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WolfSkin

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41

Wednesday, April 23rd 2014, 1:32pm

#Push
KEINE HILFE / SUPPORT PER PN

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Benni-1307

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42

Wednesday, April 23rd 2014, 4:41pm

Falls eure sounds nicht gefunden werden -> Der Ordner sound muss im Altis_life.altis ordner liegen da wo der core Ordner ect. liegt. Habt ihr auf das geachtet ?
[GER/AUT] European Gaming | Altis Life RPG | Custom Map/Skins | WL Cops | uvm.
Besucht uns direkt in Game (128.65.213.79:2302)
oder unter http://european-unlimited.enjin.com/

sunshimaro

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43

Friday, April 25th 2014, 8:41am

Die Lösung ist nicht ganz sauber, da diese bei hoher Serverlast dazu führen kann, dass die Unlock-Funktion abschmiert. Eine Alternative Lösung ist bekannt, da der Bug allerdings noch nie bei mir aufgetreten ist kann ich z.Z. leider nicht bestätigen ob diese das Problem behebt. Ich nutze für den Hauptserver einen Root-Server.

Hashkeks

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44

Friday, April 25th 2014, 11:57pm

Hallo zusammen bei funktionieren die Tasten Z,U und widows taste nicht mehr nach dem ich die Daten Bearbeitet habe.

Finde denn Fehler einfach nicht?

Habe die Datei Bearbeitet aber problem bleibt gleich. jetzt nur die description.ext eingefügt taste funktionieren alle.
Anschließend habe ich deinen Text in fn_keyHandler eingefügt und server neugestartet und die Taste funktionieren nicht mehr.
Habe dies rückgänging gemacht und taste gehen wieder.

description.ext

Spoiler Spoiler

author = "TAW_Tonic";
onLoadName = "Altis Life RPG v3.1.2";
onLoadMission = "A RPG game mode developed by TAW_Tonic";
joinUnassigned = 1;
respawn = BASE;
respawndelay = 10;
disabledAI = true;
disableChannels[]={0,1,2};
enableDebugConsole = 1;

class Header
{
gameType = RPG;
minPlayers = 1;
maxPlayers = 75;
};

wreckLimit = 3;
wreckRemovalMinTime = 60;
wreckRemovalMaxTime = 320;
corpseLimit = 5;
corpseRemovalMinTime = 10;
corpseRemovalMaxTime = 30;

#include "dialog\MasterHandler.h"

class RscTitles
{
#include "dialog\ui.hpp"
#include "dialog\progress.hpp"
};

class CfgFunctions
{
#include "Functions.h"
};

class CfgSounds
{
sounds[] = {};
class SirenLong
{
name = "SirenLong";
sound[] = {"\sounds\Siren_Long.ogg", 1.0, 1};
titles[] = {};
};
class tazersound
{
name = "Tazersound";
sound[] = {"\sounds\tazer.ogg", 0.25, 1};
titles[] = {};
};
class car_lock
{
name = "car_lock";
sound[] = {"\sounds\car_lock.ogg", 1.0, 1};
titles[] = {};
};
class car_unlock
{
name = "car_unlock";
sound[] = {"\sounds\car_unlock.ogg", 1.0, 1};
titles[] = {};
};
};

class CfgDebriefing
{
class NotWhitelisted
{
title = "Mission Failed";
subtitle = "You are not white-listed to use this slot";
description = "You are not allowed to use this slot because you do not have the appropriate permissions, try another slot.";
pictureBackground = "";
picture = "";
pictureColor[] = {0,0.3,0.6,1};
};

class Blacklisted
{
title = "Mission Failed";
subtitle = "You are blacklisted from cops";
description = "You are not allowed to be a cop due to previous actions and the admins have removed you from being a cop.";
pictureBackground = "";
picture = "";
pictureColor[] = {0,0.3,0.6,1};
};
};

class CfgNotifications
{
class DeliveryAssigned
{
title = "Delivery Job Accepted";
iconPicture = "\A3\ui_f\data\map\mapcontrol\taskIcon_ca.paa";
description = "%1";
duration = 10;
priority = 7;
};

class DeliveryFailed
{
title = "Delivery Job Failed";
iconPicture = "\A3\ui_f\data\map\mapcontrol\taskiconfailed_ca.paa";
description = "%1";
duration = 7;
priority = 7;
};

class DeliverySucceeded
{
title = "Delivery Job Completed";
iconPicture = "\A3\ui_f\data\map\mapcontrol\taskIcondone_ca.paa";
description = "%1";
duration = 6;
priority = 6;
};

class TextMessage
{
title = "Received A Text Message";
iconPicture = "icons\messagenew.paa";
description = "%1";
duration = 10;
priority = 6;
};

class PoliceDispatch
{
title = "911 Dispatch Center";
iconPicture = "icons\messagepolice.paa";
description = "%1";
duration = 10;
priority = 6;
};

class AdminDispatch
{
title = "Admin Dispatch Center";
iconPicture = "icons\messageadmin.paa";
description = "%1";
duration = 10;
priority = 6;
};

class AdminMessage
{
title = "Admin Message";
iconPicture = "icons\messageadmin.paa";
description = "%1";
duration = 10;
priority = 5;
};};


fn_keyHandler.sqf


Spoiler Spoiler

/*
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 cursorTarget;
_handled = false;

_interactionKey = if(count (actionKeys "User10") == 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

if(life_action_inUse) exitWith {
if(!life_interrupted && _code in _interruptionKeys) then {life_interrupted = true;};
_handled;
};

switch (_code) do
{
//Map Key
case _mapKey:
{
if(playerSide == west && !visibleMap) then {
[] spawn life_fnc_copMarkers;
};
};

//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 == west && !isNull cursorTarget && cursorTarget isKindOf "Man" && (isPlayer cursorTarget) && (side cursorTarget == civilian) && alive cursorTarget && cursorTarget distance player < 3.5 && !(cursorTarget getVariable "Escorting") && !(cursorTarget getVariable "restrained") && speed cursorTarget < 1) then
{
[] call life_fnc_restrainAction;
};
};

//Knock out, this is experimental and yeah...
case 34:
{
if(_shift) then {_handled = true;};
if(_shift && playerSide == civilian && !isNull cursorTarget && cursorTarget isKindOf "Man" && isPlayer cursorTarget && alive cursorTarget && cursorTarget distance player < 4 && speed cursorTarget < 1) then
{
if((animationState cursorTarget) != "Incapacitated" && (currentWeapon player == primaryWeapon player OR currentWeapon player == handgunWeapon player) && currentWeapon player != "" && !life_knockout && !(player getVariable["restrained",false]) && !life_istazed) then
{
[cursorTarget] spawn life_fnc_knockoutAction;
};
};
};

//T Key (Trunk)
case 20:
{
if(!_alt && !_ctrlKey) then
{
if(vehicle player != player && alive vehicle player) then
{
if((vehicle player) in life_vehicles) then
{
[vehicle player] call life_fnc_openInventory;
};
}
else
{
if((cursorTarget isKindOf "Car" OR cursorTarget isKindOf "Air" OR cursorTarget isKindOf "Ship") && player distance cursorTarget < 7 && vehicle player == player && alive cursorTarget) then
{
if(cursorTarget in life_vehicles) then
{
[cursorTarget] call life_fnc_openInventory;
};
};
};
};
};
//L Key?
case 38:
{
//If cop run checks for turning lights on.
if(_shift && playerSide == west) then {
if(vehicle player != player && (typeOf vehicle player) in ["C_Offroad_01_F","B_MRAP_01_F","C_SUV_01_F"]) then {
if(!isNil {vehicle player getVariable "lights"}) then {
[vehicle player] call life_fnc_sirenLights;
_handled = true;
};
};
};

if(!_alt && !_ctrlKey) then { [] call life_fnc_radar; };
};
//Y Player Menu
case 21:
{
if(!_alt && !_ctrlKey && !dialog) then
{
[] call life_fnc_p_openMenu;
};
};
//V Key
case 47:
{
if(playerSide != west && (player getVariable "restrained") OR (player getVariable "transporting")) then {_handled = true;};
};
//F Key
case 33:
{
if(playerSide == west && 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 ["Sirens Off","PLAIN"];
_veh setVariable["siren",false,true];
}
else
{
titleText ["Sirens On","PLAIN"];
_veh setVariable["siren",true,true];
[[_veh],"life_fnc_copSiren",nil,true] spawn life_fnc_MP;
};
};
};
//U Key
case 22:
{
if(!_alt && !_ctrlKey) then
{
if(vehicle player == player) then
{
_veh = cursorTarget;
}
else
{
_veh = vehicle player;
};

_locked = locked _veh;

if(_veh in life_vehicles && player distance _veh < 6.5 OR vehicle player == _veh) then
{
if(_locked == 2) then
{
if(local _veh) then
{
_veh lock 0;
}
else
{
[[_veh,0], "life_fnc_lockVehicle",_veh,false] spawn life_fnc_MP;
};
systemChat "Du hast dein Fahrzeug aufgeschlossen.";
player say3D "car_unlock";
}
else
{
if(local _veh) then
{
_veh lock 2;
}
else
{
[[_veh,2], "life_fnc_lockVehicle",_veh,false] spawn life_fnc_MP;
};
systemChat "Du hast dein Fahrzeug abgeschlossen.";
player say3D "car_lock";
};
};
};
};
_handled;
Hashkeks has attached the following files:
  • description.txt (3.16 kB - 3 times downloaded - latest: Sep 19th 2018, 11:26am)
  • fn_keyHandler.txt (5.38 kB - 25 times downloaded - latest: Sep 19th 2018, 11:26am)

This post has been edited 2 times, last edit by "Hashkeks" (Apr 26th 2014, 1:25am)


WolfSkin

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45

Saturday, April 26th 2014, 12:20am

{
name = "Tazersound";
sound[] = {"\sounds\tazer.ogg", 0.25, 1};
titles[] = {};
}; //---------------->Fehlte
class car_lock
{
name = "car_lock";
sound[] = {"\sounds\car_lock.ogg", 1.0, 1};
titles[] = {};
};
class car_unlock
{
name = "car_unlock";
sound[] = {"\sounds\car_unlock.ogg", 1.0, 1};
titles[] = {};
};
};
}; //---------------->Zuviel
KEINE HILFE / SUPPORT PER PN

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Hashkeks

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46

Saturday, April 26th 2014, 2:01am

{
name = "Tazersound";
sound[] = {"\sounds\tazer.ogg", 0.25, 1};
titles[] = {};
}; //---------------->Fehlte
class car_lock
{
name = "car_lock";
sound[] = {"\sounds\car_lock.ogg", 1.0, 1};
titles[] = {};
};
class car_unlock
{
name = "car_unlock";
sound[] = {"\sounds\car_unlock.ogg", 1.0, 1};
titles[] = {};
};
};
}; //---------------->Zuviel
Hab es verändert aber geht immer nocht nicht.
(Obere Post wird immer Editiert von mir um unnütze Post zulassen)

StClaus

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47

Saturday, April 26th 2014, 6:33pm

Artikel wurde in die Nitrado-Wiki übernommen.
https://wiki.nitrado.net/de/Fahrzeug_Loc…Life_aktivieren

Hashkeks

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48

Saturday, April 26th 2014, 9:17pm

Funktiniert nich bei mir

WolfSkin

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49

Saturday, April 26th 2014, 11:35pm

Dann wird es an deinem Housing liegen, dann vertragen sich die 2 Sachen nicht!

Hab bei mir auf dem Server kein Housing drauf(weil es soviele Fehler gibt), aber der Sound wird abgespielt.
KEINE HILFE / SUPPORT PER PN

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Hashkeks

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50

Sunday, April 27th 2014, 1:09am

Dann wird es an deinem Housing liegen, dann vertragen sich die 2 Sachen nicht!

Hab bei mir auf dem Server kein Housing drauf(weil es soviele Fehler gibt), aber der Sound wird abgespielt.
Habe kein Housing mod drin das ist es ja.

WolfSkin

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51

Sunday, April 27th 2014, 3:50am

ok, dachte nur weil das auch jemand als Problem hatte!
Hast du sonst irgend welche Scripte installiert?
KEINE HILFE / SUPPORT PER PN

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Hashkeks

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52

Sunday, April 27th 2014, 8:49pm

ok, dachte nur weil das auch jemand als Problem hatte!
Hast du sonst irgend welche Scripte installiert?
Ausser Polizei skin habe ich nichts installiert.

debruijn

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53

Monday, April 28th 2014, 6:27pm

sorry lange keine zeit mehr gehabt.
beimir war es ein klammer fehler sorry !!!! :cursing: :vain: :doofy: :fie: :rofl:

Noldy198921

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54

Saturday, June 21st 2014, 4:02pm

Guten Tag,

Klappt dieses Tutorial nicht mit der Version 3.1.3?

Wenn ich diesem tut nachgehe, kann ich mein Z Inventar nicht mehr Öffnen und die Taste U geht ebenfalls nicht. Als ob die nicht existieren würden.
Wenn ich die sache wieder entferne, geht jedoch alles wieder. Also die Taste Z und U.

description.ext: /arma3/MPMissions/Altis_Life.Altis/description.ext

Spoiler Spoiler

author = "Tonic";
onLoadName = "Altis Life RPG v3.1.3";
onLoadMission = "A RPG game mode developed by Tonic";
joinUnassigned = 1;
respawn = BASE;
respawndelay = 5;
disabledAI = true;
disableChannels[]={0,1,2};
enableDebugConsole = 1;
respawnDialog = 0;

class Header
{
gameType = RPG;
minPlayers = 1;
maxPlayers = 75;
};

wreckLimit = 3;
wreckRemovalMinTime = 60;
wreckRemovalMaxTime = 320;
corpseLimit = 150;
corpseRemovalMinTime = 999;
corpseRemovalMaxTime = 9999;

#include "dialog\MasterHandler.h"

class RscTitles
{
#include "dialog\ui.hpp"
#include "dialog\progress.hpp"
};

class CfgFunctions
{
#include "Functions.h"
};

class CfgSounds
{
sounds[] = {};
class SirenLong
{
name = "SirenLong";
sound[] = {"\sounds\Siren_Long.ogg", 1.0, 1};
titles[] = {};
};
class tazersound
{
name = "Tazersound";
sound[] = {"\sounds\tazer.ogg", 0.25, 1};
titles[] = {};
};
class car_lock
{
name = "car_lock";
sound[] = {"\sounds\car_lock.ogg", 1.0, 1};
titles[] = {};
};
class car_unlock
{
name = "car_unlock";
sound[] = {"\sounds\car_unlock.ogg", 1.0, 1};
titles[] = {};
};
};

class CfgDebriefing
{
class NotWhitelisted
{
title = "Mission Failed";
subtitle = "You are not white-listed to use this slot";
description = "You are not allowed to use this slot because you do not have the appropriate permissions, try another slot.";
pictureBackground = "";
picture = "";
pictureColor[] = {0,0.3,0.6,1};
};

class Blacklisted
{
title = "Mission Failed";
subtitle = "You are blacklisted from cops";
description = "You are not allowed to be a cop due to previous actions and the admins have removed you from being a cop.";
pictureBackground = "";
picture = "";
pictureColor[] = {0,0.3,0.6,1};
};

class SpyGlass
{
title = "The SpyGlass sees you";
subTitle = "You were detected by the SpyGlass";
description = "You were detected for cheating and have been reported to the server. Enjoy your day.";
pictureBackground = "";
picture = "";
pictureColor[] = {0,0.3,0.6,1};
};
};

class CfgNotifications
{
class MedicalRequestEmerg
{
title = "EMS Requested";
iconPicture = "\A3\ui_f\data\map\mapcontrol\taskIcon_ca.paa";
description = "%1";
duration = 5;
priority = 7;
};

class DeliveryAssigned
{
title = "Delivery Job Accepted";
iconPicture = "\A3\ui_f\data\map\mapcontrol\taskIcon_ca.paa";
description = "%1";
duration = 10;
priority = 7;
};

class DeliveryFailed
{
title = "Delivery Job Failed";
iconPicture = "\A3\ui_f\data\map\mapcontrol\taskiconfailed_ca.paa";
description = "%1";
duration = 7;
priority = 7;
};

class DeliverySucceeded
{
title = "Delivery Job Completed";
iconPicture = "\A3\ui_f\data\map\mapcontrol\taskIcondone_ca.paa";
description = "%1";
duration = 6;
priority = 6;
};

class TextMessage
{
title = "Received A Text Message";
iconPicture = "icons\messagenew.paa";
description = "%1";
duration = 10;
priority = 6;
};

class PoliceDispatch
{
title = "911 Dispatch Center";
iconPicture = "icons\messagepolice.paa";
description = "%1";
duration = 10;
priority = 6;
};

class AdminDispatch
{
title = "Admin Dispatch Center";
iconPicture = "icons\messageadmin.paa";
description = "%1";
duration = 10;
priority = 6;
};

class AdminMessage
{
title = "Admin Message";
iconPicture = "icons\messageadmin.paa";
description = "%1";
duration = 10;
priority = 5;
};
};


fn_keyHandler.sqf /arma3/MPMissions/Altis_Life.Altis/core/functions/fn_keyHandler.sqf

Spoiler Spoiler

/*
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 cursorTarget;
_handled = false;

_interactionKey = if(count (actionKeys "User10") == 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")) && {(player getVariable ["restrained",false])}) exitWith {
true;
};

if(life_action_inUse) exitWith {
if(!life_interrupted && _code in _interruptionKeys) then {life_interrupted = true;};
_handled;
};

switch (_code) do
{
//Space key for Jumping
case 57:
{
if(isNil "jumpActionTime") then {jumpActionTime = 0;};
if(_shift && {animationState player != "AovrPercMrunSrasWrflDf"} && {isTouchingGround player} && {stance player == "STAND"} && {speed player > 2} && {!life_is_arrested} && {(velocity player) select 2 < 2.5} && {time - jumpActionTime > 1.5}) then {
jumpActionTime = time; //Update the time.
[player,true] spawn life_fnc_jumpFnc; //Local execution
[[player,false],"life_fnc_jumpFnc",nil,FALSE] call life_fnc_MP; //Global execution
_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;}};
};
};

//Holster / recall weapon.
case 35:
{
if(_shift && !_ctrlKey && currentWeapon player != "") 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 != "")}) 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 == west && !isNull cursorTarget && cursorTarget isKindOf "Man" && (isPlayer cursorTarget) && (side cursorTarget in [civilian,independent]) && alive cursorTarget && cursorTarget distance player < 3.5 && !(cursorTarget getVariable "Escorting") && !(cursorTarget getVariable "restrained") && speed cursorTarget < 1) then
{
[] call life_fnc_restrainAction;
};
};

//Knock out, this is experimental and yeah...
case 34:
{
if(_shift) then {_handled = true;};
if(_shift && playerSide == civilian && !isNull cursorTarget && cursorTarget isKindOf "Man" && isPlayer cursorTarget && alive cursorTarget && cursorTarget distance player < 4 && speed cursorTarget < 1) then
{
if((animationState cursorTarget) != "Incapacitated" && (currentWeapon player == primaryWeapon player OR currentWeapon player == handgunWeapon player) && currentWeapon player != "" && !life_knockout && !(player getVariable["restrained",false]) && !life_istazed) then
{
[cursorTarget] spawn life_fnc_knockoutAction;
};
};
};

//T Key (Trunk)
case 20:
{
if(!_alt && !_ctrlKey) then
{
if(vehicle player != player && alive vehicle player) then
{
if((vehicle player) in life_vehicles) then
{
[vehicle player] call life_fnc_openInventory;
};
}
else
{
if((cursorTarget isKindOf "Car" OR cursorTarget isKindOf "Air" OR cursorTarget isKindOf "Ship") && player distance cursorTarget < 7 && vehicle player == player && alive cursorTarget) then
{
if(cursorTarget in life_vehicles) then
{
[cursorTarget] call 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"]) then {
if(!isNil {vehicle player getVariable "lights"}) then {
if(playerSide == 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) 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 ["Sirens Off","PLAIN"];
_veh setVariable["siren",false,true];
}
else
{
titleText ["Sirens On","PLAIN"];
_veh setVariable["siren",true,true];
if(playerSide == west) then {
[[_veh],"life_fnc_copSiren",nil,true] spawn life_fnc_MP;
} else {
//I do not have a custom sound for this and I really don't want to go digging for one, when you have a sound uncomment this and change medicSiren.sqf in the medical folder.
//[[_veh],"life_fnc_medicSiren",nil,true] spawn life_fnc_MP;
};
};
};
};
//U Key
case 22:
{
if(!_alt && !_ctrlKey) then
{
if(vehicle player == player) then
{
_veh = cursorTarget;
}
else
{
_veh = vehicle player;
};

_locked = locked _veh;

if(_veh in life_vehicles && player distance _veh < 6.5 OR vehicle player == _veh) then
{
if(_locked == 2) then
{
if(local _veh) then
{
_veh lock 0;
}
else
{
[[_veh,0], "life_fnc_lockVehicle",_veh,false] spawn life_fnc_MP;
};
systemChat "Du hast dein Fahrzeug aufgeschlossen.";
player say3D "car_unlock";
}
else
{
if(local _veh) then
{
_veh lock 2;
}
else
{
[[_veh,2], "life_fnc_lockVehicle",_veh,false] spawn life_fnc_MP;
};
systemChat "Du hast dein Fahrzeug abgeschlossen.";
player say3D "car_lock";
};
};
};
};

_handled;


Die 2 Sound Dateien habe ich hier Hochgeladen: /arma3/MPMissions/Altis_Life.Altis/sounds

Findet jemmand einen fehler, oder liegt es echt an der Version?

MfG
My Hardware: Intel i7 4820k 3,70 GHz 16GB Ram Nvidia Geforce GTX 780 TI

Pandaserver

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55

Sunday, June 29th 2014, 3:16pm

Bei mir geht alles. Danke ! aber irgendwie hört nur der jenige den sound den das Fahrzeug gehört: Kann man da noch was machen ?

ShoteiLp

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56

Thursday, August 14th 2014, 12:25pm

U&Z Problem

Hallo liebe Community,
ich habe ein Problem mit meinen U & Z Tasten seitdem ich die sounds usw. eingefügt habe bitte gebt mir eine Lösung wie ich das beheben kann oder bitte kann mir einer den code der davor stand hier rein schreiben bitte bitte.

description.exe

Spoiler Spoiler

author = "Bennito&Jens";
onLoadName = "Altis_Life v. 3.1.2";
onLoadMission = "RPG Time";
joinUnassigned = 1;
loadScreen = "Arma3\Server.JPEG";
respawn = BASE;
respawndelay = 5;
disabledAI = true;
disableChannels[]={0,1,2};
enableDebugConsole = 1;
respawnDialog = 0;

class Header
{
gameType = RPG;
minPlayers = 1;
maxPlayers = 75;
};

wreckLimit = 3;
wreckRemovalMinTime = 60;
wreckRemovalMaxTime = 320;
corpseLimit = 150;
corpseRemovalMinTime = 999;
corpseRemovalMaxTime = 9999;

#include "dialog\MasterHandler.h"

class RscTitles
{
#include "dialog\ui.hpp"
#include "dialog\progress.hpp"
};

class CfgFunctions
{
#include "Functions.h"
};

class CfgSounds
{
sounds[] = {};
class SirenLong
{
name = "SirenLong";
sound[] = {"\sounds\Siren_Long.ogg", 1.0, 1};
titles[] = {};
};

class tazersound
{
name = "Tazersound";
sound[] = {"\sounds\tazer.ogg", 0.25, 1};
titles[] = {};
};

class car_lock
{
name = "car_lock";
sound[] = {"\sounds\car_lock.ogg", 1.0, 1};
titles[] = {};
};

class car_unlock
{
name = "car_unlock";
sound[] = {"\sounds\car_unlock.ogg", 1.0, 1};
titles[] = {};
};

class cuff
{
name = "cuff";
sound[] = {"\sounds\handcuffs.ogg", 0.25, 1};
titles[] = {};
};

class flashbang
{
name = "flashbang";
sound[] = {"\sounds\flashbang.ogg", 1.0, 1};
titles[] = {};
};


fn_keyHandler.sqf

Spoiler Spoiler

//U Key
case 22:
{
if(!_alt && !_ctrlKey) then
{
if(vehicle player == player) then
{
_veh = cursorTarget;
}
else
{
_veh = vehicle player;
};

_locked = locked _veh;

if(_veh in life_vehicles && player distance _veh < 6.5 OR vehicle player == _veh) then
{
if(_locked == 2) then
{
if(local _veh) then
{
_veh lock 0;
}
else
{
[[_veh,0], "life_fnc_lockVehicle",_veh,false] spawn life_fnc_MP;
};
systemChat "Du hast dein Fahrzeug aufgeschlossen.";
player say3D "car_unlock";
}
else
{
if(local _veh) then
{
_veh lock 2;
}
else
{
[[_veh,2], "life_fnc_lockVehicle",_veh,false] spawn life_fnc_MP;
};
systemChat "Du hast dein Fahrzeug abgeschlossen.";
player say3D "car_lock";
};
};

_handled;

This post has been edited 1 times, last edit by "ShoteiLp" (Aug 14th 2014, 12:53pm)


SebArm

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57

Thursday, August 14th 2014, 2:12pm

Wenn du die Version 3.1.4 benutzt dann darfst du nicht den Code benutzen der im TUT steht, da man mit U auch in der 3.1.4 das Haus auf und zu schließt!!!!
Du musst den Sound schon im vorhandenen U case einfügen!

ShoteiLp

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58

Thursday, August 14th 2014, 5:03pm

was kann mir bitte einer zeigen oder sagen wie ich das machen soll bin voll verzweifelt :(

SebArm

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59

Thursday, August 14th 2014, 5:38pm

Sag mir mal welche Version du hast!?

ShoteiLp

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60

Thursday, August 14th 2014, 5:46pm

wo kann ich das sehen ?

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