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ToprakH

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  • "ToprakH" is male
  • "ToprakH" started this thread

Posts: 401

Date of registration: Jan 15th 2015

Location: İzmir

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1

Saturday, March 12th 2016, 3:46am

Arabalara Kapı Animasyonu by ToprakH.

Merhaba Nitrado'cular! Bugün sizlere Hunter,İfrit,Strider vb. araçların kilidi açtığınızda kapı animasyonunu nasıl oluşturulacağını anlattım gitti!




#1 core > functions > fn_keyHandler.sqf dosyasını buluyoruz




#2 Ctrl + F kombinasyonu ile case 22 yi bulun.Kodları aşağıda verilen kodlar ile değiştireceksiniz.

Source code

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  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 "kapıya yakın değilsiniz."};
                    _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 "kapıyı kilitlediniz.";
                    } else {
                        _veh setVariable[format["bis_disabled_Door_%1",_door],0,true];
                        _veh animate [format["door_%1_rot",_door],1];
                        systemChat "kapıyı açtınız.";
                    };
                };
            } 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;
                        _veh animateDoor ["door_back_R",1];
                        _veh animateDoor ["door_back_L",1];
                            _veh animateDoor ['door_R',1]; 
                            _veh animateDoor ['door_L',1];
                            _veh animateDoor ['Door_rear',1];
                            _veh animateDoor ['Door_LM',1];
                            _veh animateDoor ['Door_RM',1];
                            _veh animateDoor ['Door_LF',1];
                            _veh animateDoor ['Door_RF',1];
                            _veh animateDoor ['Door_LB',1];
                            _veh animateDoor ['Door_RB',1];
                    }
                        else
                    {
                        [[_veh,0], "life_fnc_lockVehicle",_veh,false] spawn life_fnc_MP;
                        _veh animateDoor ["door_back_R",1];
                        _veh animateDoor ["door_back_L",1];
                            _veh animateDoor ['door_R',1]; 
                            _veh animateDoor ['door_L',1];
                            _veh animateDoor ['Door_rear',1];
                            _veh animateDoor ['Door_LM',1];
                            _veh animateDoor ['Door_RM',1];
                            _veh animateDoor ['Door_LF',1];
                            _veh animateDoor ['Door_RF',1];
                            _veh animateDoor ['Door_LB',1];
                            _veh animateDoor ['Door_RB',1];
                    };
                    
                    hint composeText ["Aracınızı açtınız." ];
                    player say3D "unlock";
                    
                }
                    else
                {
                    if(local _veh) then
                    {
                        _veh lock 2;
                        _veh animateDoor ["door_back_R",0];
                        _veh animateDoor ["door_back_L",0];
                            _veh animateDoor ['door_R',0]; 
                            _veh animateDoor ['door_L',0];
                            _veh animateDoor ['Door_rear',0];
                            _veh animateDoor ['Door_LM',0];
                            _veh animateDoor ['Door_RM',0];
                            _veh animateDoor ['Door_LF',0];
                            _veh animateDoor ['Door_RF',0];
                            _veh animateDoor ['Door_LB',0];
                            _veh animateDoor ['Door_RB',0];
                    }
                        else
                    {
                        [[_veh,2], "life_fnc_lockVehicle",_veh,false] spawn life_fnc_MP;
                        _veh animateDoor ["door_back_R",0];
                        _veh animateDoor ["door_back_L",0];
                            _veh animateDoor ['door_R',0]; 
                            _veh animateDoor ['door_L',0];
                            _veh animateDoor ['Door_rear',0];
                            _veh animateDoor ['Door_LM',0];
                            _veh animateDoor ['Door_RM',0];
                            _veh animateDoor ['Door_LF',0];
                            _veh animateDoor ['Door_RF',0];
                            _veh animateDoor ['Door_LB',0];
                            _veh animateDoor ['Door_RB',0];
                    };
                    
                    hint composeText ["Aracınızı kilitlediniz." ];
                    
                    player say3D "car_lock";
                
                    };
                };
            };
        };
    };


Kolay gelsin Nitrado'cular!




-Karşıyaka-



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