Français Solved Problème boules Quiès

  • Auteur de la discussion Auteur de la discussion Bruce CARTSON
  • Date de début Date de début
22/4/24
13
2
1
100
Bonjour/Bonsoir,

J'ai un problème avec mes boules Quiès.

J'ai modifié le fichier fn_keyhandler.sqf avec le tutoriel ici : Français - Avoir les boules quiès réglables

Ce qui fait que maintenant je n'ai plus les boules Quiès.

De plus j'aimerais pouvoir rétablir le volume c'est à dire pouvoir le baisser et le remettre normalement mais cela ne fonctionne et je ne sais pas comment faire.

Pouvez-vous m'aider s'il vous plait ?

Merci d'avance pour votre réponse'.

Très Bonne Journée/Soirée à vous
 
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Bonjour,

Il semble que la modification du fichier fn_keyhandler.sqf a eu un impact sur vos boules Quiès. Pour rétablir le volume, vous pouvez ajuster les paramètres de son dans le script en utilisant les commandes de volume appropriées. Assurez-vous de bien comprendre comment ces changements affectent votre système audio. Si vous avez besoin d'aide pour cela, n'hésitez pas à demander des conseils de script spécifiques ici.

Bon courage dans vos ajustements et n'hésitez pas si vous avez d'autres questions !

Cordialement.

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Code:
#include "..\..\script_macros.hpp"
/*
*    File: fn_keyHandler.sqf
*    Author: Bryan "Tonic" Boardwine
*
*    Description:
*    Main key handler for event 'keyDown'.
*/

params [
    "_ctrl",
    "_code",
    "_shift",
    "_ctrlKey",
    "_alt"
];

private _speed = speed cursorObject;
private _handled = false;
private _interactionKey = if (actionKeys "User10" isEqualTo []) then {219} else {(actionKeys "User10") select 0};
private _interruptionKeys = [17, 30, 31, 32]; //A,S,W,D

//Vault handling...
if ((_code in (actionKeys "GetOver") || _code in (actionKeys "salute") || _code in (actionKeys "SitDown") || _code in (actionKeys "Throw") || _code in (actionKeys "GetIn") || _code in (actionKeys "GetOut") || _code in (actionKeys "Fire") || _code in (actionKeys "ReloadMagazine") || _code in [16,18]) && ((player getVariable ["restrained",false]) || (player getVariable ["playerSurrender",false]) || life_isknocked || life_istazed)) 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 (!(actionKeys "User10" isEqualTo []) && {(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 = [] spawn life_fnc_actionKeyHandler;
            waitUntil {scriptDone _handle};
            life_action_inUse = false;
        };
    };
    true;
};

if (life_container_active) exitwith {
    //ignore movement actions
    private _allowedMoves = [
        "MoveForward",
        "MoveBack",
        "TurnLeft",
        "TurnRight",
        "MoveFastForward",
        "MoveSlowForward",
        "turbo",
        "TurboToggle",
        "MoveLeft",
        "MoveRight",
        "WalkRunTemp",
        "WalkRunToggle",
        "AdjustUp",
        "AdjustDown",
        "AdjustLeft",
        "AdjustRight",
        "Stand",
        "Crouch",
        "Prone",
        "MoveUp",
        "MoveDown",
        "LeanLeft",
        "LeanLeftToggle",
        "LeanRight",
        "LeanRightToggle"
    ];
    if (({_code in (actionKeys _x)} count _allowedMoves) > 0) exitwith {
        false;
    };
    //handle other keys
    if (_code isEqualTo 57) then {//space key -> place
        life_storagePlacing = 0 spawn life_fnc_placestorage;
    } else { //other keys -> abort
        if (!isNull life_storagePlacing) exitWith {}; //already placing down a box
        if (!isNull life_container_activeObj) then {
            deleteVehicle life_container_activeObj;
            titleText [localize "STR_NOTF_PlaceContainerAbort", "PLAIN"];
        };
        life_container_active = false;
    };
    true;
};

switch (_code) do {
    // -- Disable commander/tactical view
    if (LIFE_SETTINGS(getNumber,"disableCommanderView") isEqualTo 1) then {
        private _CommandMode = actionKeys "tacticalView";

        if (_code in _CommandMode) then {
            hint localize "STR_NOTF_CommanderView";
            _handled = true;
        };
    };

    //Space key for Jumping
    case 57: {
        if (isNil "jumpActionTime") then {jumpActionTime = 0;};
        if (_shift && {!(animationState player isEqualTo "AovrPercMrunSrasWrflDf")} && {isTouchingGround player} && {stance player isEqualTo "STAND"} && {speed player > 2} && {!life_is_arrested} && {((velocity player) select 2) < 2.5} && {time - jumpActionTime > 1.5}) then {
            jumpActionTime = time; //Update the time.
            [player] remoteExec ["life_fnc_jumpFnc",RANY]; //Global execution
            _handled = true;
        };
    };

    //Surrender (Shift + B)
    case 48: {
        if (_shift) then {
            if (player getVariable ["playerSurrender",false]) then {
                player setVariable ["playerSurrender",false,true];
            } else {
                [] spawn life_fnc_surrender;
            };
            _handled = true;
        };
    };

    case 46: {
        if (_shift && !_alt && !_ctrlKey) then {
            if (playerSide isEqualTo west) then {
                if (!isNull life_spikestrip) exitWith {hint localize "STR_ISTR_SpikesDeployment"; closeDialog 0};

                if ([false, "spikeStrip", 1] call life_fnc_handleInv) then {
                    [] spawn life_fnc_spikeStrip;
                    closeDialog 0;
                };
            };
        };
    };

    //Holster / recall weapon. (Shift + H)
    case 35: {
        if (_shift && !_ctrlKey && !(currentWeapon player isEqualTo "")) 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 isEqualTo "")}) 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 = [] spawn life_fnc_actionKeyHandler;
                waitUntil {scriptDone _handle};
                life_action_inUse = false;
            };
        };
    };

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

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

    //T Key (Trunk)
    case 20: {
        if (!_alt && {!_ctrlKey} && {!dialog} && {!life_action_inUse} && {!(player getVariable ["playerSurrender",false])} && {!(player getVariable ["restrained",false])} && {!life_isknocked} && {!life_istazed}) then {
            if (!(isNull objectParent player) && alive vehicle player) then {
                if ((vehicle player) in life_vehicles) then {
                    [vehicle player] spawn life_fnc_openInventory;
                };
            } else {
                private "_list";
                _list = ((ASLtoATL (getPosASL player)) nearEntities [["Box_IND_Grenades_F","B_supplyCrate_F"], 2.5]) select 0;
                if (!(isNil "_list")) then {
                    _house = nearestObject [(ASLtoATL (getPosASL _list)), "House"];
                    if (_house getVariable ["locked", false]) then {
                        hint localize "STR_House_ContainerDeny";
                    } else {
                        [_list] spawn life_fnc_openInventory;
                    };
                } else {
                    _list = ["landVehicle","Air","Ship"];
                    if (KINDOF_ARRAY(cursorObject,_list) && {player distance cursorObject < 7} && {isNull objectParent player} && {alive cursorObject} && {!life_action_inUse}) then {
                        if (cursorObject in life_vehicles || {locked cursorObject isEqualTo 0}) then {
                            [cursorObject] spawn life_fnc_openInventory;
                        };
                    };
                };
            };
        };
    };

    //L Key?
    case 38: {
        //If cop run checks for turning lights on.
        if (_shift && playerSide in [west,independent]) then {
            if (!(isNull objectParent player) && (typeOf vehicle player) in ["C_Offroad_01_F","B_MRAP_01_F","C_SUV_01_F","C_Hatchback_01_sport_F","B_Heli_Light_01_F","B_Heli_Transport_01_F"]) then {
                if (!isNil {vehicle player getVariable "lights"}) then {
                    if (playerSide isEqualTo 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 && !(player getVariable ["restrained",false]) && {!life_action_inUse}) 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;
            };

            private _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];
                if !(isNil {(_veh getVariable "sirenJIP")}) then {
                    private _jip = _veh getVariable "sirenJIP";
                    _veh setVariable ["sirenJIP",nil,true];
                    remoteExec ["",_jip]; //remove from JIP queue
                };
            } else {
                titleText [localize "STR_MISC_SirensON","PLAIN"];
                _veh setVariable ["siren",true,true];
                private "_jip";
                if (playerSide isEqualTo west) then {
                    _jip = [_veh] remoteExec ["life_fnc_copSiren",RCLIENT,true];
                } else {
                    _jip = [_veh] remoteExec ["life_fnc_medicSiren",RCLIENT,true];
                };
                _veh setVariable ["sirenJIP",_jip,true];
            };
        };
    };

    //O Key
    case 24: {
        if (_shift) then {
            if (soundVolume < 0.1) then {
                0 fadeSound 1;
            } else {
                0 fadeSound (round((soundVolume - 0.1)*10)/10);
            };
            hint format [localize "STR_MISC_sound", (soundVolume*100)];
        };
    };

    //U Key
    case 22: {
        if (!_alt && !_ctrlKey) then {
            private _veh = if (isNull objectParent player) then {
                cursorObject;
            } else {
                vehicle player;
            };

            if (_veh isKindOf "House_F" && {playerSide isEqualTo civilian}) then {
                if (_veh in life_vehicles && {player distance _veh < 20}) then {
                    private _door = [_veh] call life_fnc_nearestDoor;
                    if (_door isEqualTo 0) exitWith {hint localize "STR_House_Door_NotNear"};
                    private _locked = _veh getVariable [format ["bis_disabled_Door_%1",_door],0];

                    if (_locked isEqualTo 0) then {
                        _veh setVariable [format ["bis_disabled_Door_%1",_door],1,true];
                        _veh animateSource [format ["Door_%1_source", _door], 0];
                        systemChat localize "STR_House_Door_Lock";
                    } else {
                        _veh setVariable [format ["bis_disabled_Door_%1",_door],0,true];
                        _veh animateSource [format ["Door_%1_source", _door], 1];
                        systemChat localize "STR_House_Door_Unlock";
                    };
                };
            } else {
                private _locked = locked _veh;
                if (_veh in life_vehicles && {player distance _veh < 20}) then {
                    if (_locked isEqualTo 2) then {
                        if (local _veh) then {
                            _veh lock 0;

                            // BI
                            _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_L_source',1];
                            _veh animateDoor ['Door_rear',1];
                            _veh animateDoor ['Door_rear_source',1];
                            _veh animateDoor ['Door_1_source',1];
                            _veh animateDoor ['Door_2_source',1];
                            _veh animateDoor ['Door_3_source',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];
                            _veh animateDoor ['DoorL_Front_Open',1];
                            _veh animateDoor ['DoorR_Front_Open',1];
                            _veh animateDoor ['DoorL_Back_Open',1];
                            _veh animateDoor ['DoorR_Back_Open ',1];
                        } else {
                            [_veh,0] remoteExecCall ["life_fnc_lockVehicle",_veh];

                            _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_L_source',1];
                            _veh animateDoor ['Door_rear',1];
                            _veh animateDoor ['Door_rear_source',1];
                            _veh animateDoor ['Door_1_source',1];
                            _veh animateDoor ['Door_2_source',1];
                            _veh animateDoor ['Door_3_source',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];
                            _veh animateDoor ['DoorL_Front_Open',1];
                            _veh animateDoor ['DoorR_Front_Open',1];
                            _veh animateDoor ['DoorL_Back_Open',1];
                            _veh animateDoor ['DoorR_Back_Open ',1];
                        };
                        systemChat localize "STR_MISC_VehUnlock";
                        [_veh,"unlockCarSound",50,1] remoteExec ["life_fnc_say3D",RANY];
                    } 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_L_source',0];
                            _veh animateDoor ['Door_rear',0];
                            _veh animateDoor ['Door_rear_source',0];
                            _veh animateDoor ['Door_1_source',0];
                            _veh animateDoor ['Door_2_source',0];
                            _veh animateDoor ['Door_3_source',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];
                            _veh animateDoor ['DoorL_Front_Open',0];
                            _veh animateDoor ['DoorR_Front_Open',0];
                            _veh animateDoor ['DoorL_Back_Open',0];
                            _veh animateDoor ['DoorR_Back_Open ',0];
                        } else {
                            [_veh,2] remoteExecCall ["life_fnc_lockVehicle",_veh];

                            _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_L_source',0];
                            _veh animateDoor ['Door_rear',0];
                            _veh animateDoor ['Door_rear_source',0];
                            _veh animateDoor ['Door_1_source',0];
                            _veh animateDoor ['Door_2_source',0];
                            _veh animateDoor ['Door_3_source',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];
                            _veh animateDoor ['DoorL_Front_Open',0];
                            _veh animateDoor ['DoorR_Front_Open',0];
                            _veh animateDoor ['DoorL_Back_Open',0];
                            _veh animateDoor ['DoorR_Back_Open ',0];
                        };
                        systemChat localize "STR_MISC_VehLock";
                        [_veh,"lockCarSound",50,1] remoteExec ["life_fnc_say3D",RANY];
                    };
                };
            };
        };
    };
};

_handled;
 
Bonjour,

Finalement j'ai remis le script de base et tout fonctionne correctement.

Merci quand même pour votre aide.

Très bonne journée à vous !
 
Solution