Literally trying to remove the basketball hoops and the fence but I cant see the object ID on the map? How can I solve this?
Beiträge von Brandy1118
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How do i add a radius Because The basketball hoops are not going, They dont have ID, ive added it id's to the init But They are not going
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Anyone know a ziptie script that works for 4.5?
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still the same error.
CodeError context / w = 0.7; Warning Message: File mpmissions\__cur_mp.Altis\dialog\smartphone.hpp, line 107: '/Life_my_smartphone/controls/TextShow/controls/showText.': '/' encountered instead of '=' Warning Message: Config : some input after EndOfFile. Class Life_RscControlsGroup destroyed with lock count 1 Class HScrollBar destroyed with lock count 1 Class Life_RscListNBox destroyed with lock count 1 Class Life_RscText destroyed with lock count 5 Class Life_RscTitle destroyed with lock count 2 Class Life_RscStructuredText destroyed with lock count 1 Class Life_RscListBox destroyed with lock count 1
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Now getting this
Smartphone.hpp
Code
Alles anzeigenclass Life_my_smartphone { Idd = 88888 ; name = "life_my_telephone_menu"; movingEnable = false; enableSimulation = true; onLoad = "[] spawn life_fnc_smartphone;"; class controlsBackground { class Life_RscTitleBackground:Life_RscText { colorBackground[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.3843])", "(profilenamespace getvariable ['GUI_BCG_RGB_G',0.7019])", "(profilenamespace getvariable ['GUI_BCG_RGB_B',0.8862])", "(profilenamespace getvariable ['GUI_BCG_RGB_A',0.7])"}; idc = -1; x = 0.1; and = 0.2; w = 0.95; h = (1 / 25); }; class MainBackground:Life_RscText { colorBackground[] = {0, 0, 0, 0.7}; idc = -1; x = 0.1; and = 0.2 + ( November / 250 ); w = 0.95; h = 0.7 - (22 / 250); }; class PlayerListTitleBackground:Life_RscText { colorBackground[] = {0.588, 0.424, 0.145, 1.0}; idc = -1; x = 0.11; and = 0.25; w = 0.2; h = (1 / 25); }; class MessageTitleBackground:Life_RscText { colorBackground[] = {0.588, 0.424, 0.145, 1.0}; idc = -1; x = 0.325; and = 0.25; w = 0.7; h = (1 / 25); }; class RandomTitleBackground:Life_RscText { colorBackground[] = {0.588, 0.424, 0.145, 1.0}; idc = -1; x = 0.325; and = 0.25 + 0.3 + ( 1 / 25 ); w = 0.7; h = (1 / 25); }; }; class controls { class MessageTitle : Life_RscTitle { colorBackground[] = {0, 0, 0, 0}; idc = 88886; text = ""; sizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.9)"; x = 0.325; and = 0.25; w = 0.7; h = (1 / 25); }; class RandomTitle : Life_RscTitle { colorBackground[] = {0, 0, 0, 0}; idc = 88890; text = "$STR_SMARTPHONE_RANDOMTITLE"; sizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.9)"; x = 0.325; and = 0.25 + 0.3 + ( 1 / 25 ); w = 0.7; h = (1 / 25); }; class PlayerList : Life_RscListBox { idc = 88881; onLBSelChanged = "[2] spawn life_fnc_smartphone;"; sizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8)"; x = 0.11; and = 0.25 + ( 1 / 25 ); w = 0.2; h = 0.5; }; class MessageList : Life_RscListNBox { idc = 88882; onLBSelChanged = "[(lbCurSel 88882)] call life_fnc_showMsg;"; //sizeEx = 0.04; sizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8)"; colorBackground[] = {0, 0, 0, 0.0}; columns[] = {0,0.3}; x = 0.325; and = 0.25 + ( 1 / 25 ); w = 0.7; h = 0.3; }; class TextShow : Life_RscControlsGroup { x = 0.325; and = 0.25 + 0.3 + ( 1 / 25 ) + ( 1 / 25 ); w = 0.7; h = 0.15; class HScrollbar : HScrollbar { height = 0; }; class controls { class showText : Life_RscStructuredText { idc = 88887; text = ""; colorBackground[] = {0.28,0.28,0.28,0.28}; size = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8)"; shadow = 0; x = 0; and = 0 ; a = 0.69; / / a = 0.7; h = 1 ; / / hr = 2:15; }; }; }; class letter: Life_RscButtonMenu { idc = 887892; text = "$ STR_SMARTPHONE_SCHREIBEN" ; onButtonClick = "[4] call life_fnc_smartphone;"; colorBackground[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.3843])", "(profilenamespace getvariable ['GUI_BCG_RGB_G',0.7019])", "(profilenamespace getvariable ['GUI_BCG_RGB_B',0.8862])", 1.0}; x = 0.11; and = 0.25 + ( 1 / 25 ) + 0.51; w = 0.2; h = (1 / 25); }; class Title : Life_RscTitle { colorBackground[] = {0, 0, 0, 0}; idc = -1; text = "$STR_SMARTPHONE_TITLE"; sizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)"; x = 0.1; and = 0.2; w = 0.95; h = (1 / 25); }; class PlayerListTitle : Life_RscTitle { colorBackground[] = {0, 0, 0, 0}; idc = -1; text = "$STR_SMARTPHONE_PLAYERLISTTITLE"; sizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.9)"; x = 0.11; and = 0.25; w = 0.2; h = (1 / 25); }; class CloseLoadMenu : Life_RscButtonMenu { idc = -1; text = "$STR_Global_Close"; onButtonClick = "closeDialog 0;"; x = -0.06 + (6.25 / 40) + (1 / 250 / (safezoneW / safezoneH)); and = 0.9 - ( 1 / 25 ); w = (6.25 / 40); h = (1 / 25); }; class emergency: Life_RscButtonMenu { idc = -1; text = "$ STR_SMARTPHONE_NOTRUF" ; onButtonClick = "createDialog ""Life_smartphone_notruf"";"; colorBackground[] = {0.584, 0.086, 0.086,1.0}; x = 0.325 + 0.7 - (6.25 / 40); and = 0.25 + ( 1 / 25 ) + 0.51; w = (6.25 / 40); h = (1 / 25); }; }; }; class Life_smartphone_schreiben { Idd = 88883 ; name = "life_my_smartphone_schreiben"; movingEnable = false; enableSimulation = true; onLoad = ""; class controlsBackground { class Life_RscTitleBackground:Life_RscText { colorBackground[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.3843])", "(profilenamespace getvariable ['GUI_BCG_RGB_G',0.7019])", "(profilenamespace getvariable ['GUI_BCG_RGB_B',0.8862])", "(profilenamespace getvariable ['GUI_BCG_RGB_A',0.7])"}; idc = -1; x = 0.1; and = 0.2; w = 0.6; h = (1 / 25); }; class MainBackground:Life_RscText { colorBackground[] = {0, 0, 0, 0.7}; idc = -1; x = 0.1; and = 0.2 + ( November / 250 ); w = 0.6; h = 0.1; }; }; class controls { class Title : Life_RscTitle { colorBackground[] = {0, 0, 0, 0}; idc = 88886; text = "$ STR_SMARTPHONE_NACHRICHTTITLE" ; x = 0.1; and = 0.2; w = 0.95; h = (1 / 25); }; class sending: Life_RscButtonMenu { idc = 88885; text = "$ STR_SMARTPHONE_ABSENDEN" ; onButtonClick = "[1,-1,(ctrlText 88884)] call life_fnc_newMsg;"; colorBackground[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.3843])", "(profilenamespace getvariable ['GUI_BCG_RGB_G',0.7019])", "(profilenamespace getvariable ['GUI_BCG_RGB_B',0.8862])", 1.0}; x = 0.6 - (6.25 / 40) + 0.088; and = 0.3 + ( 1 / 25 ) - 0.048; w = (6.25 / 40); h = (1 / 25); }; class AdminMsg : life_RscButtonMenu { idc = 888897; text = "$STR_CELL_AdminMsg"; colorBackground[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.3843])", "(profilenamespace getvariable ['GUI_BCG_RGB_G',0.7019])", "(profilenamespace getvariable ['GUI_BCG_RGB_B',0.8862])", 1.0}; onButtonClick = "[5,-1,(ctrlText 88884)] call life_fnc_newMsg;"; x = 0.6 - (6.25 / 40) - 0.121; and = 0.3 + ( 1 / 25 ) - 0.048; w = 0.2; h = (1 / 25); }; class Close : Life_RscButtonMenu { idc = -1; text = "$STR_Global_Close"; onButtonClick = "closeDialog 0;"; colorBackground[] = {0.584, 0.086, 0.086,1.0}; x = 0.11; and = 0.3 + ( 1 / 25 ) - 0.048; w = (6.25 / 40); h = (1 / 25); }; class textEdit : Life_RscEdit { idc = 88884; text = ""; sizeEx = 0.030; x = 0.11; and = 0.3 - .048; w = 0.58; h = 0.03; }; }; }; class Life_smartphone_notruf { Idd = 887 890 ; name= "life_my_smartphone_notruf"; movingEnable = false; enableSimulation = true; onLoad = "[6] spawn life_fnc_newMsg;"; class controlsBackground { class Life_RscTitleBackground:Life_RscText { colorBackground[] = {0.584, 0.086, 0.086,1.0}; idc = -1; x = 0.1; and = 0.2; w = 0.64; h = (1 / 25); }; class MainBackground:Life_RscText { colorBackground[] = {0, 0, 0, 0.7}; idc = -1; x = 0.1; and = 0.2 + ( November / 250 ); w = 0.64; h = 0.15 - (5 / 250); }; }; class controls { class Title : Life_RscTitle { colorBackground[] = {0, 0, 0, 0}; idc = 888892; text = "$ STR_SMARTPHONE_Notruftitle" ; x = 0.1; and = 0.2; w = 0.6; h = (1 / 25); }; class textEdit : Life_RscEdit { idc = 888894; text = ""; sizeEx = 0.030; x = 0.11; and = 0.25; w = 0.62; h = 0.03; }; class TxtCopButton : life_RscButtonMenu { idc = 888895; text = "$STR_CELL_TextPolice"; colorBackground[] = {0.584, 0.086, 0.086,1.0}; onButtonClick = "[2,-1,(ctrlText 888894)] call life_fnc_newMsg;"; x = 0.32; and = 0.30; w = 0.2; h = (1 / 25); }; class TxtAdminButton : life_RscButtonMenu { idc = 888896; text = "$STR_CELL_TextAdmins"; colorBackground[] = {0.584, 0.086, 0.086,1.0}; onButtonClick = "[3,-1,(ctrlText 888894)] call life_fnc_newMsg;"; x = 0.53; and = 0.30; w = 0.2; h = (1 / 25); }; class AdminMsgAll : life_RscButtonMenu { idc = 888898; text = "$STR_CELL_AdminMSGAll"; colorBackground[] = {0.584, 0.086, 0.086,1.0}; onButtonClick = "[7,-1,(ctrlText 888894)] call life_fnc_newMsg;"; x = 0.53; and = 0.30; w = 0.2; h = (1 / 25); }; class EMSReq : life_RscButtonMenu { idc = 888899; text = "$STR_CELL_EMSRequest"; colorBackground[] = {0.584, 0.086, 0.086,1.0}; onButtonClick = "[4,-1,(ctrlText 888894)] call life_fnc_newMsg;"; x = 0.11; and = 0.30; w = 0.2; h = (1 / 25); }; class CloseButton : Life_RscButtonMenu { idc = -1; text = "$STR_Global_Close"; onButtonClick = "closeDialog 0;"; x = -0.06 + (6.25 / 40) + (1 / 250 / (safezoneW / safezoneH)); and = 0.36 + ( 1 / 50 ); w = (6.25 / 40); h = (1 / 25); }; }; };
Server Log:
CodeError context / a = 0.7; Warning Message: File mpmissions\__cur_mp.Altis\dialog\smartphone.hpp, line 107: '/Life_my_smartphone/controls/TextShow/controls/showText.': '/' encountered instead of '=' Warning Message: Config : some input after EndOfFile. Class Life_RscControlsGroup destroyed with lock count 1 Class HScrollBar destroyed with lock count 1 Class Life_RscListNBox destroyed with lock count 1 Class Life_RscText destroyed with lock count 5 Class Life_RscTitle destroyed with lock count 2 Class Life_RscStructuredText destroyed with lock count 1 Class Life_RscListBox destroyed with lock count 1
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-> [Tt] {waotUntil DB_Async_Active]; [/ Tt]!
waotUntil {DB_Async_Active];
or
waitUntil{DB_Async_Active];
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Error:
Code
Alles anzeigen12:06:41 Error in expression <format [ "Query:% 1" _ query]; WAITUNTIL DB_Async_Active {!}; [_query, 1] call DB_fn> 12:06:41 Error position: <} DB_Async_Active; [_query, 1] call DB_fn> 12:06:41 Error Missing { 12:06:41 File life_server \ Functions \ Smartphone \ fn_handleMessages.sqf, line 19 12:06:41 Error in expression <format [ "Query:% 1" _ query]; WAITUNTIL DB_Async_Active {!}; [_query, 1] call DB_fn> 12:06:41 Error position: <} DB_Async_Active; [_query, 1] call DB_fn> 12:06:41 Error Missing { 12:06:41 File life_server \ Functions \ Smartphone \ fn_handleMessages.sqf, line 19
handleMessageCode: fn_handleMessages.sqf
Alles anzeigen/ * File: fn_handleMessages.sqf Author: Silex * / private [ "_ msg", "_ to", "_ target", "_ player", "_ type"]; _target = [_this, 0, ObjNull, [ObjNull]] call BIS_fnc_param; _msg = [_this, 1, "" [ ""]] call BIS_fnc_param; _player = [_this, 2, ObjNull, [ObjNull]] call BIS_fnc_param; _type = [_this, 3, -1] call BIS_fnc_param; switch (_type) do {// normal message case 0: {if (IsNull _target) exit with {}; _to = call compile format [ "% 1", _target]; [_msg, Name _player, 0] RemoteExec [ "TON_fnc_clientMessage" _ to]; private [ "_ query", "_ pid", "_ toID"]; _pid = getPlayerUID _player; _toID = getPlayerUID _target; _msg = [_msg] call DB_fnc_mresString; _fromName = name _player; _toName = name _target; _query = format [ "INSERT INTO messages (fromID, toID, message, fromName, toName) VALUES ( '% 1', '% 2', '" "% 3" "', '% 4', '% 5') "_pid, _toID _msg, _fromName, _toName]; diag_log format [ "Query:% 1" _ query]; WAITUNTIL DB_Async_Active {!}; [_query, 1] call DB_fnc_asyncCall; }; // Message to cops case 1: { [_msg, Name _player, 1] RemoteExec [ "TON_fnc_clientMessage" west]; }; // To admins case 2: { [_msg, Name _player, 2] RemoteExec [ "TON_fnc_clientMessage", 0]; }; // Ems request case 3: { [_msg, Name _player, 5] RemoteExec [ "TON_fnc_clientMessage" independent]; }; // adminToPerson case 4: {_to = call compile format [ "% 1", _target]; if (isNull _to) exit with {}; [_msg, Name _player, 3] RemoteExec [ "TON_fnc_clientMessage" _ to]; }; / / AdminMsgAll case 5: {[_msg, name _player, 4] RemoteExec [ "TON_fnc_clientMessage", 0]; }; };
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How do you script to show gang name under players name, Like on police side you can see but I want everyone to see
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How can i script it so when i spawn a vehicle theres a repair kit inside
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You created the string? If not, that's your problem, sir.
OMG you legend, Yeah had to do STR_Process_Uranium, I had everything else apart from that
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Im having a issue with Uranium processing from this post:
https://www.altisliferpg.com/index.php?/top…ranium-mine-44/Basically, when you go to the NPC theres just a little bar, which is shown here.
When I process it with the little bar I get no text in the progression bar, also shown here,
This is an example what it should look like:
Code: Config_Process.hppclass uranium { MaterialsReq[] = {{"uranium_unrefined",1}}; MaterialsGive[] = {{"uranium_refined",1}}; Text = "STR_Process_Uranium"; //ScrollText = "Refine Uranium"; NoLicenseCost = 1120; };
Codeinit="this enableSimulation false; this allowDamage false; this addAction[localize""STR_MAR_Process_Uranium"",life_fnc_processAction,""uranium"",0,false,false,"""",' life_inv_uraniumunrefined > 0 && !life_is_processing && !life_action_inUse']; this addAction[format[""%1 ($%2)"",localize (getText(missionConfigFile >> ""Licenses"" >> ""uranium"" >> ""displayName"")), [(getNumber(missionConfigFile >> ""Licenses"" >> ""uranium"" >> ""price""))] call life_fnc_numberText],life_fnc_buyLicense,""uranium"",0,false,false,"""",' !license_civ_uranium && playerSide isEqualTo civilian ']; " \n "";
Getting no errors on RPT Logs.
How can I fix this?
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playerSide or side player - player side does not exist in any way.
This is my file, is all playerSide
Code
Alles anzeigenpp" /* File: fn_restrainAction.sqf Author: Bryan "Tonic" Boardwine Description: Retrains the target. */ private["_unit"]; _unit = cursorObject; if (isNull _unit) exitWith {}; //Not valid if (player distance _unit > 3) exitWith {}; if (_unit getVariable "restrained") exitWith {}; if (playerSide isEqualTo west && side _unit isEqualTo west) exitWith {}; //No cop on cop restraining if (player isEqualTo _unit) exitWith {}; if (!isPlayer _unit) exitWith {}; if (playerSide isEqualTo civilian) then { if (life_inv_ziptie < 1) exitWith {}; life_inv_ziptie = life_inv_ziptie - 1; _unit setVariable["ziptied",true,true]; }; //Broadcast! _unit setVariable["restrained",true,true]; [player] remoteExec ["life_fnc_restrain",_unit]; if (playerSide isEqualTo west) then { //only broadcast the restraining if it's a cop [0,"STR_NOTF_Restrained",true,[_unit getVariable["realname", name _unit], profileName]] remoteExecCall ["life_fnc_broadcast",west]; };
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Error Missing )at line 119 in the fn_keyHandler.sqf
See if all brackets still exist. Or post the fn_keyHandler.sqf once more (Updated Version)
Code
Alles anzeigen#include "..\..\script_macros.hpp" /* * File: fn_keyHandler.sqf * Author: Bryan "Tonic" Boardwine * * Description: * Main key handler for event 'keyDown'. */ private ["_handled","_shift","_alt","_code","_ctrl","_alt","_ctrlKey","_veh","_locked","_interactionKey","_mapKey","_interruptionKeys"]; _ctrl = _this select 0; _code = _this select 1; _shift = _this select 2; _ctrlKey = _this select 3; _alt = _this select 4; _speed = speed cursorObject; _handled = false; _interactionKey = if (count (actionKeys "User10") isEqualTo 0) then {219} else {(actionKeys "User10") select 0}; _mapKey = (actionKeys "ShowMap" select 0); //hint str _code; _interruptionKeys = [17,30,31,32]; //A,S,W,D //Vault handling... if ((_code in (actionKeys "GetOver") || _code in (actionKeys "salute") || _code in (actionKeys "SitDown") || _code in (actionKeys "Throw") || _code in (actionKeys "GetIn") || _code in (actionKeys "GetOut") || _code in (actionKeys "Fire") || _code in (actionKeys "ReloadMagazine") || _code in [16,18]) && ((player getVariable ["restrained",false]) || (player getVariable ["playerSurrender",false]) || life_isknocked || life_istazed)) exitWith { true; }; if (life_action_inUse) exitWith { if (!life_interrupted && _code in _interruptionKeys) then {life_interrupted = true;}; _handled; }; //Hotfix for Interaction key not being able to be bound on some operation systems. if (!(count (actionKeys "User10") isEqualTo 0) && {(inputAction "User10" > 0)}) exitWith { //Interaction key (default is Left Windows, can be mapped via Controls -> Custom -> User Action 10) if (!life_action_inUse) then { [] spawn { private "_handle"; _handle = [] spawn life_fnc_actionKeyHandler; waitUntil {scriptDone _handle}; life_action_inUse = false; }; }; true; }; if (life_container_active) then { switch (_code) do { //space key case 57: { [] spawn life_fnc_placestorage; }; }; true; }; switch (_code) do { //Space key for Jumping /*case 57: { if (isNil "jumpActionTime") then {jumpActionTime = 0;}; if (_shift && {!(animationState player isEqualTo "AovrPercMrunSrasWrflDf")} && {isTouchingGround player} && {stance player isEqualTo "STAND"} && {speed player > 2} && {!life_is_arrested} && {((velocity player) select 2) < 2.5} && {time - jumpActionTime > 1.5}) then { jumpActionTime = time; //Update the time. [player] remoteExec ["life_fnc_jumpFnc",RANY]; //Global execution _handled = true; }; };*/ //Surrender (Shift + B) case 48: { if (_shift) then { if (player getVariable ["playerSurrender",false]) then { player setVariable ["playerSurrender",false,true]; } else { [] spawn life_fnc_surrender; }; _handled = true; }; }; //Map Key case _mapKey: { switch (playerSide) do { case west: {if (!visibleMap) then {[] spawn life_fnc_copMarkers;}}; case independent: {if (!visibleMap) then {[] spawn life_fnc_medicMarkers;}}; case civilian: {if (!visibleMap) then {[] spawn life_fnc_civMarkers;}}; }; }; //Holster / recall weapon. (Shift + H) case 35: { if (_shift && !_ctrlKey && !(currentWeapon player isEqualTo "")) then { life_curWep_h = currentWeapon player; player action ["SwitchWeapon", player, player, 100]; player switchCamera cameraView; }; if (!_shift && _ctrlKey && !isNil "life_curWep_h" && {!(life_curWep_h isEqualTo "")}) then { if (life_curWep_h in [primaryWeapon player,secondaryWeapon player,handgunWeapon player]) then { player selectWeapon life_curWep_h; }; }; }; //Interaction key (default is Left Windows, can be mapped via Controls -> Custom -> User Action 10) case _interactionKey: { if (!life_action_inUse) then { [] spawn { private "_handle"; _handle = [] spawn life_fnc_actionKeyHandler; waitUntil {scriptDone _handle}; life_action_inUse = false; }; }; }; //Restraining (Shift + R) case 19: { if (_shift) then {_handled = true;}; if (_shift && playerSide isEqualTo west && {!isNull cursorObject} && {cursorObject isKindOf "Man"} && {(isPlayer cursorObject)} && {(side cursorObject in [civilian,independent])} && {alive cursorObject} && {cursorObject distance player < 3.5} && {!(cursorObject getVariable "Escorting")} && {!(cursorObject getVariable "restrained")} && {speed cursorObject < 1}) then { [] call life_fnc_restrainAction; }; //CIVS WITH ZIPTIES if (_shift && playerSide isEqualTo civilian && {!isNull cursorObject} && {cursorObject isKindOf "Man"} && {(isPlayer cursorObject)} && {(side cursorObject in [west,civilian])} && {alive cursorObject} && {cursorObject distance player < 3.5} && {!(cursorObject getVariable "Escorting")} && {!(cursorObject getVariable "restrained")} && {speed cursorObject < 1}) then { if (cursorObject getVariable ["playerSurrender",false] || cursorObject getVariable ["knockedOut",false]) then { //only on shift-j'd or knocked out players [] call life_fnc_restrainAction; }; }; }; //Knock out, this is experimental and yeah... (Shift + G) case 34: { if (_shift) then {_handled = true;}; if (_shift && playerSide isEqualTo civilian && !isNull cursorObject && cursorObject isKindOf "Man" && isPlayer cursorObject && alive cursorObject && cursorObject distance player < 4 && speed cursorObject < 1) then { if ((animationState cursorObject) != "Incapacitated" && (currentWeapon player == primaryWeapon player || currentWeapon player == handgunWeapon player) && currentWeapon player != "" && !life_knockout && !(player getVariable ["restrained",false]) && !life_istazed && !life_isknocked) then { [cursorObject] spawn life_fnc_knockoutAction; }; }; }; //T Key (Trunk) case 20: { if (!_alt && !_ctrlKey && !dialog && {!life_action_inUse}) then { if (vehicle player != player && alive vehicle player) then { if ((vehicle player) in life_vehicles) then { [vehicle player] spawn life_fnc_openInventory; }; } else { private "_list"; _list = ((ASLtoATL (getPosASL player)) nearEntities [["Box_IND_Grenades_F","B_supplyCrate_F"], 2.5]) select 0; if (!(isNil "_list")) then { _house = nearestObject [(ASLtoATL (getPosASL _list)), "House"]; if (_house getVariable ["locked", false]) then { hint localize "STR_House_ContainerDeny"; } else { [_list] spawn life_fnc_openInventory; }; } else { _list = ["landVehicle","Air","Ship"]; if (KINDOF_ARRAY(cursorObject,_list) && {player distance cursorObject < 7} && {isNull objectParent player} && {alive cursorObject} && {!life_action_inUse}) then { if (cursorObject in life_vehicles || {locked cursorObject isEqualTo 0}) then { [cursorObject] spawn life_fnc_openInventory; }; }; }; }; }; }; //L Key? case 38: { //If cop run checks for turning lights on. if (_shift && playerSide in [west,independent]) then { if (vehicle player != player && (typeOf vehicle player) in ["C_Offroad_01_F","B_MRAP_01_F","C_SUV_01_F","C_Hatchback_01_sport_F","B_Heli_Light_01_F","B_Heli_Transport_01_F"]) then { if (!isNil {vehicle player getVariable "lights"}) then { if (playerSide isEqualTo west) then { [vehicle player] call life_fnc_sirenLights; } else { [vehicle player] call life_fnc_medicSirenLights; }; _handled = true; }; }; }; if (!_alt && !_ctrlKey) then { [] call life_fnc_radar; }; }; //Y Player Menu case 21: { if (!_alt && !_ctrlKey && !dialog && !(player getVariable ["restrained",false]) && {!life_action_inUse}) then { [] call life_fnc_p_openMenu; }; }; //F Key case 33: { if (playerSide in [west,independent] && {vehicle player != player} && {!life_siren_active} && {((driver vehicle player) == player)}) then { [] spawn { life_siren_active = true; sleep 4.7; life_siren_active = false; }; _veh = vehicle player; if (isNil {_veh getVariable "siren"}) then {_veh setVariable ["siren",false,true];}; if ((_veh getVariable "siren")) then { titleText [localize "STR_MISC_SirensOFF","PLAIN"]; _veh setVariable ["siren",false,true]; } else { titleText [localize "STR_MISC_SirensON","PLAIN"]; _veh setVariable ["siren",true,true]; if (playerSide isEqualTo west) then { [_veh] remoteExec ["life_fnc_copSiren",RCLIENT]; } else { [_veh] remoteExec ["life_fnc_medicSiren",RCLIENT]; }; }; }; }; //O Key case 24: { if (_shift) then { if (soundVolume != 1) then { 1 fadeSound 1; systemChat localize "STR_MISC_soundnormal"; } else { 1 fadeSound 0.1; systemChat localize "STR_MISC_soundfade"; }; }; }; //U Key case 22: { if (!_alt && !_ctrlKey) then { if (isNull objectParent player) then { _veh = cursorObject; } else { _veh = vehicle player; }; if (_veh isKindOf "House_F" && {playerSide isEqualTo civilian}) then { if (_veh in life_vehicles && {player distance _veh < 20}) then { _door = [_veh] call life_fnc_nearestDoor; if (_door isEqualTo 0) exitWith {hint localize "STR_House_Door_NotNear"}; _locked = _veh getVariable [format ["bis_disabled_Door_%1",_door],0]; if (_locked isEqualTo 0) then { _veh setVariable [format ["bis_disabled_Door_%1",_door],1,true]; _veh animate [format ["door_%1_rot",_door],0]; systemChat localize "STR_House_Door_Lock"; } else { _veh setVariable [format ["bis_disabled_Door_%1",_door],0,true]; _veh animate [format ["door_%1_rot",_door],1]; systemChat localize "STR_House_Door_Unlock"; }; }; } else { _locked = locked _veh; if (_veh in life_vehicles && {player distance _veh < 20}) then { if (_locked isEqualTo 2) then { if (local _veh) then { _veh lock 0; // BI _veh animateDoor ["door_back_R",1]; _veh animateDoor ["door_back_L",1]; _veh animateDoor ['door_R',1]; _veh animateDoor ['door_L',1]; _veh animateDoor ['Door_L_source',1]; _veh animateDoor ['Door_rear',1]; _veh animateDoor ['Door_rear_source',1]; _veh animateDoor ['Door_1_source',1]; _veh animateDoor ['Door_2_source',1]; _veh animateDoor ['Door_3_source',1]; _veh animateDoor ['Door_LM',1]; _veh animateDoor ['Door_RM',1]; _veh animateDoor ['Door_LF',1]; _veh animateDoor ['Door_RF',1]; _veh animateDoor ['Door_LB',1]; _veh animateDoor ['Door_RB',1]; _veh animateDoor ['DoorL_Front_Open',1]; _veh animateDoor ['DoorR_Front_Open',1]; _veh animateDoor ['DoorL_Back_Open',1]; _veh animateDoor ['DoorR_Back_Open ',1]; } else { [_veh,0] remoteExecCall ["life_fnc_lockVehicle",_veh]; _veh animateDoor ["door_back_R",1]; _veh animateDoor ["door_back_L",1]; _veh animateDoor ['door_R',1]; _veh animateDoor ['door_L',1]; _veh animateDoor ['Door_L_source',1]; _veh animateDoor ['Door_rear',1]; _veh animateDoor ['Door_rear_source',1]; _veh animateDoor ['Door_1_source',1]; _veh animateDoor ['Door_2_source',1]; _veh animateDoor ['Door_3_source',1]; _veh animateDoor ['Door_LM',1]; _veh animateDoor ['Door_RM',1]; _veh animateDoor ['Door_LF',1]; _veh animateDoor ['Door_RF',1]; _veh animateDoor ['Door_LB',1]; _veh animateDoor ['Door_RB',1]; _veh animateDoor ['DoorL_Front_Open',1]; _veh animateDoor ['DoorR_Front_Open',1]; _veh animateDoor ['DoorL_Back_Open',1]; _veh animateDoor ['DoorR_Back_Open ',1]; }; systemChat localize "STR_MISC_VehUnlock"; [_veh,"unlockCarSound"] remoteExec ["life_fnc_say3D",RANY]; } else { if (local _veh) then { _veh lock 2; _veh animateDoor ["door_back_R",0]; _veh animateDoor ["door_back_L",0]; _veh animateDoor ['door_R',0]; _veh animateDoor ['door_L',0]; _veh animateDoor ['Door_L_source',0]; _veh animateDoor ['Door_rear',0]; _veh animateDoor ['Door_rear_source',0]; _veh animateDoor ['Door_1_source',0]; _veh animateDoor ['Door_2_source',0]; _veh animateDoor ['Door_3_source',0]; _veh animateDoor ['Door_LM',0]; _veh animateDoor ['Door_RM',0]; _veh animateDoor ['Door_LF',0]; _veh animateDoor ['Door_RF',0]; _veh animateDoor ['Door_LB',0]; _veh animateDoor ['Door_RB',0]; _veh animateDoor ['DoorL_Front_Open',0]; _veh animateDoor ['DoorR_Front_Open',0]; _veh animateDoor ['DoorL_Back_Open',0]; _veh animateDoor ['DoorR_Back_Open ',0]; } else { [_veh,2] remoteExecCall ["life_fnc_lockVehicle",_veh]; _veh animateDoor ["door_back_R",0]; _veh animateDoor ["door_back_L",0]; _veh animateDoor ['door_R',0]; _veh animateDoor ['door_L',0]; _veh animateDoor ['Door_L_source',0]; _veh animateDoor ['Door_rear',0]; _veh animateDoor ['Door_rear_source',0]; _veh animateDoor ['Door_1_source',0]; _veh animateDoor ['Door_2_source',0]; _veh animateDoor ['Door_3_source',0]; _veh animateDoor ['Door_LM',0]; _veh animateDoor ['Door_RM',0]; _veh animateDoor ['Door_LF',0]; _veh animateDoor ['Door_RF',0]; _veh animateDoor ['Door_LB',0]; _veh animateDoor ['Door_RB',0]; _veh animateDoor ['DoorL_Front_Open',0]; _veh animateDoor ['DoorR_Front_Open',0]; _veh animateDoor ['DoorL_Back_Open',0]; _veh animateDoor ['DoorR_Back_Open ',0]; }; systemChat localize "STR_MISC_VehLock"; [_veh,"lockCarSound"] remoteExec ["life_fnc_say3D",RANY]; }; }; }; }; }; }; _handled;
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From the logs i can see that both the fn_keyHandler.sqf and the fn_restrainAction.sqf contain mistakes.
The problem i can see is that you are trying to insert a script that was written for the old 4.4 version of altis instead of your newer version 4.4r3. GVAR is not used in the 4.4r3 anymore as it is not included in the script_macros.hpp. Either you change every GVAR to: getVariable or simply add the GVAR into the script_macros.hpp
just add this line under //Scripting Macros:
Although i wouldnt advice you to do this. Just look at the script you currently have any see how you can apply it in the 4.4r3.Cheers, Scrpt.
Does it works?
Still error
CodeError in expression <ndled = true;}; if (! _shift && Player side == west && {isNull cursor target} &> Error position: <side == west && {isNull cursor target} &> Error Missing ) File mpmissions\__cur_mp.Altis\core\functions\fn_keyHandler.sqf, line 119 Error in expression <ndled = true;}; if (! _shift && Player side == west && {isNull cursor target} &> Error position: <side == west && {isNull cursor target} &> Error Missing ) File mpmissions\__cur_mp.Altis\core\functions\fn_keyHandler.sqf, line 119
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Damn
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If you need help you should post the log here so we can take a look at it.
I have like 8 posts up. but here:
Ignore the stringable and description but the Restrain and Keyhandler is still giving me a error
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Okay I am just wondering how can I skip the map at the beginning, When your server and your map opens and you have to press continue?
How can I remove or did skip the map bit and go straight to the Spawn Menu