Hallo liebe Community,
Wenn ich im Markt Bandagen kaufe wird es bei mir nicht im Inventar angezeigt, könnte mir jemand helfen ?
ACE Bandagen kauft wird es nicht im Inventar angezeigt
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- Mapping & Modding
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impulsgaming -
14. Februar 2017 um 13:20 -
Geschlossen -
Erledigt
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geh mal in core/functions und suche nach der datei fn_handleInv.sqf füge dann bei zeile 18 das ein
Code_acecheck = ["ACE_fieldDressing","ACE_elasticBandage","ACE_packingBandage","ACE_quikclot","ACE_epinephrine","ACE_morphine","ACE_atropine","ACE_surgicalKit","ACE_tourniquet","ACE_personalAidKit","ACE_salineIV","ACE_plasmaIV","ACE_bloodIV","ACE_bodyBag","ACE_Flashlight_MX991","ACE_Flashlight_XL50","ACE_EarPlugs","ACE_CableTie"];
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Habe das jetzt so :
Code
Alles anzeigen/* File: fn_handleInv.sqf Author: Bryan "Tonic" Boardwine Description: Do I really need one? */ private["_math","_item","_num","_return","_var","_weight","_value","_diff"]; _math = [_this,0,false,[false]] call BIS_fnc_param; //true = add; false = subtract; _item = [_this,1,"",[""]] call BIS_fnc_param; //The item we are using to add or remove. _num = [_this,2,0,[0]] call BIS_fnc_param; //Number of items to add or remove. if(_item == "" OR _num == 0) exitWith {false}; _var = [_item,0] call life_fnc_varHandle; if(_math) then { _diff = [_item,_num,life_carryWeight,life_maxWeight] call life_fnc_calWeightDiff; _acecheck = ["ACE_fieldDressing","ACE_elasticBandage","ACE_packingBandage","ACE_quikclot","ACE_epinephrine","ACE_morphine","ACE_atropine","ACE_surgicalKit","ACE_tourniquet","ACE_personalAidKit","ACE_salineIV","ACE_plasmaIV","ACE_bloodIV","ACE_bodyBag","ACE_Flashlight_MX991","ACE_Flashlight_XL50","ACE_EarPlugs","ACE_CableTie"]; if(_num <= 0) exitWith {false}; }; _weight = ([_item] call life_fnc_itemWeight) * _num; _value = missionNamespace getVariable _var; if(_math) then { //Lets add! if((life_carryWeight + _weight) <= life_maxWeight) then { missionNamespace setVariable[_var,(_value + _num)]; if((missionNamespace getVariable _var) > _value) then { life_carryWeight = life_carryWeight + _weight; _return = true; } else { _return = false; }; } else { _return = false; }; } else { //Lets subtract! if((_value - _num) < 0) then { _return = false; } else { missionNamespace setVariable[_var,(_value - _num)]; if((missionNamespace getVariable _var) < _value) then { life_carryWeight = life_carryWeight - _weight; _return = true; } else { _return = false; }; }; }; _return;
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das ist so richtig
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wenn ich das so eintrage kriege ich folgende Fehlermeldungen im Server Log
Spoiler anzeigen
Error in expression <[[''license_civ_driver'',0],[''license_civ_b>
Error position: <license_civ_driver'',0],[''license_civ_b>
Error Missing ]
Error in expression <[[''license_civ_driver'',0],[''license_civ_b>
Error position: <license_civ_driver'',0],[''license_civ_b>
Error Missing ]
Error in expression <ay = call compile format["%1", _array];
_array;>
Error position: <_array;>
Error Undefined variable in expression: _array
File life_server\Functions\MySQL\fn_mresToArray.sqf, line 26
Error in expression <[''U_C_Poloshirt_burgundy'','''','''','''',>
Error position: <U_C_Poloshirt_burgundy'','''','''','''',>
Error Missing ]
Error in expression <[''U_C_Poloshirt_burgundy'','''','''','''',>
Error position: <U_C_Poloshirt_burgundy'','''','''','''',>
Error Missing ]
Error in expression <ay = call compile format["%1", _array];
_array;>
Error position: <_array;>
Error Undefined variable in expression: _array
File life_server\Functions\MySQL\fn_mresToArray.sqf, line 26
Error in expression <select 6)] call DB_fnc_mresToArray;
if (_new isEqualType "") then {_new = call c>
Error position: <_new isEqualType "") then {_new = call c>
Error Undefined variable in expression: _new
File life_server\Functions\MySQL\fn_queryRequest.sqf, line 58
und im Anhang meine Client Logs -
Klappt nicht ._.
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also wir haben keine fehler
das ist unsere:
Spoiler anzeigen
Code
Alles anzeigen#include "..\..\script_macros.hpp" /* File: fn_handleItem.sqf Author: Bryan "Tonic" Boardwine Description Main gear handling functionality. */ private ["_item","_details","_bool","_ispack","_items","_isgun","_ongun","_override","_toUniform","_toVest","_preview"]; _item = [_this,0,"",[""]] call BIS_fnc_param; _bool = [_this,1,false,[false]] call BIS_fnc_param; _ispack = [_this,2,false,[false]] call BIS_fnc_param; _ongun = [_this,3,false,[false]] call BIS_fnc_param; _override = [_this,4,false,[false]] call BIS_fnc_param; _toUniform = [_this,5,false,[false]] call BIS_fnc_param; //Manual override to send items specifically to a uniform. _toVest = [_this,6,false,[false]] call BIS_fnc_param; //Manual override to send items specifically to a vest _preview = [_this,7,false,[false]] call BIS_fnc_param; _acecheck = ["ACE_fieldDressing","ACE_elasticBandage","ACE_packingBandage","ACE_quikclot","ACE_epinephrine","ACE_morphine","ACE_atropine","ACE_surgicalKit","ACE_tourniquet","ACE_personalAidKit","ACE_salineIV","ACE_plasmaIV","ACE_bloodIV","ACE_bodyBag","ACE_Flashlight_MX991","ACE_Flashlight_XL50","ACE_EarPlugs","ACE_CableTie"]; //Some checks if (_item isEqualTo "") exitWith {}; _isgun = false; _details = [_item] call life_fnc_fetchCfgDetails; if (count _details isEqualTo 0) exitWith {}; if (_bool) then { switch (_details select 6) do { case "CfgGlasses": { if (_toUniform) exitWith {player addItemToUniform _item;}; if (_toVest) exitWith {player addItemToVest _item;}; if (_ispack) then { player addItemToBackpack _item; } else { if (_override) then { player addItem _item; } else { if (!(goggles player isEqualTo "")) then { removeGoggles player; }; player addGoggles _item; }; }; }; case "CfgVehicles": { if (!(backpack player isEqualTo "")) then { _items = (backpackItems player); removeBackpack player; }; player addBackpack _item; clearAllItemsFromBackpack player; if (!isNil "_items") then { {[_x,true,true,false,true] call life_fnc_handleItem; } forEach _items; }; }; case "CfgMagazines": { if (_toUniform) exitWith {player addItemToUniform _item;}; if (_toVest) exitWith {player addItemToVest _item;}; if (_ispack) exitWith {player addItemToBackpack _item;}; player addMagazine _item; }; case "CfgWeapons": { //New addition if (_toUniform) exitWith {player addItemToUniform _item;}; if (_toVest) exitWith {player addItemToVest _item;}; if (_ispack) exitWith {player addItemToBackpack _item;}; if ((_details select 4) in [1,2,4,5,4096]) then { if ((_details select 4) isEqualTo 4096) then { if ((_details select 5) isEqualTo -1) then { _isgun = true; }; } else { _isgun = true; }; }; if (_isgun) then { //if (!_ispack && _override) exitWith {}; //It was in the vest/uniform, try to close to prevent it overriding stuff... (Actual weapon and not an item) if (_item isEqualTo "MineDetector") then { player addItem _item; } else { player addWeapon _item; }; } else { switch (_details select 5) do { case 0: { if (_ispack) then { player addItemToBackpack _item; } else { if (_override) then { player addItem _item; } else { if (_item in (assignedItems player)) then { player addItem _item; } else { player linkItem _item; }; }; }; }; case 605: { if (_ispack) then{ player addItemToBackpack _item; } else { if (_override) then { player addItem _item; } else { if (headgear player isEqualTo _item && {!_preview}) then { player addItem _item; } else { if (!(headgear player isEqualTo "")) then {removeHeadGear player;}; player addHeadGear _item; }; }; }; }; case 801: { if (_ispack) then { player addItemToBackpack _item; } else { if (_override) then { player addItem _item; } else { if (player isKindOf "Civilian") then { if (uniform player isEqualTo _item && {!_preview}) then { player addItem _item; } else { if (!(uniform player isEqualTo "")) then { _items = uniformItems player; removeUniform player; }; player addUniform _item; if (!isNil "_items") then { {player addItemToUniform _x} forEach _items; }; }; } else { if (!(uniform player isEqualTo "")) then { _items = uniformItems player; removeUniform player; }; if (!(player isUniformAllowed _item)) then { player forceAddUniform _item; } else { player addUniform _item; }; if (!isNil "_items") then { {player addItemToUniform _x} forEach _items; }; }; }; }; }; case 701: { if (_ispack) then { player addItemToBackpack _item; } else { if (_override) then{ player addItem _item; } else { if (vest player isEqualTo _item && {!_preview}) then { player addItem _item; } else { if (!(vest player isEqualTo "")) then { _items = vestItems player; removeVest player; }; player addVest _item; if (!isNil "_items") then { {[_x,true,false,false,true] spawn life_fnc_handleItem;} forEach _items; }; }; }; }; }; case 201: { if (_ispack) then { player addItemToBackpack _item; } else { private "_type"; _type = [_item,201] call life_fnc_accType; if (_ongun) then { switch (_type) do { case 1: { player addPrimaryWeaponItem _item; }; case 2: { player addSecondaryWeaponItem _item; }; case 3: { player addHandgunItem _item; }; }; } else { if (_override) then { player addItem _item; } else { private ["_wepItems","_action","_slotTaken"]; _wepItems = switch (_type) do {case 1:{primaryWeaponItems player}; case 2:{secondaryWeaponItems player}; case 3:{handgunItems player}; default {["","",""]};}; _slotTaken = false; if (!((_wepItems select 2) isEqualTo "")) then {_slotTaken = true;}; if (_slotTaken) then { _action = [localize "STR_MISC_AttachmentMSG",localize "STR_MISC_Attachment",localize "STR_MISC_Weapon",localize "STR_MISC_Inventory"] call BIS_fnc_guiMessage; if (_action) then { switch (_type) do { case 1: {player addPrimaryWeaponItem _item;}; case 2: {player addSecondaryWeaponItem _item;}; case 3: {player addHandgunItem _item;}; default {player addItem _item;}; }; } else { player addItem _item; //Add it to any available container }; } else { switch (_type) do { case 1: {player addPrimaryWeaponItem _item;}; case 2: {player addSecondaryWeaponItem _item;}; case 3: {player addHandgunItem _item;}; default {player addItem _item;}; }; }; }; }; }; }; case 301: { if (_ispack) then { player addItemToBackpack _item; } else { private "_type"; _type = [_item,301] call life_fnc_accType; if (_ongun) then { switch (_type) do { case 1: { player addPrimaryWeaponItem _item; }; case 2: { player addSecondaryWeaponItem _item; }; case 3: { player addHandgunItem _item; }; }; } else { if (_override) then { player addItem _item; } else { private ["_wepItems","_action","_slotTaken"]; _wepItems = switch (_type) do {case 1:{primaryWeaponItems player}; case 2:{secondaryWeaponItems player}; case 3:{handgunItems player}; default {["","",""]};}; _slotTaken = false; if (!((_wepItems select 1) isEqualTo "")) then {_slotTaken = true;}; if (_slotTaken) then { _action = [localize "STR_MISC_AttachmentMSG",localize "STR_MISC_Attachment",localize "STR_MISC_Weapon",localize "STR_MISC_Inventory"] call BIS_fnc_guiMessage; if (_action) then { switch (_type) do { case 1: {player addPrimaryWeaponItem _item;}; case 2: {player addSecondaryWeaponItem _item;}; case 3: {player addHandgunItem _item;}; default {player addItem _item;}; }; } else { player addItem _item; //Add it to any available container }; } else { switch (_type) do { case 1: {player addPrimaryWeaponItem _item;}; case 2: {player addSecondaryWeaponItem _item;}; case 3: {player addHandgunItem _item;}; default {player addItem _item;}; }; }; }; }; }; }; case 101:{ if (_ispack) then { player addItemToBackpack _item; } else { private "_type"; _type = [_item,101] call life_fnc_accType; if (_ongun) then { switch (_type) do { case 1: { player addPrimaryWeaponItem _item; }; case 2: { player addSecondaryWeaponItem _item; }; case 3: { player addHandgunItem _item; }; }; } else { if (_override) then { player addItem _item; } else { private ["_wepItems","_action","_slotTaken"]; _wepItems = switch (_type) do {case 1:{primaryWeaponItems player}; case 2:{secondaryWeaponItems player}; case 3:{handgunItems player}; default {["","",""]};}; _slotTaken = false; if (!((_wepItems select 0) isEqualTo "")) then {_slotTaken = true;}; if (_slotTaken) then { _action = [localize "STR_MISC_AttachmentMSG",localize "STR_MISC_Attachment",localize "STR_MISC_Weapon",localize "STR_MISC_Inventory"] call BIS_fnc_guiMessage; if (_action) then { switch (_type) do { case 1: {player addPrimaryWeaponItem _item;}; case 2: {player addSecondaryWeaponItem _item;}; case 3: {player addHandgunItem _item;}; default {player addItem _item;}; }; } else { player addItem _item; //Add it to any available container }; } else { switch (_type) do { case 1: {player addPrimaryWeaponItem _item;}; case 2: {player addSecondaryWeaponItem _item;}; case 3: {player addHandgunItem _item;}; default {player addItem _item;}; }; }; }; }; }; }; case 621: { if (_ispack) then { player addItemToBackpack _item; } else { if (_override) then { player addItem _item; } else { player linkItem _item; }; }; }; case 616: { if (_ispack) then { player addItemToBackpack _item; } else { if (_override) then { player addItem _item; } else { player linkItem _item; }; }; }; default { if (_ispack) then { player addItemToBackpack _item; } else { player addItem _item; }; }; }; }; }; }; } else { switch (_details select 6) do { case "CfgVehicles": { removeBackpack player; }; case "CfgMagazines": { player removeMagazine _item; }; case "CfgGlasses": { if (_item isEqualTo goggles player) then { removeGoggles player; } else { player removeItem _item; }; }; case "CfgWeapons": { if ((_details select 4) in [1,2,4,5,4096]) then { if ((_details select 4) isEqualTo 4096) then { if ((_details select 5) isEqualTo 1) then { _isgun = true; }; } else { _isgun = true; }; }; if (_isgun) then { switch (true) do { case (primaryWeapon player isEqualTo _item) : {_ispack = false;}; case (secondaryWeapon player isEqualTo _item) : {_ispack = false;}; case (handgunWeapon player isEqualTo _item) : {_ispack = false;}; case (_item in assignedItems player) : {_ispack = false;}; default {_ispack = true;}; }; if (_item isEqualTo "MineDetector") then { player removeItem _item; } else { //Lovely code provided by [OCB]Dash private "_tmpfunction"; _tmpfunction = { private ["_tWeapons","_tWeaponCount"]; switch (true) do { case (_this in (uniformItems player)): { _tWeapons = (getWeaponCargo (uniformContainer player)) select 0; _tWeaponCount = (getWeaponCargo (uniformContainer player)) select 1; clearWeaponCargo (uniformContainer player); { _numVestWeps = _tWeaponCount select _forEachIndex; if (_x == _this) then { _numVestWeps = _numVestWeps - 1; }; (uniformContainer player) addWeaponCargo [ _x,_numVestWeps]; }forEach _tWeapons; }; case (_this in (vestItems player)): { _tWeapons = (getWeaponCargo (vestContainer player)) select 0; _tWeaponCount = (getWeaponCargo (vestContainer player)) select 1; clearWeaponCargo (vestContainer player); { _numVestWeps = _tWeaponCount select _forEachIndex; if (_x == _this) then { _numVestWeps = _numVestWeps - 1; }; (vestContainer player) addWeaponCargo [ _x,_numVestWeps]; }forEach _tWeapons; }; case (_this in (backpackItems player)): { _tWeapons = (getWeaponCargo (backpackContainer player)) select 0; _tWeaponCount = (getWeaponCargo (backpackContainer player)) select 1; clearWeaponCargo (backpackContainer player); { _numVestWeps = _tWeaponCount select _forEachIndex; if (_x == _this) then { _numVestWeps = _numVestWeps - 1; }; (backpackContainer player) addWeaponCargo [ _x,_numVestWeps]; }forEach _tWeapons; }; }; }; if (_ispack) then { _item call _tmpfunction; } else { switch (true) do { case (_item in (uniformItems player)): {_item call _tmpfunction;}; case (_item in (vestItems player)) : {_item call _tmpfunction;}; case (_item in (backpackItems player)) : {_item call _tmpfunction;}; default {player removeWeapon _item;}; }; }; }; } else { switch (_details select 5) do { case 0: {player unassignItem _item; player removeItem _item;}; case 605: {if (headgear player isEqualTo _item) then {removeHeadgear player} else {player removeItem _item};}; case 801: {if (uniform player isEqualTo _item) then {removeUniform player} else {player removeItem _item};}; case 701: {if (vest player isEqualTo _item) then {removeVest player} else {player removeItem _item};}; case 621: {player unassignItem _item; player removeItem _item;}; case 616: {player unassignItem _item; player removeItem _item;}; default { switch (true) do { case (_item in primaryWeaponItems player) : {player removePrimaryWeaponItem _item;}; case (_item in handgunItems player) : {player removeHandgunItem _item;}; default {player removeItem _item;}; }; }; }; }; }; }; };
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in welcher Datei hast du das Maxxie
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in dieser datei fn_handleItem.sqf
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ich Probiers mal
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bei mir gehts immer noch nicht wenn ich drauf Join Spawn ich ohne Items etc