Hallo Leute,
ich habe auf meinen Server ein Alarmsystem installiert (nicht das hier im Forum) das Problem ist, wenn jemand in das Haus einbricht der Hausbesitzer keine Nachricht bekommt. In den Client Logs habe ich folgenden Fehler gefunden:
Code
11:42:52 "0h 7min | Gustav O Connor(76561198111029548) | Added 1 boltcutters to Gustav O Connor!"
11:42:59 Error in expression <,7] remoteExec ["TON_fnc_clientMessage",_uid];
_building setVariable["HouseRob",>
11:42:59 Error position: <_uid];
_building setVariable["HouseRob",>
11:42:59 Error Nicht definierte Variable in Ausdruck: _uid
11:42:59 File core\items\fn_boltcutter.sqf [life_fnc_boltcutter], line 94
11:42:59 Error in expression <calize "STR_ISTR_Bolt_NotNear";};
if (((nearestObject [_pos,"Land_Dome_Big_F"]) >
11:42:59 Error position: <nearestObject [_pos,"Land_Dome_Big_F"]) >
11:42:59 Error Typ Array, erwartet Zahl
11:42:59 File core\items\fn_boltcutter.sqf [life_fnc_boltcutter], line 74
Alles anzeigen
Hier ist mal meine boltcutter.sqf:
Code
#include "..\..\script_macros.hpp"
/*
File: fn_boltcutter.sqf
Author: Bryan "Tonic" Boardwine
Description:
Breaks the lock on a single door (Closet door to the player).
*/
private ["_building","_door","_doors","_cpRate","_title","_progressBar","_titleText","_cp","_ui"];
_building = param [0,objNull,[objNull]];
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 (isNull _building) exitWith {};
if (!(_building isKindOf "House_F")) exitWith {hint localize "STR_ISTR_Bolt_NotNear";};
if (((nearestObject [_pos,"Land_Dome_Big_F"]) == _building || (nearestObject [_pos,_vaultHouse]) == _building) && (west countSide playableUnits < (LIFE_SETTINGS(getNumber,"minimum_cops")))) exitWith {
hint format [localize "STR_Civ_NotEnoughCops",(LIFE_SETTINGS(getNumber,"minimum_cops"))];
};
if ((typeOf _building) == _vaultHouse && (nearestObject [_pos,"Land_Dome_Big_F"]) getVariable ["locked",true]) exitWith {hint localize "STR_ISTR_Bolt_Exploit"};
if (isNil "life_boltcutter_uses") then {life_boltcutter_uses = 0;};
_doors = FETCH_CONFIG2(getNumber,"CfgVehicles",(typeOf _building),"numberOfDoors");
_door = 0;
//Find the nearest door
for "_i" from 1 to _doors do {
_selPos = _building selectionPosition format ["Door_%1_trigger",_i];
_worldSpace = _building modelToWorld _selPos;
if (player distance _worldSpace < 2) exitWith {_door = _i;};
};
if (_door isEqualTo 0) exitWith {hint localize "STR_Cop_NotaDoor"}; //Not near a door to be broken into.
if ((_building getVariable [format ["bis_disabled_Door_%1",_door],0]) isEqualTo 0) exitWith {hint localize "STR_House_Raid_DoorUnlocked"};
//Alarm System
if(_building getVariable["Secured",false]) then {
if(!(_building getVariable["HouseRob",false])) then {
_house = getPos _building;
[_house,name player,7] remoteExec ["TON_fnc_clientMessage",_uid];
_building setVariable["HouseRob",true,true];
};
};
if ((nearestObject [_pos,"Land_Dome_Big_F"]) == _building || (nearestObject [_pos,_vaultHouse]) == _building) then {
[[1,2],"STR_ISTR_Bolt_AlertFed",true,[]] remoteExecCall ["life_fnc_broadcast",RCLIENT];
} else {
[0,"STR_ISTR_Bolt_AlertHouse",true,[profileName]] remoteExecCall ["life_fnc_broadcast",RCLIENT];
};
life_action_inUse = true;
//Setup the progress bar
disableSerialization;
_title = localize "STR_ISTR_Bolt_Process";
"progressBar" cutRsc ["life_progress","PLAIN"];
_ui = uiNamespace getVariable "life_progress";
_progressBar = _ui displayCtrl 38201;
_titleText = _ui displayCtrl 38202;
_titleText ctrlSetText format ["%2 (1%1)...","%",_title];
_progressBar progressSetPosition 0.01;
_cP = 0.01;
switch (typeOf _building) do {
case "Land_Dome_Big_F": {_cpRate = 0.003;};
case "Land_Medevac_house_V1_F";
case "Land_Research_house_V1_F": {_cpRate = 0.0015;};
default {_cpRate = 0.08;}
};
for "_i" from 0 to 1 step 0 do {
if (animationState player != "AinvPknlMstpSnonWnonDnon_medic_1") then {
[player,"AinvPknlMstpSnonWnonDnon_medic_1",true] remoteExecCall ["life_fnc_animSync",RCLIENT];
player switchMove "AinvPknlMstpSnonWnonDnon_medic_1";
player playMoveNow "AinvPknlMstpSnonWnonDnon_medic_1";
};
sleep 0.26;
if (isNull _ui) then {
"progressBar" cutRsc ["life_progress","PLAIN"];
_ui = uiNamespace getVariable "life_progress";
_progressBar = _ui displayCtrl 38201;
_titleText = _ui displayCtrl 38202;
};
_cP = _cP + _cpRate;
_progressBar progressSetPosition _cP;
_titleText ctrlSetText format ["%3 (%1%2)...",round(_cP * 100),"%",_title];
if (_cP >= 1 || !alive player) exitWith {};
if (life_istazed) exitWith {}; //Tazed
if (life_isknocked) exitWith {}; //Knocked
if (life_interrupted) exitWith {};
};
//Kill the UI display and check for various states
"progressBar" cutText ["","PLAIN"];
player playActionNow "stop";
if (!alive player || life_istazed || life_isknocked) exitWith {life_action_inUse = false;};
if (player getVariable ["restrained",false]) exitWith {life_action_inUse = false;};
if (life_interrupted) exitWith {life_interrupted = false; titleText[localize "STR_NOTF_ActionCancel","PLAIN"]; life_action_inUse = false;};
life_boltcutter_uses = life_boltcutter_uses + 1;
life_action_inUse = false;
if (life_boltcutter_uses >= 5) then {
[false,"boltcutter",1] call life_fnc_handleInv;
life_boltcutter_uses = 0;
};
_building setVariable [format ["bis_disabled_Door_%1",_door],0,true]; //Unlock the door.
_building setVariable ["locked",false,true];
if (life_HC_isActive) then {
[getPlayerUID player,profileName,"459"] remoteExecCall ["HC_fnc_wantedAdd",HC_Life];
} else {
[getPlayerUID player,profileName,"459"] remoteExecCall ["life_fnc_wantedAdd",RSERV];
};
Alles anzeigen
Ich hoffe jemand kann mir weiter helfen
Mfg
AmaZiinG