Poste mal deine keyhandler hier. Vielleicht hast ja irgendwie die Tasten doppelt belegt oder so irgendwas.
[Tutorial] Ohrenstöpsel
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- Altis Life
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Plotmod -
31. März 2016 um 02:21
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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
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Spoiler anzeigen
// ohrstoepsel P
case 25:
{
switch (player getVariable["Earplugs",0]) do {
case 0: {hint composeText [ image "icons\sound.paa"," 90% Leiser"]; 1 fadeSound 0.1; player setVariable ["Earplugs", 10]; };
case 10: {hint composeText [ image "icons\sound.paa"," 60% Leiser"]; 1 fadeSound 0.4; player setVariable ["Earplugs", 40]; };
case 40: {hint composeText [ image "icons\sound.paa"," 30% Leiser"]; 1 fadeSound 0.7; player setVariable ["Earplugs", 70]; };
case 70: {hint composeText [ image "icons\sound_new.paa"," Normaler Sound"]; 1 fadeSound 1; player setVariable ["Earplugs", 0]; };
};
}; -
die komplette fn_keyhandler.sqf bitte, damit das Ratespiel ein Ende hat
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@JAGGANOT benutzt du ACE???
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Was spielt das in diesem Thread eine Rolle ?

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Weils mit ACE nicht geht
ACE Stellt dan sofort auf Normal Lautstärke -
Bei mir passiert rein garnichts. muss ich das noch iwie mit was anderem verknüpfen oder so?
Hier auf jeden Fall mal meine keyhandler.sqf

Spoiler anzeigen
#include "..\..\script_macros.hpp"
/*
File: fn_keyHandler.sqf
Author: Bryan "Tonic" BoardwineDescription:
Main key handler for event 'keyDown'
*/
private ["_handled","_shift","_alt","_code","_ctrl","_alt","_ctrlKey","_veh","_locked","_interactionKey","_mapKey","_interruptionKeys"];
_ctrl = SEL(_this,0);
_code = SEL(_this,1);
_shift = SEL(_this,2);
_ctrlKey = SEL(_this,3);
_alt = SEL(_this,4);
_speed = speed cursorTarget;
_handled = false;_interactionKey = if((EQUAL(count (actionKeys "User10"),0))) then {219} else {(actionKeys "User10") select 0};
_mapKey = SEL(actionKeys "ShowMap",0);
//hint str _code;
_interruptionKeys = [17,30,31,32]; //A,S,W,D//Vault handling...
if((_code in (actionKeys "GetOver")
_code in (actionKeys "salute")) && {(player GVAR ["restrained",false])}) exitWith {
true;
};if(life_action_inUse) exitWith {
if(!life_interrupted && _code in _interruptionKeys) then {life_interrupted = true;};
_handled;
};//Hotfix for Interaction key not being able to be bound on some operation systems.
if(!(EQUAL(count (actionKeys "User10"),0)) && {(inputAction "User10" > 0)}) exitWith {
//Interaction key (default is Left Windows, can be mapped via Controls -> Custom -> User Action 10)
if(!life_action_inUse) then {
[] spawn {
private "_handle";
_handle = [] spawn life_fnc_actionKeyHandler;
waitUntil {scriptDone _handle};
life_action_inUse = false;
};
};
true;
};switch (_code) do {
//Space key for Jumping
case 57: {
if(isNil "jumpActionTime") then {jumpActionTime = 0;};
if(_shift && {!(EQUAL(animationState player,"AovrPercMrunSrasWrflDf"))} && {isTouchingGround player} && {EQUAL(stance player,"STAND")} && {speed player > 2} && {!life_is_arrested} && {SEL((velocity player),2) < 2.5} && {time - jumpActionTime > 1.5}) then {
jumpActionTime = time; //Update the time.
[player,true] spawn life_fnc_jumpFnc; //Local execution
[player,false] remoteExec ["life_fnc_jumpFnc",RANY]; //Global execution
_handled = true;
};
};//Map Key
case _mapKey: {
switch (playerSide) do {
case west: {if(!visibleMap) then {[] spawn life_fnc_copMarkers;}};
case independent: {if(!visibleMap) then {[] spawn life_fnc_medicMarkers;}};
};
};//Holster / recall weapon.
case 35: {
if(_shift && !_ctrlKey && !(EQUAL(currentWeapon player,""))) then {
life_curWep_h = currentWeapon player;
player action ["SwitchWeapon", player, player, 100];
player switchCamera cameraView;
};if(!_shift && _ctrlKey && !isNil "life_curWep_h" && {!(EQUAL(life_curWep_h,""))}) then {
if(life_curWep_h in [RIFLE,LAUNCHER,PISTOL]) then {
player selectWeapon life_curWep_h;
};
};
};//Interaction key (default is Left Windows, can be mapped via Controls -> Custom -> User Action 10)
case _interactionKey: {
if(!life_action_inUse) then {
[] spawn {
private "_handle";
_handle = [] spawn life_fnc_actionKeyHandler;
waitUntil {scriptDone _handle};
life_action_inUse = false;
};
};
};//Restraining (Shift + R)
case 19: {
if(_shift) then {_handled = true;};
if(_shift && playerSide == west && {!isNull cursorTarget} && {cursorTarget isKindOf "Man"} && {(isPlayer cursorTarget)} && {(side cursorTarget in [civilian,independent])} && {alive cursorTarget} && {cursorTarget distance player < 3.5} && {!(cursorTarget GVAR "Escorting")} && {!(cursorTarget GVAR "restrained")} && {speed cursorTarget < 1}) then {
[] call life_fnc_restrainAction;
};
};//Knock out, this is experimental and yeah...
case 34: {
if(_shift) then {_handled = true;};
if(_shift && playerSide == civilian && !isNull cursorTarget && cursorTarget isKindOf "Man" && isPlayer cursorTarget && alive cursorTarget && cursorTarget distance player < 4 && speed cursorTarget < 1) then {
if((animationState cursorTarget) != "Incapacitated" && (currentWeapon player == primaryWeapon player OR currentWeapon player == handgunWeapon player) && currentWeapon player != "" && !life_knockout && !(player getVariable["restrained",false]) && !life_istazed) then {
[cursorTarget] spawn life_fnc_knockoutAction;
};
};
};//T Key (Trunk)
case 20: {
if(!_alt && !_ctrlKey && !dialog && {!life_action_inUse}) then {
if(vehicle player != player && alive vehicle player) then {
if((vehicle player) in life_vehicles) then {
[vehicle player] call life_fnc_openInventory;
};
} else {
private "_list";
_list = ["landVehicle","Air","Ship","House_F"];
if(KINDOF_ARRAY(cursorTarget,_list) && {player distance cursorTarget < 7} && {vehicle player == player} && {alive cursorTarget} && {!life_action_inUse}) then {
if(cursorTarget in life_vehicles OR {!(cursorTarget GVAR ["locked",true])}) then {
[cursorTarget] call life_fnc_openInventory;
};
};
};
};
};
//L Key?
case 38: {
//If cop run checks for turning lights on.
if(_shift && playerSide in [west,independent]) then {
if(vehicle player != player && (typeOf vehicle player) in ["C_Offroad_01_F","B_MRAP_01_F","C_SUV_01_F"]) then {
if(!isNil {vehicle player GVAR "lights"}) then {
if(playerSide == west) then {
[vehicle player] call life_fnc_sirenLights;
} else {
[vehicle player] call life_fnc_medicSirenLights;
};
_handled = true;
};
};
};if(!_alt && !_ctrlKey) then { [] call life_fnc_radar; };
};//Y Player Menu
case 21: {
if(!_alt && !_ctrlKey && !dialog && {!life_action_inUse}) then {
[] call life_fnc_p_openMenu;
};
};//F Key
case 33: {
if(playerSide in [west,independent] && {vehicle player != player} && {!life_siren_active} && {((driver vehicle player) == player)}) then {
[] spawn {
life_siren_active = true;
sleep 4.7;
life_siren_active = false;
};_veh = vehicle player;
if(isNil {_veh GVAR "siren"}) then {_veh SVAR ["siren",false,true];};
if((_veh GVAR "siren")) then {
titleText [localize "STR_MISC_SirensOFF","PLAIN"];
_veh SVAR ["siren",false,true];
} else {
titleText [localize "STR_MISC_SirensON","PLAIN"];
_veh SVAR ["siren",true,true];
if(playerSide == west) then {
[_veh] remoteExec ["life_fnc_copSiren",RCLIENT];
} else {
//I do not have a custom sound for this and I really don't want to go digging for one, when you have a sound uncomment this and change medicSiren.sqf in the medical folder.
//[_veh] remoteExec ["life_fnc_medicSiren",RCLIENT];
};
};
};
};//O Key
case 24: {
if(_shift) then {
if (soundVolume != 1) then {
1 fadeSound 1;
systemChat localize "STR_MISC_soundnormal";
} else {
1 fadeSound 0.1;
systemChat localize "STR_MISC_soundfade";
};
};
};//U Key
case 22: {
if(!_alt && !_ctrlKey) then {
if(vehicle player == player) then {
_veh = cursorTarget;
} else {
_veh = vehicle player;
};if(_veh isKindOf "House_F" && {playerSide == civilian}) then {
if(_veh in life_vehicles && player distance _veh <
then {
_door = [_veh] call life_fnc_nearestDoor;
if(EQUAL(_door,0)) exitWith {hint localize "STR_House_Door_NotNear"};
_locked = _veh GVAR [format["bis_disabled_Door_%1",_door],0];if(EQUAL(_locked,0)) then {
_veh SVAR [format["bis_disabled_Door_%1",_door],1,true];
_veh animate [format["door_%1_rot",_door],0];
systemChat localize "STR_House_Door_Lock";
} else {
_veh SVAR [format["bis_disabled_Door_%1",_door],0,true];
_veh animate [format["door_%1_rot",_door],1];
systemChat localize "STR_House_Door_Unlock";
};
};
} else {
_locked = locked _veh;
if(_veh in life_vehicles && player distance _veh <
then {
if(EQUAL(_locked,2)) then {
if(local _veh) then {
_veh lock 0;
} else {
[_veh,0] remoteExecCall ["life_fnc_lockVehicle",_veh];
};
systemChat localize "STR_MISC_VehUnlock";
} else {
if(local _veh) then {
_veh lock 2;
} else {
[_veh,2] remoteExecCall ["life_fnc_lockVehicle",_veh];
};
systemChat localize "STR_MISC_VehLock";
};
};
};
};
};
};case 207:
{
switch (player getVariable["Earplugs",0]) do {
case 0: {hint composeText [ image "icons\sound.paa"," 90% Leiser"]; 1 fadeSound 0.1; player setVariable ["Earplugs", 10]; };
case 10: {hint composeText [ image "icons\sound.paa"," 60% Leiser"]; 1 fadeSound 0.4; player setVariable ["Earplugs", 40]; };
case 40: {hint composeText [ image "icons\sound.paa"," 30% Leiser"]; 1 fadeSound 0.7; player setVariable ["Earplugs", 70]; };
case 70: {hint composeText [ image "icons\sound_new.paa"," Normaler Sound"]; 1 fadeSound 1; player setVariable ["Earplugs", 0]; };
};
};_handled;
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Alles anzeigen
[_veh,2] remoteExecCall ["life_fnc_lockVehicle",_veh];
};
systemChat localize "STR_MISC_VehLock";
};
};
};
};
};
};<--- die hiercase 207:
{
switch (player getVariable["Earplugs",0]) do {
case 0: {hint composeText [ image "icons\sound.paa"," 90% Leiser"]; 1 fadeSound 0.1; player setVariable ["Earplugs", 10]; };
case 10: {hint composeText [ image "icons\sound.paa"," 60% Leiser"]; 1 fadeSound 0.4; player setVariable ["Earplugs", 40]; };
case 40: {hint composeText [ image "icons\sound.paa"," 30% Leiser"]; 1 fadeSound 0.7; player setVariable ["Earplugs", 70]; };
case 70: {hint composeText [ image "icons\sound_new.paa"," Normaler Sound"]; 1 fadeSound 1; player setVariable ["Earplugs", 0]; };
};
};
};<--- da hin verschieben
_handled;dann sollte es gehen
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Tada und es funktioniert!
Danke

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Bei der 4.5 geht es leider auch nicht habe auch ace und habe dies auch auf anderen server gesehn die das it ace könn
Spoiler anzeigen
case 209:
{
if(_shift) then
{
switch (player getVariable["Earplugs",0]) do {
case 0: {hint composeText [ image "icons\sound.paa"," 90% Leiser"]; 1 fadeSound 0.1; player setVariable ["Earplugs", 10]; };
case 10: {hint composeText [ image "icons\sound.paa"," 60% Leiser"]; 1 fadeSound 0.4; player setVariable ["Earplugs", 40]; };
case 40: {hint composeText [ image "icons\sound.paa"," 30% Leiser"]; 1 fadeSound 0.7; player setVariable ["Earplugs", 70]; };
case 70: {hint composeText [ image "icons\sound_new.paa"," Normaler Sound"]; 1 fadeSound 1; player setVariable ["Earplugs", 0]; };
};
};
}; -
Alles anzeigen
case 209:
{
if(_shift) then
{
switch (player getVariable["Earplugs",0]) do {
case 0: {hint composeText [ image "icons\sound.paa"," 90% Leiser"]; 1 fadeSound 0.1; player setVariable ["Earplugs", 10]; };
case 10: {hint composeText [ image "icons\sound.paa"," 60% Leiser"]; 1 fadeSound 0.4; player setVariable ["Earplugs", 40]; };
case 40: {hint composeText [ image "icons\sound.paa"," 30% Leiser"]; 1 fadeSound 0.7; player setVariable ["Earplugs", 70]; };
case 70: {hint composeText [ image "icons\sound_new.paa"," Normaler Sound"]; 1 fadeSound 1; player setVariable ["Earplugs", 0]; };
};
};
};Hier:
Code
Alles anzeigencase 209: { if(_shift) then { switch (player SVAR["Earplugs",0]) do { case 0: {hint composeText [ image "icons\sound.paa"," 90% Leiser"]; 1 fadeSound 0.1; player SVAR ["Earplugs", 10]; }; case 10: {hint composeText [ image "icons\sound.paa"," 60% Leiser"]; 1 fadeSound 0.4; player SVAR ["Earplugs", 40]; }; case 40: {hint composeText [ image "icons\sound.paa"," 30% Leiser"]; 1 fadeSound 0.7; player SVAR ["Earplugs", 70]; }; case 70: {hint composeText [ image "icons\sound_new.paa"," Normaler Sound"]; 1 fadeSound 1; player SVAR["Earplugs", 0]; }; }; }; };Dürfte, dann wieder gehen

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jetzt geht der befehl garnicht mehr sprich der text wird nichtmal angezeigt
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wenn ich das script eifn_keyHandler.sqfnfüge(4.4.4r) dann gehen sämtliche altis tasten nicht mehr (u,z etc)
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Dann liegt ein Fehler beim einfügen vor. ARMA ist in Sachen Scripts sehr sensibel - wahrscheinlich vll nur eine Klammer oder Komma vergessen
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- oder Doppelbelegung.
Seit der 4.4r3 sind nämlich standardmäßig Ohrstöpsel drin, kann sein du hast die gleiche Taste erwischt -
war n Space zu viel^^ danke:)
jetzt nur noch das garagen problem lösen und dann is alles wieder in butter auf dem server^^
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Sorry vorab das ich den Beitrag nach der langen zeit wieder aufwerfe

Ich hab SealDrop Altis Life v.3.1.4.8-[lexicon]extDB[/lexicon] auf meinem Server
nun is das problem das die Ohrstöpsel nicht funktionieren
Hat wer das Script bei der version 3.1.4.8 zum laufen gebracht ?Lg
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Kann man es einbauen das sobald man den Kopfhörer an hat das die ganze Zeit ein Icon im Hud angezeigt wird?
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Möglich ist es, die frage ist nur wie?
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Ich hab auch die v4.4r4 Und bei mir geht es auch nicht.
Spoiler anzeigen
//NUM_* Key = Für Ohrstöpsel
case 55:
{
if(_shift) then {
switch (player getVariable["Earplugs",0]) do {
case 0: {hint composeText [image "icons\ohrstoepsel\sound.paa","Der Sound ist nun 90% leiser! "]; 1 fadeSound 0.1; player setVariable ["Earplugs", 10]; };
case 10: {hint composeText [image "icons\ohrstoepsel\sound.paa","Der Sound ist nun 60%leiser!"]; 1 fadeSound 0.4; player setVariable ["Earplugs", 40]; };
case 40: {hint composeText [image "icons\ohrstoepsel\sound.paa","Der Sound ist nun 30%leiser!"]; 1 fadeSound 0.7; player setVariable ["Earplugs", 70]; };
case 70: {hint composeText [image "icons\ohrstoepsel\sound.paa","Der Sound ist nun wieder normal!"]; 1 fadeSound 1; player setVariable ["Earplugs", 0]; };
};
};
};_handled;
Aber es rührt sich nix. Bitte um Hilfe
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