[Fini]Maisons achetables Tanoa
[Fini]Maisons achetables Tanoa
Dans mpmissions\core\config\fn_houseConfig.sqf
Remplacer:
Par:
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- Messages : 143
Date d'inscription : 28/01/2017
Age : 38
Localisation : Bordeaux
Fiche RP
Prénom/Nom : *****
Profession:
Grade: *****
Re: [Fini]Maisons achetables Tanoa
dans mpmissions\core\housing\fn_lightHouse.sqf
Remplacer l'intégralité du fichier par:
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]);
};
Slift- Messages : 143
Date d'inscription : 28/01/2017
Age : 38
Localisation : Bordeaux
Fiche RP
Prénom/Nom : *****
Profession:
Grade: *****
Re: [Fini]Maisons achetables Tanoa
dans mpmissions\core\housing\fn_lightHouseAction.sqf
trouver:
remplacer par:
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- Messages : 143
Date d'inscription : 28/01/2017
Age : 38
Localisation : Bordeaux
Fiche RP
Prénom/Nom : *****
Profession:
Grade: *****
Re: [Fini]Maisons achetables Tanoa
dans mpmissions\core\housing\fn_houseMenu.sqf
trouver:
Remplacer par:
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;
Slift- Messages : 143
Date d'inscription : 28/01/2017
Age : 38
Localisation : Bordeaux
Fiche RP
Prénom/Nom : *****
Profession:
Grade: *****
Re: [Fini]Maisons achetables Tanoa
dans mpmissions\core\housing\fn_getBuildingPositions.sqf
trouver:
remplacer par :
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- Messages : 143
Date d'inscription : 28/01/2017
Age : 38
Localisation : Bordeaux
Fiche RP
Prénom/Nom : *****
Profession:
Grade: *****
Re: [Fini]Maisons achetables Tanoa
dans mpmissions\core\functions\fn_keyHandler.sqf
Trouver :
par :
Trouver :
remplacer par:
afin de permettre l’accès a des bâtiments plus gros..
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- Messages : 143
Date d'inscription : 28/01/2017
Age : 38
Localisation : Bordeaux
Fiche RP
Prénom/Nom : *****
Profession:
Grade: *****
Sujets similaires
» [Fini]Son Hint
» [Fini]Verrou par Side
» [Fini]Save Position 4.4
» [Fini]Correctif Channels
» [Fini] Modification Prison
» [Fini]Verrou par Side
» [Fini]Save Position 4.4
» [Fini]Correctif Channels
» [Fini] Modification Prison