Hi,
Ich habe seit einer längeren Zeit Probleme mit dem Copinteractionmenu. Ich habe keine Ahnung woran es liegen könnte villeicht wisst ihr, was da los ist p.s. wichtige Dateien im Anhang
Hi,
Ich habe seit einer längeren Zeit Probleme mit dem Copinteractionmenu. Ich habe keine Ahnung woran es liegen könnte villeicht wisst ihr, was da los ist p.s. wichtige Dateien im Anhang
Alos da haben wir
0:34:20 File core\functions\fn_actionKeyHandler.sqf [life_fnc_actionKeyHandler], line 151 0:34:20 Error in expression <get] call life_fnc_medInteractionMenu; }; } else { private ["_isVehicle","_misc> 0:34:20 Error position: <; } else { private ["_isVehicle","_misc> 0:34:20 Error Fehlende )
und
0:34:20 File core\functions\fn_actionKeyHandler.sqf [life_fnc_actionKeyHandler], line 151 0:34:20 Error in expression <rl 38202; }; if(playerSide == civilian) { cP = _cP + (0.01 * (missionNamespace > 0:34:20 Error position: <{ cP = _cP + (0.01 * (missionNamespace > 0:34:20 Error Fehlendes ;
Am besten auch mal Selbst in den RPT Gucken
und Script Error im Game Anzeigen lassen Hilft auch
und hier noch die ActionKeyHandler ohne Fehler (Nicht Getestet)
#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 (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;
};
};
private _vaultHouse = [[["Altis", "Land_Research_house_V1_F"], ["Tanoa", "Land_Medevac_house_V1_F"]]] call TON_fnc_terrainSort;
private _altisArray = [16019.5,16952.9,0];
private _tanoaArray = [11074.2,11501.5,0.00137329];
private _pos = [[["Altis", _altisArray], ["Tanoa", _tanoaArray]]] call TON_fnc_terrainSort;
if (_curObject isKindOf "House_F" && {player distance _curObject < 12} || ((nearestObject [_pos,"Land_Dome_Big_F"]) isEqualTo _curObject || (nearestObject [_pos,_vaultHouse]) isEqualTo _curObject)) exitWith {
[_curObject] call life_fnc_houseMenu;
};
if (dialog) exitWith {}; //Don't bother when a dialog is open.
if !(isNull objectParent 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])) exitWith {
//Hotfix code by ins0
if ((playerSide isEqualTo west && {(LIFE_SETTINGS(getNumber,"revive_cops") isEqualTo 1)}) || {(playerSide isEqualTo civilian && {(LIFE_SETTINGS(getNumber,"revive_civ") isEqualTo 1)})} || {(playerSide isEqualTo east && {(LIFE_SETTINGS(getNumber,"revive_east") 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;
};
if (!dialog && playerSide isEqualTo independent) then {
[_curTarget] call life_fnc_medInteractionMenu;
};
} 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];
};
};
};
};
Alles anzeigen
Jo funkt danke war wiedermal blind