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LazyNutta

Inventory steal CLR

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Ok so i want to fix a broken button in a CLR mod it is a rob button so you can steal from the civ's i think i found where it is broken but am not good enough at editing to fix it and would appreciate some help.

here is where i think it is broken and i also have not got a clue what to put in the space.

if (_art == "inventorysteal") then

{

};

not sure if this helps but here is the inventory check button. this is a separate button and dose not interact with the steal button in any way except being in the same menu i only added it for info purposes.

if (_art == "inventorycheck") then

{

if (!(createDialog "liste_1_button")) exitWith {hint "Dialog Error!";};

_licensearray = (_array select 1);

_inventararray = (_array select 2);

_civobj = (_array select 3);

_waffenarray = weapons _civobj - nonlethalweapons;

_magazinarray = magazines _civobj;

_trennlinie = "---------------------------------------------";

lbAdd [1, localize "STRS_statdialog_licenselist"];

for [{_i=0}, {_i < (count _licensearray)}, {_i=_i+1}] do

{

_lizenz = (_licensearray select _i);

lbAdd [1, format ["%1", (_lizenz call INV_GetLicenseName)]];

};

lbAdd [1, _trennlinie];

lbAdd [1, localize "STRS_statdialog_inventarlist"];

for [{_i=0}, {_i < (count _inventararray)}, {_i=_i+1}] do

{

_objekt = ((_inventararray select _i) select 0);

_objektname = (_objekt call INV_getitemName);

_anzahl = ((_inventararray select _i) select 1);

if (_anzahl > 0) then

{

lbAdd [1, format ["%1: %2", _objektname, _anzahl]];

};

};

lbAdd [1, _trennlinie];

lbAdd [1, localize "STRS_statdialog_waffen"];

for [{_i=0}, {_i < (count _waffenarray)}, {_i=_i+1}] do

{

_objekt = _waffenarray select _i;

_scriptname = _objekt call INV_GetScriptFromClass_Weap;

_objektname = (_scriptname call INV_getitemName);

lbAdd [1, format ["%1", _objektname]];

};

lbAdd [1, _trennlinie];

_index = lbAdd [1, localize "STRS_statdialog_magazine"];

for [{_i=0}, {_i < (count _magazinarray)}, {_i=_i+1}] do

{

_objekt = _magazinarray select _i;

_scriptname = _objekt call INV_GetScriptFromClass_Mag;

_objektname = (_scriptname call INV_getitemName);

lbAdd [1, format ["%1", _objektname]];

};

lbAdd [1, _trennlinie];

};

Edited by LazyNutta

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