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leonidmanylov

setOwner for ammobox

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Hello, do not speak English so I write through the translator. The essence of the question is: Have the box with the owner of the server. I need to create a condition for the transfer of the object (Box) to another owner, i.e. the player in the dialogue box.

if bla-bla, then bla-bla,

 

scriptophobia don't own, but really want to follow my dream. HELP ME PLEASE)))

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At this code, i need set boxes for player

/**
 * ExileClient_gui_traderDialog_updateInventoryDropdown
 *
 * Exile Mod
 * www.exilemod.com
 * © 2015 Exile Mod Team
 *
 * This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
 * To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/.
 */
 
private["_dialog","_inventoryDropdown","_index","_nearVehicles"];
disableSerialization;
_dialog = uiNameSpace getVariable ["RscExileTraderDialog", displayNull];
_inventoryDropdown = _dialog displayCtrl 4004;
lbClear _inventoryDropdown;
_index = _inventoryDropdown lbAdd "Equipment";
_inventoryDropdown lbSetValue [_index, 1];
_inventoryDropdown lbSetPicture [_index, "a3\ui_f\data\gui\Rsc\RscDisplayArsenal\face_ca.paa"];
_inventoryDropdown lbSetCurSel 0;
if !((uniform player) isEqualTo "") then
{
    _index = _inventoryDropdown lbAdd "Uniform";
    _inventoryDropdown lbSetPicture [_index, "a3\ui_f\data\gui\Rsc\RscDisplayArsenal\uniform_ca.paa"];
    _inventoryDropdown lbSetValue [_index, 2];
};
if !((vest player) isEqualTo "") then
{
    _index = _inventoryDropdown lbAdd "Vest";
    _inventoryDropdown lbSetPicture [_index, "a3\ui_f\data\gui\Rsc\RscDisplayArsenal\vest_ca.paa"];
    _inventoryDropdown lbSetValue [_index, 3];
};
if !((backpack player) isEqualTo "") then
{
    _index = _inventoryDropdown lbAdd "Backpack";
    _inventoryDropdown lbSetPicture [_index, "a3\ui_f\data\gui\Rsc\RscDisplayArsenal\backpack_ca.paa"];
    _inventoryDropdown lbSetValue [_index, 4];
};
_nearVehicles = nearestObjects [player, ["LandVehicle", "Air", "Ship", "Exile_Container_SupplyBox","Box_NATO_AmmoVeh_F",
		"Box_NATO_Wps_F",
		"Box_East_AmmoVeh_F",
		"Box_IND_AmmoVeh_F",
		"Land_CargoBox_V1_F",
		"ASC_B_box",
		"I_CargoNet_01_ammo_F",
		"O_CargoNet_01_ammo_F",
		"B_CargoNet_01_ammo_F",
		"B_supplyCrate_F",
		"IG_supplyCrate_F",
		"O_supplyCrate_F",
		"I_supplyCrate_F",
		"C_supplyCrate_F",
		"Box_NATO_Wps_F",
		"Box_East_Wps_F",
		"Box_IND_Wps_F",
		"Box_East_WpsLaunch_F",
		"Box_NATO_WpsLaunch_F",
		"Box_IND_WpsLaunch_F",
		"Box_IND_WpsSpecial_F",
		"Box_East_WpsSpecial_F",
		"Box_NATO_WpsSpecial_F",
		"Box_NATO_AmmoOrd_F",
		"Box_East_AmmoOrd_F",
		"Box_IND_AmmoOrd_F",
		"Box_NATO_Grenades_F",
		"Box_East_Grenades_F",
		"Box_IND_Grenades_F",
		"Box_NATO_Ammo_F",
		"Box_East_Ammo_F",
		"Box_IND_Ammo_F",
		"Box_IND_Support_F",
		"Box_East_Support_F",
		"Box_NATO_Support_F"], 80];
		
{
    if (local _x) then
    {
        if (alive _x) then
        {
            _index = _inventoryDropdown lbAdd getText(configFile >> "CfgVehicles" >> (typeOf _x) >> "displayName");
            _inventoryDropdown lbSetData [_index, netId _x];
            _inventoryDropdown lbSetValue [_index, 5];
        };
    };
}
forEach _nearVehicles;
true

and this code

/**
 * ExileClient_gui_wasteDumpDialog_show
 *
 * Exile Mod
 * www.exilemod.com
 * © 2015 Exile Mod Team
 *
 * This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
 * To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/.
 */
 
private["_nearVehicles","_localVehicles","_display","_revenue","_sellButton","_dropdown","_vehicleObject","_vehicleName","_index"];
disableSerialization;
_nearVehicles = nearestObjects [player, ["LandVehicle", "Air", "Ship", "Exile_Container_SupplyBox","Box_NATO_AmmoVeh_F",
		"Box_NATO_Wps_F",
		"Box_East_AmmoVeh_F",
		"Box_IND_AmmoVeh_F",
		"Land_CargoBox_V1_F",
		"ASC_B_box",
		"I_CargoNet_01_ammo_F",
		"O_CargoNet_01_ammo_F",
		"B_CargoNet_01_ammo_F",
		"B_supplyCrate_F",
		"IG_supplyCrate_F",
		"O_supplyCrate_F",
		"I_supplyCrate_F",
		"C_supplyCrate_F",
		"Box_NATO_Wps_F",
		"Box_East_Wps_F",
		"Box_IND_Wps_F",
		"Box_East_WpsLaunch_F",
		"Box_NATO_WpsLaunch_F",
		"Box_IND_WpsLaunch_F",
		"Box_IND_WpsSpecial_F",
		"Box_East_WpsSpecial_F",
		"Box_NATO_WpsSpecial_F",
		"Box_NATO_AmmoOrd_F",
		"Box_East_AmmoOrd_F",
		"Box_IND_AmmoOrd_F",
		"Box_NATO_Grenades_F",
		"Box_East_Grenades_F",
		"Box_IND_Grenades_F",
		"Box_NATO_Ammo_F",
		"Box_East_Ammo_F",
		"Box_IND_Ammo_F",
		"Box_IND_Support_F",
		"Box_East_Support_F",
		"Box_NATO_Support_F"], 150];
_localVehicles = [];
{
    if (local _x) then
    { 
	   if 
        if (alive _x) then
        {
            _localVehicles pushBack _x;
        };
    };
}
forEach _nearVehicles;
if (_localVehicles isEqualTo []) exitWith
{
    ["ErrorTitleAndText", ["Whoops!", "Park within 50m and get in as driver first."]] call ExileClient_gui_toaster_addTemplateToast;
};
ExileClientCurrentTrader = _this;
createDialog "RscExileWasteDumpDialog";
waitUntil { !isNull findDisplay 24011 };
_display = uiNameSpace getVariable ["RscExileWasteDumpDialog", displayNull];
_revenue = _display displayCtrl 4001;
_revenue ctrlSetStructuredText (parseText "<t size='1.4'>0<img image='\exile_assets\texture\ui\poptab_notification_ca.paa' size='1' shadow='true' /></t>");
_sellButton = _display displayCtrl 4000;
_sellButton ctrlEnable false;
_dropdown = _display displayCtrl 4002;
lbClear _dropdown;
{
    _vehicleObject = _x;
    _vehicleName = getText(configFile >> "CfgVehicles" >> (typeOf _vehicleObject) >> "displayName");
    _index = _dropdown lbAdd (format ["Cargo: %1", _vehicleName]);
    _dropdown lbSetData [_index, netId _vehicleObject];
    _dropdown lbSetValue [_index, 1];
    _index = _dropdown lbAdd (format ["Vehicle + Cargo: %1", _vehicleName]);
    _dropdown lbSetData [_index, netId _vehicleObject];
    _dropdown lbSetValue [_index, 2];
}
forEach _localVehicles;
true call ExileClient_gui_postProcessing_toggleDialogBackgroundBlur;
true

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before I published this post, I tried a lot of the information from the wiki and other resources on how to tie them never explain.

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