Ich bin mal wieder am verzweifeln
Also mein Vorhaben ist es dass ich, nachdem der Medic die Person wiederbelebt hat , einen Defisound abspielen lasse der auch für die Spieler in der näheren Umgebung zu hören ist
Bitte kann mir einer die Datei so umschreiben oder mir Tipps geben wo ich es herausfinden könnte
Habe jedoch schon 3 Tage recherchiert und probiert....
Hab die fn_revivePlayer.sqf bearbeitet (Ist kommentiert):
fn_revivePlayer.sqf
#include "..\..\script_macros.hpp"
/*
File: fn_revivePlayer.sqf
Author: Bryan "Tonic" Boardwine
Description:
Starts the revive process on the player.
*/
private["_target","_revivable","_targetName","_ui","_progressBar","_titleText","_cP","_title","_reviveCost"];
_target = param [0,ObjNull,[ObjNull]];
if (isNull _target) exitWith {};
_reviveCost = LIFE_SETTINGS(getNumber,"revive_fee");
_revivable = _target getVariable ["Revive",FALSE];
if (_revivable) exitWith {};
if (_target getVariable ["Reviving",ObjNull] == player) exitWith {hint localize "STR_Medic_AlreadyReviving";};
if (player distance _target > 5) exitWith {}; //Not close enough.
//Fetch their name so we can shout it.
_targetName = _target getVariable ["name","Unknown"];
_title = format[localize "STR_Medic_Progress",_targetName];
life_action_inUse = true; //Lockout the controls.
_target setVariable ["Reviving",player,TRUE];
//Setup our progress bar
disableSerialization;
5 cutRsc ["life_progress","PLAIN"];
_ui = uiNamespace getVariable ["life_progress",displayNull];
_progressBar = _ui displayCtrl 38201;
_titleText = _ui displayCtrl 38202;
_titleText ctrlSetText format["%2 (1%1)...","%",_title];
_progressBar progressSetPosition 0.01;
_cP = 0.01;
//Lets reuse the same thing!
for "_i" from 0 to 1 step 0 do {
if (animationState player != "AinvPknlMstpSnonWnonDnon_medic_1") then {
[player,"AinvPknlMstpSnonWnonDnon_medic_1"] remoteExecCall ["life_fnc_animSync",RCLIENT];
player playMoveNow "AinvPknlMstpSnonWnonDnon_medic_1";
};
sleep .15;
_cP = _cP + .01;
_progressBar progressSetPosition _cP;
_titleText ctrlSetText format["%3 (%1%2)...",round(_cP * 100),"%",_title];
if (_cP >= 1 !alive player) exitWith {};
if (life_istazed) exitWith {}; //Tazed
if (life_isknocked) exitWith {}; //Knocked
if (life_interrupted) exitWith {};
if (player getVariable["restrained",false]) exitWith {};
if (player distance _target > 4) exitWith {_badDistance = true;};
if (_target getVariable ["Revive",FALSE]) exitWith {};
if (_target getVariable ["Reviving",ObjNull] != player) exitWith {};
};
//Kill the UI display and check for various states
5 cutText ["","PLAIN"];
player playActionNow "stop";
if (_target getVariable ["Reviving",ObjNull] != player) exitWith {hint localize "STR_Medic_AlreadyReviving"};
_target setVariable ["Reviving",NIL,TRUE];
if (!alive player life_istazed life_isknocked) exitWith {life_action_inUse = false;};
if (_target getVariable ["Revive",FALSE]) exitWith {hint localize "STR_Medic_RevivedRespawned"};
if (player getVariable ["restrained",false]) exitWith {life_action_inUse = false;};
if (!isNil "_badDistance") exitWith {titleText[localize "STR_Medic_TooFar","PLAIN"]; life_action_inUse = false;};
if (life_interrupted) exitWith {life_interrupted = false; titleText[localize "STR_NOTF_ActionCancel","PLAIN"]; life_action_inUse = false;};
BANK = BANK + _reviveCost;
life_action_inUse = false;
_target setVariable ["Revive",TRUE,TRUE];
//////////////////////////////////////////////////////////////////
[life_corpse,"Revive"] remoteExec ["life_fnc_say3D",RANY];
//////////////////////////////////////////////////////////////////
[profileName] remoteExecCall ["life_fnc_revived",_target];
titleText[format[localize "STR_Medic_RevivePayReceive",_targetName,[_reviveCost] call life_fnc_numberText],"PLAIN"];
sleep .6;
player reveal _target;
-thx4help