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zimm794

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  1. zimm794

    Insurgency - Tanoa

    Sorry for my English. I have the error... Error in expression <Shed_04_F"]; _buildings=nearestObjects[_center,_cacheHouses,_radius]; _buildin> 17:14:19 Error position: <_center,_cacheHouses,_radius]; _buildin> 17:14:19 Error Undefined variable in expression: _center 17:14:19 File mpmissions\__cur_mp.Tanoa\core\modules\cacheScript\fn\fn.sqf, line 197 17:14:19 Error in expression <IS_fnc_selectRandom; _cityPos=markerPos _cacheTown; _cityRadA=markerSize _cacheT> 17:14:19 Error position: <_cacheTown; _cityRadA=markerSize _cacheT> 17:14:19 Error Undefined variable in expression: _cachetown 17:14:19 File mpmissions\__cur_mp.Tanoa\core\modules\cacheScript\cache.sqf, line 78 fn.sqf, line 197 _buildings=nearestObjects[_center,_cacheHouses,_radius]; cache.sqf, line 78 _cityPos=markerPos _cacheTown; My Mods is only @CBA_A3
  2. zimm794

    Heros Survive

    Hi, in der UseCheckCard.sqf ist dir ein fehler unterlaufen. _Obje setObjectTextureGlobal [0,"\her_a3w_survive\models\cardreader\data\green.paa"]; Da stimmt der pfad nicht. so ist es richtig. _Obje setObjectTextureGlobal [0,"\her_a3w_survive\models\objects\data\green.paa"];
  3. German: Hi ich suche hier für SPMC = Supremacy Framework ein Vehicle Lock & Unlock. Was hab ich bis jetzt gemacht. keyHandler.sqf player addAction ["[Unlock\Lock]", "addons\lock-unlock\unlockLock.sqf", [], 1, false, false, "", "count nearestObjects [player, ['Armored','Car','Support','Submarine','LandVehicle', 'Ship', 'Air'], 5] > 0"], unlockLock.sqf private ["_vehicle","_lockState","_nearvehicle"]; _nearvehicle = nearestObjects [player, ["LandVehicle", "Ship", "Air"], 5]; _vehicle = _nearvehicle select 0; _lockState = locked _vehicle; if (_vehicle getVariable "ownerUID" == getPlayerUID player) then { if(_lockState == 1) then { _vehicle lock true; _vehicle lockCargo true; _vehicle setVariable ["objectLocked", true, true]; _vehicle setVariable ["R3F_LOG_disabled",true,true]; _vehicle say3D "carlock"; _vehicle engineOn false; player action ["lightOn", _vehicle]; sleep 0.5; player action ["lightOff", _vehicle]; titleText ["Vehicle Locked!","PLAIN DOWN"]; titleFadeOut 2; } else { _vehicle lock false; _vehicle lockCargo false; _vehicle setVariable ["objectLocked", false, true]; _vehicle setVariable ["R3F_LOG_disabled",false,true]; _vehicle say3D "carlock"; player action ["lightOn", _vehicle]; sleep 0.5; player action ["lightOff", _vehicle]; titleText ["Vehicle unlocked!","PLAIN DOWN"]; titleFadeOut 2; }; }; if (_vehicle getVariable "ownerUID"!= getPlayerUID player) then { if(_lockState == 1) then { _vehicle lock true; _vehicle lockCargo true; _vehicle setVariable ["objectLocked", true, true]; _vehicle setVariable ["R3F_LOG_disabled",true,true]; _vehicle say3D "carlock"; _vehicle engineOn false; player action ["lightOn", _vehicle]; sleep 0.5; player action ["lightOff", _vehicle]; titleText ["Vehicle Locked!","PLAIN DOWN"]; titleFadeOut 2; { if (isPlayer _x) then { _x action ["eject", _vehicle]; }; } forEach (crew _vehicle); } else { titleText ["You are not the owner of this vehicle","PLAIN DOWN"]; titleFadeOut 5; _vehicle say3D "caralarm"; player action ["lightOn", _vehicle]; sleep 0.5; player action ["lightOff", _vehicle]; sleep 0.5; player action ["lightOn", _vehicle]; sleep 0.5; player action ["lightOff", _vehicle]; sleep 0.5; player action ["lightOn", _vehicle]; sleep 0.5; player action ["lightOff", _vehicle]; sleep 0.5; player action ["lightOn", _vehicle]; sleep 0.5; player action ["lightOff", _vehicle]; sleep 0.5; }; }; Und in der svrSyncPurchase.sqf /** * svrSyncPurchase.sqf * * LICENSE: This file is subject to the terms and conditions defined in * file "LICENSE.md", which is part of this source code package. * * @package Supremacy Framework * @author Mark Eliasen <https://github.com/MrEliasen> * @copyright 2016 Mark Eliasen * @license CC BY-NC 3.0 License * @link https://github.com/MrEliasen/Supremacy-Framework */ private["_player","_misc","_moneyIndex","_priceIndex","_purchaseType","_money","_price","_pricelist","_controller","_toBackpack","_currentWeapon","_assesories","_holder","_skillDetails","_skillIndex"]; _player = [_this,0,ObjNull,[ObjNull]] call BIS_fnc_param; _item = [_this,1,"",[""]] call BIS_fnc_param; _controller = [_this,2,0,[0]] call BIS_fnc_param; _purchaseType = [_this,3,"",[""]] call BIS_fnc_param; _misc = [_this,4,"",[""]] call BIS_fnc_param; _crate = [_this,5,ObjNull,[ObjNull]] call BIS_fnc_param; _pricelist = ["item_prices"] call SPMC_fnc_config; _confirmed = false; _toBackpack = false; _money = 0; _price = 0; if (isNull _player || _item == "") exitWith {}; _moneyIndex = [(getPlayerUID _player), serverPlayerMoney] call SPMC_fnc_findIndex; if (_moneyIndex != -1) then { _money = (serverPlayerMoney select _moneyIndex) select 1; }; _priceIndex = [_item, _pricelist] call SPMC_fnc_findIndex; if (_priceIndex != -1) then { _price = (_pricelist select _priceIndex) select 1; }; // Update the price if the player have the Silver Tongue skill line _skillIndex = [getPlayerUID _player, serverPlayerSkills] call SPMC_fnc_findIndex; if (_skillIndex != -1) then { _playerSkills = (((serverPlayerSkills select _skillIndex) select 1) select 1); if (("silver-1" in _playerSkills)) then { for "_i" from 2 to 50 do { if (!(format ["silver-%1", _i] in _playerSkills)) exitWith { _skillDetails = [format["silver-%1", (_i - 1)]] call SPMC_fnc_getSkillDetails; }; }; _price = _price * (1.0 - ((_skillDetails select 5) select 0) / 100); }; }; _item = [_item] call SPMC_fnc_getItemCfgDetails; if (_money >= _price) then { _money = _money - _price; serverPlayerMoney set [_moneyIndex, [(getPlayerUID _player), _money]]; _confirmed = true; _toBackpack = true; switch (_purchaseType) do { case "equipment": { if (["purchase_to_inventory"] call SPMC_fnc_config) then { switch (_item select 7) do { case "CfgWeapons": { switch ((_item select 5)) do { case 1: { if ((primaryWeapon _player) == "") then { _toBackpack = false; }; }; case 2: { if ((handgunWeapon _player) == "") then { _toBackpack = false; }; }; case 4: { if ((secondaryWeapon _player) == "") then { _toBackpack = false; }; }; default { switch((_item select 6)) do { case 101: { private ["_currentWeapon"]; _currentWeapon = [(currentWeapon _player)] call SPMC_fnc_getItemCfgDetails; if (count _currentWeapon != 0) then { _assesories = (_player weaponAccessories (currentWeapon _player)); if ((_assesories select 0) == "") then { if((_item select 0) in ((_currentWeapon select 10) select 2)) then { _toBackpack = false; }; }; }; }; case 201: { private ["_currentWeapon"]; _currentWeapon = [(currentWeapon _player)] call SPMC_fnc_getItemCfgDetails; if (count _currentWeapon != 0) then { _assesories = (_player weaponAccessories (currentWeapon _player)); if ((_assesories select 2) == "") then { if((_item select 0) in ((_currentWeapon select 10) select 0)) then { _toBackpack = false; }; }; }; }; case 301: { private ["_currentWeapon"]; _currentWeapon = [(currentWeapon _player)] call SPMC_fnc_getItemCfgDetails; if (count _currentWeapon != 0) then { _assesories = (_player weaponAccessories (currentWeapon _player)); if ((_assesories select 1) == "") then { if((_item select 0) in ((_currentWeapon select 10) select 1)) then { _toBackpack = false; }; }; }; }; case 302: { private ["_currentWeapon"]; _currentWeapon = [(currentWeapon _player)] call SPMC_fnc_getItemCfgDetails; if (count _currentWeapon != 0) then { _assesories = (_player weaponAccessories (currentWeapon _player)); if ((_assesories select 3) == "") then { if((_item select 0) in ((_currentWeapon select 10) select 3)) then { _toBackpack = false; }; }; }; }; case 605: { if ((headgear _player) == "") then { _toBackpack = false; }; }; case 701: { if ((vest _player) == "") then { _toBackpack = false; }; }; case 801: { if ((uniform _player) == "") then { _toBackpack = false; }; }; }; }; }; }; case "CfgVehicles": { if ((backpack _player) == "") then { _toBackpack = false; }; }; case "CfgGlasses": { if ((goggles _player) == "") then { _toBackpack = false; }; }; case "CfgMagazines": { _toBackpack = true; }; }; if (_toBackpack) then { if((_item select 7) == "CfgMagazines") then { _player addMagazine [(_item select 0), (_item select 9)]; } else { private ["_added"]; _added = false; switch (true) do { case (_player canAddItemToUniform (_item select 0)): { _player addItemToUniform (_item select 0); _added = true; }; case (_player canAddItemToVest (_item select 0)): { _player addItemToVest (_item select 0); _added = true; }; case (_player canAddItemToBackpack (_item select 0)): { _player addItemToBackpack (_item select 0); _added = true; }; }; if (_added) then { switch (true) do { case ((_item select 7) == "CfgGlasses"); case ((_item select 0) == "NVGoggles"); case ((_item select 0) == "NVGoggles_OPFOR"); case ((_item select 0) == "NVGoggles_INDEP"); case ((_item select 0) == "ItemWatch"); case ((_item select 0) == "ItemCompass"); case ((_item select 0) == "ItemGPS"); case ((_item select 0) == "ItemRadio"); case ((_item select 0) == "ItemMap"): { if ((_item select 0) in (assignedItems _player)) then { _player assignItem (_item select 0); }; }; }; }; }; } else { switch (_item select 7) do { case "CfgWeapons": { /*switch ((_item select 5)) do { case 1: { if ((primaryWeapon _player) != "") then { _player removeWeaponGlobal (primaryWeapon _player); }; _player addWeaponGlobal (_item select 0); }; case 2: { if ((handgunWeapon _player) != "") then { _player removeWeaponGlobal (handgunWeapon _player); }; _player addWeaponGlobal (_item select 0); }; case 4: { if ((secondaryWeapon _player) != "") then { _player removeWeaponGlobal (secondaryWeapon _player); }; _player addWeaponGlobal (_item select 0); }; default {*/ switch((_item select 6)) do { case 605: { _player addHeadgear (_item select 0); }; case 701: { _player addVest (_item select 0); }; case 801: { _player addUniform (_item select 0) }; }; /*}; };*/ }; case "CfgVehicles": { _player addBackpackGlobal (_item select 0); }; case "CfgGlasses": { _player addGoggles (_item select 0); }; }; }; } else { switch (_item select 7) do { case ("CfgWeapons"): { switch ((_item select 5)) do { case 1; case 2; case 4: { _crate addWeaponCargoGlobal [(_item select 0), 1]; }; default { _crate addItemCargoGlobal [(_item select 0), 1]; }; }; }; case "CfgVehicles": { _crate addBackpackCargoGlobal [(_item select 0), 1]; }; case "CfgGlasses": { _crate addItemCargoGlobal [(_item select 0), 1]; }; case "CfgMagazines": { _crate addMagazineCargoGlobal [(_item select 0), 1]; }; }; }; }; case "vehicle": { _holder = createVehicle [(_item select 0), (getMarkerPos _misc), [], 0, "none"]; _holder allowDamage false; _holder setVectorUp (surfaceNormal (getMarkerPos _misc)); _holder setDir (markerDir _misc); _holder setPos (getMarkerPos _misc); _holder setVariable ["ownerUID", getPlayerUID player, true]; _holder lock true; _holder lockCargo true; _holder allowDamage true; clearBackpackCargoGlobal _holder; clearWeaponCargoGlobal _holder; clearMagazineCargoGlobal _holder; clearItemCargoGlobal _holder; }; }; }; if (_confirmed) then { [_player, true] call SPMC_fnc_svrSyncMoney; }; [[(_item select 0),_confirmed,_money,_controller,_toBackpack],"SPMC_fnc_syncPurchaseConfirm",(owner _player),false] spawn BIS_fnc_MP; hab ich das hinzugefügt _holder setVariable ["ownerUID", getPlayerUID player, true]; _holder lock true; _holder lockCargo true; Aber er übernimmt das _holder setVariable ["ownerUID", getPlayerUID player, true]; nicht. Kann mir da einer helfen? Ich komm da einfach nicht weiter. English: Hi I'm looking for here SPMC = Supremacy Framework a Vehicle Lock & Unlock. What have I done so far? keyHandler.sqf player addAction ["[Unlock\Lock]", "addons\lock-unlock\unlockLock.sqf", [], 1, false, false, "", "count nearestObjects [player, ['Armored','Car','Support','Submarine','LandVehicle', 'Ship', 'Air'], 5] > 0"], unlockLock.sqf private ["_vehicle","_lockState","_nearvehicle"]; _nearvehicle = nearestObjects [player, ["LandVehicle", "Ship", "Air"], 5]; _vehicle = _nearvehicle select 0; _lockState = locked _vehicle; if (_vehicle getVariable "ownerUID" == getPlayerUID player) then { if(_lockState == 1) then { _vehicle lock true; _vehicle lockCargo true; _vehicle setVariable ["objectLocked", true, true]; _vehicle setVariable ["R3F_LOG_disabled",true,true]; _vehicle say3D "carlock"; _vehicle engineOn false; player action ["lightOn", _vehicle]; sleep 0.5; player action ["lightOff", _vehicle]; titleText ["Vehicle Locked!","PLAIN DOWN"]; titleFadeOut 2; } else { _vehicle lock false; _vehicle lockCargo false; _vehicle setVariable ["objectLocked", false, true]; _vehicle setVariable ["R3F_LOG_disabled",false,true]; _vehicle say3D "carlock"; player action ["lightOn", _vehicle]; sleep 0.5; player action ["lightOff", _vehicle]; titleText ["Vehicle unlocked!","PLAIN DOWN"]; titleFadeOut 2; }; }; if (_vehicle getVariable "ownerUID"!= getPlayerUID player) then { if(_lockState == 1) then { _vehicle lock true; _vehicle lockCargo true; _vehicle setVariable ["objectLocked", true, true]; _vehicle setVariable ["R3F_LOG_disabled",true,true]; _vehicle say3D "carlock"; _vehicle engineOn false; player action ["lightOn", _vehicle]; sleep 0.5; player action ["lightOff", _vehicle]; titleText ["Vehicle Locked!","PLAIN DOWN"]; titleFadeOut 2; { if (isPlayer _x) then { _x action ["eject", _vehicle]; }; } forEach (crew _vehicle); } else { titleText ["You are not the owner of this vehicle","PLAIN DOWN"]; titleFadeOut 5; _vehicle say3D "caralarm"; player action ["lightOn", _vehicle]; sleep 0.5; player action ["lightOff", _vehicle]; sleep 0.5; player action ["lightOn", _vehicle]; sleep 0.5; player action ["lightOff", _vehicle]; sleep 0.5; player action ["lightOn", _vehicle]; sleep 0.5; player action ["lightOff", _vehicle]; sleep 0.5; player action ["lightOn", _vehicle]; sleep 0.5; player action ["lightOff", _vehicle]; sleep 0.5; }; }; And in the svrSyncPurchase.sqf /** * svrSyncPurchase.sqf * * LICENSE: This file is subject to the terms and conditions defined in * file "LICENSE.md", which is part of this source code package. * * @package Supremacy Framework * @author Mark Eliasen <https://github.com/MrEliasen> * @copyright 2016 Mark Eliasen * @license CC BY-NC 3.0 License * @link https://github.com/MrEliasen/Supremacy-Framework */ private["_player","_misc","_moneyIndex","_priceIndex","_purchaseType","_money","_price","_pricelist","_controller","_toBackpack","_currentWeapon","_assesories","_holder","_skillDetails","_skillIndex"]; _player = [_this,0,ObjNull,[ObjNull]] call BIS_fnc_param; _item = [_this,1,"",[""]] call BIS_fnc_param; _controller = [_this,2,0,[0]] call BIS_fnc_param; _purchaseType = [_this,3,"",[""]] call BIS_fnc_param; _misc = [_this,4,"",[""]] call BIS_fnc_param; _crate = [_this,5,ObjNull,[ObjNull]] call BIS_fnc_param; _pricelist = ["item_prices"] call SPMC_fnc_config; _confirmed = false; _toBackpack = false; _money = 0; _price = 0; if (isNull _player || _item == "") exitWith {}; _moneyIndex = [(getPlayerUID _player), serverPlayerMoney] call SPMC_fnc_findIndex; if (_moneyIndex != -1) then { _money = (serverPlayerMoney select _moneyIndex) select 1; }; _priceIndex = [_item, _pricelist] call SPMC_fnc_findIndex; if (_priceIndex != -1) then { _price = (_pricelist select _priceIndex) select 1; }; // Update the price if the player have the Silver Tongue skill line _skillIndex = [getPlayerUID _player, serverPlayerSkills] call SPMC_fnc_findIndex; if (_skillIndex != -1) then { _playerSkills = (((serverPlayerSkills select _skillIndex) select 1) select 1); if (("silver-1" in _playerSkills)) then { for "_i" from 2 to 50 do { if (!(format ["silver-%1", _i] in _playerSkills)) exitWith { _skillDetails = [format["silver-%1", (_i - 1)]] call SPMC_fnc_getSkillDetails; }; }; _price = _price * (1.0 - ((_skillDetails select 5) select 0) / 100); }; }; _item = [_item] call SPMC_fnc_getItemCfgDetails; if (_money >= _price) then { _money = _money - _price; serverPlayerMoney set [_moneyIndex, [(getPlayerUID _player), _money]]; _confirmed = true; _toBackpack = true; switch (_purchaseType) do { case "equipment": { if (["purchase_to_inventory"] call SPMC_fnc_config) then { switch (_item select 7) do { case "CfgWeapons": { switch ((_item select 5)) do { case 1: { if ((primaryWeapon _player) == "") then { _toBackpack = false; }; }; case 2: { if ((handgunWeapon _player) == "") then { _toBackpack = false; }; }; case 4: { if ((secondaryWeapon _player) == "") then { _toBackpack = false; }; }; default { switch((_item select 6)) do { case 101: { private ["_currentWeapon"]; _currentWeapon = [(currentWeapon _player)] call SPMC_fnc_getItemCfgDetails; if (count _currentWeapon != 0) then { _assesories = (_player weaponAccessories (currentWeapon _player)); if ((_assesories select 0) == "") then { if((_item select 0) in ((_currentWeapon select 10) select 2)) then { _toBackpack = false; }; }; }; }; case 201: { private ["_currentWeapon"]; _currentWeapon = [(currentWeapon _player)] call SPMC_fnc_getItemCfgDetails; if (count _currentWeapon != 0) then { _assesories = (_player weaponAccessories (currentWeapon _player)); if ((_assesories select 2) == "") then { if((_item select 0) in ((_currentWeapon select 10) select 0)) then { _toBackpack = false; }; }; }; }; case 301: { private ["_currentWeapon"]; _currentWeapon = [(currentWeapon _player)] call SPMC_fnc_getItemCfgDetails; if (count _currentWeapon != 0) then { _assesories = (_player weaponAccessories (currentWeapon _player)); if ((_assesories select 1) == "") then { if((_item select 0) in ((_currentWeapon select 10) select 1)) then { _toBackpack = false; }; }; }; }; case 302: { private ["_currentWeapon"]; _currentWeapon = [(currentWeapon _player)] call SPMC_fnc_getItemCfgDetails; if (count _currentWeapon != 0) then { _assesories = (_player weaponAccessories (currentWeapon _player)); if ((_assesories select 3) == "") then { if((_item select 0) in ((_currentWeapon select 10) select 3)) then { _toBackpack = false; }; }; }; }; case 605: { if ((headgear _player) == "") then { _toBackpack = false; }; }; case 701: { if ((vest _player) == "") then { _toBackpack = false; }; }; case 801: { if ((uniform _player) == "") then { _toBackpack = false; }; }; }; }; }; }; case "CfgVehicles": { if ((backpack _player) == "") then { _toBackpack = false; }; }; case "CfgGlasses": { if ((goggles _player) == "") then { _toBackpack = false; }; }; case "CfgMagazines": { _toBackpack = true; }; }; if (_toBackpack) then { if((_item select 7) == "CfgMagazines") then { _player addMagazine [(_item select 0), (_item select 9)]; } else { private ["_added"]; _added = false; switch (true) do { case (_player canAddItemToUniform (_item select 0)): { _player addItemToUniform (_item select 0); _added = true; }; case (_player canAddItemToVest (_item select 0)): { _player addItemToVest (_item select 0); _added = true; }; case (_player canAddItemToBackpack (_item select 0)): { _player addItemToBackpack (_item select 0); _added = true; }; }; if (_added) then { switch (true) do { case ((_item select 7) == "CfgGlasses"); case ((_item select 0) == "NVGoggles"); case ((_item select 0) == "NVGoggles_OPFOR"); case ((_item select 0) == "NVGoggles_INDEP"); case ((_item select 0) == "ItemWatch"); case ((_item select 0) == "ItemCompass"); case ((_item select 0) == "ItemGPS"); case ((_item select 0) == "ItemRadio"); case ((_item select 0) == "ItemMap"): { if ((_item select 0) in (assignedItems _player)) then { _player assignItem (_item select 0); }; }; }; }; }; } else { switch (_item select 7) do { case "CfgWeapons": { /*switch ((_item select 5)) do { case 1: { if ((primaryWeapon _player) != "") then { _player removeWeaponGlobal (primaryWeapon _player); }; _player addWeaponGlobal (_item select 0); }; case 2: { if ((handgunWeapon _player) != "") then { _player removeWeaponGlobal (handgunWeapon _player); }; _player addWeaponGlobal (_item select 0); }; case 4: { if ((secondaryWeapon _player) != "") then { _player removeWeaponGlobal (secondaryWeapon _player); }; _player addWeaponGlobal (_item select 0); }; default {*/ switch((_item select 6)) do { case 605: { _player addHeadgear (_item select 0); }; case 701: { _player addVest (_item select 0); }; case 801: { _player addUniform (_item select 0) }; }; /*}; };*/ }; case "CfgVehicles": { _player addBackpackGlobal (_item select 0); }; case "CfgGlasses": { _player addGoggles (_item select 0); }; }; }; } else { switch (_item select 7) do { case ("CfgWeapons"): { switch ((_item select 5)) do { case 1; case 2; case 4: { _crate addWeaponCargoGlobal [(_item select 0), 1]; }; default { _crate addItemCargoGlobal [(_item select 0), 1]; }; }; }; case "CfgVehicles": { _crate addBackpackCargoGlobal [(_item select 0), 1]; }; case "CfgGlasses": { _crate addItemCargoGlobal [(_item select 0), 1]; }; case "CfgMagazines": { _crate addMagazineCargoGlobal [(_item select 0), 1]; }; }; }; }; case "vehicle": { _holder = createVehicle [(_item select 0), (getMarkerPos _misc), [], 0, "none"]; _holder allowDamage false; _holder setVectorUp (surfaceNormal (getMarkerPos _misc)); _holder setDir (markerDir _misc); _holder setPos (getMarkerPos _misc); _holder setVariable ["ownerUID", getPlayerUID player, true]; _holder lock true; _holder lockCargo true; _holder allowDamage true; clearBackpackCargoGlobal _holder; clearWeaponCargoGlobal _holder; clearMagazineCargoGlobal _holder; clearItemCargoGlobal _holder; }; }; }; if (_confirmed) then { [_player, true] call SPMC_fnc_svrSyncMoney; }; [[(_item select 0),_confirmed,_money,_controller,_toBackpack],"SPMC_fnc_syncPurchaseConfirm",(owner _player),false] spawn BIS_fnc_MP; I've added that _holder setVariable ["ownerUID", getPlayerUID player, true]; _holder lock true; _holder lockCargo true; But he does _holder setVariable ["ownerUID", getPlayerUID player, true]; not.Can someone help me? I just can not go on.
  4. Can someone help me here? case "vehicle": { _holder = createVehicle [(_item select 0), (getMarkerPos _misc), [], 0, "none"]; _holder allowDamage false; _holder setVectorUp (surfaceNormal (getMarkerPos _misc)); _holder setDir (markerDir _misc); _holder setPos (getMarkerPos _misc); _holder setVariable ["ownerUID", getPlayerUID player,true]; _holder allowDamage true; clearBackpackCargoGlobal _holder; clearWeaponCargoGlobal _holder; clearMagazineCargoGlobal _holder; clearItemCargoGlobal _holder; }; This is in the keyHandler.sqf player addAction ["[Unlock\Lock]", "addons\lock-unlock\unlockLock.sqf", [], 1, false, false, "", "count nearestObjects [player, ['Armored','Car','Support','Submarine','LandVehicle', 'Ship', 'Air'], 5] > 0"], And this is the unlockLock.sqf private ["_vehicle","_lockState","_nearvehicle"]; _nearvehicle = nearestObjects [player, ["LandVehicle", "Ship", "Air"], 5]; _vehicle = _nearvehicle select 0; _lockState = locked _vehicle; if (_vehicle getVariable "ownerUID" == getPlayerUID player) then { if(_lockState == 1) then { _vehicle lock true; _vehicle lockCargo true; _vehicle setVariable ["objectLocked", true, true]; _vehicle setVariable ["R3F_LOG_disabled",true,true]; _vehicle say3D "carlock"; _vehicle engineOn false; player action ["lightOn", _vehicle]; sleep 0.5; player action ["lightOff", _vehicle]; titleText ["Vehicle Locked!","PLAIN DOWN"]; titleFadeOut 2; } else { _vehicle lock false; _vehicle lockCargo false; _vehicle setVariable ["objectLocked", false, true]; _vehicle setVariable ["R3F_LOG_disabled",false,true]; _vehicle say3D "carlock"; player action ["lightOn", _vehicle]; sleep 0.5; player action ["lightOff", _vehicle]; titleText ["Vehicle unlocked!","PLAIN DOWN"]; titleFadeOut 2; }; }; if (_vehicle getVariable "ownerUID"!= getPlayerUID player) then { if(_lockState == 1) then { _vehicle lock true; _vehicle lockCargo true; _vehicle setVariable ["objectLocked", true, true]; _vehicle setVariable ["R3F_LOG_disabled",true,true]; _vehicle say3D "carlock"; _vehicle engineOn false; player action ["lightOn", _vehicle]; sleep 0.5; player action ["lightOff", _vehicle]; titleText ["Vehicle Locked!","PLAIN DOWN"]; titleFadeOut 2; { if (isPlayer _x) then { _x action ["eject", _vehicle]; }; } forEach (crew _vehicle); } else { titleText ["You are not the owner of this vehicle","PLAIN DOWN"]; titleFadeOut 5; _vehicle say3D "caralarm"; player action ["lightOn", _vehicle]; sleep 0.5; player action ["lightOff", _vehicle]; sleep 0.5; player action ["lightOn", _vehicle]; sleep 0.5; player action ["lightOff", _vehicle]; sleep 0.5; player action ["lightOn", _vehicle]; sleep 0.5; player action ["lightOff", _vehicle]; sleep 0.5; player action ["lightOn", _vehicle]; sleep 0.5; player action ["lightOff", _vehicle]; sleep 0.5; }; }; But it does not work properly. It does not set when creating the vehicle _holder setVariable ["ownerUID", getPlayerUID player,true]; Can someone help me?
  5. Item save goes to 100%. What is still missing is that purchased vehicles are stored. And you can lock the vehicles. Your status bar disappears when you use Infistar. That's why I had posted the. If I can help or support you then just sign up.
  6. Hi, first time great work. Could you still realize the purchased vehicles are stored? And the vehicles can be locked. What would be still super that also items are saved. MFG + StatusBar http://www.imagenetz.de/f1dc82165/addons.rar.html
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