Guten Abend,
ist es möglich dass die Polizisten ihr Interaktionsmenü abrufen können ohne jemanden festnehmen zu müssen?
Ich habe mal in einigen Datein nachgesehen wurde aber leider nicht direkt fündig.
mfg Ty
Guten Abend,
ist es möglich dass die Polizisten ihr Interaktionsmenü abrufen können ohne jemanden festnehmen zu müssen?
Ich habe mal in einigen Datein nachgesehen wurde aber leider nicht direkt fündig.
mfg Ty
fn_actionsKeyHandler (Zeile 94 ff)
if (isPlayer _curObject && _curObject isKindOf "Man") then {
if ((_curObject getVariable ["restrained",false]) && !dialog && playerSide isEqualTo west) then {
[_curObject] call life_fnc_copInteractionMenu;
};
} else {...};
wird zu
if (isPlayer _curTarget && _curObject isKindOf "Man") then {
if (!dialog && playerSide isEqualTo west) then {
[_curObject] call life_fnc_copInteractionMenu;
};
} else {...};
und fn_copInteractionMenu.sqd (am Ende der Datei einfügen)
Super vielen dank Herr Blackfisch
Kein Ding für den King (#abgehoben)
fn_actionsKeyHandler (Zeile 94 ff)
Codeif (isPlayer _curObject && _curObject isKindOf "Man") then { if ((_curObject getVariable ["restrained",false]) && !dialog && playerSide isEqualTo west) then { [_curObject] call life_fnc_copInteractionMenu; }; } else {...};
wird zu
Cif (isPlayer _curTarget && _curObject isKindOf "Man") then { if (!dialog && playerSide isEqualTo west) then { [_curObject] call life_fnc_copInteractionMenu; }; } else {...};
und fn_copInteractionMenu.sqd (am Ende der Datei einfügen)
Geht das auch für die 4.4 alt ?
Wenn du die Dateien hast du dann ja!
Bekomme diesen Fehler:
17:15:45 Error in expression <call life_fnc_copInteractionMenu;
};
};
} else {
private["_isVehicle","_miscIte>
17:15:45 Error position: <} else {
private["_isVehicle","_miscIte>
17:15:45 Error Missing {
17:15:45 File mpmissions\RemakeLife.Chernarus_summer\core\functions\fn_actionKeyHandler.sqf, line 84
17:15:45 Error in expression <call life_fnc_copInteractionMenu;
};
};
} else {
private["_isVehicle","_miscIte>
17:15:45 Error position: <} else {
private["_isVehicle","_miscIte>
17:15:45 Error Missing {
17:15:45 File mpmissions\RemakeLife.Chernarus_summer\core\functions\fn_actionKeyHandler.sqf, line 84
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Klammern wahrscheinlich verzählt wie der Log schon sagt. Ich kann aber so auch nur spekulieren
#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","_Btn1","_Btn2","_Btn3","_Btn4","_Btn5","_Btn6","_Btn7"];
disableSerialization;
_curTarget = param [0,ObjNull,[ObjNull]];
if(isNull _curTarget) exitWith {closeDialog 0;}; //Bad target
if(!dialog) then {
createDialog "pInteraction_Menu";
};
if(!isPlayer _curTarget && side _curTarget == civilian) exitWith {closeDialog 0;}; //Bad side check?
if(player distance _curTarget > 4 ) exitWith {closeDialog 0;}; // Prevents menu accessing from far distances.
_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;
life_pInact_curTarget = _curTarget;
//Set Unrestrain Button
_Btn1 ctrlSetText localize "STR_pInAct_Unrestrain";
_Btn1 buttonSetAction "[life_pInact_curTarget] call life_fnc_unrestrain; closeDialog 0;";
//Set Check Licenses Button
_Btn2 ctrlSetText localize "STR_pInAct_checkLicenses";
_Btn2 buttonSetAction "[player] remoteExecCall [""life_fnc_licenseCheck"",life_pInact_curTarget];";
//Set Search Button
_Btn3 ctrlSetText localize "STR_pInAct_SearchPlayer";
_Btn3 buttonSetAction "[life_pInact_curTarget] spawn life_fnc_searchAction; closeDialog 0;";
//Set Escort Button
if((_curTarget getVariable["Escorting",false])) then {
_Btn4 ctrlSetText localize "STR_pInAct_StopEscort";
_Btn4 buttonSetAction "[life_pInact_curTarget] call life_fnc_stopEscorting; [life_pInact_curTarget] call life_fnc_copInteractionMenu;";
} else {
_Btn4 ctrlSetText localize "STR_pInAct_Escort";
_Btn4 buttonSetAction "[life_pInact_curTarget] call life_fnc_escortAction; closeDialog 0;";
};
//Set Ticket Button
_Btn5 ctrlSetText localize "STR_pInAct_TicketBtn";
_Btn5 buttonSetAction "[life_pInact_curTarget] call life_fnc_ticketAction;";
_Btn6 ctrlSetText localize "STR_pInAct_Arrest";
_Btn6 buttonSetAction "closeDialog 0; [] call life_fnc_showArrestDialog;";
_Btn7 ctrlSetText localize "STR_pInAct_PutInCar";
_Btn7 buttonSetAction "[life_pInact_curTarget] call life_fnc_putInCar;";
//Check that you are near a place to jail them.
if(!((player distance (getMarkerPos "police_hq_1") < 30) OR (player distance (getMarkerPos "police_hq_2") < 30) OR (player distance (getMarkerPos "cop_spawn_3") < 30) OR (player distance (getMarkerPos "cop_spawn_5") < 30))) then {
if !(_curObject getVariable ["restrained",false]) then {
_Btn1 ctrlEnable false;
_Btn6 ctrlEnable false;
};
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#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["_curTarget","_isWater","_CrateModelNames","_crate"];
_curTarget = cursorTarget;
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(EQUAL(LIFE_SETTINGS(getNumber,"global_ATM"),1)) then{
//Check if the player is near an ATM.
if((call life_fnc_nearATM) && {!dialog}) exitWith {
[] call life_fnc_atmMenu;
};
};
if(isNull _curTarget) exitWith {
if(_isWater) then {
private "_fish";
_fish = (nearestObjects[visiblePosition player,["Fish_Base_F"],3]) select 0;
if(!isNil "_fish") then {
[_fish] call life_fnc_catchFish;
};
} else {
_animals = [position player, ["Sheep_random_F","Goat_random_F","Hen_random_F","Cock_random_F","Rabbit_F"], 3.5] call life_fnc_nearestObjects;
if (count _animals > 0) then {
_animal = _animals select 0;
if (!alive _animal) then {
[_animal] call life_fnc_gutAnimal;
};
} else {
if(playerSide == civilian && !life_action_gathering) then {
if(life_action_gathering) exitWith {}; //Action is in use, exit to prevent spamming.
life_action_gathering = true;
_handle = [] spawn life_fnc_gather;
waitUntil {scriptDone _handle};
life_action_gathering = false;
};
};
};
};
if((_curTarget isKindOf "B_supplyCrate_F" OR _curTarget isKindOf "Box_IND_Grenades_F") && {player distance _curTarget < 3} ) exitWith {
if(alive _curTarget) then {
[_curTarget] call life_fnc_containerMenu;
};
};
if(_curTarget isKindOf "House_F" && {player distance _curTarget < 12} OR ((nearestObject [[16019.5,16952.9,0],"Land_Dome_Big_F"]) == _curTarget OR (nearestObject [[16019.5,16952.9,0],"Land_Research_house_V1_F"]) == _curTarget)) exitWith {
[_curTarget] 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(_curTarget isKindOf "Man" && {!alive _curTarget} && !(_curTarget GVAR["Revive",false]) && {playerSide in [west,independent]}) exitWith {
//Hotfix code by ins0
if(((playerSide == west && {(EQUAL(LIFE_SETTINGS(getNumber,"revive_cops"),1))}) || playerSide == independent) && {"Medikit" in (items player)}) then {
[_curTarget] call life_fnc_revivePlayer;
};
};
//If target is a player then check if we can use the cop menu.
if (isPlayer _curTarget && _curObject isKindOf "Man") then {
if (!dialog && playerSide isEqualTo west) then {
[_curObject] call life_fnc_copInteractionMenu;
};
};
} else {
//OK, it wasn't a player so what is it?
private["_isVehicle","_miscItems","_money","_list"];
_list = ["landVehicle","Ship","Air"];
_isVehicle = if(KINDOF_ARRAY(_curTarget,_list)) then {true} else {false};
_miscItems = ["Land_BottlePlastic_V1_F","Land_TacticalBacon_F","Land_Can_V3_F","Land_CanisterFuel_F","Land_Suitcase_F"];
_animalTypes = ["Salema_F","Ornate_random_F","Mackerel_F","Tuna_F","Mullet_F","CatShark_F","Turtle_F"];
_money = "Land_Money_F";
//It's a vehicle! open the vehicle interaction key!
if(_isVehicle) then {
if(!dialog) then {
if(player distance _curTarget < SEL(SEL(boundingBox _curTarget,1),0)+2) then {
[_curTarget] call life_fnc_vInteractionMenu;
};
};
} else {
//Is it a animal type?
if((typeOf _curTarget) in _animalTypes) then {
if(EQUAL((typeOf _curTarget),"Turtle_F") && !alive _curTarget) then {
private "_handle";
_handle = [_curTarget] spawn life_fnc_catchTurtle;
waitUntil {scriptDone _handle};
} else {
private "_handle";
_handle = [_curTarget] spawn life_fnc_catchFish;
waitUntil {scriptDone _handle};
};
} else {
//OK, it wasn't a vehicle so let's see what else it could be?
if((typeOf _curTarget) in _miscItems) then {
[_curTarget,player,false] remoteExecCall ["TON_fnc_pickupAction",RSERV];
} else {
//It wasn't a misc item so is it money?
if(EQUAL((typeOf _curTarget),_money) && {!(_curTarget GVAR ["inUse",false])}) then {
[_curTarget,player,true] remoteExecCall ["TON_fnc_pickupAction",RSERV];
};
};
};
};
};
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Habe immer noch ein Error
20:36:30 Error in expression <er;
};
};
if (isPlayer _curTarget && _curObject isKindOf "Man") then {
if (!d>
20:36:30 Error position: <_curObject isKindOf "Man") then {
if (!d>
20:36:30 Error Nicht definierte Variable in Ausdruck: _curobject
20:36:30 File mpmissions\__CUR_MP.Chernarus_summer\core\functions\fn_actionKeyHandler.sqf, line 79
20:36:31 Error in expression <er;
};
};
if (isPlayer _curTarget && _curObject isKindOf "Man") then {
if (!d>
20:36:31 Error position: <_curObject isKindOf "Man") then {
if (!d>
20:36:31 Error Nicht definierte Variable in Ausdruck: _curobject
20:36:31 File mpmissions\__CUR_MP.Chernarus_summer\core\functions\fn_actionKeyHandler.sqf, line 79
20:36:31 Error in expression <er;
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Moin, hast du das ganz zufällig auch nochmal für die 3.1.4.8 rumfliegen?
if (isPlayer _curTarget && _curObject isKindOf "Man") then {.....
Error Nicht definierte Variable in Ausdruck:_curtarget
Fille core/functions/fn_actionKeyHandler.sqf [life_fnc_actionKeyHandler], Line 149
Hat sich erledigt habe die Variable definiert danke für das Script
blackfisch fn_copInteractionMenu.sqd? Ist das nicht eine .sqf?
blackfisch fn_copInteractionMenu.sqd? Ist das nicht eine .sqf?
Du willst mich doch verarschen, oder? Tippfehler xD Kennste? Dass die Datei nicht actionsKeyHandler sonder actionKeyHandler heißt hat er aber nicht gerafft unser Backfisch xD
#Salt
Ja kenne ich xD