ehm ja
nur die türen lassen sich nicht mehr schließen aber das ist egal bekomm ich schon hin danke für alles
Police Station Australia ID KARTE???
-
Bronzo94 -
5. Dezember 2017 um 17:35 -
Erledigt
Hinweis zur Zukunft von Nodezone
Das neue Nodezone befindet sich in der finalen Entwicklungsphase. Mit dem geplanten Start wird das bisherige Forum auf Read Only umgestellt und künftig als Archiv erhalten bleiben.
Alle Informationen zur neuen Plattform, zur Accountübernahme und zum weiteren Ablauf findest du hier: Zum aktuellen Nodezone Beitrag
Das neue Nodezone befindet sich in der finalen Entwicklungsphase. Mit dem geplanten Start wird das bisherige Forum auf Read Only umgestellt und künftig als Archiv erhalten bleiben.
Alle Informationen zur neuen Plattform, zur Accountübernahme und zum weiteren Ablauf findest du hier: Zum aktuellen Nodezone Beitrag
-
-
hmm ok XD was hast du angestellt XD
-
ich weiß auch noch nicht hier pack ich es mal in einen Spoiler
Spoiler anzeigen
#define _ARMA_
//Class mm_bank : config.bin{
class CfgPatches
{
class PoliceStation
{
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {};
};
};
class CfgVehicleClasses
{
class snb_buildings
{
displayName = "Australian Buildings";
};
};
class CfgVehicles
{
class Ruins_F;
class House;
class House_F: House
{
};
class Land_PoliceStation: House_F
{
displayName = "Australian Police Station";
textSingular = "Australian Police Station";
author = "Mattaust";
model = "\mm_buildings2\Police_Station\PoliceStation.p3d";
vehicleClass = "snb_buildings";
placement = "vertical";
scope = 2;
mapSize = 12;
animated = "true";
ladders[] = {{ "Ladder_1_start","Ladder_1_end" }};
class Reflectors
{
class Light_1
{
color[] = {1000,1000,1200};
ambient[] = {6,5,4};
intensity = 3;
size = 1;
innerAngle = 90;
outerAngle = 360;
coneFadeCoef = 1;
position = "Light1_pos";
direction = "Light1_dir";
hitpoint = "Light1_hitpoint";
selection = "Light_1";
useFlare = 1;
flareSize = 0.8;
flareMaxDistance = 250;
class Attenuation
{
start = 0;
constant = 20;
linear = 0;
quadratic = 0.5;
hardLimitStart = 40;
hardLimitEnd = 60;
};
};
class Light_2: Light_1
{
position = "light2_pos";
direction = "light2_dir";
hitpoint = "light2";
selection = "light_2";
};
class Light_3: Light_1
{
position = "light3_pos";
direction = "light3_dir";
hitpoint = "light3";
selection = "light_3";
};
class Light_4: Light_1
{
position = "light4_pos";
direction = "light4_dir";
hitpoint = "light4";
selection = "light_4";
};
class Light_5: Light_1
{
position = "light5_pos";
direction = "light5_dir";
hitpoint = "light5";
selection = "light_5";
};
class Light_6: Light_1
{
position = "light6_pos";
direction = "light6_dir";
hitpoint = "light6";
selection = "light_6";
};
class Light_7: Light_1
{
position = "light7_pos";
direction = "light7_dir";
hitpoint = "light7";
selection = "light_7";
};
class Light_8: Light_1
{
position = "light8_pos";
direction = "light8_dir";
hitpoint = "light8";
selection = "Light_8";
};
class Light_9: Light_1
{
position = "light9_pos";
direction = "light9_dir";
hitpoint = "light9";
selection = "Light_9";
};
class Light_10: Light_1
{
position = "light10_pos";
direction = "light10_dir";
hitpoint = "light10";
selection = "Light_10";
};
};
aggregateReflectors[] = {{ "Light_1;Light_2;Light_3;Light_4;Light_5;Light_6;Light_7;Light_8;Light_9;Light_10" }};
class AnimationSources
{
class Zeroanimation
{
source = "user";
animPeriod = 0;
initPhase = 0;
sound = "GenericDoorsSound";
};
class oneanimation
{
source = "user";
animPeriod = 5;
initPhase = 0;
sound = "VaultRotate";
};
class twoanimation
{
source = "user";
animPeriod = 0;
initPhase = 0;
sound = "GlassServoDoorsSound";
};
};
class UserActions
{
////////class Auto_Open
////////{
//////// displayName = "Open Door";
//////// position = "Auto_Open";
//////// radius = 3;
//////// onlyForplayer = "true";
//////// condition = "this animationPhase ""gatedoor_2"" < 0.5";
//////// statement = "this animate [""gatedoor_1"", -1.6];this animate [""gatedoor_2"", 1.6]";
////////};
//////// class Close_Auto
////////{
//////// displayName = "Close Door";
//////// position = "Auto_Open";
//////// radius = 3;
//////// onlyForplayer = "true";
//////// condition = "this animationPhase ""gatedoor_2"" > 0.5";
//////// statement = "this animate [""gatedoor_1"", 0];this animate [""gatedoor_2"", 0]";
////////};
class open_door_1
{
displayName = "Open Door";
position = "Interact1";
radius = 3;
onlyForplayer = "true";
condition="this animationPhase ""Door_1""<0.5";
statement="if(""vop_id_police"" in (assignedItems player)) then { this animate [""Door_1"", 1]; } else { titleText [""Dir fehlt die Zugangskarte."", ""PLAIN""]; };";
};
class close_door_1
{
displayName = "Close Door";
position = "Interact1";
radius = 3;
onlyForplayer = "true";
condition="this animationPhase ""Door_1""<0.5";
statement="if(""vop_id_police"" in (assignedItems player)) then { this animate [""Door_1"", 0]; } else { titleText [""Dir fehlt die Zugangskarte."", ""PLAIN""]; };";
};
class open_door_2
{
displayName = "Open Door";
position = "Interact2";
radius = 3;
onlyForplayer = "true";
condition="this animationPhase ""Door_2""<0.5";
statement="if(""vop_id_police"" in (assignedItems player)) then { this animate [""Door_2"", 1]; } else { titleText [""Dir fehlt die Zugangskarte."", ""PLAIN""]; };";
};
class close_door_2
{
displayName = "Close Door";
position = "Interact2";
radius = 3;
onlyForplayer = "true";
condition="this animationPhase ""Door_2""<0.5";
statement="if(""vop_id_police"" in (assignedItems player)) then { this animate [""Door_2"", 0]; } else { titleText [""Dir fehlt die Zugangskarte."", ""PLAIN""]; };";
};
class open_door_3
{
displayName = "Open Door";
position = "Interact3";
radius = 3;
onlyForplayer = "true";
condition="this animationPhase ""Door_3""<0.5";
statement="if(""vop_id_police"" in (assignedItems player)) then { this animate [""Door_3"", 1]; } else { titleText [""Dir fehlt die Zugangskarte."", ""PLAIN""]; };";
};
class close_door_3
{
displayName = "Close Door";
position = "Interact3";
radius = 3;
onlyForplayer = "true";
condition="this animationPhase ""Door_3""<0.5";
statement="if(""vop_id_police"" in (assignedItems player)) then { this animate [""Door_3"", 0]; } else { titleText [""Dir fehlt die Zugangskarte."", ""PLAIN""]; };";
};
class open_door_4
{
displayName = "Open Door";
position = "Interact4";
radius = 3;
onlyForplayer = "true";
condition="this animationPhase ""Door_4""<0.5";
statement="if(""vop_id_police"" in (assignedItems player)) then { this animate [""Door_4"", 1]; } else { titleText [""Dir fehlt die Zugangskarte."", ""PLAIN""]; };";
};
class close_door_4
{
displayName = "Close Door";
position = "Interact4";
radius = 3;
onlyForplayer = "true";
condition="this animationPhase ""Door_4""<0.5";
statement="if(""vop_id_police"" in (assignedItems player)) then { this animate [""Door_4"", 0]; } else { titleText [""Dir fehlt die Zugangskarte."", ""PLAIN""]; };";
};
class open_door_5
{
displayName = "Open Door";
position = "Interact5";
radius = 3;
onlyForplayer = "true";
condition="this animationPhase ""Door_5""<0.5";
statement="if(""vop_id_police"" in (assignedItems player)) then { this animate [""Door_5"", 1]; } else { titleText [""Dir fehlt die Zugangskarte."", ""PLAIN""]; };";
};
class close_door_5
{
displayName = "Close Door";
position = "Interact5";
radius = 3;
onlyForplayer = "true";
condition="this animationPhase ""Door_5""<0.5";
statement="if(""vop_id_police"" in (assignedItems player)) then { this animate [""Door_5"", 0]; } else { titleText [""Dir fehlt die Zugangskarte."", ""PLAIN""]; };";
};
class open_door_6
{
displayName = "Open Door";
position = "Interact6";
radius = 3;
onlyForplayer = "true";
condition="this animationPhase ""Door_6""<0.5";
statement="if(""vop_id_police"" in (assignedItems player)) then { this animate [""Door_6"", 1]; } else { titleText [""Dir fehlt die Zugangskarte."", ""PLAIN""]; };";
};
class close_door_6
{
displayName = "Close Door";
position = "Interact6";
radius = 3;
onlyForplayer = "true";
condition="this animationPhase ""Door_6""<0.5";
statement="if(""vop_id_police"" in (assignedItems player)) then { this animate [""Door_6"", 0]; } else { titleText [""Dir fehlt die Zugangskarte."", ""PLAIN""]; };";
};
class open_door_7
{
displayName = "Open Door";
position = "Interact7";
radius = 3;
onlyForplayer = "true";
condition="this animationPhase ""Door_7""<0.5";
statement="if(""vop_id_police"" in (assignedItems player)) then { this animate [""Door_7"", 1]; } else { titleText [""Dir fehlt die Zugangskarte."", ""PLAIN""]; };";
};
class close_door_7
{
displayName = "Close Door";
position = "Interact7";
radius = 3;
onlyForplayer = "true";
condition="this animationPhase ""Door_7""<0.5";
statement="if(""vop_id_police"" in (assignedItems player)) then { this animate [""Door_7"", 0]; } else { titleText [""Dir fehlt die Zugangskarte."", ""PLAIN""]; };";
};
class open_door_8
{
displayName = "Open Garage";
position = "Interact8";
radius = 5;
onlyForplayer = "true";
condition="this animationPhase ""Door_8""<0.5";
statement="if(""vop_id_police"" in (assignedItems player)) then { this animate [""Door_8"", 1]; } else { titleText [""Dir fehlt die Zugangskarte."", ""PLAIN""]; };";
};
class close_door_8
{
displayName = "Close Garage";
position = "Interact8";
radius = 5;
onlyForplayer = "true";
condition="this animationPhase ""Door_8""<0.5";
statement="if(""vop_id_police"" in (assignedItems player)) then { this animate [""Door_8"", 0]; } else { titleText [""Dir fehlt die Zugangskarte."", ""PLAIN""]; };";
};
};
};
};
//};
-
hab den fehler aber glaub schon

-
also so auf denn ersten blick sehe ich jetzt nix musste da für meine Confi offen haben um denn fehler zu finden 
-
okey hab den fehler doch nicht gefunek GG
-
hast du den fehler endeckst?
-
ne leider nicht....
hab dir aber mal was als PN geschickt -
-
... blackfisch kannst schließen
Und vorallem
then then??Und nein warum sollte man sowas machen? Wenn einem die IDCard geklaut wird hat man trz coplevel 1 wtf???
-
ja um den Realismus zu erhöhen in echt wenn du die Schlüssel Klaus kans du auch in ein haus rein und then then war ein fehler von mir sry
-