Comment modifier le Blindage d'une voiture?

Bonsoir , comment modifier le Blindage d’une voiture?

Le blindage des vehicules est definie PENDANT la creation de vehicules, donctu ne peut pas, sauf si ru cree toi meme ta voiture (un mod).

Aircoifft Oui, tu ne peut pas modifié le Blindage d’un véhicule car c’est Arma de base !

Tu peut le modifié avec des mods

Merci pour l’info :wink:

FreeTheCrafteur De rien !

FreeTheCrafteur De rien !

Autre question , comment je mets les menottes svp?

FreeTheCrafteur Pour les rebelles ?

Bah perso moi , meme la police ça ne marche pas ^^

FreeTheCrafteur Envoie ton core > functions > fn_keyhandler.sqf

/*

File: fn_keyHandler.sqf  

Author: Bryan "Tonic" Boardwine  

Description:  

Main key handler for event 'keyDown'  

*/

private ["_handled","_shift","_alt","_code","_ctrl","_alt","_ctrlKey","_veh","_locked","_interactionKey","_mapKey","_interruptionKeys"];

_ctrl = _this select 0;

_code = _this select 1;

_shift = _this select 2;

_ctrlKey = _this select 3;

_alt = _this select 4;

_speed = speed cursorTarget;

_handled = false;

_interactionKey = if(count (actionKeys “User10”) == 0) then {219} else {(actionKeys “User10”) select 0};

_mapKey = actionKeys “ShowMap” select 0;

//hint str _code;

_interruptionKeys = [17,30,31,32]; //A,S,W,D

//Vault handling…

if((_code in (actionKeys “GetOver”) || _code in (actionKeys “salute”)) && {(player getVariable [“restrained”,false])}) exitWith {

true;  

};

if(life_action_inUse) exitWith {

if(!life_interrupted && _code in _interruptionKeys) then {life_interrupted = true;};  

_handled;  

};

//Hotfix for Interaction key not being able to be bound on some operation systems.

if(count (actionKeys “User10”) != 0 && {(inputAction “User10” > 0)}) exitWith {

//Interaction key (default is Left Windows, can be mapped via Controls -> Custom -> User Action 10)  

if(!life_action_inUse) then {  

    [] spawn  

    {  

        private["_handle"];  

        _handle = [] spawn life_fnc_actionKeyHandler;  

        waitUntil {scriptDone _handle};  

        life_action_inUse = false;  

    };  

};  

true;  

};

switch (_code) do

{

//Space key for Jumping  

case 57:  

{  

    if(isNil "jumpActionTime") then {jumpActionTime = 0;};  

    if(_shift && {animationState player != "AovrPercMrunSrasWrflDf"} && {isTouchingGround player} && {stance player == "STAND"} && {speed player > 2} && {!life_is_arrested} && {(velocity player) select 2 < 2.5} && {time - jumpActionTime > 1.5}) then {  

        jumpActionTime = time; //Update the time.  

        [player,true] spawn life_fnc_jumpFnc; //Local execution  

        [[player,false],"life_fnc_jumpFnc",nil,FALSE] call life_fnc_MP; //Global execution  

        _handled = true;  

    };  

};  

//Map Key  

case _mapKey:  

{  

    switch (playerSide) do  

    {  

        case west: {if(!visibleMap) then {[] spawn life_fnc_copMarkers;}};  

        case independent: {if(!visibleMap) then {[] spawn life_fnc_medicMarkers;}};  

    };  

};  

//Holster / recall weapon.  

case 35:  

{  

    if(_shift && !_ctrlKey && currentWeapon player != "") then {  

        life_curWep_h = currentWeapon player;  

        player action ["SwitchWeapon", player, player, 100];  

        player switchcamera cameraView;  

    };  

    if(!_shift && _ctrlKey && !isNil "life_curWep_h" && {(life_curWep_h != "")}) then {  

        if(life_curWep_h in [primaryWeapon player,secondaryWeapon player,handgunWeapon player]) then {  

            player selectWeapon life_curWep_h;  

        };  

    };  

};  

//Interaction key (default is Left Windows, can be mapped via Controls -> Custom -> User Action 10)  

case _interactionKey:  

{  

    if(!life_action_inUse) then {  

        [] spawn  

        {  

            private["_handle"];  

            _handle = [] spawn life_fnc_actionKeyHandler;  

            waitUntil {scriptDone _handle};  

            life_action_inUse = false;  

        };  

    };  

};  

//Restraining (Shift + R)  

case 19:  

{  

    if(_shift) then {_handled = true;};  

    if(_shift && playerSide == west && !isNull cursorTarget && cursorTarget isKindOf "Man" && (isPlayer cursorTarget) && (side cursorTarget in [civilian,independent]) && alive cursorTarget && cursorTarget distance player < 3.5 && !(cursorTarget getVariable "Escorting") && !(cursorTarget getVariable "restrained") && speed cursorTarget < 1) then  

    {  

        [] call life_fnc_restrainAction;  

    };  

};  

//Knock out, this is experimental and yeah…  

case 34:  

{  

    if(_shift) then {_handled = true;};  

    if(_shift && playerSide == civilian && !isNull cursorTarget && cursorTarget isKindOf "Man" && isPlayer cursorTarget && alive cursorTarget && cursorTarget distance player < 4 && speed cursorTarget < 1) then  

    {  

        if((animationState cursorTarget) != "Incapacitated" && (currentWeapon player == primaryWeapon player OR currentWeapon player == handgunWeapon player) && currentWeapon player != "" && !life_knockout && !(player getVariable["restrained",false]) && !life_istazed) then  

        {  

            [cursorTarget] spawn life_fnc_knockoutAction;  

        };  

    };  

};  

//T Key (Trunk)  

case 20:  

{  

    if(!_alt && !_ctrlKey) then  

    {  

        if(vehicle player != player && alive vehicle player) then  

        {  

            if((vehicle player) in life_vehicles) then  

            {  

                [vehicle player] call life_fnc_openInventory;  

            };  

        }  

            else  

        {  

            if((cursorTarget isKindOf "Car" OR cursorTarget isKindOf "Air" OR cursorTarget isKindOf "Ship" OR cursorTarget isKindOf "House_F") && player distance cursorTarget < 7 && vehicle player == player && alive cursorTarget) then  

            {  

                if(cursorTarget in life_vehicles OR {!(cursorTarget getVariable ["locked",true])}) then  

                {  

                    [cursorTarget] call life_fnc_openInventory;  

                };  

            };  

        };  

    };  

};  

//L Key?  

case 38:  

{  

    //If cop run checks for turning lights on.  

    if(_shift && playerSide in [west,independent]) then {  

        if(vehicle player != player && (typeOf vehicle player) in ["C_Offroad_01_F","B_MRAP_01_F","C_SUV_01_F"]) then {  

            if(!isNil {vehicle player getVariable "lights"}) then {  

                if(playerSide == west) then {  

                    [vehicle player] call life_fnc_sirenLights;  

                } else {  

                    [vehicle player] call life_fnc_medicSirenLights;  

                };  

                _handled = true;  

            };  

        };  

    };  

    if(!_alt && !_ctrlKey) then { [] call life_fnc_radar; };  

};  

//Y Player Menu  

case 21:  

{  

    if(!_alt && !_ctrlKey && !dialog) then  

    {  

        [] call life_fnc_p_openMenu;  

    };  

};  

//F Key  

case 33:  

{  

    if(playerSide in [west,independent] && vehicle player != player && !life_siren_active && ((driver vehicle player) == player)) then  

    {  

        [] spawn  

        {  

            life_siren_active = true;  

            sleep 4.7;  

            life_siren_active = false;  

        };  

        _veh = vehicle player;  

        if(isNil {_veh getVariable "siren"}) then {_veh setVariable["siren",false,true];};  

        if((_veh getVariable "siren")) then  

        {  

            titleText [localize "STR_MISC_SirensOFF","PLAIN"];  

            _veh setVariable["siren",false,true];  

        }  

            else  

        {  

            titleText [localize "STR_MISC_SirensON","PLAIN"];  

            _veh setVariable["siren",true,true];  

            if(playerSide == west) then {  

                [[_veh],"life_fnc_copSiren",nil,true] spawn life_fnc_MP;  

            } else {  

                //I do not have a custom sound for this and I really don't want to go digging for one, when you have a sound uncomment this and change medicSiren.sqf in the medical folder.  

                //[[_veh],"life_fnc_medicSiren",nil,true] spawn life_fnc_MP;  

            };  

        };  

    };  

};  

//U Key  

case 22:  

{  

    if(!_alt && !_ctrlKey) then {  

        if(vehicle player == player) then {  

            _veh = cursorTarget;  

        } else {  

            _veh = vehicle player;  

        };  

        if(_veh isKindOf "House_F" && playerSide == civilian) then {  

            if(_veh in life_vehicles && player distance _veh < 8) then {  

                _door = [_veh] call life_fnc_nearestDoor;  

                if(_door == 0) exitWith {hint localize "STR_House_Door_NotNear"};  

                _locked = _veh getVariable [format["bis_disabled_Door_%1",_door],0];  

                if(_locked == 0) then {  

                    _veh setVariable[format["bis_disabled_Door_%1",_door],1,true];  

                    _veh animate [format["door_%1_rot",_door],0];  

                    systemChat localize "STR_House_Door_Lock";  

                } else {  

                    _veh setVariable[format["bis_disabled_Door_%1",_door],0,true];  

                    _veh animate [format["door_%1_rot",_door],1];  

                    systemChat localize "STR_House_Door_Unlock";  

                };  

            };  

        } else {  

            _locked = locked _veh;  

            if(_veh in life_vehicles && player distance _veh < 8) then {  

                if(_locked == 2) then {  

                    if(local _veh) then {  

                        _veh lock 0;  

                    } else {  

                        [[_veh,0],"life_fnc_lockVehicle",_veh,false] spawn life_fnc_MP;  

                    };  

                    player say3D "car_lock";  

                    systemChat localize "STR_MISC_VehUnlock";  

                } else {  

                    if(local _veh) then {  

                        _veh lock 2;  

                    } else {  

                        [[_veh,2],"life_fnc_lockVehicle",_veh,false] spawn life_fnc_MP;  

                    };      

                    player say3D "car_lock";  

                    systemChat localize "STR_MISC_VehLock";  

                };  

            };  

        };  

    };  

};  

};

_handled;

//C Key + shift

case 46:  

{      

    if(_shift && (!life_action_inUse) && (vehicle player == player) ) then  

    {  

        {  

            _str = [_x] call life_fnc_varToStr;  

            _val = missionNameSpace getVariable _x;  

            if(_val > 0 ) then  

            {  

                if( _str == "Spitzhacke" || _str == "pickaxe" || _str == "pioche" ) then  

                {  

                    [] spawn life_fnc_pickAxeUse;  

                };  

            };  

        } foreach life_inv_items;  

    }  

};

FreeTheCrafteur Utilise l’outil code SVP !!!

Dans le menu du Forum !

dbc95652492f848a89d448f7ee687fb3.png

Cette outil

f0099d2fb9f00b36e82f637d2cb0ed34.png

Merci

ok

/*  
    File: fn_keyHandler.sqf  
    Author: Bryan "Tonic" Boardwine  

    Description:  
    Main key handler for event 'keyDown'  
*/  
private ["_handled","_shift","_alt","_code","_ctrl","_alt","_ctrlKey","_veh","_locked","_interactionKey","_mapKey","_interruptionKeys"];  
_ctrl = _this select 0;  
_code = _this select 1;  
_shift = _this select 2;  
_ctrlKey = _this select 3;  
_alt = _this select 4;  
_speed = speed cursorTarget;  
_handled = false;  

_interactionKey = if(count (actionKeys "User10") == 0) then {219} else {(actionKeys "User10") select 0};  
_mapKey = actionKeys "ShowMap" select 0;  
//hint str _code;  
_interruptionKeys = [17,30,31,32]; //A,S,W,D  

//Vault handling…  
if((_code in (actionKeys "GetOver") || _code in (actionKeys "salute")) && {(player getVariable ["restrained",false])}) exitWith {  
    true;  
};  

if(life_action_inUse) exitWith {  
    if(!life_interrupted && _code in _interruptionKeys) then {life_interrupted = true;};  
    _handled;  
};  

//Hotfix for Interaction key not being able to be bound on some operation systems.  
if(count (actionKeys "User10") != 0 && {(inputAction "User10" > 0)}) exitWith {  
    //Interaction key (default is Left Windows, can be mapped via Controls -> Custom -> User Action 10)  
    if(!life_action_inUse) then {  
        [] spawn  
        {  
            private["_handle"];  
            _handle = [] spawn life_fnc_actionKeyHandler;  
            waitUntil {scriptDone _handle};  
            life_action_inUse = false;  
        };  
    };  
    true;  
};  

switch (_code) do  
{  
    //Space key for Jumping  
    case 57:  
    {  
        if(isNil "jumpActionTime") then {jumpActionTime = 0;};  
        if(_shift && {animationState player != "AovrPercMrunSrasWrflDf"} && {isTouchingGround player} && {stance player == "STAND"} && {speed player > 2} && {!life_is_arrested} && {(velocity player) select 2 < 2.5} && {time - jumpActionTime > 1.5}) then {  
            jumpActionTime = time; //Update the time.  
            [player,true] spawn life_fnc_jumpFnc; //Local execution  
            [[player,false],"life_fnc_jumpFnc",nil,FALSE] call life_fnc_MP; //Global execution  
            _handled = true;  
        };  
    };  

    //Map Key  
    case _mapKey:  
    {  
        switch (playerSide) do  
        {  
            case west: {if(!visibleMap) then {[] spawn life_fnc_copMarkers;}};  
            case independent: {if(!visibleMap) then {[] spawn life_fnc_medicMarkers;}};  
        };  
    };  

    //Holster / recall weapon.  
    case 35:  
    {  
        if(_shift && !_ctrlKey && currentWeapon player != "") then {  
            life_curWep_h = currentWeapon player;  
            player action ["SwitchWeapon", player, player, 100];  
            player switchcamera cameraView;  
        };  

        if(!_shift && _ctrlKey && !isNil "life_curWep_h" && {(life_curWep_h != "")}) then {  
            if(life_curWep_h in [primaryWeapon player,secondaryWeapon player,handgunWeapon player]) then {  
                player selectWeapon life_curWep_h;  
            };  
        };  
    };  

    //Interaction key (default is Left Windows, can be mapped via Controls -> Custom -> User Action 10)  
    case _interactionKey:  
    {  
        if(!life_action_inUse) then {  
            [] spawn  
            {  
                private["_handle"];  
                _handle = [] spawn life_fnc_actionKeyHandler;  
                waitUntil {scriptDone _handle};  
                life_action_inUse = false;  
            };  
        };  
    };  

    //Restraining (Shift + R)  
    case 19:  
    {  
        if(_shift) then {_handled = true;};  
        if(_shift && playerSide == west && !isNull cursorTarget && cursorTarget isKindOf "Man" && (isPlayer cursorTarget) && (side cursorTarget in [civilian,independent]) && alive cursorTarget && cursorTarget distance player < 3.5 && !(cursorTarget getVariable "Escorting") && !(cursorTarget getVariable "restrained") && speed cursorTarget < 1) then  
        {  
            [] call life_fnc_restrainAction;  
        };  
    };  

    //Knock out, this is experimental and yeah...  
    case 34:  
    {  
        if(_shift) then {_handled = true;};  
        if(_shift && playerSide == civilian && !isNull cursorTarget && cursorTarget isKindOf "Man" && isPlayer cursorTarget && alive cursorTarget && cursorTarget distance player < 4 && speed cursorTarget < 1) then  
        {  
            if((animationState cursorTarget) != "Incapacitated" && (currentWeapon player == primaryWeapon player OR currentWeapon player == handgunWeapon player) && currentWeapon player != "" && !life_knockout && !(player getVariable["restrained",false]) && !life_istazed) then  
            {  
                [cursorTarget] spawn life_fnc_knockoutAction;  
            };  
        };  
    };  

    //T Key (Trunk)  
    case 20:  
    {  
        if(!_alt && !_ctrlKey) then  
        {  
            if(vehicle player != player && alive vehicle player) then  
            {  
                if((vehicle player) in life_vehicles) then  
                {  
                    [vehicle player] call life_fnc_openInventory;  
                };  
            }  
                else  
            {  
                if((cursorTarget isKindOf "Car" OR cursorTarget isKindOf "Air" OR cursorTarget isKindOf "Ship" OR cursorTarget isKindOf "House_F") && player distance cursorTarget < 7 && vehicle player == player && alive cursorTarget) then  
                {  
                    if(cursorTarget in life_vehicles OR {!(cursorTarget getVariable ["locked",true])}) then  
                    {  
                        [cursorTarget] call life_fnc_openInventory;  
                    };  
                };  
            };  
        };  
    };  
    //L Key?  
    case 38:  
    {  
        //If cop run checks for turning lights on.  
        if(_shift && playerSide in [west,independent]) then {  
            if(vehicle player != player && (typeOf vehicle player) in ["C_Offroad_01_F","B_MRAP_01_F","C_SUV_01_F"]) then {  
                if(!isNil {vehicle player getVariable "lights"}) then {  
                    if(playerSide == west) then {  
                        [vehicle player] call life_fnc_sirenLights;  
                    } else {  
                        [vehicle player] call life_fnc_medicSirenLights;  
                    };  
                    _handled = true;  
                };  
            };  
        };  

        if(!_alt && !_ctrlKey) then { [] call life_fnc_radar; };  
    };  
    //Y Player Menu  
    case 21:  
    {  
        if(!_alt && !_ctrlKey && !dialog) then  
        {  
            [] call life_fnc_p_openMenu;  
        };  
    };  

    //F Key  
    case 33:  
    {  
        if(playerSide in [west,independent] && vehicle player != player && !life_siren_active && ((driver vehicle player) == player)) then  
        {  
            [] spawn  
            {  
                life_siren_active = true;  
                sleep 4.7;  
                life_siren_active = false;  
            };  
            _veh = vehicle player;  
            if(isNil {_veh getVariable "siren"}) then {_veh setVariable["siren",false,true];};  
            if((_veh getVariable "siren")) then  
            {  
                titleText [localize "STR_MISC_SirensOFF","PLAIN"];  
                _veh setVariable["siren",false,true];  
            }  
                else  
            {  
                titleText [localize "STR_MISC_SirensON","PLAIN"];  
                _veh setVariable["siren",true,true];  
                if(playerSide == west) then {  
                    [[_veh],"life_fnc_copSiren",nil,true] spawn life_fnc_MP;  
                } else {  
                    //I do not have a custom sound for this and I really don't want to go digging for one, when you have a sound uncomment this and change medicSiren.sqf in the medical folder.  
                    //[[_veh],"life_fnc_medicSiren",nil,true] spawn life_fnc_MP;  
                };  
            };  
        };  
    };  
    //U Key  
    case 22:  
    {  
        if(!_alt && !_ctrlKey) then {  
            if(vehicle player == player) then {  
                _veh = cursorTarget;  
            } else {  
                _veh = vehicle player;  
            };  

            if(_veh isKindOf "House_F" && playerSide == civilian) then {  
                if(_veh in life_vehicles && player distance _veh < 8) then {  
                    _door = [_veh] call life_fnc_nearestDoor;  
                    if(_door == 0) exitWith {hint localize "STR_House_Door_NotNear"};  
                    _locked = _veh getVariable [format["bis_disabled_Door_%1",_door],0];  
                    if(_locked == 0) then {  
                        _veh setVariable[format["bis_disabled_Door_%1",_door],1,true];  
                        _veh animate [format["door_%1_rot",_door],0];  
                        systemChat localize "STR_House_Door_Lock";  
                    } else {  
                        _veh setVariable[format["bis_disabled_Door_%1",_door],0,true];  
                        _veh animate [format["door_%1_rot",_door],1];  
                        systemChat localize "STR_House_Door_Unlock";  
                    };  
                };  
            } else {  
                _locked = locked _veh;  
                if(_veh in life_vehicles && player distance _veh < 8) then {  
                    if(_locked == 2) then {  
                        if(local _veh) then {  
                            _veh lock 0;  
                        } else {  
                            [[_veh,0],"life_fnc_lockVehicle",_veh,false] spawn life_fnc_MP;  
                        };  
                        player say3D "car_lock";  
                        systemChat localize "STR_MISC_VehUnlock";  
                    } else {  
                        if(local _veh) then {  
                            _veh lock 2;  
                        } else {  
                            [[_veh,2],"life_fnc_lockVehicle",_veh,false] spawn life_fnc_MP;  
                        };      
                        player say3D "car_lock";  
                        systemChat localize "STR_MISC_VehLock";  
                    };  
                };  
            };  
        };  
    };  
};  

_handled;  

//C Key + shift  
    case 46:  
    {      
        if(_shift && (!life_action_inUse) && (vehicle player == player) ) then  
        {  
            {  
                _str = [_x] call life_fnc_varToStr;  
                _val = missionNameSpace getVariable _x;  
                if(_val > 0 ) then  
                {  
                    if( _str == "Spitzhacke" || _str == "pickaxe" || _str == "pioche" ) then  
                    {  
                        [] spawn life_fnc_pickAxeUse;  
                    };  
                };  
            } foreach life_inv_items;  
        }  
    };  

FreeTheCrafteur

    //Restraining (Shift + R)  
    case 19:  
    {  
        if(_shift) then {_handled = true;};  
        if(_shift && playerSide == west && !isNull cursorTarget && cursorTarget isKindOf "Man" && (isPlayer cursorTarget) && (side cursorTarget in [civilian,independent]) && alive cursorTarget && cursorTarget distance player < 3.5 && !(cursorTarget getVariable "Escorting") && !(cursorTarget getVariable "restrained") && speed cursorTarget < 1) then  
        {  
            [] call life_fnc_restrainAction;  
        };  
    };