) && (damage _curTarget < 1)) then {_Btn1 ctrlEnable true;} else {_Btn1 ctrlEnable false;};


      //West
      if(playerSide == west) then {
      _Btn2 ctrlSetText localize "STR_vInAct_Registration";
      _Btn2 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_searchVehAction;";

      _Btn3 ctrlSetText localize "STR_vInAct_SearchVehicle";
      _Btn3 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_vehInvSearch;";

      _Btn4 ctrlSetText localize "STR_vInAct_PullOut";
      _Btn4 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_pulloutAction;";
      if(count crew _curTarget == 0) then {_Btn4 ctrlEnable false;};

      _Btn5 ctrlSetText localize "STR_vInAct_Impound";
      _Btn5 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_impoundAction;";

      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} && {count crew _curTarget == 0}) then { _Btn6 ctrlEnable true;} else {_Btn6 ctrlEnable false};
      } else {
      if(typeOf (_curTarget) in ["C_Kart_01_Blu_F","C_Kart_01_Red_F","C_Kart_01_Fuel_F","C_Kart_01_Vrana_F"]) then {
      _Btn6 ctrlSetText localize "STR_vInAct_GetInKart";
      _Btn6 buttonSetAction "player moveInDriver life_vInact_curTarget; closeDialog 0;";
      if(count crew _curTarget == 0 && {canMove _curTarget} && {locked _curTarget == 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(count crew _curTarget >= 1 && {canMove _curTarget}) then { _Btn6 ctrlEnable false;} else {_Btn6 ctrlEnable true;};
      };
      };

      } else {

      _Btn4 ctrlShow false;
      _Btn5 ctrlShow false;

      //Civilian and Inependent
      if(_curTarget isKindOf "Ship") then {
      _Btn2 ctrlSetText localize "STR_vInAct_PushBoat";
      _Btn2 buttonSetAction "[] spawn life_fnc_pushObject; closeDialog 0;";
      if(_curTarget isKindOf "Ship" && {local _curTarget} && {count crew _curTarget == 0}) then { _Btn2 ctrlEnable true;} else {_Btn2 ctrlEnable false};
      } else {
      if(typeOf (_curTarget) in ["C_Kart_01_Blu_F","C_Kart_01_Red_F","C_Kart_01_Fuel_F","C_Kart_01_Vrana_F"]) then {
      _Btn2 ctrlSetText localize "STR_vInAct_GetInKart";
      _Btn2 buttonSetAction "player moveInDriver life_vInact_curTarget; closeDialog 0;";
      if(count crew _curTarget == 0 && {canMove _curTarget} && {locked _curTarget == 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(count crew _curTarget == 0 && {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")} OR !local _curTarget && {_curTarget in life_vehicles}) then {
      _Btn3 ctrlEnable false;
      } else {
      _Btn3 ctrlEnable true;
      };
      } else {
      _Btn3 ctrlShow false;
      };
      if (playerSide isEqualTo independent) then {
      _Btn5 ctrlSetText localize "STR_vInAct_Registration";
      _Btn5 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_searchVehAction;";
      } else {
      _Btn5 ctrlShow false; // Kein Medic, ausblenden
      };
      };

      if (locked life_vInact_curTarget == 0) then {
      _Btn4 ctrlSetText localize "STR_vInAct_PullOut";
      _Btn4 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_pulloutAction;";
      _Btn4 ctrlEnable true;
      _Btn4 ctrlShow true;
      if(count crew _curTarget == 0) then {_Btn4 ctrlEnable false;};
      };

      //_Btn4 ctrlShow false;
      //_Btn5 ctrlShow false;
      //_Btn6 ctrlShow false;

      //Independent Vehicle Interaction
      if (side player == independent) then {
      _Btn3 ctrlShow true;
      _Btn4 ctrlShow true;
      _Btn5 ctrlShow true;

      _Btn3 ctrlSetText localize "STR_vInAct_PullOut";
      _Btn3 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_pulloutAction;";
      if(count crew _curTarget == 0) then {_Btn3 ctrlEnable false;};

      _Btn4 ctrlSetText "Abschleppen";
      _Btn4 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_impoundAction;";

      _Btn5 ctrlSetText "Öffnen";
      _Btn5 buttonSetAction "if !(life_vInact_curTarget in life_vehicles) then {life_vehicles pushBack life_vInact_curTarget;};";
      };
      };

    • Hallo, ist es möglich dass die Medics auch die Halter der Fahrzeuge abfragen (bitte umhilfe)

      • KEHO
      • 19. Dezember 2016 um 12:53

      danke sehr für die hilfe

    • Hallo, ist es möglich dass die Medics auch die Halter der Fahrzeuge abfragen (bitte umhilfe)

      • KEHO
      • 19. Dezember 2016 um 12:04

      Und wo finde ich diese ??

    • Hallo, ist es möglich dass die Medics auch die Halter der Fahrzeuge abfragen (bitte umhilfe)

      • KEHO
      • 19. Dezember 2016 um 08:37


      Hallo, ist es möglich dass die Medics/ Adac auch die Halter der Fahrzeuge abfragen

    • [Tutorial] - Logo in der unteren Ecke des Bildschirms einfügen.

      • KEHO
      • 15. Dezember 2016 um 19:49

      welche Größe??


      Sorry zu spät am Handy gesehen :)

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