Beiträge von TheFireRunner Felix
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Ich denke mir so: solange alles funktioniert muss ich doch keine anderen Fehlermeldungen fixen

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Also ich wenn ich den SoS Knopf drücke passiert erstmal garnicht ... 60 Sekunden später kommt eine Meldung das mein Marker gelöscht wurde.
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Und bei mir kann man den Knopf nicht benutzen -.- und ja ich habe nochmal alles kontroliert

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Wenn ich den SoS Knopf benutzen will passiert nix obwohl ich es in die useitem Datei reingetan habe...
Hat jemand ein Grund dafür?
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Das Feld ist immer noch anklickbar obwohl ich KEINEN Toolkit habe... Aber wenn ich drück passiert nix
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Also ja aber wenn ich KEIN Toolkit habe kann ich auf Reparieren drücken aber dafür passiert wieder nix
Weißt du/ihr wie man es machen das wenn man keinen Toolkit das dann das Feld "Dunkel" ist
Benutze die fn_vInteractionMenu.sqf Version von Brizi Jaeger (denke es liegt an der Datei).SQL: fn_vInteractionMenu.sqf
Alles anzeigen#include "..\..\script_macros.hpp" /* Autor : Bryan Edited by Brizi Jaeger | Independent - East - Civilian */ #define Btn1 37450 #define Btn2 37451 #define Btn3 37452 #define Btn4 37453 #define Btn5 37454 #define Btn6 37455 #define Title 37401 private["_display","_curTarget","_Btn1","_Btn2","_Btn3","_Btn4","_Btn5","_Btn6","_dlcVehicles"]; if(!dialog) then { createDialog "vInteraction_Menu"; }; disableSerialization; _curTarget = param [0,ObjNull,[ObjNull]]; if(isNull _curTarget) exitWith {closeDialog 0;}; //Bad target _isVehicle = if((_curTarget isKindOf "landVehicle") OR (_curTarget isKindOf "Ship") OR (_curTarget isKindOf "Air")) then {true} else {false}; if(!_isVehicle) exitWith {closeDialog 0;}; _display = findDisplay 37400; _Btn1 = _display displayCtrl Btn1; _Btn2 = _display displayCtrl Btn2; _Btn3 = _display displayCtrl Btn3; _Btn4 = _display displayCtrl Btn4; _Btn5 = _display displayCtrl Btn5; _Btn6 = _display displayCtrl Btn6; life_vInact_curTarget = _curTarget; _dlcVehicles = ["C_Kart_01_Blu_F","C_Kart_01_Red_F","C_Kart_01_Fuel_F","C_Kart_01_Vrana_F","B_Heli_Transport_03_F","B_Heli_Transport_03_unarmed_F","O_Heli_Transport_04_F","O_Heli_Transport_04_ammo_F","O_Heli_Transport_04_bench_F","I_Heli_Transport_02_F","O_Heli_Transport_04_box_F","O_Heli_Transport_04_covered_F","O_Heli_Transport_04_fuel_F","O_Heli_Transport_04_medevac_F","O_Heli_Transport_04_repair_F","B_CTRG_LSV_01_light_F","O_LSV_02_unarmed_F","B_T_VTOL_01_vehicle_F"]; //Set Repair Action _Btn1 ctrlSetText localize "STR_vInAct_Repair"; _Btn1 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_repairTruck;"; if("ToolKit" in (items player) && (damage _curTarget < 1)) then {_Btn1 ctrlEnable true;} else {_Btn1 ctrlEnable false;}; if(playerSide == west) then { _Btn2 ctrlSetText localize "STR_vInAct_Registration"; _Btn2 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_searchVehAction;"; _Btn3 ctrlSetText localize "STR_vInAct_SearchVehicle"; _Btn3 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_vehInvSearch;"; _Btn4 ctrlSetText localize "STR_vInAct_PullOut"; _Btn4 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_pulloutAction;"; if(count crew _curTarget == 0) then {_Btn4 ctrlEnable false;}; _Btn5 ctrlSetText localize "STR_vInAct_Impound"; _Btn5 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_impoundAction;"; if(_curTarget isKindOf "Ship") then { _Btn6 ctrlSetText localize "STR_vInAct_PushBoat"; _Btn6 buttonSetAction "[] spawn life_fnc_pushObject; closeDialog 0;"; if(_curTarget isKindOf "Ship" && {local _curTarget} && {count crew _curTarget == 0}) then { _Btn6 ctrlEnable true;} else {_Btn6 ctrlEnable false}; } else { if((typeOf (_curTarget) in _dlcVehicles) && !(288520 in getDLCs 1)) then { if(_curTarget isKindOf "Air") then { _Btn6 ctrlSetText localize "STR_vInAct_GetInHeli"; } else { _Btn6 ctrlSetText localize "STR_vInAct_GetInKart"; }; _Btn6 buttonSetAction "player moveInDriver life_vInact_curTarget; closeDialog 0;"; if(count crew _curTarget == 0 && {canMove _curTarget} && {locked _curTarget == 0}) then {_Btn6 ctrlEnable true;} else {_Btn6 ctrlEnable false}; } else { _Btn6 ctrlSetText localize "STR_vInAct_Unflip"; _Btn6 buttonSetAction "life_vInact_curTarget setPos [getPos life_vInact_curTarget select 0, getPos life_vInact_curTarget select 1, (getPos life_vInact_curTarget select 2)+0.5]; closeDialog 0;"; if(count crew _curTarget == 0 && {canMove _curTarget}) then { _Btn6 ctrlEnable false;} else {_Btn6 ctrlEnable true;}; }; }; }; if(playerSide in [civilian,east]) then { _Btn4 ctrlSetText localize "STR_vInAct_PullOut"; _Btn4 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_pulloutAction;"; if(count crew _curTarget == 0) then {_Btn4 ctrlEnable false;}; if(_curTarget isKindOf "Ship") then { _Btn2 ctrlSetText localize "STR_vInAct_PushBoat"; _Btn2 buttonSetAction "[] spawn life_fnc_pushObject; closeDialog 0;"; if(_curTarget isKindOf "Ship" && {local _curTarget} && {count crew _curTarget == 0}) then { _Btn2 ctrlEnable true;} else {_Btn2 ctrlEnable false}; } else { if((typeOf (_curTarget) in _dlcVehicles) && !(288520 in getDLCs 1)) then { if(_curTarget isKindOf "Air") then { _Btn2 ctrlSetText localize "STR_vInAct_GetInHeli"; } else { _Btn2 ctrlSetText localize "STR_vInAct_GetInKart"; }; _Btn2 buttonSetAction "player moveInDriver life_vInact_curTarget; closeDialog 0;"; if(count crew _curTarget == 0 && {canMove _curTarget} && {locked _curTarget == 0}) then {_Btn2 ctrlEnable true;} else {_Btn2 ctrlEnable false}; } else { _Btn2 ctrlSetText localize "STR_vInAct_Unflip"; _Btn2 buttonSetAction "life_vInact_curTarget setPos [getPos life_vInact_curTarget select 0, getPos life_vInact_curTarget select 1, (getPos life_vInact_curTarget select 2)+0.5]; closeDialog 0;"; if(count crew _curTarget == 0 && {canMove _curTarget}) then { _Btn2 ctrlEnable false;} else {_Btn2 ctrlEnable true;}; }; }; if(typeOf _curTarget in ["O_Truck_03_device_F","O_T_Truck_03_device_ghex_F"]) then { _Btn3 ctrlSetText localize "STR_vInAct_DeviceMine"; _Btn3 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_deviceMine"; if(!isNil {(_curTarget getVariable "mining")} OR !local _curTarget && {_curTarget in life_vehicles}) then { _Btn3 ctrlEnable false; } else { _Btn3 ctrlEnable true; }; } else { _Btn3 ctrlShow false; }; }; if(playerSide == independent) then { _Btn3 ctrlSetText localize "STR_vInAct_Registration"; _Btn3 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_searchVehAction;"; _Btn4 ctrlSetText localize "STR_vInAct_PullOut"; _Btn4 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_pulloutAction;"; if(count crew _curTarget == 0) then {_Btn4 ctrlEnable false;}; _Btn5 ctrlSetText localize "STR_vInAct_Impound"; _Btn5 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_impoundAction;"; if(_curTarget isKindOf "Ship") then { _Btn6 ctrlSetText localize "STR_vInAct_PushBoat"; _Btn6 buttonSetAction "[] spawn life_fnc_pushObject; closeDialog 0;"; if(_curTarget isKindOf "Ship" && {local _curTarget} && {count crew _curTarget == 0}) then { _Btn6 ctrlEnable true;} else {_Btn6 ctrlEnable false}; } else { if((typeOf (_curTarget) in _dlcVehicles) && !(288520 in getDLCs 1)) then { if(_curTarget isKindOf "Air") then { _Btn6 ctrlSetText localize "STR_vInAct_GetInHeli"; } else { _Btn6 ctrlSetText localize "STR_vInAct_GetInKart"; }; _Btn6 buttonSetAction "player moveInDriver life_vInact_curTarget; closeDialog 0;"; if(count crew _curTarget == 0 && {canMove _curTarget} && {locked _curTarget == 0}) then {_Btn6 ctrlEnable true;} else {_Btn6 ctrlEnable false}; } else { _Btn6 ctrlSetText localize "STR_vInAct_Unflip"; _Btn6 buttonSetAction "life_vInact_curTarget setPos [getPos life_vInact_curTarget select 0, getPos life_vInact_curTarget select 1, (getPos life_vInact_curTarget select 2)+0.5]; closeDialog 0;"; if(count crew _curTarget == 0 && {canMove _curTarget}) then { _Btn6 ctrlEnable false;} else {_Btn6 ctrlEnable true;}; }; }; };MFG Felix aka. TheFireRunner
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Du hast jetzt aber nicht einfach copy and paste gemacht oder?
Hab einfach mein Backup genohmen ;]
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Nope geht noch immer nicht... das ist wahrscheinlich woanders das man das Z Toolkit braucht

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Ja also dann habe ich es unbewusst umgeschrieben... xD Wie kann man das denn wieder so umschreiben das man das Z Menü Toolkit braucht.... die fn_repairTruck.sqf ist auf standard 4.4 aber es geht noch immer nicht

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Habe das Problem bdw auch
Man braucht ein I Inventar Toolkit zum reparieren... -
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Bei mir werden die Nachrichten immer doppelt angezeigt...
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include "..\..\script_macros.hpp"
PS: Ja da ist ein # vor aber es wird nicht angezeigt
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Hey ihr

Ich habe es geschaft das man den Werkzeugkasten im I Inventar braucht um ein Fahrzeug zu reparieren... Aber ich will es wieder haben das man das Toolkit im Z Menü braucht.
Jemand ne Idee währe nämlich sehr nice :3
SQL: fn_repairTruck.sqf
Alles anzeigen#include "..\..\script_macros.hpp" 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 0.01; _cP = 0.01; for "_i" from 0 to 1 step 0 do { if (animationState player != "Acts_carFixingWheel") then { [player,"Acts_carFixingWheel",true] remoteExecCall ["life_fnc_animSync",RCLIENT]; player switchMove "Acts_carFixingWheel"; player playMoveNow "Acts_carFixingWheel"; }; sleep 0.27; _cP = _cP + 0.01; _progress progressSetPosition _cP; _pgText ctrlSetText format["%3 (%1%2)...",round(_cP * 100),"%",_upp]; 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 playActionNow "stop"; 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"]; }; };MFG Felix
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und jetzt klappt es?
Jap

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OK wow hab die BE.cfg in den falschen BattleEye ordner gepackt

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aber das wird nur aktiviert wenn ich den server mit tadst starte...