Servus,
Ich wollte fragen ob man zufälligerweise den Namen ändern kann in der Benachrichtigung sowie beim einnehmen des Versteckst?
Das da nicht mehr steht "Gangversteck einnehmen" sondern "Stadt xY einnehmen"?
Mir ist folgender Text schon ins Auge gesprungen bin mir aber unsicher diesen zu bearbeiten... (Zeile 62)
[Ich frage da diese Datei mir Persönlich nicht ganz geheuer ist, da sie mit sehr vielen anderen Sachen verbunden ist]
Code
#include "..\..\script_macros.hpp"
/*
File: fn_captureHideout.sqf
Author: Bryan "Tonic" Boardwine
Description:
Blah blah.
*/
private _altisArray = ["Land_u_Barracks_V2_F","Land_i_Barracks_V2_F"];
private _tanoaArray = ["Land_School_01_F","Land_Warehouse_03_F","Land_House_Small_02_F"];
private _hideoutObjs = [[["Altis", _altisArray], ["Tanoa", _tanoaArray]]] call TON_fnc_terrainSort;
private _hideout = (nearestObjects[getPosATL player,_hideoutObjs,25]) select 0;
private _group = _hideout getVariable ["gangOwner",grpNull];
if (isNil {group player getVariable "gang_name"}) exitWith {titleText[localize "STR_GNOTF_CreateGang","PLAIN"];};
if (_group == group player) exitWith {titleText[localize "STR_GNOTF_Controlled","PLAIN"]};
if ((_hideout getVariable ["inCapture",false])) exitWith {hint localize "STR_GNOTF_onePersonAtATime";};
private "_action";
private "_cpRate";
if (!isNull _group) then {
_gangName = _group getVariable ["gang_name",""];
_action = [
format [localize "STR_GNOTF_AlreadyControlled",_gangName],
localize "STR_GNOTF_CurrentCapture",
localize "STR_Global_Yes",
localize "STR_Global_No"
] call BIS_fnc_guiMessage;
_cpRate = 0.0045;
} else {
_cpRate = 0.0075;
};
if (!isNil "_action" && {!_action}) exitWith {titleText[localize "STR_GNOTF_CaptureCancel","PLAIN"];};
life_action_inUse = true;
//Setup the progress bar
disableSerialization;
private _title = localize "STR_GNOTF_Capturing";
"progressBar" cutRsc ["life_progress","PLAIN"];
private _ui = uiNamespace getVariable "life_progress";
private _progressBar = _ui displayCtrl 38201;
private _titleText = _ui displayCtrl 38202;
_titleText ctrlSetText format ["%2 (1%1)...","%",_title];
_progressBar progressSetPosition 0.01;
private _cP = 0.01;
for "_i" from 0 to 1 step 0 do {
if (animationState player != "AinvPknlMstpSnonWnonDnon_medic_1") then {
[player,"AinvPknlMstpSnonWnonDnon_medic_1",true] remoteExecCall ["life_fnc_animSync",RCLIENT];
player switchMove "AinvPknlMstpSnonWnonDnon_medic_1";
player playMoveNow "AinvPknlMstpSnonWnonDnon_medic_1";
};
uiSleep 0.26;
if (isNull _ui) then {
"progressBar" cutRsc ["life_progress","PLAIN"];
_ui = uiNamespace getVariable "life_progress";
_progressBar = _ui displayCtrl 38201;
_titleText = _ui displayCtrl 38202;
};
_cP = _cP + _cpRate;
_progressBar progressSetPosition _cP;
_titleText ctrlSetText format ["%3 (%1%2)...",round(_cP * 100),"%",_title];
_hideout setVariable ["inCapture",true,true];
if (_cP >= 1 || !alive player) exitWith {_hideout setVariable ["inCapture",false,true];};
if (life_istazed) exitWith {_hideout setVariable ["inCapture",false,true];}; //Tazed
if (life_isknocked) exitWith {_hideout setVariable ["inCapture",false,true];}; //Knocked
if (life_interrupted) exitWith {_hideout setVariable ["inCapture",false,true];};
};
//Kill the UI display and check for various states
"progressBar" cutText ["","PLAIN"];
player playActionNow "stop";
if (!alive player || life_istazed || life_isknocked) exitWith {life_action_inUse = false;_hideout setVariable ["inCapture",false,true];};
if (player getVariable ["restrained",false]) exitWith {life_action_inUse = false;_hideout setVariable ["inCapture",false,true];};
if (life_interrupted) exitWith {life_interrupted = false; titleText[localize "STR_GNOTF_CaptureCancel","PLAIN"]; life_action_inUse = false;_hideout setVariable ["inCapture",false,true];};
life_action_inUse = false;
titleText[localize "STR_GNOTF_Captured","PLAIN"];
private _flagTexture = [
"\A3\Data_F\Flags\Flag_red_CO.paa",
"\A3\Data_F\Flags\Flag_green_CO.paa",
"\A3\Data_F\Flags\Flag_blue_CO.paa",
"\A3\Data_F\Flags\Flag_white_CO.paa",
"\A3\Data_F\Flags\flag_fd_red_CO.paa",
"\A3\Data_F\Flags\flag_fd_green_CO.paa",
"\A3\Data_F\Flags\flag_fd_blue_CO.paa",
"\A3\Data_F\Flags\flag_fd_orange_CO.paa"
] call BIS_fnc_selectRandom;
_this select 0 setFlagTexture _flagTexture;
[[0,1],"STR_GNOTF_CaptureSuccess",true,[name player,(group player) getVariable "gang_name"]] remoteExecCall ["life_fnc_broadcast",RCLIENT];
_hideout setVariable ["inCapture",false,true];
_hideout setVariable ["gangOwner",group player,true];
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