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[Fini]Maisons achetables Tanoa

[Fini]Maisons achetables Tanoa Empty [Fini]Maisons achetables Tanoa

Message  Slift Mer 22 Mar - 14:09

Dans mpmissions\core\config\fn_houseConfig.sqf

Remplacer:

Code:
switch (true) do {
 case (_house in ["Land_i_House_Big_02_V1_F","Land_i_House_Big_02_V2_F","Land_i_House_Big_02_V3_F"]): {[1550000,3]};
 case (_house in ["Land_i_House_Big_01_V1_F","Land_i_House_Big_01_V2_F","Land_i_House_Big_01_V3_F"]): {[2200000,4]};
 case (_house in ["Land_i_Garage_V1_F","Land_i_Garage_V2_F"]): {[500000,0]};
 case (_house in ["Land_i_House_Small_01_V1_F","Land_i_House_Small_01_V2_F","Land_i_House_Small_01_V3_F"]): {[1050000,2]};
 case (_house in ["Land_i_House_Small_02_V1_F","Land_i_House_Small_02_V2_F","Land_i_House_Small_02_V3_F"]): {[1000500,2]};
 case (_house in ["Land_i_House_Small_03_V1_F"]): {[1250000,3]};
 case (_house in ["Land_i_Stone_HouseSmall_V2_F","Land_i_Stone_HouseSmall_V1_F","Land_i_Stone_HouseSmall_V3_F"]): {[750000,1]};
 default {[]};
};

Par:

Code:
switch (true) do {  
 case (_house == "Land_Shed_02_F"): {[500000,1]};  
 case (_house == "Land_Shed_05_F"): {[600000,1]};  
 case (_house == "Land_Slum_01_F"): {[700000,1]};  
 case (_house == "Land_GarageShelter_01_F"): {[800000,1]};  
 case (_house == "Land_Slum_03_F"): {[1000000,2]};  
 case (_house == "Land_House_Small_02_F"): {[1000000,2]};  
 case (_house == "Land_House_Small_03_F"): {[1100000,2]};  
 case (_house == "Land_House_Small_05_F"): {[1200000,2]};  
 case (_house == "Land_House_Small_06_F"): {[1300000,2]};  
 case (_house == "Land_House_Small_04_F"): {[1400000,2]};  
 case (_house == "Land_House_Big_01_F"): {[1500000,2]};  
 case (_house == "Land_Addon_04_F"): {[1500000,3]};  
 case (_house == "Land_House_Big_02_F"): {[1750000,3]};  
 case (_house == "Land_House_Big_04_F"): {[2000000,4]};  
 case (_house == "Land_House_Big_03_F"): {[2500000,4]};  
 case (_house == "Land_Hotel_02_F"): {[4000000,5]};  
 case (_house == "Land_Hotel_01_F"): {[5000000,6]};  
 case (_house == "Land_FuelStation_02_workshop_F"): {[500000,1]};  
 case (_house == "Land_FuelStation_01_shop_F"): {[750000,2]};  
 case (_house == "Land_School_01_F"): {[1000000,3]};  
 case (_house == "Land_Supermarket_01_F"): {[1500000,4]};  
 case (_house == "Land_Shop_Town_01_F"): {[2500000,1]};  
 case (_house == "Land_Shop_Town_03_F"): {[3000000,3]};  
 case (_house == "Land_SM_01_shed_F"): {[3500000,6]};  
 case (_house == "Land_i_Shed_Ind_F"): {[3500000,6]};  
 default {[]};  
};


Dernière édition par Slift le Jeu 23 Mar - 2:42, édité 1 fois
Slift
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[Fini]Maisons achetables Tanoa Empty Re: [Fini]Maisons achetables Tanoa

Message  Slift Mer 22 Mar - 14:20

dans mpmissions\core\housing\fn_lightHouse.sqf

Remplacer l'intégralité du fichier par:

Code:
/*
Author: Bryan “Tonic” Boardwine

Description: 
Tells clients to either turn the lights on for that house 
or off. 

*/

private["_light01","_light02","_light03","_light04","_light05","_light06","_light07","_light08","_light09","_light10","_exit"];
params [
["_house",objNull,[objNull]],
["_mode",false,[false]]
];

if(isNull _house) exitWith {};
if(!(_house isKindOf “House_F”)) exitWith {};

_exit = false;
if(_mode) then {
_light01 = “#lightpoint” createVehicleLocal [0,0,0];
_light02 = “#lightpoint” createVehicleLocal [0,0,0];
_light03 = “#lightpoint” createVehicleLocal [0,0,0];
_light04 = “#lightpoint” createVehicleLocal [0,0,0];
_light05 = “#lightpoint” createVehicleLocal [0,0,0];
_light06 = “#lightpoint” createVehicleLocal [0,0,0];
_light07 = “#lightpoint” createVehicleLocal [0,0,0];
_light08 = “#lightpoint” createVehicleLocal [0,0,0];
_light09 = “#lightpoint” createVehicleLocal [0,0,0];
_light10 = “#lightpoint” createVehicleLocal [0,0,0];

switch(true) do { 

   case ((typeOf _house) == "Land_School_01_F"): { 
      _light01 lightAttachObject [_house,[-9.75,0.8,2.35]]; 
      _light02 lightAttachObject [_house,[-0.1,0.8,2.35]]; 
      _light03 lightAttachObject [_house,[9.63,0.8,2.35]]; 
      _light04 lightAttachObject [_house,[-9.75,-5.65,1.4]]; 
      _light05 lightAttachObject [_house,[-0.06,-5.65,1.4]]; 
      _light06 lightAttachObject [_house,[9.63,-5.65,1.4]]; 
   }; 

   case ((typeOf _house) == "Land_Shop_Town_01_F"): { 
      _light01 lightAttachObject [_house,[0,-5.6,5.05]]; 
      _light02 lightAttachObject [_house,[-3.15,-6,-0.65]]; 
      _light03 lightAttachObject [_house,[0,-1,-0.08]]; 
      _light04 lightAttachObject [_house,[3.15,-6,-0.65]]; 
   }; 

   case ((typeOf _house) == "Land_Shop_Town_03_F"): { 
      _light01 lightAttachObject [_house,[-4.2,-2.5,-0.17]]; 
      _light02 lightAttachObject [_house,[2.6,-2.5,-0.17]]; 
      _light03 lightAttachObject [_house,[-4.2,-8.34,-0.17]]; 
      _light04 lightAttachObject [_house,[4.2,-8.34,-0.17]]; 
   }; 

   case ((typeOf _house) == "Land_SM_01_shed_F"): { 
      _light01 lightAttachObject [_house,[-1.65,3.5,4]]; 
      _light02 lightAttachObject [_house,[3.45,3.5,4]]; 
      _light03 lightAttachObject [_house,[8.55,3.5,4]]; 
      _light04 lightAttachObject [_house,[13.55,3.5,4]]; 
      _light05 lightAttachObject [_house,[-7,0.25,1.3]]; 
   }; 

   case ((typeOf _house) == "Land_i_Shed_Ind_F"): { 
      _light01 lightAttachObject [_house,[-1.65,3.5,4]]; 
      _light02 lightAttachObject [_house,[3.45,3.5,4]]; 
      _light03 lightAttachObject [_house,[8.55,3.5,4]]; 
      _light04 lightAttachObject [_house,[13.55,3.5,4]]; 
      _light05 lightAttachObject [_house,[-7,0.25,1.3]]; 
   };       

   case ((typeOf _house) == "Land_Supermarket_01_F"): { 
      _light01 lightAttachObject [_house,[-1.9,-2.9,1.4]]; 
      _light02 lightAttachObject [_house,[4.1,-2.9,1.4]]; 
      _light03 lightAttachObject [_house,[-2.9,-10.845,1.72]]; 
      _light04 lightAttachObject [_house,[1.15,-10.845,1.72]]; 
      _light05 lightAttachObject [_house,[5.1,-10.845,1.72]]; 
      _light06 lightAttachObject [_house,[-1.95,-13.9,2.18]]; 
      _light07 lightAttachObject [_house,[5.78,-13.9,2.35]]; 
   }; 

   case ((typeOf _house) == "Land_FuelStation_01_shop_F"): { 
      _light01 lightAttachObject [_house,[-3.5,-2.5,1.1]]; 
      _light02 lightAttachObject [_house,[-1.8,2.97,1.1]]; 
      _light03 lightAttachObject [_house,[0.14,-2.5,1.1]]; 
      _light04 lightAttachObject [_house,[1.2,5.8,0.92]]; 
   }; 

   case ((typeOf _house) == "Land_FuelStation_02_workshop_F"): { 
      _light01 lightAttachObject [_house,[-2.7,4,2.1]]; 
      _light02 lightAttachObject [_house,[2.5,4,2.1]]; 
      _light03 lightAttachObject [_house,[-2.6,-2.4,2]]; 
   }; 

   case ((typeOf _house) == "Land_Hotel_01_F"): { 
      _light01 lightAttachObject [_house,[-1,0,-2]]; 
      _light02 lightAttachObject [_house,[-1,0.8,1.4]]; 
      _light03 lightAttachObject [_house,[-0.8,1,4.2]]; 
      _light04 lightAttachObject [_house,[-0.8,-3,7.2]];          
      _light05 lightAttachObject [_house,[-4.75,-5.92,-1.9]]; 
      _light06 lightAttachObject [_house,[3.1,-5.92,-1.9]]; 
      _light07 lightAttachObject [_house,[-0.8,-5.25,7.3]]; 
   }; 

   case ((typeOf _house) == "Land_Hotel_02_F"): { 
      _light01 lightAttachObject [_house,[-2,-8,-0.6]]; 
      _light02 lightAttachObject [_house,[6,1.1,-0.3]]; 
      _light03 lightAttachObject [_house,[-2,9.9,-0.6]]; 
      _light04 lightAttachObject [_house,[-0.5,1.1,2.75]];          
      _light05 lightAttachObject [_house,[6,-10,-0.4]]; 
      _light06 lightAttachObject [_house,[10,1,0.9]]; 
      _light07 lightAttachObject [_house,[6,11.9,-0.4]]; 
   }; 

   case ((typeOf _house) == "Land_House_Big_03_F"): { 
      _light01 lightAttachObject [_house,[5.5,0.5,2.64]]; 
      _light02 lightAttachObject [_house,[6,-3,-0.4]];          
      _light03 lightAttachObject [_house,[12,0.35,2.55]]; 
      _light04 lightAttachObject [_house,[11.73,2.14,-0.67]]; 
   }; 

   case ((typeOf _house) == "Land_House_Big_04_F"): { 
      _light01 lightAttachObject [_house,[-0.69,2.9,3.1]]; 
      _light02 lightAttachObject [_house,[-1,-0.2,3.1]];          
      _light03 lightAttachObject [_house,[-1,-3.36,-0.3]]; 
      _light04 lightAttachObject [_house,[-6.97,-0.23,-0.36]];          
   }; 

   case ((typeOf _house) == "Land_House_Big_02_F"): { 
      _light01 lightAttachObject [_house,[-8,1.5,1.4]]; 
      _light02 lightAttachObject [_house,[2.5,2.45,1.4]];          
      _light03 lightAttachObject [_house,[-2.5,7,1.9]]; 
      _light04 lightAttachObject [_house,[7.71,0.267,1.98]];          
   }; 

   case ((typeOf _house) == "Land_Addon_04_F"): { 
      _light01 lightAttachObject [_house,[-0.6,0.5,3.35]]; 
      _light02 lightAttachObject [_house,[-1.8,-4.8,3.55]];          
      _light03 lightAttachObject [_house,[2.2,-4.5,3.55]]; 
      _light04 lightAttachObject [_house,[-5.5,3.57,-0.05]]; 
      _light05 lightAttachObject [_house,[5.3,2.96,-0.05]];          
   }; 

   case ((typeOf _house) == "Land_House_Big_01_F"): { 
      _light01 lightAttachObject [_house,[-0.6,0.5,3.35]]; 
      _light02 lightAttachObject [_house,[-1.8,-4.8,3.55]];          
   }; 

   case ((typeOf _house) == "Land_House_Small_04_F"): { 
      _light01 lightAttachObject [_house,[-0.65,1.8,2.3]]; 
      _light02 lightAttachObject [_house,[-5,-0.3,1.5]]; 
      _light03 lightAttachObject [_house,[1,-2.35,2.55]]; 
      _light04 lightAttachObject [_house,[1,-7,1.9]]; 
   };    

   case ((typeOf _house) == "Land_House_Small_06_F"): { 
      _light01 lightAttachObject [_house,[-1.08,5.3,1.4]]; 
      _light02 lightAttachObject [_house,[-1.15,-1.5,2.7]]; 
   }; 

   case ((typeOf _house) == "Land_House_Small_05_F"): { 
      _light01 lightAttachObject [_house,[-1.134,-4.8,1.49]]; 
      _light02 lightAttachObject [_house,[-1.12,1.93,2.55]]; 
   }; 

   case ((typeOf _house) == "Land_House_Small_03_F"): { 
      _light01 lightAttachObject [_house,[-4,1.6,2.6]]; 
      _light02 lightAttachObject [_house,[-0.35,1.6,2.6]]; 
   }; 

   case ((typeOf _house) == "Land_House_Small_02_F"): { 
      _light01 lightAttachObject [_house,[-1.88,3.3,2.32]]; 
      _light02 lightAttachObject [_house,[-1.88,-3.3,2.32]]; 
   }; 

   case ((typeOf _house) == "Land_Slum_03_F"): { 
      _light01 lightAttachObject [_house,[-2.4,-3.03,2.05]]; 
      _light02 lightAttachObject [_house,[-2.4,4.5,2.05]]; 
      _light03 lightAttachObject [_house,[3.307,-3.03,2.05]]; 
      _light04 lightAttachObject [_house,[3.307,2.9,2.05]]; 
   }; 

   case ((typeOf _house) == "Land_GarageShelter_01_F"): { 
      _light01 lightAttachObject [_house,[-2.37,0.4,1.5]]; 
      _light02 lightAttachObject [_house,[2.5,0.4,1.7]]; 
   }; 

   case ((typeOf _house) == "Land_Slum_01_F"): { 
      _light01 lightAttachObject [_house,[1.95,-0.05,2.98]]; 
   }; 

   case ((typeOf _house) == "Land_Shed_05_F"): { 
      _light01 lightAttachObject [_house,[0.03,-0.63,1.95]]; 
   }; 

   case ((typeOf _house) == "Land_Shed_02_F"): { 
      _light01 lightAttachObject [_house,[0,0.75,1.6]]; 
   };       
   _exit = true; 
}; 

if(_exit) exitWith { 
   deleteVehicle _light01; 
   deleteVehicle _light02; 
   deleteVehicle _light03; 
   deleteVehicle _light04; 
   deleteVehicle _light05; 
   deleteVehicle _light06; 
   deleteVehicle _light07; 
   deleteVehicle _light08; 
   deleteVehicle _light09; 
   deleteVehicle _light10;       
}; 

_light01 setLightColor [255,255,255]; 
_light01 setLightAmbient [1,1,0.2]; 
_light01 setLightAttenuation [1,0,0,0]; 
_light01 setLightIntensity 0.5; 
_light01 setLightUseFlare true; 
_light01 setLightFlareSize 0.1; 
_light01 setLightFlareMaxDistance 50; 
_house setVariable["light01",_light01]; 

_light02 setLightColor [255,255,255]; 
_light02 setLightAmbient [1,1,0.2]; 
_light02 setLightAttenuation [1,0,0,0]; 
_light02 setLightIntensity 0.5; 
_light02 setLightUseFlare true; 
_light02 setLightFlareSize 0.1; 
_light02 setLightFlareMaxDistance 50; 
_house setVariable["light02",_light02]; 

_light03 setLightColor [255,255,255]; 
_light03 setLightAmbient [1,1,0.2]; 
_light03 setLightAttenuation [1,0,0,0]; 
_light03 setLightIntensity 0.5; 
_light03 setLightUseFlare true; 
_light03 setLightFlareSize 0.1; 
_light03 setLightFlareMaxDistance 50; 
_house setVariable["light03",_light03]; 

_light04 setLightColor [255,255,255]; 
_light04 setLightAmbient [1,1,0.2]; 
_light04 setLightAttenuation [1,0,0,0]; 
_light04 setLightIntensity 0.5; 
_light04 setLightUseFlare true; 
_light04 setLightFlareSize 0.1; 
_light04 setLightFlareMaxDistance 50; 
_house setVariable["light04",_light04];    

_light05 setLightColor [255,255,255]; 
_light05 setLightAmbient [1,1,0.2]; 
_light05 setLightAttenuation [1,0,0,0]; 
_light05 setLightIntensity 0.5; 
_light05 setLightUseFlare true; 
_light05 setLightFlareSize 0.1; 
_light05 setLightFlareMaxDistance 50; 
_house setVariable["light05",_light05];    

_light06 setLightColor [255,255,255]; 
_light06 setLightAmbient [1,1,0.2]; 
_light06 setLightAttenuation [1,0,0,0]; 
_light06 setLightIntensity 0.5; 
_light06 setLightUseFlare true; 
_light06 setLightFlareSize 0.1; 
_light06 setLightFlareMaxDistance 50; 
_house setVariable["light06",_light06]; 

_light07 setLightColor [255,255,255]; 
_light07 setLightAmbient [1,1,0.2]; 
_light07 setLightAttenuation [1,0,0,0]; 
_light07 setLightIntensity 0.5; 
_light07 setLightUseFlare true; 
_light07 setLightFlareSize 0.1; 
_light07 setLightFlareMaxDistance 50; 
_house setVariable["light07",_light07]; 

_light08 setLightColor [255,255,255]; 
_light08 setLightAmbient [1,1,0.2]; 
_light08 setLightAttenuation [1,0,0,0]; 
_light08 setLightIntensity 0.5; 
_light08 setLightUseFlare true; 
_light08 setLightFlareSize 0.1; 
_light08 setLightFlareMaxDistance 50; 
_house setVariable["light08",_light08]; 

_light09 setLightColor [255,255,255]; 
_light09 setLightAmbient [1,1,0.2]; 
_light09 setLightAttenuation [1,0,0,0]; 
_light09 setLightIntensity 0.5; 
_light09 setLightUseFlare true; 
_light09 setLightFlareSize 0.1; 
_light09 setLightFlareMaxDistance 50; 
_house setVariable["light09",_light09]; 

_light10 setLightColor [255,255,255]; 
_light10 setLightAmbient [1,1,0.2]; 
_light10 setLightAttenuation [1,0,0,0]; 
_light10 setLightIntensity 0.5; 
_light10 setLightUseFlare true; 
_light10 setLightFlareSize 0.1; 
_light10 setLightFlareMaxDistance 50; 
_house setVariable["light10",_light10];    

} else {
if(isNull (_house getVariable[“light01”,ObjNull])) exitWith {};
if(isNull (_house getVariable[“light02”,ObjNull])) exitWith {};
if(isNull (_house getVariable[“light03”,ObjNull])) exitWith {};
if(isNull (_house getVariable[“light04”,ObjNull])) exitWith {};
if(isNull (_house getVariable[“light05”,ObjNull])) exitWith {};
if(isNull (_house getVariable[“light06”,ObjNull])) exitWith {};
if(isNull (_house getVariable[“light07”,ObjNull])) exitWith {};
if(isNull (_house getVariable[“light08”,ObjNull])) exitWith {};
if(isNull (_house getVariable[“light09”,ObjNull])) exitWith {};
if(isNull (_house getVariable[“light10”,ObjNull])) exitWith {};

deleteVehicle (_house getVariable["light01",ObjNull]); 
deleteVehicle (_house getVariable["light02",ObjNull]); 
deleteVehicle (_house getVariable["light03",ObjNull]); 
deleteVehicle (_house getVariable["light04",ObjNull]); 
deleteVehicle (_house getVariable["light05",ObjNull]); 
deleteVehicle (_house getVariable["light06",ObjNull]); 
deleteVehicle (_house getVariable["light07",ObjNull]); 
deleteVehicle (_house getVariable["light08",ObjNull]); 
deleteVehicle (_house getVariable["light09",ObjNull]); 
deleteVehicle (_house getVariable["light10",ObjNull]);    

};
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Messages : 143
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[Fini]Maisons achetables Tanoa Empty Re: [Fini]Maisons achetables Tanoa

Message  Slift Mer 22 Mar - 14:26

dans mpmissions\core\housing\fn_lightHouseAction.sqf

trouver:

Code:
if(isNull (_house GVAR ["lightSource",ObjNull])) then {

remplacer par:

Code:
if(isNull (_house GVAR ["light01",ObjNull]) || isNull (_house GVAR ["light02",ObjNull]) || isNull (_house GVAR ["light03",ObjNull]) || isNull (_house GVAR ["light04",ObjNull]) || isNull (_house GVAR ["light05",ObjNull]) || isNull (_house GVAR ["light06",ObjNull]) || isNull (_house GVAR ["light07",ObjNull]) || isNull (_house GVAR ["light08",ObjNull]) || isNull (_house GVAR ["light09",ObjNull]) || isNull (_house GVAR ["light10",ObjNull])) then {
Slift
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Messages : 143
Date d'inscription : 28/01/2017
Age : 38
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[Fini]Maisons achetables Tanoa Empty Re: [Fini]Maisons achetables Tanoa

Message  Slift Mer 22 Mar - 14:31

dans mpmissions\core\housing\fn_houseMenu.sqf

trouver:

Code:
if(isNull (_curTarget GVAR ["lightSource",ObjNull])) then { 
         _Btn3 ctrlSetText localize "STR_pInAct_LightsOn"; 
      } else { 
         _Btn3 ctrlSetText localize "STR_pInAct_LightsOff"; 
      }; 
      _Btn3 buttonSetAction "[life_pInact_curTarget] call life_fnc_lightHouseAction; closeDialog 0;"; 
      _Btn3 ctrlShow true;

Remplacer par:

Code:
      if(isNull (_curTarget GVAR ["light01",ObjNull]) || isNull (_curTarget GVAR ["light02",ObjNull]) || isNull (_curTarget GVAR ["light03",ObjNull]) || isNull (_curTarget GVAR ["light04",ObjNull]) || isNull (_curTarget GVAR ["light05",ObjNull]) || isNull (_curTarget GVAR ["light06",ObjNull]) || isNull (_curTarget GVAR ["light07",ObjNull]) || isNull (_curTarget GVAR ["light08",ObjNull]) || isNull (_curTarget GVAR ["light09",ObjNull]) || isNull (_curTarget GVAR ["light10",ObjNull])) then { 
         _Btn3 ctrlSetText localize "STR_pInAct_LightsOn"; 
      } else { 
         _Btn3 ctrlSetText localize "STR_pInAct_LightsOff"; 
      }; 
      _Btn3 buttonSetAction "[life_pInact_curTarget] call life_fnc_lightHouseAction; closeDialog 0;"; 
      _Btn3 ctrlShow true;
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Messages : 143
Date d'inscription : 28/01/2017
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[Fini]Maisons achetables Tanoa Empty Re: [Fini]Maisons achetables Tanoa

Message  Slift Mer 22 Mar - 14:36

dans mpmissions\core\housing\fn_getBuildingPositions.sqf

trouver:

Code:
_restricted = switch(typeOf _building) do { 
case "Land_i_House_Big_02_V1_F": {[0,1,2,3,4]}; 
case "Land_i_House_Big_02_V2_F": {[0,1,2,3,4]}; 
case "Land_i_House_Big_02_V3_F": {[0,1,2,3,4]}; 
case "Land_i_House_Big_01_V1_F": {[2,3]}; 
case "Land_i_House_Big_01_V2_F": {[2,3]}; 
case "Land_i_House_Big_01_V3_F": {[2,3]}; 
case "Land_i_Stone_HouseSmall_V1_F": {[0,1,3,4]}; 
case "Land_i_Stone_HouseSmall_V2_F": {[0,1,3,4]}; 
case "Land_i_Stone_HouseSmall_V3_F": {[0,1,3,4]}; 
default {[]}; 
};

remplacer par :

Code:
_restricted = switch(typeOf _building) do {
case "Land_Shed_02_F": {[]}; //Possibilité 5 coffres
case "Land_Shed_05_F": {[]}; //Possibilité 6 coffres
case "Land_Slum_01_F": {[1]}; //Possibilité 7 coffres
case "Land_GarageShelter_01_F": {[1,2,3,6]}; //Posibilité 3 coffres
case "Land_Slum_03_F": {[1,3,4,5,7,14,17,18,21,22,23,24,25]}; //Possibilité 13 coffres
case "Land_House_Small_02_F": {[4]}; //Possibilité 8 Coffres
case "Land_House_Small_03_F": {[4]}; //Possibilité 9 coffres
case "Land_House_Small_05_F": {[4,5]}; //Possibilité 4 coffres
case "Land_House_Small_06_F": {[0,1,5,7,8]}; //Possibilité 4 coffres
case "Land_House_Small_04_F": {[0,1,5,6]}; //Possibilité 3 coffres
case "Land_House_Big_01_F": {[1,7,8,9,10,11,12]}; //Possibilité 6 coffres
case "Land_Addon_04_F": {[1,3,10,11,12,13,14,15,16,17]}; //Possibilité 8 Coffres
case "Land_House_Big_02_F": {[0,1,2,6,7,9,10,11,12,13]}; //Possibilité 4 coffres
case "Land_House_Big_04_F": {[0,5,6,7,8,9,10,11,12,19,20,21,22,23]}; //Possibilité 9 coffres
case "Land_House_Big_03_F": {[0,2,3,6,7,8,9,12,13,14,15,18,19,20,21]}; //Possibilité 6 coffres
case "Land_Hotel_02_F": {[0,1,2,3,4,5,7,8,9,10,11,12,14,16,17,18,19,20,21,22,25,28,30]}; //Possibilités 8 coffres
case "Land_Hotel_01_F": {[0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21]}; // Possibilités 4 Coffres
case "Land_FuelStation_02_workshop_F": {[4,5,6]}; //Possibilité 3 coffres
case "Land_FuelStation_01_shop_F": {[2]}; //Possibilité 7 coffres
case "Land_School_01_F": {[0,2,5,9,11,15]}; //Possibilité 15 coffres
case "Land_Supermarket_01_F": {[6,7,8,9,10,11,12,13,14,15]}; //Possibilité 7 coffres
case "Land_Shop_Town_01_F": {[3,4,5,6,8,9]}; //Possibilité 6 coffres
case "Land_Shop_Town_03_F": {[3,4,5,6,7,8,10,14,15,18]}; //Possibilité 11 coffres
case "Land_SM_01_shed_F": {[0,1,4,9]}; //Possibilité 6 coffres
case "Land_i_Shed_Ind_F": {[0,1,4,9]}; //Possibilité 6 coffres
default {[]};
};
Slift
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Message  Slift Mer 22 Mar - 14:43

dans mpmissions\core\functions\fn_keyHandler.sqf


Trouver :

Code:
         if(_veh isKindOf "House_F" && {playerSide == civilian}) then {
            if(_veh in life_vehicles && player distance _veh < 8) then {

par :

Code:
         if(_veh isKindOf "House_F" && {playerSide == civilian}) then {
            if(_veh in life_vehicles && player distance _veh < 17) then {


Trouver :

Code:
            _locked = locked _veh;
            if(_veh in life_vehicles && player distance _veh < 8) then {

remplacer par:

Code:
            _locked = locked _veh;
            if(_veh in life_vehicles && player distance _veh < 17) then {

afin de permettre l’accès a des bâtiments plus gros..

Slift
Slift

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Messages : 143
Date d'inscription : 28/01/2017
Age : 38
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