Ich würde gerne bei der [lexicon]tanoa[/lexicon] villa eine Garage im win menü hinzufügen wie bekomm ich das hin ?
Beiträge von Lukas_Multi
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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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normaler dedicate root
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ich nicht aber der eignetliche lukas_multi schon (bin nur über root mitschreiber)
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Das ganze sieht jetzt so aus und funktioniert immer noch ned
Code
Alles anzeigen#include "..\..\script_macros.hpp" /* File: fn_actionKeyHandler.sqf Author: Bryan "Tonic" Boardwine Description: Master action key handler, handles requests for picking up various items and interacting with other players (Cops = Cop Menu for unrestrain,escort,stop escort, arrest (if near cop hq), etc). */ private["_curObject","_isWater","_CrateModelNames","_crate","_fish","_animal","_whatIsIt","_handle"]; _curObject = cursorObject; if (life_action_inUse) exitWith {}; //Action is in use, exit to prevent spamming. if (life_interrupted) exitWith {life_interrupted = false;}; _isWater = surfaceIsWater (visiblePositionASL player); if (player getVariable["isEscorting",false]) exitWith { [] call life_fnc_copInteractionMenu; }; if (LIFE_SETTINGS(getNumber,"global_ATM") isEqualTo 1) then{ //Check if the player is near an ATM. if ((call life_fnc_nearATM) && {!dialog}) exitWith { [] call life_fnc_atmMenu; }; }; if (isNull _curObject) exitWith { if (_isWater) then { _fish = (nearestObjects[player,(LIFE_SETTINGS(getArray,"animaltypes_fish")),3]) select 0; if (!isNil "_fish") then { if (!alive _fish) then { [_fish] call life_fnc_catchFish; }; }; } else { _animal = (nearestObjects[player,(LIFE_SETTINGS(getArray,"animaltypes_hunting")),3]) select 0; if (!isNil "_animal") then { if (!alive _animal) then { [_animal] call life_fnc_gutAnimal; }; } else { private "_handle"; if (playerSide isEqualTo civilian && !life_action_gathering) then { _whatIsIt = [] call life_fnc_whereAmI; if (life_action_gathering) exitWith {}; //Action is in use, exit to prevent spamming. switch (_whatIsIt) do { case "mine" : { _handle = [] spawn life_fnc_mine }; default { _handle = [] spawn life_fnc_gather }; }; life_action_gathering = true; waitUntil {scriptDone _handle}; life_action_gathering = false; }; }; }; }; if ((_curObject isKindOf "B_supplyCrate_F" || _curObject isKindOf "Box_IND_Grenades_F") && {player distance _curObject < 3} ) exitWith { if (alive _curObject) then { [_curObject] call life_fnc_containerMenu; }; }; if (_curObject isKindOf "House_F" && {player distance _curObject < 12} || ((nearestObject [[16019.5,16952.9,0],"Land_Dome_Big_F"]) == _curObject || (nearestObject [[16019.5,16952.9,0],"Land_Research_house_V1_F"]) == _curObject)) exitWith { [_curObject] call life_fnc_houseMenu; }; if (dialog) exitWith {}; //Don't bother when a dialog is open. if (vehicle player != player) exitWith {}; //He's in a vehicle, cancel! life_action_inUse = true; //Temp fail safe. [] spawn { sleep 60; life_action_inUse = false; }; //Check if it's a dead body. if (_curObject isKindOf "Man" && !(_curObject isKindOf "Animal") && {!alive _curObject} && !(_curObject getVariable["Revive",false]) && {playerSide in [west,independent]}) exitWith { //Hotfix code by ins0 if (((playerSide isEqualTo west && {(LIFE_SETTINGS(getNumber,"revive_cops") isEqualTo 1)}) || playerSide isEqualTo independent)) then { if (life_inv_defibrillator > 0) then { [_curObject] call life_fnc_revivePlayer; }; }; }; //If target is a player then check if we can use the cop menu. if (isPlayer _curObject && _curObject isKindOf "Man") then { if (!dialog && playerSide isEqualTo west) then { [_curObject] call life_fnc_copInteractionMenu; }; } else {...}; { //OK, it wasn't a player so what is it? private["_isVehicle","_miscItems","_money","_list"]; _list = ["landVehicle","Ship","Air"]; _isVehicle = if (KINDOF_ARRAY(_curObject,_list)) then {true} else {false}; _miscItems = ["Land_BottlePlastic_V1_F","Land_TacticalBacon_F","Land_Can_V3_F","Land_CanisterFuel_F","Land_Suitcase_F"]; //It's a vehicle! open the vehicle interaction key! if (_isVehicle) then { if (!dialog) then { if (player distance _curObject < ((boundingBox _curObject select 1) select 0)+2 && (!(player getVariable ["restrained",false])) && (!(player getVariable ["playerSurrender",false])) && !life_isknocked && !life_istazed) then { [_curObject] call life_fnc_vInteractionMenu; }; }; } else { //OK, it wasn't a vehicle so let's see what else it could be? if ((typeOf _curObject) in _miscItems) then { [_curObject,player,false] remoteExecCall ["TON_fnc_pickupAction",RSERV]; } else { //It wasn't a misc item so is it money? if ((typeOf _curObject) isEqualTo "Land_Money_F" && {!(_curObject getVariable ["inUse",false])}) then { [_curObject,player,true] remoteExecCall ["TON_fnc_pickupAction",RSERV]; }; }; }; }; -
Was muss da dann hin ?
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Code
//If target is a player then check if we can use the cop menu. if (isPlayer _curTarget && _curObject isKindOf "Man") then { if (!dialog && playerSide isEqualTo west) then { [_curObject] call life_fnc_copInteractionMenu; }; } else {Ingame wird mir gesagt das mit _curtarget was nicht richtig ist weiß jemand warum?
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Ich würde gerne die windowsmenü funktionen von den cops funktionierend haben auch wenn der spieler nicht gefesselt ist wie bekomme ich das hin ?
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@AmaZiinG Hab ich gerad nachgekukt hat alles nix gebracht
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in welcher datei ?
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Wir haben vorhin den Permanenten Personalausweiß eingefügt. nun hängen wir an dem fehler dass dort steht: "Uberprufe Daten des Personalausweises" und dann hängt man dort im bild fest. Weiß einer was wir falsch gemacht haben ?
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Das mim lesen ist so ne sache kannst ja mal @Scrpt fragen
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Wo kann man die Ausparkpreise ändern ?
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Wir haben nicht verstanden wie man den mod configurieren muss und es gab ein problem mit ner fehlermeldung dass der server nicht starten konnte weil er bei der fehlermeldung festhing
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weißt du wie ich den DDOP Taser zum funktionieren bringe ?
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ich weiß schon deswegen lass ich die finger davon ich suche immer noch kennst du einen ?
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wie kann ich die Langfunkgeräte von TFAR unsichtbar machen ? Ich habe mir jetzt einige Tutorials dazu angekukt und keine lösung gefunden.
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ich suche aktuell einen Taser mod kennt jemand einen guten ?
Den von Double Doppler kenne ich schon finde ich ned so geil deswegen frag ich ob jemand einen besseren kennt. -
Hat perfekt funktioniert danke
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hat leider nicht funktioniert habe ich das in zeile 87 (also "if(_item in _acecheck) then{player addItem _item;};") richtig eingetragen ?
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ich habe das alle wie im tutorial Beschreiben eingefügt nun aber kann ich das ganze zeugs nun nicht kaufen. was habe ich falsch gemacht ?
hier einmal die fn_handleItem.sqf:
Code: fn_handleItem.sqf
Alles anzeigen#include "..\..\script_macros.hpp" /* File: fn_handleItem.sqf Author: Bryan "Tonic" Boardwine Description Main gear handling functionality. */ private["_item","_details","_bool","_ispack","_items","_isgun","_ongun","_override","_toUniform","_toVest","_preview","_acecheck"]; _item = [_this,0,"",[""]] call BIS_fnc_param; _bool = [_this,1,false,[false]] call BIS_fnc_param; _ispack = [_this,2,false,[false]] call BIS_fnc_param; _ongun = [_this,3,false,[false]] call BIS_fnc_param; _override = [_this,4,false,[false]] call BIS_fnc_param; _toUniform = [_this,5,false,[false]] call BIS_fnc_param; //Manual override to send items specifically to a uniform. _toVest = [_this,6,false,[false]] call BIS_fnc_param; //Manual override to send items specifically to a vest _preview = [_this,7,false,[false]] call BIS_fnc_param; _acecheck = ["ACE_atropine","ACE_fieldDressing","ACE_elasticBandage","ACE_quikclot","ACE_bloodIV","ACE_bloodIV_500","ACE_bloodIV_250","ACE_bodyBag","ACE_epinephrine","ACE_morphine","ACE_packingBandage","ACE_personalAidKit","ACE_plasmaIV","ACE_plasmaIV_500","ACE_plasmaIV_250","ACE_salineIV","ACE_salineIV_500","ACE_salineIV_250","ACE_surgicalKit","ACE_tourniquet","ACE_EarPlugs","ACE_CableTie","ACE_DAGR","ACE_Kestrel4500"]; //Some checks if (_item isEqualTo "") exitWith {}; _isgun = false; _details = [_item] call life_fnc_fetchCfgDetails; if (count _details isEqualTo 0) exitWith {}; if (_bool) then { switch (_details select 6) do { case "CfgGlasses": { if (_toUniform) exitWith {player addItemToUniform _item;}; if (_toVest) exitWith {player addItemToVest _item;}; if (_ispack) then { player addItemToBackpack _item; } else { if (_override) then { player addItem _item; } else { if (!(goggles player isEqualTo "")) then { removeGoggles player; }; player addGoggles _item; }; }; }; case "CfgVehicles": { if (!(backpack player isEqualTo "")) then { _items = (backpackItems player); removeBackpack player; }; player addBackpack _item; clearAllItemsFromBackpack player; if (!isNil "_items") then { {[_x,true,true,false,true] call life_fnc_handleItem; } forEach _items; }; }; case "CfgMagazines": { if (_toUniform) exitWith {player addItemToUniform _item;}; if (_toVest) exitWith {player addItemToVest _item;}; if (_ispack) exitWith {player addItemToBackpack _item;}; player addMagazine _item; }; case "CfgWeapons": { //New addition if (_toUniform) exitWith {player addItemToUniform _item;}; if (_toVest) exitWith {player addItemToVest _item;}; if (_ispack) exitWith {player addItemToBackpack _item;}; if ((_details select 4) in [1,2,4,5,4096]) then { if ((_details select 4) isEqualTo 4096) then { if ((_details select 5) isEqualTo -1) then { if(_item in _acecheck) then{player addItem _item;}; _isgun = true; }; } else { _isgun = true; }; }; if (_isgun) then { if (!_ispack && _override) exitWith {}; //It was in the vest/uniform, try to close to prevent it overriding stuff... (Actual weapon and not an item) if (_item isEqualTo "MineDetector") then { player addItem _item; } else { player addWeapon _item; }; } else { switch (_details select 5) do { case 0: { if (_ispack) then { player addItemToBackpack _item; } else { if (_override) then { player addItem _item; } else { if (_item in (assignedItems player)) then { player addItem _item; } else { player addItem _item; player assignItem _item; }; }; }; }; case 605: { if (_ispack) then{ player addItemToBackpack _item; } else { if (_override) then { player addItem _item; } else { if (headgear player isEqualTo _item && {!_preview}) then { player addItem _item; } else { if (!(headgear player isEqualTo "")) then {removeHeadGear player;}; player addHeadGear _item; }; }; }; }; case 801: { if (_ispack) then { player addItemToBackpack _item; } else { if (_override) then { player addItem _item; } else { if (player isKindOf "Civilian") then { if (uniform player isEqualTo _item && {!_preview}) then { player addItem _item; } else { if (!(uniform player isEqualTo "")) then { _items = uniformItems player; removeUniform player; }; player addUniform _item; if (!isNil "_items") then { {player addItemToUniform _x} forEach _items; }; }; } else { if (!(uniform player isEqualTo "")) then { _items = uniformItems player; removeUniform player; }; if (!(player isUniformAllowed _item)) then { player forceAddUniform _item; } else { player addUniform _item; }; if (!isNil "_items") then { {player addItemToUniform _x} forEach _items; }; }; }; }; }; case 701: { if (_ispack) then { player addItemToBackpack _item; } else { if (_override) then{ player addItem _item; } else { if (vest player isEqualTo _item && {!_preview}) then { player addItem _item; } else { if (!(vest player isEqualTo "")) then { _items = vestItems player; removeVest player; }; player addVest _item; if (!isNil "_items") then { {[_x,true,false,false,true] spawn life_fnc_handleItem;} forEach _items; }; }; }; }; }; case 201: { if (_ispack) then { player addItemToBackpack _item; } else { private "_type"; _type = [_item,201] call life_fnc_accType; if (_ongun) then { switch (_type) do { case 1: { player addPrimaryWeaponItem _item; }; case 2: { player addSecondaryWeaponItem _item; }; case 3: { player addHandgunItem _item; }; }; } else { if (_override) then { player addItem _item; } else { private["_wepItems","_action","_slotTaken"]; _wepItems = switch (_type) do {case 1:{primaryWeaponItems player}; case 2:{secondaryWeaponItems player}; case 3:{handgunItems player}; default {["","",""]};}; _slotTaken = false; if (!((_wepItems select 2) isEqualTo "")) then {_slotTaken = true;}; if (_slotTaken) then { _action = [localize "STR_MISC_AttachmentMSG",localize "STR_MISC_Attachment",localize "STR_MISC_Weapon",localize "STR_MISC_Inventory"] call BIS_fnc_guiMessage; if (_action) then { switch (_type) do { case 1: {player addPrimaryWeaponItem _item;}; case 2: {player addSecondaryWeaponItem _item;}; case 3: {player addHandgunItem _item;}; default {player addItem _item;}; }; } else { player addItem _item; //Add it to any available container }; } else { switch (_type) do { case 1: {player addPrimaryWeaponItem _item;}; case 2: {player addSecondaryWeaponItem _item;}; case 3: {player addHandgunItem _item;}; default {player addItem _item;}; }; }; }; }; }; }; case 301: { if (_ispack) then { player addItemToBackpack _item; } else { private "_type"; _type = [_item,301] call life_fnc_accType; if (_ongun) then { switch (_type) do { case 1: { player addPrimaryWeaponItem _item; }; case 2: { player addSecondaryWeaponItem _item; }; case 3: { player addHandgunItem _item; }; }; } else { if (_override) then { player addItem _item; } else { private["_wepItems","_action","_slotTaken"]; _wepItems = switch (_type) do {case 1:{primaryWeaponItems player}; case 2:{secondaryWeaponItems player}; case 3:{handgunItems player}; default {["","",""]};}; _slotTaken = false; if (!((_wepItems select 1) isEqualTo "")) then {_slotTaken = true;}; if (_slotTaken) then { _action = [localize "STR_MISC_AttachmentMSG",localize "STR_MISC_Attachment",localize "STR_MISC_Weapon",localize "STR_MISC_Inventory"] call BIS_fnc_guiMessage; if (_action) then { switch (_type) do { case 1: {player addPrimaryWeaponItem _item;}; case 2: {player addSecondaryWeaponItem _item;}; case 3: {player addHandgunItem _item;}; default {player addItem _item;}; }; } else { player addItem _item; //Add it to any available container }; } else { switch (_type) do { case 1: {player addPrimaryWeaponItem _item;}; case 2: {player addSecondaryWeaponItem _item;}; case 3: {player addHandgunItem _item;}; default {player addItem _item;}; }; }; }; }; }; }; case 101:{ if (_ispack) then { player addItemToBackpack _item; } else { private "_type"; _type = [_item,101] call life_fnc_accType; if (_ongun) then { switch (_type) do { case 1: { player addPrimaryWeaponItem _item; }; case 2: { player addSecondaryWeaponItem _item; }; case 3: { player addHandgunItem _item; }; }; } else { if (_override) then { player addItem _item; } else { private["_wepItems","_action","_slotTaken"]; _wepItems = switch (_type) do {case 1:{primaryWeaponItems player}; case 2:{secondaryWeaponItems player}; case 3:{handgunItems player}; default {["","",""]};}; _slotTaken = false; if (!((_wepItems select 0) isEqualTo "")) then {_slotTaken = true;}; if (_slotTaken) then { _action = [localize "STR_MISC_AttachmentMSG",localize "STR_MISC_Attachment",localize "STR_MISC_Weapon",localize "STR_MISC_Inventory"] call BIS_fnc_guiMessage; if (_action) then { switch (_type) do { case 1: {player addPrimaryWeaponItem _item;}; case 2: {player addSecondaryWeaponItem _item;}; case 3: {player addHandgunItem _item;}; default {player addItem _item;}; }; } else { player addItem _item; //Add it to any available container }; } else { switch (_type) do { case 1: {player addPrimaryWeaponItem _item;}; case 2: {player addSecondaryWeaponItem _item;}; case 3: {player addHandgunItem _item;}; default {player addItem _item;}; }; }; }; }; }; }; case 621: { if (_ispack) then { player addItemToBackpack _item; } else { if (_override) then { player addItem _item; } else { player addItem _item; player assignItem _item; }; }; }; case 616: { if (_ispack) then { player addItemToBackpack _item; } else { if (_override) then { player addItem _item; } else { player addItem _item; player assignItem _item; }; }; }; default { if (_ispack) then { player addItemToBackpack _item; } else { player addItem _item; }; }; }; }; }; }; } else { switch (_details select 6) do { case "CfgVehicles": { removeBackpack player; }; case "CfgMagazines": { player removeMagazine _item; }; case "CfgGlasses": { if (_item isEqualTo goggles player) then { removeGoggles player; } else { player removeItem _item; }; }; case "CfgWeapons": { if ((_details select 4) in [1,2,4,5,4096]) then { if ((_details select 4) isEqualTo 4096) then { if ((_details select 5) isEqualTo 1) then { _isgun = true; }; } else { _isgun = true; }; }; if (_isgun) then { switch (true) do { case (primaryWeapon player isEqualTo _item) : {_ispack = false;}; case (secondaryWeapon player isEqualTo _item) : {_ispack = false;}; case (handgunWeapon player isEqualTo _item) : {_ispack = false;}; case (_item in assignedItems player) : {_ispack = false;}; default {_ispack = true;}; }; if (_item isEqualTo "MineDetector") then { player removeItem _item; } else { //Lovely code provided by [OCB]Dash private "_tmpfunction"; _tmpfunction = { private["_tWeapons","_tWeaponCount"]; switch (true) do { case (_this in (uniformItems player)): { _tWeapons = (getWeaponCargo (uniformContainer player)) select 0; _tWeaponCount = (getWeaponCargo (uniformContainer player)) select 1; clearWeaponCargo (uniformContainer player); { _numVestWeps = _tWeaponCount select _forEachIndex; if (_x == _this) then { _numVestWeps = _numVestWeps - 1; }; (uniformContainer player) addWeaponCargo [ _x,_numVestWeps]; }forEach _tWeapons; }; case (_this in (vestItems player)): { _tWeapons = (getWeaponCargo (vestContainer player)) select 0; _tWeaponCount = (getWeaponCargo (vestContainer player)) select 1; clearWeaponCargo (vestContainer player); { _numVestWeps = _tWeaponCount select _forEachIndex; if (_x == _this) then { _numVestWeps = _numVestWeps - 1; }; (vestContainer player) addWeaponCargo [ _x,_numVestWeps]; }forEach _tWeapons; }; case (_this in (backpackItems player)): { _tWeapons = (getWeaponCargo (backpackContainer player)) select 0; _tWeaponCount = (getWeaponCargo (backpackContainer player)) select 1; clearWeaponCargo (backpackContainer player); { _numVestWeps = _tWeaponCount select _forEachIndex; if (_x == _this) then { _numVestWeps = _numVestWeps - 1; }; (backpackContainer player) addWeaponCargo [ _x,_numVestWeps]; }forEach _tWeapons; }; }; }; if (_ispack) then { _item call _tmpfunction; } else { switch (true) do { case (_item in (uniformItems player)): {_item call _tmpfunction;}; case (_item in (vestItems player)) : {_item call _tmpfunction;}; case (_item in (backpackItems player)) : {_item call _tmpfunction;}; default {player removeWeapon _item;}; }; }; }; } else { switch (_details select 5) do { case 0: {player unassignItem _item; player removeItem _item;}; case 605: {if (headgear player isEqualTo _item) then {removeHeadgear player} else {player removeItem _item};}; case 801: {if (uniform player isEqualTo _item) then {removeUniform player} else {player removeItem _item};}; case 701: {if (vest player isEqualTo _item) then {removeVest player} else {player removeItem _item};}; case 621: {player unassignItem _item; player removeItem _item;}; case 616: {player unassignItem _item; player removeItem _item;}; default { switch (true) do { case (_item in primaryWeaponItems player) : {player removePrimaryWeaponItem _item;}; case (_item in handgunItems player) : {player removeHandgunItem _item;}; default {player removeItem _item;}; }; }; }; }; }; }; };