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    1. Nodezone.net Community
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    3. TheFireRunner Felix

    Beiträge von TheFireRunner Felix

    • Wanted List - Grund einbinden

      • TheFireRunner Felix
      • 11. Juni 2019 um 17:53

      Joe Barbaro Danke dir dafür ^^ Mit ein paar Gehirnzellen wäre ich auch drauf gekommen aber du hast mir auf jeden Fall auf die Sprünge geholfen.

      Mein Fertiger Code:

      Code: fn_wantedAddP.sqf
      #include "..\..\script_macros.hpp"
      /*
          File: fn_wantedAddP.sqf
          Author:
      
          Description:
      
      */
      //if !(playerSide isEqualTo west) exitWith {hint localize "STR_Cop_wantedList_notCop";};
      if ((lbCurSel 2406) isEqualTo -1) exitWith {hint localize "STR_Cop_wantedList_noPlayerSelected";};
      if ((lbCurSel 2407) isEqualTo -1) exitWith {hint localize "STR_Cop_wantedList_noCrimeSelected";};
      private _unit = lbData [2406,lbCurSel 2406];
      _unit = call compile format ["%1",_unit];
      private _amount = lbData [2407,lbCurSel 2407];
      private _grund1 = format ["STR_Crime_%1",_amount];
      private _grund2 = localize _grund1;
      
      [ format ["%1 hat %2 aufgrund von %3 auf die Fahndungsliste geschrieben", player getVariable["realname",name player], _unit getVariable["realname",name _unit], _grund2], false ,"fast"] remoteExec ["life_fnc_notification_system",0];
      
      if (life_HC_isActive) then {
          [getPlayerUID _unit,_unit getVariable ["realname",name _unit],_amount] remoteExecCall ["HC_fnc_wantedAdd",HC_Life];
      } else {
          [getPlayerUID _unit,_unit getVariable ["realname",name _unit],_amount] remoteExecCall ["life_fnc_wantedAdd",RSERV];
      };
      Alles anzeigen
    • Wanted List - Grund einbinden

      • TheFireRunner Felix
      • 11. Juni 2019 um 05:03

      Guten Tag ihr SQF Profis :D

      Ich habe momentan folgenes Problem ich will bei der Benachrichtigung wenn jemand zur Fandungsliste hinzugefügt wird den Grund dafür hinzufügen.

      Momentan sieht es wie folgt aus:

      Code: fn_wantedAddP.sqf
      #include "..\..\script_macros.hpp"
      /*
          File: fn_wantedAddP.sqf
          Author:
      
          Description:
      
      */
      //if !(playerSide isEqualTo west) exitWith {hint localize "STR_Cop_wantedList_notCop";};
      if ((lbCurSel 2406) isEqualTo -1) exitWith {hint localize "STR_Cop_wantedList_noPlayerSelected";};
      if ((lbCurSel 2407) isEqualTo -1) exitWith {hint localize "STR_Cop_wantedList_noCrimeSelected";};
      private _unit = lbData [2406,lbCurSel 2406];
      _unit = call compile format ["%1",_unit];
      private _amount = lbData [2407,lbCurSel 2407];
      
      [ format ["%1 hat %2 aufgrund von %3 auf die Fahndungsliste geschrieben", player getVariable["realname",name player], _unit getVariable["realname",name _unit],_amount], false ,"fast"] remoteExec ["life_fnc_notification_system",0];
      
      if (life_HC_isActive) then {
          [getPlayerUID _unit,_unit getVariable ["realname",name _unit],_amount] remoteExecCall ["HC_fnc_wantedAdd",HC_Life];
      } else {
          [getPlayerUID _unit,_unit getVariable ["realname",name _unit],_amount] remoteExecCall ["life_fnc_wantedAdd",RSERV];
      };
      Alles anzeigen

      Nur jetzt ist das Problem dass da die Nummer von der Crime Liste (in dem Falle 187V)steht und nicht der Grund... Siehe hier:

      Code: Config_Master.hpp
      {"STR_Crime_187V","6500","187V"}, 

      Weiß jemand wie ich den Text anzeigen lassen kann? Also localize "STR_Crime_187V"?


      Mit <3 grüßen Felix

    • [TUTORIAL] Jail Time Altis Life 5.0

      • TheFireRunner Felix
      • 2. Juni 2019 um 15:34

      Wenn ich jemanden für 15 Minuten ins Gefängnis stecken will wird er aber für ca. 140 Minuten ins Gefängnis gesteckt. Die 140 Minuten stehen dann auch in der Datenbank...

      Was habe ich falsch gemacht? :D
      Aber wenn ich folgendes in die Konsole eingeben ([player, 15] call life_fnc_arrestAction;) dann funktioniert es ...

    • SICH SELBER AUF KARTE SEHEN

      • TheFireRunner Felix
      • 29. Mai 2019 um 18:50

      Dann mach folgendes: Öffne deine fn_keyHandler.sqf und füge unter case _mapKey: { folgenes ein.

      [] call life_fnc_gpsMarker;

      Sollte dann so aussehen

      Code
      //Map Key
          case _mapKey: {
              [] call life_fnc_gpsMarker;
              switch (playerSide) do {
                  case west: {if (!visibleMap) then {[] spawn life_fnc_copMarkers;}};
                  case independent: {if (!visibleMap) then {[] spawn life_fnc_medicMarkers;}};
                  case civilian: {if (!visibleMap) then {[] spawn life_fnc_civMarkers;}};
              };
          };

      (Du musst fn_gpsMarker.sqf natürlich in die Functions einfügen)

    • SICH SELBER AUF KARTE SEHEN

      • TheFireRunner Felix
      • 29. Mai 2019 um 16:13

      Benutzte folgendes Script:

      Code: fn_gpsMarker
      private ["_markerfarbe"];
      
      switch (playerSide) do {
          case west: {
              _markerfarbe = "colorBLUFOR";
          };
      
          case civilian: {
              _markerfarbe = "colorCivilian";
          };
          
          case independent: {
              _markerfarbe = "colorIndependent";
          };
      };
      
      sleep 0.05;
      if (visibleMap) then {
          _gpsmarker = createMarkerLocal ["_gpsmarker",visiblePosition player];
          _gpsmarker setMarkerColorLocal _markerfarbe;
          _gpsmarker setMarkerTypeLocal "loc_ViewTower";
          _gpsmarker setMarkerDirLocal (direction player);
          _gpsmarker setMarkerTextLocal format["%1", player getVariable["realname",name player]];
          _gpsmarker setMarkerSizeLocal [2, 2];
          while {visibleMap} do {
              _gpsmarker setMarkerPosLocal (visiblePosition player);
              _gpsmarker setMarkerDirLocal (direction player);
              if (!visibleMap) exitWith {};
              sleep 0.05;
          };
          deleteMarkerLocal "_gpsmarker";
      };
      Alles anzeigen

      Das am besten in der fn_checkMap ausführen lassen ^^

    • Arma 3 Server Logs auf Webseite anzeigen

      • TheFireRunner Felix
      • 27. Mai 2019 um 23:23

      Guten Tag,

      Ich erstelle seit langem wieder einen neuen Beitrag :D Folgender Sachverhalt: In den Server Logs wird sehr viel gespeichert [Beispiel: "Respawn Log: SPIELERNAME ist respawned"]. Nun bin ich leider nicht der einzige der diese Informationen braucht weil wir auch andere Team Mitglieder haben aber es kann ja immer nur 1 Person gleichzeitigauf dem Rootserver sein um die Logs anzugucken. Nun ist meine Frage kann man die Logs per Tool oder auf einer Webseite anzeigen lassen die auch ständig geupdatet sodass auch Support,Moderater usw... die Logs einsehen können?


      Mit FREUNDLICHEN Grüßen FireRunnA <3

    • Repair-Animations Problem

      • TheFireRunner Felix
      • 24. Mai 2019 um 13:21

      Hier ist mal meine Version:

      Code: fn_repairtruck.sqf
      #include "..\..\script_macros.hpp"
      /*
          File: fn_repairTruck.sqf
          Author: Bryan "Tonic" Boardwine
      
          Description:
          Main functionality for toolkits, to be revised in later version.
      */
      private["_veh","_upp","_ui","_progress","_pgText","_cP","_displayName","_test","_sideRepairArray"];
      _veh = cursorObject;
      life_interrupted = false;
      if (isNull _veh) exitWith {};
      if ((_veh isKindOf "Car") || (_veh isKindOf "Ship") || (_veh isKindOf "Air")) then {
          if (life_inv_toolkit > 0) then {
              life_action_inUse = true;
              _displayName = FETCH_CONFIG2(getText,"CfgVehicles",(typeOf _veh),"displayName");
              _upp = format[localize "STR_NOTF_Repairing",_displayName];
      
              //Setup our progress bar.
              disableSerialization;
              5 cutRsc ["life_progress","PLAIN"];
              _ui = uiNamespace getVariable "life_progress";
              _progress = _ui displayCtrl 38201;
              _pgText = _ui displayCtrl 38202;
              _pgText ctrlSetText format["%2 (1%1)...","%",_upp];
              _progress progressSetPosition 0.00;
              _cP = 0.00;
              _unit = player; 
              _unit spawn {  
                  player switchMove "Acts_carFixingWheel";  
                  player playMove "Acts_carFixingWheel"; 
                  sleep 20; 
                  player action ["SwitchWeapon", player, player, 100];
                  sleep 5;
                  player switchMove "Acts_carFixingWheel";  
                  player playMove "Acts_carFixingWheel"; 
              };
      
              for "_i" from 0 to 1 step 0 do {    
                  sleep 1.6;
                  _cP = _cP + 0.05;
                  _progress progressSetPosition _cP;
                  _pgText ctrlSetText format["%3 (%1%2)...",round(_cP * 100),"%",_upp];
                  player say3d "repaircar";
                  if (_cP >= 1) exitWith {};
                  if (!alive player) exitWith {};
                  if (player != vehicle player) exitWith {};
                  if (life_interrupted) exitWith {};
              };
      
              life_action_inUse = false;
              5 cutText ["","PLAIN"];
              player switchMove "";
              if (life_interrupted) exitWith {life_interrupted = false; titleText[localize "STR_NOTF_ActionCancel","PLAIN"]; life_action_inUse = false;};
              if (player != vehicle player) exitWith {titleText[localize "STR_NOTF_ActionInVehicle","PLAIN"];};
      
              _sideRepairArray = LIFE_SETTINGS(getArray,"vehicle_infiniteRepair");
      
              //Check if playerSide has infinite repair enabled
              if (playerSide isEqualTo civilian && (_sideRepairArray select 0) isEqualTo 0) then {
                  [false,"toolkit",1] call life_fnc_handleInv;
              };
              if (playerSide isEqualTo west && (_sideRepairArray select 1) isEqualTo 0) then {
                  [false,"toolkit",1] call life_fnc_handleInv;
              };
              if (playerSide isEqualTo independent && (_sideRepairArray select 2) isEqualTo 0) then {
                  [false,"toolkit",1] call life_fnc_handleInv;
              };
              if (playerSide isEqualTo east && (_sideRepairArray select 3) isEqualTo 0) then {
                  [false,"toolkit",1] call life_fnc_handleInv;
              };
      
              _veh setDamage 0;
              titleText[localize "STR_NOTF_RepairedVehicle","PLAIN"];
          };
      };
      Alles anzeigen
    • Zählen bis 1.000.000

      • TheFireRunner Felix
      • 22. April 2019 um 22:18

      52

    • Problem mit MISSIONS CYCLE

      • TheFireRunner Felix
      • 7. April 2019 um 04:01
      Code
      class Missions
      {
          class Mission_1
          {
              template = "AltisLife.Altis";
              difficulty = "Regular";
          };
      };

      Hilft dir das? Achja falscher Bereich btw weil es kein Tutorial ist

    • Problem Mit description.ext

      • TheFireRunner Felix
      • 5. April 2019 um 22:15

      Eine spontane Lösung währe es mal die Original Files von folgenen Dateien zu nutzen: fn_settingsMenu.sqf und settings.hpp ^^

    • description.ext Fehler

      • TheFireRunner Felix
      • 2. April 2019 um 17:41
      Zitat von Deathman

      Schick mal bitte deine WeaponShop_Config

      Das ist in der Config_Weapons.hpp Datei glaube ich mit drinne :/

    • description.ext Fehler

      • TheFireRunner Felix
      • 2. April 2019 um 17:37

      Schick mal deine Config_Weapons.hpp ^^

    • Spiel: ABC bis ein Teammitglied Stopp sagt :D

      • TheFireRunner Felix
      • 1. März 2019 um 16:54

      A

    • Tazer tötet Spieler

      • TheFireRunner Felix
      • 20. Februar 2019 um 19:14
      Code
      #include "..\..\script_macros.hpp"
      /*
          File: fn_tazed.sqf
          Author: Bryan "Tonic" Boardwine
          Editor: Repentz to improve the function
      
          Description:
          Starts the tazed animation and broadcasts out what it needs to.
      */
      private["_unit","_shooter","_curWep","_curMags","_attach"];
      _unit = param [0,Objnull,[Objnull]];
      _shooter = param [1,Objnull,[Objnull]];
      if(isNull _unit OR isNull _shooter) exitWith {player allowDamage true; life_istazed = false;};
      if(player getVariable["restrained",false]) exitWith {};
      _time = time;
      if(_shooter isKindOf "Man" && alive player) then {
          if(!life_istazed) then {
              life_istazed = true;
              "DynamicBlur" ppEffectEnable true;
              "DynamicBlur" ppEffectAdjust [20];
              "DynamicBlur" ppEffectCommit 1;
              player allowDamage false;
              if(isNull objectParent player) then {
                  for [{_x=1},{_x<=10},{_x=_x+1}] do { call SOCK_fnc_tazeRagdoll; sleep 0.1; if(animationState player == "unconscious") exitWith{}};
              };
              //[_unit] remoteExecCall ["life_fnc_tazeSound",RCLIENT];
              [0,"STR_NOTF_Tazed",true,[profileName, _shooter getVariable["realname",name _shooter]]] remoteExecCall ["life_client_fnc_broadcast",-2];
              disableUserInput true;
              player setDamage 0;
              waitUntil{animationState player != "unconscious"};
              _anim = if(isNull objectParent player) then {"Incapacitated"} else {"kia_driver_mid01"};
              [player,_anim] remoteExec ["life_client_fnc_animSync",0];
              waitUntil{time - _time >= 15};
              player allowDamage true;
              if(!(player getVariable["Escorting",false])) then {
                  detach player;
              };
              "DynamicBlur" ppEffectEnable false;
              life_istazed = false;
              disableUserInput false;
              player playMoveNow "amovppnemstpsraswrfldnon";
          player setFatigue 1; //no running for you
          player setdamage 0.0; //especially no running for you
          };
      } else {
          _unit allowDamage true;
          life_iztazed = false;
      };
      Alles anzeigen

      Probier es damit mal ^^ (fn_tazed.sqf)

    • Tazer tötet Spieler

      • TheFireRunner Felix
      • 20. Februar 2019 um 15:59
      Code
      15:27:27 Error in expression <r [{_x=1},{_x<=10},{_x=_x+1}] do { call SOCK_fnc_tazeRagdoll; sleep 0.1; if(anim>
      15:27:27   Error position: <SOCK_fnc_tazeRagdoll; sleep 0.1; if(anim>
      15:27:27   Error Nicht definierte Variable in Ausdruck: sock_fnc_tazeragdoll
      15:27:27 File core\civilian\fn_tazed.sqf [life_fnc_tazed], line 86

      Schick mal deine fn_tazed.sqf ^^

      und v.l auch mal deine functions.hpp

    • Komme nicht in den ADAC Kleidungsshop rein

      • TheFireRunner Felix
      • 16. Februar 2019 um 20:38
      Code
      #include "..\..\script_macros.hpp"
      /*
          File: fn_clothingMenu.sqf
          Author: Bryan "Tonic" Boardwine
      
          Description:
          Opens and initializes the clothing store menu.
          Started clean, finished messy.
      */
      
      params ["","","",["_shop","",[""]]];
      
      if (_shop isEqualTo "") exitWith {};
      if !(isNull objectParent player) exitWith {titleText[localize "STR_NOTF_ActionInVehicle","PLAIN"];};
      
      /* License check & config validation */
      if !(isClass(missionConfigFile >> "Clothing" >> _shop)) exitWith {}; //Bad config entry.
      
      private _shopTitle = M_CONFIG(getText,"Clothing",_shop,"title");
      private _shopSide = M_CONFIG(getText,"Clothing",_shop,"side");
      private _conditions = M_CONFIG(getText,"Clothing",_shop,"conditions");
      
      private _exit = false;
      
      private "_flag";
      
      if !(_shopSide isEqualTo "") then {
          _flag = switch (playerSide) do {case west: {"cop"}; case independent: {"med"}; case east: {"adac"}; default {"civ"};};
          if !(_flag isEqualTo _shopSide) then {_exit = true;};
      };
      
      if (_exit) exitWith {};
      
      _exit = [_conditions] call life_fnc_levelCheck;
      if !(_exit) exitWith {hint localize "STR_Shop_Veh_NoLicense";};
      
      //Save old inventory
      life_oldClothes = uniform player;
      life_olduniformItems = uniformItems player;
      life_oldBackpack = backpack player;
      life_oldVest = vest player;
      life_oldVestItems = vestItems player;
      life_oldBackpackItems = backpackItems player;
      life_oldGlasses = goggles player;
      life_oldHat = headgear player;
      
      /* Open up the menu */
      createDialog "Life_Clothing";
      disableSerialization;
      
      ctrlSetText [3103,localize _shopTitle];
      
      (findDisplay 3100) displaySetEventHandler ["KeyDown","if ((_this select 1) isEqualTo 1) then {closeDialog 0; [] call life_fnc_playerSkins;}"]; //Fix Custom Skin after ESC
      
      sliderSetRange [3107, 0, 360];
      
      //Cop / Civ Pre Check
      if (_shop in ["bruce","dive","reb","kart"] && {!(playerSide isEqualTo civilian)}) exitWith {hint localize "STR_Shop_NotaCiv"; closeDialog 0;};
      if (_shop == "reb" && {!license_civ_rebel}) exitWith {hint localize "STR_Shop_NotaReb"; closeDialog 0;};
      if (_shop == "cop" && {!(playerSide isEqualTo west)}) exitWith {hint localize "STR_Shop_NotaCop"; closeDialog 0;};
      if (_shop == "dive" && {!license_civ_dive}) exitWith {hint localize "STR_Shop_NotaDive"; closeDialog 0;};
      
      
      private ["_pos","_oldPos","_oldDir","_oldBev","_testLogic","_nearVeh","_light"];
      private ["_ut1","_ut2","_ut3","_ut4","_ut5"];
      
      if (LIFE_SETTINGS(getNumber,"clothing_noTP") isEqualTo 1) then {
          _pos = getPosATL player;
      } else {
          if (LIFE_SETTINGS(getNumber,"clothing_box") isEqualTo 1) then {
              _pos = [1000,1000,10000];
          } else {
              _pos = switch _shop do {
                  case "reb": {[13590,12214.6,0.00141621]};
                  case "cop": {[12817.5,16722.9,0.00151062]};
                  case "kart": {[14120.5,16440.3,0.00139236]};
                  default {[17088.2,11313.6,0.00136757]};
              };
          };
      
          _oldDir = getDir player;
          _oldPos = visiblePositionASL player;
          _oldBev = behaviour player;
      
          _testLogic = "Logic" createVehicleLocal _pos;
          _testLogic setPosATL _pos;
      
          _nearVeh = _testLogic nearEntities ["AllVehicles", 20];
      
          if (LIFE_SETTINGS(getNumber,"clothing_box") isEqualTo 1) then {
              _ut1 = "UserTexture10m_F" createVehicleLocal (_testLogic modelToWorld [0,5,10]);
              _ut1 attachTo [_testLogic,[0,5,5]];
              _ut1 setDir 0;
              _ut2 = "UserTexture10m_F" createVehicleLocal (_testLogic modelToWorld [5,0,10]);
              _ut2 attachTo [_testLogic,[5,0,5]];
              _ut2 setDir (getDir _testLogic) + 90;
              _ut3 = "UserTexture10m_F" createVehicleLocal (_testLogic modelToWorld [-5,0,10]);
              _ut3 attachTo [_testLogic,[-5,0,5]];
              _ut3 setDir (getDir _testLogic) - 90;
              _ut4 = "UserTexture10m_F" createVehicleLocal (_testLogic modelToWorld [0,-5,10]);
              _ut4 attachTo [_testLogic,[0,-5,5]];
              _ut4 setDir 180;
              _ut5 = "UserTexture10m_F" createVehicleLocal (_testLogic modelToWorld [0,0,10]);
              _ut5 attachTo [_testLogic,[0,0,0]];
              _ut5 setObjectTexture [0,"a3\map_data\gdt_concrete_co.paa"];
              detach _ut5;
              _ut5 setVectorDirAndUp [[0,0,-.33],[0,.33,0]];
          };
      
          _light = "#lightpoint" createVehicleLocal _pos;
          _light setLightBrightness 0.5;
          _light setLightColor [1,1,1];
          _light setLightAmbient [1,1,1];
          _light lightAttachObject [_testLogic, [0,0,0]];
      
          {
              if (_x != player) then {_x hideObject true;};
              true
          } count playableUnits;
          
          if (LIFE_SETTINGS(getNumber,"clothing_box") isEqualTo 0) then {
              {
                  if (_x != player && _x != _light) then {_x hideObject true;};
                  true
              } count _nearVeh;
          };
      
          if (LIFE_SETTINGS(getNumber,"clothing_box") isEqualTo 1) then {
              {
                  _x setObjectTexture [0,"#(argb,8,8,3)color(0,0,0,1)"];
                  true
              } count [_ut1,_ut2,_ut3,_ut4];
          };
      
          player setBehaviour "SAFE";
          if (_shop == "dive") then {
              player setPosATL [-1000, -1000, 10];
              sleep 0.0005;
          };
          player attachTo [_testLogic,[0,0,0]];
          player switchMove "";
          player setDir 360;
      };
      
      life_clothing_store = _shop;
      
      /* Store license check */
      if (isClass(missionConfigFile >> "Licenses" >> life_clothing_store)) then {
          _flag = M_CONFIG(getText,"Licenses",life_clothing_store,"side");
          _displayName = M_CONFIG(getText,"Licenses",life_clothing_store,"displayName");
          if !(LICENSE_VALUE(life_clothing_store,_flag)) exitWith {
              hint format [localize "STR_Shop_YouNeed",localize _displayName];
              closeDialog 0;
          };
      };
      
      //initialize camera view
      life_shop_cam = "CAMERA" camCreate getPos player;
      showCinemaBorder false;
      life_shop_cam cameraEffect ["Internal", "Back"];
      life_shop_cam camSetTarget (player modelToWorld [0,0,1]);
      life_shop_cam camSetPos (player modelToWorld [1,4,2]);
      life_shop_cam camSetFOV .33;
      life_shop_cam camSetFocus [50, 0];
      life_shop_cam camCommit 0;
      life_cMenu_lock = false;
      
      if (isNull (findDisplay 3100)) exitWith {};
      
      private _list = (findDisplay 3100) displayCtrl 3101;
      private _filter = (findDisplay 3100) displayCtrl 3105;
      lbClear _filter;
      lbClear _list;
      
      _filter lbAdd localize "STR_Shop_UI_Clothing";
      _filter lbAdd localize "STR_Shop_UI_Hats";
      _filter lbAdd localize "STR_Shop_UI_Glasses";
      _filter lbAdd localize "STR_Shop_UI_Vests";
      _filter lbAdd localize "STR_Shop_UI_Backpack";
      
      _filter lbSetCurSel 0;
      
      [] call life_fnc_playerSkins;
      
      waitUntil {isNull (findDisplay 3100)};
      if (LIFE_SETTINGS(getNumber,"clothing_noTP") isEqualTo 0) then {
          {
              if (_x != player) then {_x hideObject false;};
              true
          } count playableUnits;
          if (LIFE_SETTINGS(getNumber,"clothing_box") isEqualTo 0) then {
              {
                  if (_x != player && _x != _light) then {_x hideObject false;};
                  true
              } count _nearVeh;
          };
          detach player;
          player setBehaviour _oldBev;
          player setPosASL _oldPos;
          player setDir _oldDir;
          if (LIFE_SETTINGS(getNumber,"clothing_box") isEqualTo 1) then {
              {
                  deleteVehicle _x;
              } count [_testLogic,_ut1,_ut2,_ut3,_ut4,_ut5,_light];
          } else {
              {
                  deleteVehicle _x;
                  true
              } count [_testLogic,_light];
          };
      };
      life_shop_cam cameraEffect ["TERMINATE","BACK"];
      camDestroy life_shop_cam;
      life_clothing_filter = 0;
      if (isNil "life_clothesPurchased") exitWith {
          life_clothing_purchase = [-1,-1,-1,-1,-1];
          if !(life_oldClothes isEqualTo "") then {player addUniform life_oldClothes;} else {removeUniform player};
          if !(life_oldHat isEqualTo "") then {player addHeadgear life_oldHat} else {removeHeadgear player;};
          if !(life_oldGlasses isEqualTo "") then {player addGoggles life_oldGlasses;} else {removeGoggles player};
          if !(backpack player isEqualTo "") then {
              if (life_oldBackpack isEqualTo "") then {
                  removeBackpack player;
              } else {
                  removeBackpack player;
                  player addBackpack life_oldBackpack;
                  clearAllItemsFromBackpack player;
                  if (count life_oldBackpackItems > 0) then {
                      {
                          [_x,true,true] call life_fnc_handleItem;
                          true
                      } count life_oldBackpackItems;
                  };
              };
          };
      
          if (count life_oldUniformItems > 0) then {
              {
                  [_x,true,false,false,true] call life_fnc_handleItem;
                  true
              } count life_oldUniformItems;
          };
      
          if (vest player != "") then {
              if (life_oldVest isEqualTo "") then {
                  removeVest player;
              } else {
                  player addVest life_oldVest;
                  if (count life_oldVestItems > 0) then {
                      {
                          [_x,true,false,false,true] call life_fnc_handleItem;
                          true
                      } count life_oldVestItems;
                  };
              };
          };
          [] call life_fnc_playerSkins;
      };
      life_clothesPurchased = nil;
      
      //Check uniform purchase.
      if ((life_clothing_purchase select 0) isEqualTo -1) then {
          if (life_oldClothes != uniform player) then {player addUniform life_oldClothes;};
      };
      //Check hat
      if ((life_clothing_purchase select 1) isEqualTo -1) then {
          if (life_oldHat != headgear player) then {
              if (life_oldHat isEqualTo "") then {
                  removeHeadGear player;
              } else {
                  player addHeadGear life_oldHat;
              };
          };
      };
      //Check glasses
      if ((life_clothing_purchase select 2) isEqualTo -1) then {
          if (life_oldGlasses != goggles player) then {
              if (life_oldGlasses isEqualTo "") then  {
                  removeGoggles player;
              } else {
                  player addGoggles life_oldGlasses;
              };
          };
      };
      //Check Vest
      if ((life_clothing_purchase select 3) isEqualTo -1) then {
          if (life_oldVest != vest player) then {
              if (life_oldVest isEqualTo "") then {removeVest player;} else {
                  player addVest life_oldVest;
                  {
                      [_x,true,false,false,true] call life_fnc_handleItem;
                      true
                  } count life_oldVestItems;
              };
          };
      };
      
      //Check Backpack
      if ((life_clothing_purchase select 4) isEqualTo -1) then {
          if (life_oldBackpack != backpack player) then {
              if (life_oldBackpack isEqualTo "") then {removeBackpack player;} else {
                  removeBackpack player;
                  player addBackpack life_oldBackpack;
                  {
                      [_x,true,true] call life_fnc_handleItem;
                      true
                  } count life_oldBackpackItems;
              };
          };
      };
      
      life_clothing_purchase = [-1,-1,-1,-1,-1];
      [] call life_fnc_saveGear;
      Alles anzeigen

      Ersetzt das mal ^^

      Und bei deiner Clothing Config schreibst du bei side adac^^

      Beispiel:

      Code
      class adac {
              title = "ADAC Kleidungs Shop";
              license = "";
              side = "adac"; // <---
    • Deathscreen frage

      • TheFireRunner Felix
      • 16. Februar 2019 um 20:18

      In der Datei fn_onPlayerKilled.sf musst du die Zeile life_deathCamera cameraEffect ["Internal","Back"]; entfernen ^^

    • Komme nicht in den ADAC Kleidungsshop rein

      • TheFireRunner Felix
      • 16. Februar 2019 um 20:09

      Schick mal deine fn_clothingMenu.sqf ^^

    • Ladebildschirm Ändern ?

      • TheFireRunner Felix
      • 16. Februar 2019 um 17:57

      Ja das kannst du ^^ Guck doch mal in deinem textures Ordner. Da ist eine Datei die heißt: armalife.jpg die musst du halt dementsprechend ändern ^^ Die Texte kannst du in deiner description.exe ändern ^^ Siehe https://community.bistudio.com/wiki/Arma_3_Loading_Screens

    • Error Warning Function Name has no unit

      • TheFireRunner Felix
      • 6. Januar 2019 um 18:43

      Ty ^^ Guck nochmal nach aber ich frag mich wie ich das hinbekommen habe das mit den toten Objekten xD

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