in dieser datei fn_handleItem.sqf
Beiträge von Maxxie30
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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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also wir haben keine fehler
das ist unsere:
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Code
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"]; _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_fieldDressing","ACE_elasticBandage","ACE_packingBandage","ACE_quikclot","ACE_epinephrine","ACE_morphine","ACE_atropine","ACE_surgicalKit","ACE_tourniquet","ACE_personalAidKit","ACE_salineIV","ACE_plasmaIV","ACE_bloodIV","ACE_bodyBag","ACE_Flashlight_MX991","ACE_Flashlight_XL50","ACE_EarPlugs","ACE_CableTie"]; //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 { _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 linkItem _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 linkItem _item; }; }; }; case 616: { if (_ispack) then { player addItemToBackpack _item; } else { if (_override) then { player addItem _item; } else { player linkItem _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;}; }; }; }; }; }; }; }; -
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geh mal in deine server.cfg und mache verifySignatures = 1; das zu das verifySignatures = 0; dann brauchst du keine key mehr.
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geh mal in core/functions und suche nach der datei fn_handleInv.sqf füge dann bei zeile 18 das ein
Code_acecheck = ["ACE_fieldDressing","ACE_elasticBandage","ACE_packingBandage","ACE_quikclot","ACE_epinephrine","ACE_morphine","ACE_atropine","ACE_surgicalKit","ACE_tourniquet","ACE_personalAidKit","ACE_salineIV","ACE_plasmaIV","ACE_bloodIV","ACE_bodyBag","ACE_Flashlight_MX991","ACE_Flashlight_XL50","ACE_EarPlugs","ACE_CableTie"]; -
ich weis ja nicht welche version aber bei 4.4 ist das die Config_Master.hpp /* Paycheck & Bank System Configurations */
bank_cop = 10000; //Amount of cash in bank for new cops
bank_civ = 7500; //Amount of cash in bank for new civillians
bank_med = 6500; //Amount of cash in bank for new medics -
hast du schon mal versucht [ArmaLife] in [AltisLife] zu ändern ob es dann geht.
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das [MySQL_Example] zu [AltisLife] mchen bei mir hatte ich auch grade den fehler und nun geht es
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Man kann den 2d editor noch nutzen man muss nur auf den namen von der map gehen dann STRG + O drücken.
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für den Dodge Charger gebe ich dir das andere weiß ich nicht was du damit meinst
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Einer in den Französischen Forum hat ein geschrieben ich weiß nicht ob ich den link hier reinstellen darf...