hat das geholfen?
ja mach mal einfach mal bei den Booten setPosASL natürlich musst Du auch den Marker setzen.
Sie wollen sagen, dass life_garage und _spawnPoint verschiedene "Z" - Koordinate ? life_garage bei mir funktioniert
hat das geholfen?
ja mach mal einfach mal bei den Booten setPosASL natürlich musst Du auch den Marker setzen.
Sie wollen sagen, dass life_garage und _spawnPoint verschiedene "Z" - Koordinate ? life_garage bei mir funktioniert
Moin,
mh... mir kommt das sehr bekannt vor .
Gruß,
moeck
Hallo. auch eine 5.0 ? irgendwelche Ideen wie zu korrigieren ?
das ist das Problem.Markierung auf der Garage und Shop das gleiche..Garage "Ship" läuft und kein Shop
this enableSimulation false; this allowDamage false; this addAction[localize"STR_MAR_Boat_Shop",life_fnc_vehicleShopMenu,["civ_ship",civilian,"civ_ship_4","civ","Billy's Boat Rentals & Ownership"]]; this addAction[localize"STR_Garage_Title", { if (life_HC_isActive) then { [getPlayerUID player,playerSide,"Ship",player] remoteExecCall ["HC_fnc_getVehicles",HC_Life]; } else { [getPlayerUID player,playerSide,"Ship",player] remoteExecCall ["TON_fnc_getVehicles",2];}; createDialog "Life_impound_menu"; disableSerialization; ctrlSetText[2802,"Fetching Vehicles...."]; life_garage_sp = "civ_ship_4"; life_garage_type = "Ship"; },"",0,false,false,"",'playerSide isEqualTo civilian']; this addAction[localize"STR_MAR_Store_vehicle_in_Garage",life_fnc_storeVehicle,"",0,false,false,"",'!life_garage_store'];
if(_spawnPoint isEqualTo "civ_ship_4")then{
_pos = [13893.543,12494.504,9.842];
_dir = 243.827;
};
if(life_garage_sp isEqualTo "civ_ship_4")then{
_pos = [13893.543,12494.504,9.842];
_dir = 243.827;
};
"Houston, we’ve had a problem"...mache auf 5.0, für Autos funktioniert alles gut, und Garage und Shop. für "Ship" nur Garage, Speicher nicht funktioniert..das Boot am Rand der Karte erscheint..hat jemand eine Idee?
wie in einem einzigen Ordner? die gleichen Dateien?
hier ist es das gleiche
Titel
3. Erstelle eine neue Datei mit dem Namen: fn_placeableCancel.sqf
7. Erstelle eine neue Datei mit dem Namen: fn_placeableCancel.sqf
auch
Titel
5 . Erstelle eine neue Datei mit dem Namen: fn_placeablePlace.sqf
6 . Erstelle eine neue Datei mit dem Namen: fn_placeablePlace.sqf
dachte zweimal warfen Dateien
aber der Inhalt der Dateien anders
oder habe ich etwas nicht verstanden?
well, the question now clear? not working menu after the capture of the escort, can not let go
I English is not very good, the menu no action: untie
могу, по русски накарябать, после взятия заложника в эскорт, его уже отцепить нельзя, нужно ждать время пока пропадут наручники
Ich begrüße die Experten, brauche Eure Hilfe, versuche hinzufügen Estrich Rebellen.auf dem Version 5.0
aber ich bin eigentlich ein Anfänger, nicht funktioniert.Und vielleicht kam ich in die Hand die falsche Version...
hier ist was ich habe:
in der Datei CfgRemoteExec
/* Client only functions */
F(life_fnc_AAN,CLIENT)
F(life_fnc_addVehicle2Chain,CLIENT)
F(life_fnc_adminID,CLIENT)
F(life_fnc_adminInfo,CLIENT)
F(life_fnc_bountyReceive,CLIENT)
F(life_fnc_copLights,CLIENT)
F(life_fnc_copSearch,CLIENT)
F(life_fnc_copSiren,CLIENT)
F(life_fnc_freezePlayer,CLIENT)
F(life_fnc_gangCreated,CLIENT)
F(life_fnc_gangDisbanded,CLIENT)
F(life_fnc_gangInvite,CLIENT)
F(life_fnc_garageRefund,CLIENT)
F(life_fnc_giveDiff,CLIENT)
F(life_fnc_hideObj,CLIENT)
F(life_fnc_impoundMenu,CLIENT)
F(life_fnc_jail,CLIENT)
F(life_fnc_jailMe,CLIENT)
F(life_fnc_knockedOut,CLIENT)
F(life_fnc_licenseCheck,CLIENT)
F(life_fnc_licensesRead,CLIENT)
F(life_fnc_lightHouse,CLIENT)
F(life_fnc_mediclights,CLIENT)
F(life_fnc_medicRequest,CLIENT)
F(life_fnc_medicSiren,CLIENT)
F(life_fnc_moveIn,CLIENT)
F(life_fnc_pickupItem,CLIENT)
F(life_fnc_pickupMoney,CLIENT)
F(life_fnc_receiveItem,CLIENT)
F(life_fnc_receiveMoney,CLIENT)
F(life_fnc_removeLicenses,CLIENT)
F(life_fnc_restrain,CLIENT)
F(life_fnc_revived,CLIENT)
F(life_fnc_robPerson,CLIENT)
F(life_fnc_robReceive,CLIENT)
F(life_fnc_searchClient,CLIENT)
F(life_fnc_seizeClient,CLIENT)
F(life_fnc_soundDevice,CLIENT)
F(life_fnc_spikeStripEffect,CLIENT)
F(life_fnc_tazeSound,CLIENT)
F(life_fnc_ticketPaid,CLIENT)
F(life_fnc_ticketPrompt,CLIENT)
F(life_fnc_vehicleAnimate,CLIENT)
F(life_fnc_wantedList,CLIENT)
F(life_fnc_wireTransfer,CLIENT)
F(SOCK_fnc_dataQuery,CLIENT)
F(SOCK_fnc_insertPlayerInfo,CLIENT)
F(SOCK_fnc_requestReceived,CLIENT)
F(SOCK_fnc_updateRequest,CLIENT)
F(TON_fnc_clientGangKick,CLIENT)
F(TON_fnc_clientGangLeader,CLIENT)
F(TON_fnc_clientGangLeft,CLIENT)
F(TON_fnc_clientGetKey,CLIENT)
F(TON_fnc_clientMessage,CLIENT)
F(TON_fnc_player_query,CLIENT)
F(life_fnc_passeportCiv,CLIENT)
F(life_fnc_passeportWest,CLIENT)
F(life_fnc_restrainCiv,CLIENT) //Hinzugefügt ist
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in der Datei Functions
class Vehicle {
file = "core\vehicle";
class addVehicle2Chain {};
class colorVehicle {};
class deviceMine {};
class FuelRefuelcar {};
class fuelStore {};
class fuelSupply {};
class lockVehicle {};
class openInventory {};
class vehiclecolor3DRefresh {};
class vehicleOwners {};
class vehicleWeight {};
class vehInventory {};
class vehStoreItem {};
class vehTakeItem {};
class vInteractionMenu {};
};
//Hinzugefügt ist
class ziptes {
file = "core\zipties";
class unrestrainCiv {};
class restrainCiv {};
class restrainActionCiv {};
class civInteractionMenu {};
};
};
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in der Datei fn_pulloutAction ich habe so:
#include "..\..\script_macros.hpp"
/*
File: fn_pulloutAction.sqf
Author: Bryan "Tonic" Boardwine
Description:
Pulls civilians out of a car if it's stopped.
*/
private ["_crew"];
_crew = crew cursorObject;
{
if !(side _x isEqualTo west) then {
_x setVariable ["transporting",false,true]; _x setVariable ["Escorting",false,true];
[_x] remoteExecCall ["life_fnc_pulloutVeh",_x];
};
} forEach _crew;
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in der Datei fn_actionKeyHandler ich habe so:
#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 (playerSide isEqualTo west && {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;
};
};
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 ((_curObject getVariable ["restrained",false]) && !dialog && playerSide isEqualTo west) then {
[_curObject] call life_fnc_copInteractionMenu;
};
if((_curObject getVariable ["restrainedCiv",false]) && !dialog && playerSide == civilian) then {
[_curObject] call life_fnc_civInteractionMenu;
};
} 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];
};
};
};
};
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in der Datei fn_pullOutVeh
/*
File: fn_pullOutVeh.sqf
Author: Bryan "Tonic" Boardwine
Description:
*/
if(vehicle player == player) exitWith {};
if (player getVariable "restrained" || player getVariable "restrainedCiv") then {
detach player;
player setVariable ["Escorting",false,true];
player setVariable ["transporting",false,true];
life_disable_getOut = false;
player action ["Eject", vehicle player];
titleText[localize "STR_NOTF_PulledOut","PLAIN"];
titleFadeOut 4;
life_disable_getIn = true;
} else {
player action ["Eject", vehicle player];
titleText[localize "STR_NOTF_PulledOut","PLAIN"];
titleFadeOut 4;
};
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in der Datei
in der Datei fn_useItem
#include "..\..\script_macros.hpp"
/*
File: fn_useItem.sqf
Author: Bryan "Tonic" Boardwine
Description:
Main function for item effects and functionality through the player menu.
*/
private "_item";
disableSerialization;
if ((lbCurSel 2005) isEqualTo -1) exitWith {hint localize "STR_ISTR_SelectItemFirst";};
_item = CONTROL_DATA(2005);
switch (true) do {
case (_item in ["waterBottle","coffee","redgull","cocos"]): {
if ([false,_item,1] call life_fnc_handleInv) then {
life_thirst = 100;
if (LIFE_SETTINGS(getNumber,"enable_fatigue") isEqualTo 1) then {player setFatigue 0;};
if (_item isEqualTo "redgull" && {LIFE_SETTINGS(getNumber,"enable_fatigue") isEqualTo 1}) then {
[] spawn {
life_redgull_effect = time;
titleText[localize "STR_ISTR_RedGullEffect","PLAIN"];
player enableFatigue false;
waitUntil {!alive player || ((time - life_redgull_effect) > (3 * 60))};
player enableFatigue true;
};
};
};
};
//hier Hinzugefügt
case (_item isEqualTo"ziptie"): {
[cursorObject] spawn life_fnc_restrainActionCiv;
closeDialog 0;
};
case (_item isEqualTo "boltcutter"): {
[cursorObject] spawn life_fnc_boltcutter;
closeDialog 0;
};
case (_item isEqualTo "blastingcharge"): {
player reveal fed_bank;
(group player) reveal fed_bank;
[cursorObject] spawn life_fnc_blastingCharge;
closeDialog 0;
};
case (_item isEqualTo "defusekit"): {
[cursorObject] spawn life_fnc_defuseKit;
closeDialog 0;
};
case (_item isEqualTo "storagesmall"): {
[false] call life_fnc_storageBox;
};
case (_item isEqualTo "storagebig"): {
[true] call life_fnc_storageBox;
};
case (_item isEqualTo "spikeStrip"): {
if (!isNull life_spikestrip) exitWith {hint localize "STR_ISTR_SpikesDeployment"; closeDialog 0};
if ([false,_item,1] call life_fnc_handleInv) then {
[] spawn life_fnc_spikeStrip;
closeDialog 0;
};
};
case (_item isEqualTo "fuelFull"): {
if !(isNull objectParent player) exitWith {hint localize "STR_ISTR_RefuelInVehicle"};
[] spawn life_fnc_jerryRefuel;
closeDialog 0;
};
case (_item isEqualTo "fuelEmpty"): {
[] spawn life_fnc_jerryCanRefuel;
closeDialog 0;
};
case (_item isEqualTo "lockpick"): {
[] spawn life_fnc_lockpick;
closeDialog 0;
};
case (_item in ["apple","sugar_refined","banans","rabbit","salema","ornate","mackerel","tuna","mullet","catshark","turtle_soup","hen","rooster","sheep","goat","donuts","tbacon","peach"]): {
if (!(M_CONFIG(getNumber,"VirtualItems",_item,"edible") isEqualTo -1)) then {
if ([false,_item,1] call life_fnc_handleInv) then {
_val = M_CONFIG(getNumber,"VirtualItems",_item,"edible");
_sum = life_hunger + _val;
switch (true) do {
case (_val < 0 && _sum < 1): {life_hunger = 5;}; //This adds the ability to set the entry edible to a negative value and decrease the hunger without death
case (_sum > 100): {life_hunger = 100;};
default {life_hunger = _sum;};
};
};
};
};
default {
hint localize "STR_ISTR_NotUsable";
};
};
[] call life_fnc_p_updateMenu;
[] call life_fnc_hudUpdate;
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dann in einem neuen Ordner: /zipties/ diese Dateien geschrieben
fn_civInteractionMenu
#include "..\..\script_macros.hpp"
/*
File: fn_copInteractionMenu.sqf
Author: Bryan "Tonic" Boardwine
Description:
Replaces the mass addactions for various cop actions towards another player.
*/
#define Btn1 37450
#define Btn2 37451
#define Btn3 37452
#define Btn4 37453
#define Btn5 37454
#define Btn6 37455
#define Btn7 37456
#define Btn8 37457
#define Title 37401
private["_display","_curTarget","_seizeRank","_Btn1","_Btn2","_Btn3","_Btn4","_Btn5","_Btn6","_Btn7","_Btn8"];
disableSerialization;
_curTarget = param [0,objNull,[objNull]];
if(player Getvariable ["restrainedCiv", false]) then {
if(isNull _curTarget) exitWith {closeDialog 0;}; //Bad target
if(player distance _curTarget > 4 ) exitWith {closeDialog 0;}; // Prevents menu accessing from far distances.
};
if(!dialog) then {
createDialog "pInteraction_Menu";
};
_display = findDisplay 37400;
_Btn1 = _display displayCtrl Btn1;
_Btn2 = _display displayCtrl Btn2;
_Btn3 = _display displayCtrl Btn3;
_Btn4 = _display displayCtrl Btn4;
_Btn5 = _display displayCtrl Btn5;
_Btn6 = _display displayCtrl Btn6;
_Btn7 = _display displayCtrl Btn7;
_Btn8 = _display displayCtrl Btn8;
life_pInact_curTarget = _curTarget;
if((player Getvariable ["restrainedCiv",false])) then {
{ _x ctrlShow false; } forEach [_Btn1,_Btn2,_Btn3,_Btn5,_Btn6,_Btn7,_Btn8];
};
//Set Unrestrain Button
_Btn1 ctrlSetText localize "STR_pInAct_Unrestrain";
_Btn1 buttonSetAction "[life_pInact_curTarget] call life_fnc_unrestrainCiv; closeDialog 0;";
//Set Search Button
_Btn3 ctrlSetText localize "STR_pInAct_SearchPlayer";
_Btn3 buttonSetAction "[life_pInact_curTarget] spawn life_fnc_searchAction; closeDialog 0;";
//Set Escort Button
if((player getVariable["restrainedCiv",false])) then {
_Btn4 ctrlSetText localize "STR_pInAct_StopEscort";
_Btn4 buttonSetAction "[] call life_fnc_stopEscorting; closeDialog 0;";
} else {
_Btn4 ctrlSetText localize "STR_pInAct_Escort";
_Btn4 buttonSetAction "[life_pInact_curTarget] call life_fnc_escortAction; closeDialog 0;";
};
_Btn7 ctrlSetText localize "STR_pInAct_PutInCar";
_Btn7 buttonSetAction "[life_pInact_curTarget] call life_fnc_putInCar; closeDialog 0;";
//SeizeWeapons Button
_Btn8 ctrlSetText localize "STR_pInAct_Seize";
_Btn8 buttonSetAction "[life_pInact_curTarget] spawn life_fnc_seizePlayerAction; closeDialog 0;";
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fn_restrainActionCiv
#include "..\..\script_macros.hpp"
/*
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 "restrainedCiv")) exitWith {};
if(player == _unit) exitWith {};
if(!isPlayer _unit) exitWith {};
if(life_inv_ziptie < 1) exitWith {hint "You need zipties!"};
if((animationState _unit != "Incapacitated")) exitWith { hint "Victim must first be knocked out"; };
_unit setVariable["restrainedCiv",true,true];
[player] remoteExec ["life_fnc_restrainCiv",_unit];
[0,"STR_NOTF_ziptied",true,[_unit GetVariable["realname", name _unit], profileName]] remoteExecCall ["life_fnc_broadcast",RCLIENT];
life_inv_ziptie = life_inv_ziptie - 1;
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fn_restrainCiv
#include "..\..\script_macros.hpp"
/*
File: fn_restrain.sqf
Author: Bryan "Tonic" Boardwine
Description:
Retrains the client.
*/
private["_cop","_player","_vehicle"];
_cop = [_this,0,Objnull,[Objnull]] call BIS_fnc_param;
_player = player;
_vehicle = vehicle player;
if(isNull _cop) exitWith {};
//Monitor excessive restrainment
[] spawn {
private "_time";
for "_i" from 0 to 1 step 0 do {
_time = time;
waitUntil {(time - _time) > (5 * 60)};
if(!(player GetVariable ["restrainedCiv",FALSE])) exitWith {};
if(!([west,getPos player,30] call life_fnc_nearUnits) && (player GetVariable ["restrainedCiv",FALSE]) && isNull objectParent player) exitWith {
player Setvariable ["restrainedCiv",FALSE,TRUE];
player Setvariable ["Escorting",FALSE,TRUE];
player Setvariable ["transporting",false,true];
detach player;
titleText[localize "STR_Cop_ExcessiveRestrain","PLAIN"];
};
};
};
titleText[format[localize "STR_Cop_restrained",_cop GetVariable ["realname",name _cop]],"PLAIN"];
player say3D "ziptie";
life_disable_getIn = true;
life_disable_getOut = false;
while {player GetVariable "restrainedCiv"} do {
if(isNull objectParent player) then {
player playMove "AmovPercMstpSnonWnonDnon_Ease";
};
_state = vehicle player;
waitUntil {animationState player != "AmovPercMstpSnonWnonDnon_Ease" || !(player GetVariable "restrainedCiv") || vehicle player != _state};
if(!alive player) exitWith {
player Setvariable ["restrainedCiv",false,true];
player Setvariable ["Escorting",false,true];
player Setvariable ["transporting",false,true];
detach _player;
};
if(!alive _cop) then {
player Setvariable ["Escorting",false,true];
detach player;
};
if(vehicle player != player && life_disable_getIn) then {
player action["eject",vehicle player];
};
if((vehicle player != player) && (vehicle player != _vehicle)) then {
_vehicle = vehicle player;
};
if(isNull objectParent player && life_disable_getOut) then {
player moveInCargo _vehicle;
};
if((vehicle player != player) && life_disable_getOut && (driver (vehicle player) == player)) then {
player action["eject",vehicle player];
player moveInCargo _vehicle;
};
if(vehicle player != player && life_disable_getOut) then {
_turrets = [[-1]] + allTurrets _vehicle;
{
if (_vehicle turretUnit [_x select 0] == player) then {
player action["eject",vehicle player];
sleep 1;
player moveInCargo _vehicle;
};
}forEach _turrets;
};
};
//disableUserInput false;
if(alive player) then {
player switchMove "AmovPercMstpSlowWrflDnon_SaluteIn";
player Setvariable ["Escorting",false,true];
player Setvariable ["transporting",false,true];
detach player;
};
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fn_unrestrainCiv
#include "..\..\script_macros.hpp"
/*
File: fn_unrestrain.sqf
Author:
Description:
*/
private["_unit"];
_unit = param [0,ObjNull,[ObjNull]];
if(isNull _unit OR !(_unit GetVariable ["restrainedCiv",FALSE])) exitWith {}; //Error check?
_unit SetVariable ["restrainedCiv",FALSE,TRUE];
_unit SetVariable ["Escorting",FALSE,TRUE];
_unit SetVariable ["transporting",FALSE,TRUE];
detach _unit;
[0,"STR_NOTF_unzipteed",true,[_unit GetVariable ["realname",name _unit], profileName]] remoteExecCall ["life_fnc_broadcast",RCLIENT];
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1 und was ich habe, hingelegt auf die Erde(shift+G) kleiden Handschellen
2 kann ziehen über das Menü "Win"
3 wenn nicht angeklickt Escort liefern kann, aus dem Auto ziehen
4 aber wenn angeklickt Escort kann ich nicht aushängen,auf dem Boden gestellt, und man kann nicht ins Auto setzen, warten die Zeit, als das verschwinden Handschellen
hier, und jetzt die Frage, wo ich nicht richtig gemacht mit Ihren krummen Händen?