Hallo liebe Community,
ich habe aktuell das Problem das bei mir im Bank System die Cops zwar die Tore, nicht aber die Türen von dem Dome bei der Staatsbank öffnen/schließen können.
Ich komme da leider nicht weiter, kann mir hier jemand helfen???
Dome bei Staatsbank nicht zuschließbar
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GenApophis -
20. Januar 2017 um 19:56 -
Geschlossen -
Erledigt
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Script Fehler wenn ja welche ?
Wenn Nein showScripterror AN ??
Wenn Nein dan an Machen
Wenn Ja dan bitte mal die Genauer Fehler Beschreibung passirt nix ect ???Und zu guter letzt mal Die Datein anhängen ich gehe davon aus das ihr das übers Windowsmenu Abschlissen möchtet ???
also ensprechende datein -
wenn die tür offen ist..
erst die tür per scrollrad schliessen
dann per windows menü "abschliessen"wenn die tür offen ist und man schliesst ab, dann kann man das scrollmenü nicht mehr nutzen
zumindest wars bei 4.0 so -
Guten Morgen,
das ist ja das Problem, das "Windowstaste Menü" taucht nur bei der kleinen Seitentür nicht auf, bei den Toren schon!!!
in der fn_actionkeyhandler.sqf steht es richtig drinnen....Zu sehen in der Zeile 64
Hier die Datei:Code: fn_actionkeyhandler.sqf
Alles anzeigen#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 (player getVariable["isEscorting",false]) exitWith { [] call life_fnc_copInteractionMenu; }; 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; }; }; if (_curObject isKindOf "House_F" && {player distance _curObject < 12} || ((nearestObject [[20894.3,19226.3,0],"Land_Dome_Big_F"]) == _curObject || (nearestObject [[20894.3,19226.3,0],"Land_Research_HQ_F"]) == _curObject || (nearestObject [[19613.3,14108.7,-0.200001],"Land_i_Barracks_V1_F"]) == _curObject || (nearestObject [[19626.7,14081.3,0],"Land_Dome_Small_F"]) == _curObject)) exitWith { [_curObject] call life_fnc_houseMenu; }; if (dialog) exitWith {}; //Don't bother when a dialog is open. if (vehicle player != 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]) && {playerSide in [west,independent]}) exitWith { //Hotfix code by ins0 if (((playerSide isEqualTo west && {(LIFE_SETTINGS(getNumber,"revive_cops") 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 ((_curObject getVariable ["restrained",false]) && !dialog && playerSide isEqualTo west) then { [_curObject] call life_fnc_copInteractionMenu; }; if ((_curObject getVariable ["restrained",false]) && !dialog && playerSide isEqualTo civilian) then { [_curObject] call life_fnc_civInteractionMenu; }; if (!dialog && playerSide isEqualTo independent) then { [_curObject] 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","Land_HumanSkull_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]; }; }; }; };
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Logs sind also leer?