16.02.2010, 21:56 | #21 (permalink) |
Registriert seit: 26.03.2008
Beiträge: 2.822
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Les doch erstmal, bevor du schon wieder anfängst zu meckern. Er möchte einen Container mit Waffen ausstatten ...
@dennis: Warum fügst du deine Waffen nach "; ein? Das muss vor dem "; sein! Dein zweiter Fehler ist, dass du "; nochmal extra schreibst? o.O Das ganze muss sich nämlich noch im setVehicleInit Code befinden: Code:
/* ================================================== ================================================== == Add Gear option - by Cyborg11 Version: 1.0 Date: 24.01.2010 Description: Use this script to give a container a Gear option which is not enabled at default Information: If you want to add weapons and magazines to the container then go to line 54 and write your addWeaponCargo/addMagazineCargo after the createVehicle code. !!!! Don't remove the FakeWeapon/FakeMagazine !!!! And don't forget to write the Classnames of the Weapons/Magazines in "" "" or ' '. Example: CYBP_weaponh addWeaponCargo ['M16A2', 5]; CYBP_weaponh addMagazineCargo ['M136', 5]; Good in combination with my vehicle-parachute Script: Kistenabwurf - wie kriege ich Waffen in einen Container? Parameter: container addAction ["Gear", "gear.sqf", [debug]]; _container = object which doesn't have a gear option at default _debug = true / false (optional - default is false) Example: this addAction ["Gear", "gear.sqf", [true]]; Example 2: container1 addAction ["Gear", "gear.sqf"]; ================================================== ================================================== == */ private ["_container","_unit","_action","_array","_debug"," _distance","_type","_conarray","_maxdistance"]; _container = _this select 0; _unit = _this select 1; _action = _this select 2; _array = _this select 3; _distance = _unit distance _container; _type = typeOf _container; If ((count _array) > 0) then {_debug = _array select 0} else {_debug = false}; switch (_type) do { case "Misc_Cargo1B_military" : {_maxdistance = 5}; case "Misc_Cargo1Bo_military" : {_maxdistance = 5}; case "Misc_cargo_cont_tiny" : {_maxdistance = 2.8}; default {_maxdistance = 3.5}; }; If (_distance >= _maxdistance) exitWith{ If (_debug) then {hint format ["EXIT!!!\n\nAlive: %1\nDistance: %2\nMaxDistance: %3", alive CYBP_weaponh, _distance, _maxdistance];}; _unit groupChat format ["Distance to Object > %1 Meter! Move closer to the object!", _maxdistance]; }; If (isNil ("CYBP_varweaponholder")) then { CYBP_container = _container; CYBP_container setVehicleInit " CYBP_weaponh = 'WeaponHolder' createVehicle (_unit modelToWorld [0,0,0]); CYBP_weaponh addWeaponCargo ['FakeWeapon', 1]; CYBP_weaponh addMagazineCargo ['FakeMagazine', 1]; CYBP_weaponh addWeaponCargo ['NVGoggles', 7]; CYBP_weaponh addWeaponCargo ['Laserdesignator', 1]; CYBP_weaponh addWeaponCargo ['C1987_Famas_f1_aim_sd', 2]; CYBP_weaponh addWeaponCargo ['C1987_Famas_f1_eot_sd', 2]; CYBP_weaponh addWeaponCargo ['C1987_Famas_g2_sd', 2]; CYBP_weaponh addWeaponCargo ['C1987_Famas_g2_aim_sd', 2]; CYBP_weaponh addWeaponCargo ['C1987_Famas_g2_eot_sd', 2]; CYBP_weaponh addWeaponCargo ['G36_C_SD_eotech', 2]; CYBP_weaponh addWeaponCargo ['M4A1_AIM_SD_camo', 2]; CYBP_weaponh addWeaponCargo ['G36C', 2]; CYBP_weaponh addWeaponCargo ['G36K', 2]; CYBP_weaponh addWeaponCargo ['G36a', 2]; CYBP_weaponh addWeaponCargo ['M16A2', 2]; CYBP_weaponh addWeaponCargo ['M16A2GL', 2]; CYBP_weaponh addWeaponCargo ['M16A4', 2]; CYBP_weaponh addWeaponCargo ['M16A4_ACG', 2]; CYBP_weaponh addWeaponCargo ['M16A4_ACG_GL', 2]; CYBP_weaponh addWeaponCargo ['M16A4_GL', 2]; CYBP_weaponh addWeaponCargo ['M4A1_AIM_SD_camo', 2]; CYBP_weaponh addWeaponCargo ['M4A1_Aim', 2]; CYBP_weaponh addWeaponCargo ['M4A1_Aim_camo', 2]; CYBP_weaponh addWeaponCargo ['M4A1_HWS_GL_SD_Camo', 2]; CYBP_weaponh addWeaponCargo ['M4A1_HWS_GL_camo',2]; CYBP_weaponh addWeaponCargo ['M8_carbine',2]; CYBP_weaponh addWeaponCargo ['M8_carbineGL',2]; CYBP_weaponh addWeaponCargo ['M8_compact',2]; CYBP_weaponh addWeaponCargo ['MP5A5',2]; CYBP_weaponh addWeaponCargo ['MP5SD',2] CYBP_weaponh addWeaponCargo ['DMR',2] CYBP_weaponh addWeaponCargo ['M24',2] CYBP_weaponh addWeaponCargo ['M40A3',2] CYBP_weaponh addWeaponCargo ['SVD_CAMO',2] CYBP_weaponh addWeaponCargo ['M240',2] CYBP_weaponh addWeaponCargo ['M249',2] CYBP_weaponh addWeaponCargo ['MG36',2] CYBP_weaponh addWeaponCargo ['M8_SAW',2] CYBP_weaponh addWeaponCargo ['Mk_48',2] CYBP_weaponh addWeaponCargo ['C1987_Mp7_iron',2] CYBP_weaponh addWeaponCargo ['C1987_Mp7_iron_sd',2] CYBP_weaponh addWeaponCargo ['C1987_Mp7_iron_fd',2] CYBP_weaponh addWeaponCargo ['F88A1',2] CYBP_weaponh addWeaponCargo ['F88S_aim_GL',2] CYBP_weaponh addWeaponCargo ['ussr_cheytacM200',2] CYBP_weaponh addWeaponCargo ['ussr_cheytacM200_sd',2] CYBP_weaponh addWeaponCargo ['Javelin',2] CYBP_weaponh addWeaponCargo ['M136',2] CYBP_weaponh addWeaponCargo ['SMAW',2] CYBP_weaponh addMagazineCargo ['SMAW_HEDP', 10]; CYBP_weaponh addMagazineCargo ['SMAW_HEAA', 10]; CYBP_weaponh addMagazineCargo ['M136', 10]; CYBP_weaponh addMagazineCargo ['Javelin', 4]; CYBP_weaponh addMagazineCargo ['ussr_5Rnd_408', 20]; CYBP_weaponh addMagazineCargo ['408CHEYTAC', 20]; CYBP_weaponh addMagazineCargo ['C1987_Mp7_40rnd', 20]; CYBP_weaponh addMagazineCargo ['100Rnd_762x51_M240', 20]; CYBP_weaponh addMagazineCargo ['100Rnd_556x45_BetaCMag', 20]; CYBP_weaponh addMagazineCargo ['200Rnd_556x45_M249', 20]; CYBP_weaponh addMagazineCargo ['200Rnd_556x45_M249', 20]; CYBP_weaponh addMagazineCargo ['100Rnd_762x51_M240', 20]; CYBP_weaponh addMagazineCargo ['10Rnd_762x54_SVD', 20]; CYBP_weaponh addMagazineCargo ['5Rnd_762x51_M24', 20]; CYBP_weaponh addMagazineCargo ['20Rnd_762x51_DMR', 20]; CYBP_weaponh addMagazineCargo ['30Rnd_545x39_AKSD', 20]; "; processInitCommands; CYBP_varweaponholder = true; publicVariable "CYBP_varweaponholder"; }; WaitUntil {alive CYBP_weaponh}; If (_debug) then {hint format ["Alive: %1\nDistance: %2\nMaxDistance: %3", alive CYBP_weaponh, _distance, _maxdistance]}; CYBP_weaponh setPos (_unit modelToWorld [0,2.5,0]); _unit action ["GEAR", CYBP_weaponh]; sleep 2; // Wait 2 seconds till gear menu is open WaitUntil {!(ctrlVisible 1101)}; // id 1101 is gear menu CYBP_weaponh setPos (_container modelToWorld [0,0,0]);
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16.02.2010, 23:09 | #23 (permalink) |
Registriert seit: 26.03.2008
Beiträge: 2.822
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Naja, wenn du auch bei deinem Code alle ; vergisst.
Ist doch nicht meine Schuld Code:
/* ====================================================================================================== Add Gear option - by Cyborg11 Version: 1.0 Date: 24.01.2010 Description: Use this script to give a container a Gear option which is not enabled at default Information: If you want to add weapons and magazines to the container then go to line 54 and write your addWeaponCargo/addMagazineCargo after the createVehicle code and inside the setVehicleInit Code (before ";). !!!! Don't remove the FakeWeapon/FakeMagazine !!!! And don't forget to write the Classnames of the Weapons/Magazines in "" "" or ' '. Example: CYBP_weaponh addWeaponCargo ['M16A2', 5]; CYBP_weaponh addMagazineCargo ['M136', 5]; Good in combination with my vehicle-parachute Script: http://hx3.de/editing-scripting-167/kistenabwurf-kriege-waffen-container-18499/#post292216 Parameter: container addAction ["Gear", "gear.sqf", [debug]]; _container = object which doesn't have a gear option at default (Object) _debug = true / false (optional - default is false) (Boolean) Example: this addAction ["Gear", "gear.sqf", [true]]; Example 2: container1 addAction ["Gear", "gear.sqf"]; ====================================================================================================== */ private ["_container","_unit","_action","_array","_debug","_distance","_type","_conarray","_maxdistance"]; _container = _this select 0; _unit = _this select 1; _action = _this select 2; _array = _this select 3; _distance = _unit distance _container; _type = typeOf _container; If ((count _array) > 0) then {_debug = _array select 0} else {_debug = false}; switch (_type) do { case "Misc_Cargo1B_military" : {_maxdistance = 5}; case "Misc_Cargo1Bo_military" : {_maxdistance = 5}; case "Misc_cargo_cont_tiny" : {_maxdistance = 2.8}; default {_maxdistance = 3.5}; }; If (_distance >= _maxdistance) exitWith{ If (_debug) then {hint format ["EXIT!!!\n\nAlive: %1\nDistance: %2\nMaxDistance: %3", alive CYBP_weaponh, _distance, _maxdistance];}; _unit groupChat format ["Distance to Object > %1 Meter! Move closer to the object!", _maxdistance]; }; If (isNil ("CYBP_varweaponholder")) then { CYBP_container = _container; CYBP_container setVehicleInit " CYBP_weaponh = 'WeaponHolder' createVehicle (_unit modelToWorld [0,0,0]); CYBP_weaponh addWeaponCargo ['FakeWeapon', 1]; CYBP_weaponh addMagazineCargo ['FakeMagazine', 1]; CYBP_weaponh addWeaponCargo ['NVGoggles', 7]; CYBP_weaponh addWeaponCargo ['Laserdesignator', 1]; CYBP_weaponh addWeaponCargo ['C1987_Famas_f1_aim_sd', 2]; CYBP_weaponh addWeaponCargo ['C1987_Famas_f1_eot_sd', 2]; CYBP_weaponh addWeaponCargo ['C1987_Famas_g2_sd', 2]; CYBP_weaponh addWeaponCargo ['C1987_Famas_g2_aim_sd', 2]; CYBP_weaponh addWeaponCargo ['C1987_Famas_g2_eot_sd', 2]; CYBP_weaponh addWeaponCargo ['G36_C_SD_eotech', 2]; CYBP_weaponh addWeaponCargo ['M4A1_AIM_SD_camo', 2]; CYBP_weaponh addWeaponCargo ['G36C', 2]; CYBP_weaponh addWeaponCargo ['G36K', 2]; CYBP_weaponh addWeaponCargo ['G36a', 2]; CYBP_weaponh addWeaponCargo ['M16A2', 2]; CYBP_weaponh addWeaponCargo ['M16A2GL', 2]; CYBP_weaponh addWeaponCargo ['M16A4', 2]; CYBP_weaponh addWeaponCargo ['M16A4_ACG', 2]; CYBP_weaponh addWeaponCargo ['M16A4_ACG_GL', 2]; CYBP_weaponh addWeaponCargo ['M16A4_GL', 2]; CYBP_weaponh addWeaponCargo ['M4A1_AIM_SD_camo', 2]; CYBP_weaponh addWeaponCargo ['M4A1_Aim', 2]; CYBP_weaponh addWeaponCargo ['M4A1_Aim_camo', 2]; CYBP_weaponh addWeaponCargo ['M4A1_HWS_GL_SD_Camo', 2]; CYBP_weaponh addWeaponCargo ['M4A1_HWS_GL_camo',2]; CYBP_weaponh addWeaponCargo ['M8_carbine',2]; CYBP_weaponh addWeaponCargo ['M8_carbineGL',2]; CYBP_weaponh addWeaponCargo ['M8_compact',2]; CYBP_weaponh addWeaponCargo ['MP5A5',2]; CYBP_weaponh addWeaponCargo ['MP5SD',2]; CYBP_weaponh addWeaponCargo ['DMR',2]; CYBP_weaponh addWeaponCargo ['M24',2]; CYBP_weaponh addWeaponCargo ['M40A3',2]; CYBP_weaponh addWeaponCargo ['SVD_CAMO',2]; CYBP_weaponh addWeaponCargo ['M240',2]; CYBP_weaponh addWeaponCargo ['M249',2]; CYBP_weaponh addWeaponCargo ['MG36',2]; CYBP_weaponh addWeaponCargo ['M8_SAW',2]; CYBP_weaponh addWeaponCargo ['Mk_48',2]; CYBP_weaponh addWeaponCargo ['C1987_Mp7_iron',2]; CYBP_weaponh addWeaponCargo ['C1987_Mp7_iron_sd',2]; CYBP_weaponh addWeaponCargo ['C1987_Mp7_iron_fd',2]; CYBP_weaponh addWeaponCargo ['F88A1',2]; CYBP_weaponh addWeaponCargo ['F88S_aim_GL',2]; CYBP_weaponh addWeaponCargo ['ussr_cheytacM200',2]; CYBP_weaponh addWeaponCargo ['ussr_cheytacM200_sd',2]; CYBP_weaponh addWeaponCargo ['Javelin',2]; CYBP_weaponh addWeaponCargo ['M136',2]; CYBP_weaponh addWeaponCargo ['SMAW',2]; CYBP_weaponh addMagazineCargo ['SMAW_HEDP', 10]; CYBP_weaponh addMagazineCargo ['SMAW_HEAA', 10]; CYBP_weaponh addMagazineCargo ['M136', 10]; CYBP_weaponh addMagazineCargo ['Javelin', 4]; CYBP_weaponh addMagazineCargo ['ussr_5Rnd_408', 20]; CYBP_weaponh addMagazineCargo ['408CHEYTAC', 20]; CYBP_weaponh addMagazineCargo ['C1987_Mp7_40rnd', 20]; CYBP_weaponh addMagazineCargo ['100Rnd_762x51_M240', 20]; CYBP_weaponh addMagazineCargo ['100Rnd_556x45_BetaCMag', 20]; CYBP_weaponh addMagazineCargo ['200Rnd_556x45_M249', 20]; CYBP_weaponh addMagazineCargo ['200Rnd_556x45_M249', 20]; CYBP_weaponh addMagazineCargo ['100Rnd_762x51_M240', 20]; CYBP_weaponh addMagazineCargo ['10Rnd_762x54_SVD', 20]; CYBP_weaponh addMagazineCargo ['5Rnd_762x51_M24', 20]; CYBP_weaponh addMagazineCargo ['20Rnd_762x51_DMR', 20]; CYBP_weaponh addMagazineCargo ['30Rnd_545x39_AKSD', 20]; "; publicVariable "CYBP_container"; processInitCommands; CYBP_varweaponholder = true; publicVariable "CYBP_varweaponholder"; }; WaitUntil {alive CYBP_weaponh}; If (_debug) then {hint format ["Alive: %1\nDistance: %2\nMaxDistance: %3", alive CYBP_weaponh, _distance, _maxdistance]}; CYBP_weaponh setPos (_unit modelToWorld [0,2.5,0]); _unit action ["GEAR", CYBP_weaponh]; sleep 2; // Wait 2 seconds till gear menu is open WaitUntil {!(ctrlVisible 1101)}; // id 1101 is gear menu CYBP_weaponh setPos (_container modelToWorld [0,0,0]);
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19.02.2010, 15:57 | #28 (permalink) |
Registriert seit: 05.01.2008
Alter: 32
Beiträge: 1.703
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Das bringt mich zu einer anderen Frage:
Wie kann ich z.B. einem ATV, das ich in einer C130 per attachto montiert habe, im Flug nach dem detach Befehl sagen, es soll 5 Meter hinter der C130 "spawnen". Weil mir ansonsten die C130, dank desKollisionsproblems in ArmA, in der Luft explodiert. Mit Setpos hab ichs schon probiert, allederings müsste ich da einen wert wie "x,(getPos C130 select 1) -5, z" eintragen können, das es funktioniert... Ich bin aus den anderen Script Commands nich schlau geworden und deshalb frag ich erstmal hier. LG |
19.02.2010, 16:15 | #29 (permalink) |
Registriert seit: 26.03.2008
Beiträge: 2.822
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Benutz doch modelToWorld, dann sind die Koordinaten C130 abhängig.
modelToWorld ist wie attachTo, nur ohne Klebstoff Code:
detach ATV; ATV setPos (c130 modelToWorld [0,-5,0]);
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Geändert von Cyborg11 (19.02.2010 um 17:16 Uhr). |
19.02.2010, 17:04 | #31 (permalink) |
Registriert seit: 05.01.2008
Alter: 32
Beiträge: 1.703
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Super, wie immer!
Funzt so wie ichs mir gedacht hab. Nur noch ein wenig mit den Werten rumspielen und fertig ist das ganze. Danke Cyborg LG edit: Sry für den Doppelpst, mein Browser war ein wenig am rumspacken beim posten edit2: Für alle die das ebenfalls machen wollen, setzt den "setPos" Befehl vor den "detach", ansonten bleibt das Teil wieder in der C130 hängen. Geändert von JoeJoe87577 (19.02.2010 um 18:29 Uhr). |
14.12.2013, 01:43 | #32 (permalink) |
Registriert seit: 03.07.2012
Beiträge: 118
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Hey, ist zwar schon fast 4 Jahre her, aber finde das Script sehr gut, hab nur leider irgendwie Probleme die gear.sqf auf dem Dedicated zum Laufen zu bringen, im Editor klappt alles.
Also ich habe eine Antenne mit Addaction versehen: 1.Auslöser: OnAct.: funk = antenne addAction ["Verbindung zur OPZ aufnehmen", "scripts\hotline.sqf"]; hotline.sqf hotline2 = true; publicVariable "hotline2"; 2.Auslöser Cond.: hotline2 OnAct.: antenne removeAction funk; nul = [] execVM "scripts\opz.sqf"; opz.sqf Code:
if !(isServer) exitWith {}; sleep 15; GrpC160=CreateGroup WEST; c160= createvehicle ["BW_Transall_A",[(getmarkerpos "c160") select 0, (getmarkerpos "c160") select 1,0], [],0,"FLY"]; c160 flyinHeight 300; C160 allowDamage false; C160 disableAI "FSM"; Pilot1=GrpC160 createunit ["BW_Pilot_Jet", [0,0,1], [], 0, "CAN_COLLIDE"]; Pilot1 moveInDriver c160; Pilot1 flyInHeight 300; Pilot1 allowDamage false; Pilot1 disableAI "FSM"; supplydrop triggerAttachVehicle [c160]; supplydrop setTriggerActivation["LEADER","PRESENT",false]; wp0=GrpC160 addwaypoint [(getMarkerpos "fly1") ,250]; wp0 setwaypointspeed "Normal"; wp0 setwaypointtype "MOVE"; wp1=GrpC160 addwaypoint [(getMarkerpos "fly2") ,250]; wp1 setwaypointspeed "FULL"; wp1 setwaypointtype "MOVE"; wp2=GrpC160 addwaypoint [(getMarkerpos "fly3") ,300]; wp2 setwaypointspeed "FULL"; wp2 setwaypointtype "MOVE"; // Attach Marker x to Unit x [] spawn { while {not isnull c160} do { "stalker" setmarkerpos getpos c160; sleep 0.5; }; }; sleep 30; waitUntil {c160 distance (getMarkerPos "fly3") <= 2000}; {deleteVehicle _X} forEach (crew c160)+[c160]; 3.Auslöser (Name: supplydrop) OnAct.: para = createVehicle ["ParachuteBigWest", position h1, [], 0, "FLY"]; container = createVehicle ["BWMod_RepContainer", [0,0,0], [], 0, "NONE"]; nul = [container, para] execVM "scripts\vehicle-parachute.sqf"; container addAction ["Ausrüstung", "scripts\gear.sqf"]; Und dazu dann halt natürlich die, bis auf die eigene Waffenauswahl, unveränderte gear.sqf und die vehicle-parachute.sqf, bei der ich nur noch ein attach-Smoke-Element aus einem ähnlichen Script unten eingebunden habe: Code:
waitUntil {((getPos _vehicle) select 2) < 1}; switch (true) do { case not (alive _vehicle): {detach _vehicle;}; case alive _vehicle: {detach _vehicle;"SmokeShellgreen" createVehicle getPos _vehicle;_flare = "F_40mm_White" createVehicle [getPos _vehicle select 0,getPos _vehicle select 1,+150];}; }; Daher bin ich da irgendwie ratlos gerade... Würde mich über Hilfe freuen, danke und Gruß |
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