Hi, ich arbeite gerade an einem Mod und will für eine Einheit eine Stealthfunktion einbauen die man per Button an und ausschalten kann. Ich schaffe es aber leider nicht. Hab mir das Tarnfeldtutorial von Detonato als Vorlage genommen. Das sieht dann so aus:
Einheiten InI:
;----------------------------------------------------------------------------------
Object Fafnir
; *** ART Parameters ***
SelectPortrait = SAFafnir_L
ButtonImage = SAFafnir
Draw = W3DTankDraw ModuleTag_01
OkToChangeModelColor = Yes
ExtraPublicBone = TURRETEL
DefaultConditionState
Model = Fafnir
Turret = TURRET
TurretPitch = TURRETEL
Animation = Fafnir_SKL.Fafnir_STA
AnimationMode = LOOP
WeaponFireFXBone = PRIMARY WEAPONC
WeaponMuzzleFlash = PRIMARY MUZZLEFX
WeaponFireFXBone = SECONDARY WEAPONA
WeaponLaunchBone = SECONDARY WEAPONA
TransitionKey = TRANS_Stand
HideSubObject = MUZZLEFX01 MUZZLEFX02
End
ConditionState = MOVING
Animation = Fafnir_SKL.Fafnir_RNA
AnimationMode = LOOP
End
ConditionState = MOVING CENTER_TO_LEFT
Animation = Fafnir_SKL.Fafnir_RNL
AnimationMode = ONCE
End
AliasConditionState = MOVING RIGHT_TO_CENTER
ConditionState = MOVING CENTER_TO_RIGHT
Animation = Fafnir_SKL.Fafnir_RNR
AnimationMode = ONCE
End
AliasConditionState = MOVING LEFT_TO_CENTER
ConditionState = DAMAGED
Model = Fafnir_D
End
ConditionState = MOVING DAMAGED
Model = Fafnir_D
Animation = Fafnir_SKL.Fafnir_RNA
AnimationMode = LOOP
End
ConditionState = MOVING CENTER_TO_LEFT DAMAGED
Model = Fafnir_D
Animation = Fafnir_SKL.Fafnir_RNL
AnimationMode = LOOP
End
AliasConditionState = MOVING RIGHT_TO_CENTER DAMAGED
ConditionState = MOVING CENTER_TO_RIGHT DAMAGED
Model = Fafnir_D
Animation = Fafnir_SKL.Fafnir_RNR
AnimationMode = LOOP
End
AliasConditionState = MOVING LEFT_TO_CENTER DAMAGED
ConditionState = REALLYDAMAGED RUBBLE
Model = Fafnir_D1
End
ConditionState = MOVING REALLYDAMAGED RUBBLE
Model = Fafnir_D1
Animation = Fafnir_SKL.Fafnir_RNA
AnimationMode = LOOP
End
ConditionState = MOVING CENTER_TO_LEFT REALLYDAMAGED RUBBLE
Model = Fafnir_D1
Animation = Fafnir_SKL.Fafnir_RNL
AnimationMode = LOOP
End
AliasConditionState = MOVING RIGHT_TO_CENTER REALLYDAMAGED RUBBLE
ConditionState = MOVING CENTER_TO_RIGHT REALLYDAMAGED RUBBLE
Model = Fafnir_D1
Animation = Fafnir_SKL.Fafnir_RNR
AnimationMode = LOOP
End
AliasConditionState = MOVING LEFT_TO_CENTER REALLYDAMAGED RUBBLE
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Fafnir
Side = CyberTech
EditorSorting = VEHICLE
TransportSlotCount = 0
WeaponSet
Conditions = None
Weapon = PRIMARY StealthWeapon;FafnirTankGun
; Weapon = SECONDARY XpulseLaserCannon1
; Weapon = TERTIARY XpulseLaserCannon2
; PreferredAgainst = PRIMARY VEHICLE INFANTRY AIRCRAFT STRUCTURE
; PreferredAgainst = SECONDARY VEHICLE INFANTRY AIRCRAFT STRUCTURE
; PreferredAgainst = TERTIARY VEHICLE INFANTRY AIRCRAFT STRUCTURE
End
ArmorSet
Conditions = None
Armor = FafnirArmor
DamageFX = TankDamageFX
End
BuildCost = 32000
BuildTime = 55
VisionRange = 300
ShroudClearingRange = 300
ExperienceValue = 400 600 1200 1600
ExperienceRequired = 0 3000 5000 7000
IsTrainable = Yes
Prerequisites
Object = CyberTechMechFactory
Object = CyberTechAntiMaterialPlant
Object = CyberTechTechnologieCenter
Science = SCIENCE_fafnir
End
CrusherLevel = 3 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = FafnirCommandSet
MaxSimultaneousOfType = DeterminedBySuperweaponRestriction
; *** AUDIO Parameters ***
VoiceSelect = FafnirVoiceSelect
VoiceMove = FafnirVoiceMove
VoiceGuard = FafnirVoiceMove
VoiceAttack = FafnirVoiceMove
SoundMoveStart = CrusaderTankMoveStart
SoundMoveStartDamaged = CrusaderTankMoveStart
UnitSpecificSounds
VoiceCreate = FafnirVoiceCreate
TurretMoveStart = NoSound
TurretMoveLoop = NewTurretMoveLoop2
VoiceEnter = NoSound
Deploy = NoSound
Undeploy = NoSound
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE DRONE IMMUNE_TO_CAPTURE EMP_HARDENED
Body = ActiveBody ModuleTag_02
MaxHealth = 4400
InitialHealth = 4400
SubdualDamageCap = 5000
SubdualDamageHealRate = 1100
SubdualDamageHealAmount = 810
End
Behavior = AIUpdateInterface ModuleTag_03
Turret
TurretTurnRate = 120
TurretPitchRate = 55
MinPhysicalPitch = -60
AllowsPitch = Yes
ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
MinIdleScanInterval = 550 ; in milliseconds
MaxIdleScanInterval = 960 ; in milliseconds
MinIdleScanAngle = -60 ; in degrees off the natural turret angle
MaxIdleScanAngle = 60 ; in degrees off the natural turret angle
End
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL FafnirLocomotor
Behavior = ProductionUpdate ModuleTag_Drone07
MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
End
Behavior = PhysicsBehavior ModuleTag_04
Mass = 100.0
End
; Catch fire, and explode death
Behavior = SlowDeathBehavior ModuleTag_07
DeathTypes = ALL
DestructionDelay = 1000
DestructionDelayVariance = 300
OCL = INITIAL OCL_FafnirDebris
FX = INITIAL FX_ParticleUplinkDeathInitial
OCL = INITIAL OCL_SDILinkLasers
FX = FINAL FX_NukeGLA
OCL = FINAL OCL_TankExpDeathEffect;OCL_ParticleUplinkDeathFina l
End
Behavior = FlammableUpdate ModuleTag_08
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 3 ; taking this much damage...
AflameDamageDelay = 19 ; this often.
End
Behavior = TransitionDamageFX ModuleTag_0999
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
End
Behavior = AutoHealBehavior ModuleTag_29
HealingAmount = 3
HealingDelay = 1000 ; msec
End
Behavior = FireWeaponUpdate ModuleTag_30
Weapon = StealthWeapon
ExclusiveWeaponDelay = 10
End
Behavior = StealthUpdate ModuleTag_37
StealthDelay = 0;2500 ; msec
StealthForbiddenConditions = ATTACKING TAKING_DAMAGE
FriendlyOpacityMin = 30.0%
FriendlyOpacityMax = 100.0%
InnateStealth = No
RequiredStatus = STATUS_RIDER8
OrderIdleEnemiesToAttackMeUponReveal = No
EnemyDetectionEvaEvent = EnemyColonelBurtonDetected
OwnDetectionEvaEvent = OwnColonelBurtonDetected
End
; Behavior = StealthUpgrade ModuleTag_38
; TriggeredBy = Upgrade_Stealthbutton2
; End
; Behavior = StealthDetectorUpdate ModuleTag_39
; DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
; DetectionRange = 200 ;Dustin, enable this for independant balancing!
; CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
; CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
; End
; Behavior = CommandSetUpgrade ModuleTag_40
; CommandSet = FafnirCommandSet2
; TriggeredBy = Upgrade_StealthAvailable
; End
Behavior = OCLSpecialPower ModuleTag_41
SpecialPowerTemplate = SpecialPowerShield
OCL = OCL_SpecialAbility_ActivateShield
CreateLocation = USE_OWNER_OBJECT
End
Behavior = OCLSpecialPower ModuleTag_42
SpecialPowerTemplate = SpecialPowerEmpPulse
OCL = OCL_EMPEmitterEMPPulse
CreateLocation = USE_OWNER_OBJECT
End
Behavior = OCLSpecialPower ModuleTag_43
SpecialPowerTemplate = SuperweaponDetonateDirtyNukeFafnir
OCL = SUPERWEAPON_DetonateDirtyNukeFafnir
CreateLocation = USE_OWNER_OBJECT
End
Behavior = OCLSpecialPower ModuleTag_44
SpecialPowerTemplate = SuperweaponTeslaBolt
OCL = SUPERWEAPON_TeslaBolt
CreateLocation = CREATE_ABOVE_LOCATION ;CREATE_AT_LOCATION
End
Behavior = OCLSpecialPower ModuleTag_45
SpecialPowerTemplate = SuperweaponRailGun
OCL = SUPERWEAPON_RailGun
CreateLocation = CREATE_ABOVE_LOCATION ;CREATE_AT_LOCATION
End
Behavior = OverlordContain ModuleTag_Turret ; Like Transport, but when full, passes transport queries along to first passenger (redirects like tunnel)
Slots = 1
DamagePercentToUnits = 100%
AllowInsideKindOf = PORTABLE_STRUCTURE
PassengersAllowedToFire = Yes
PassengersInTurret = Yes
PayloadTemplateName = SupW_AmericaFafnirGunner
ExperienceSinkForRider = Yes ; I get the Exp for things my turret friend kills
End
Geometry = BOX
GeometryMajorRadius = 20.0
GeometryMinorRadius = 20.0
GeometryHeight = 30.0 ; Height set to allow clear clipping of projectile stream
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End
Hier das Weapon:
;------------------------------------------------------------------------------
Weapon StealthWeapon
PrimaryDamage = 30000
PrimaryDamageRadius = 200.0
AttackRange = 200.0
DamageType = STATUS
DamageStatusType = STATUS_RIDER8
DamageDealtAtSelfPosition = Yes
WeaponSpeed = 999999.0
DelayBetweenShots = 30000
ClipSize = 0
ClipReloadTime = 0
LaserName = AvengerTargetingLaserBeam
LaserBoneName = TurretFX03
FireFX = WeaponFX_AvengerTargetDesignator
FireSound = AvengerPaintWeaponLoop
FireSoundLoopTime = 120
End
Und aktiviert/deaktiviert werden soll das mit diesem Button:
CommandButton Command_StealthActivateDeactivate
Command = FIRE_WEAPON
WeaponSlot = PRIMARY
Options = OK_FOR_MULTI_SELECT
TextLabel = CONTROLBAR:StealthActivateDeactivate
ButtonImage = StealthActivateDeactivate
ButtonBorderType = BUILD
DescriptLabel = CONTROLBAR:StealthActivateDeactivate2
End
Leider passiert nichts wenn ich den Button klick
Any Ideas?
Einheiten InI:
;----------------------------------------------------------------------------------
Object Fafnir
; *** ART Parameters ***
SelectPortrait = SAFafnir_L
ButtonImage = SAFafnir
Draw = W3DTankDraw ModuleTag_01
OkToChangeModelColor = Yes
ExtraPublicBone = TURRETEL
DefaultConditionState
Model = Fafnir
Turret = TURRET
TurretPitch = TURRETEL
Animation = Fafnir_SKL.Fafnir_STA
AnimationMode = LOOP
WeaponFireFXBone = PRIMARY WEAPONC
WeaponMuzzleFlash = PRIMARY MUZZLEFX
WeaponFireFXBone = SECONDARY WEAPONA
WeaponLaunchBone = SECONDARY WEAPONA
TransitionKey = TRANS_Stand
HideSubObject = MUZZLEFX01 MUZZLEFX02
End
ConditionState = MOVING
Animation = Fafnir_SKL.Fafnir_RNA
AnimationMode = LOOP
End
ConditionState = MOVING CENTER_TO_LEFT
Animation = Fafnir_SKL.Fafnir_RNL
AnimationMode = ONCE
End
AliasConditionState = MOVING RIGHT_TO_CENTER
ConditionState = MOVING CENTER_TO_RIGHT
Animation = Fafnir_SKL.Fafnir_RNR
AnimationMode = ONCE
End
AliasConditionState = MOVING LEFT_TO_CENTER
ConditionState = DAMAGED
Model = Fafnir_D
End
ConditionState = MOVING DAMAGED
Model = Fafnir_D
Animation = Fafnir_SKL.Fafnir_RNA
AnimationMode = LOOP
End
ConditionState = MOVING CENTER_TO_LEFT DAMAGED
Model = Fafnir_D
Animation = Fafnir_SKL.Fafnir_RNL
AnimationMode = LOOP
End
AliasConditionState = MOVING RIGHT_TO_CENTER DAMAGED
ConditionState = MOVING CENTER_TO_RIGHT DAMAGED
Model = Fafnir_D
Animation = Fafnir_SKL.Fafnir_RNR
AnimationMode = LOOP
End
AliasConditionState = MOVING LEFT_TO_CENTER DAMAGED
ConditionState = REALLYDAMAGED RUBBLE
Model = Fafnir_D1
End
ConditionState = MOVING REALLYDAMAGED RUBBLE
Model = Fafnir_D1
Animation = Fafnir_SKL.Fafnir_RNA
AnimationMode = LOOP
End
ConditionState = MOVING CENTER_TO_LEFT REALLYDAMAGED RUBBLE
Model = Fafnir_D1
Animation = Fafnir_SKL.Fafnir_RNL
AnimationMode = LOOP
End
AliasConditionState = MOVING RIGHT_TO_CENTER REALLYDAMAGED RUBBLE
ConditionState = MOVING CENTER_TO_RIGHT REALLYDAMAGED RUBBLE
Model = Fafnir_D1
Animation = Fafnir_SKL.Fafnir_RNR
AnimationMode = LOOP
End
AliasConditionState = MOVING LEFT_TO_CENTER REALLYDAMAGED RUBBLE
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Fafnir
Side = CyberTech
EditorSorting = VEHICLE
TransportSlotCount = 0
WeaponSet
Conditions = None
Weapon = PRIMARY StealthWeapon;FafnirTankGun
; Weapon = SECONDARY XpulseLaserCannon1
; Weapon = TERTIARY XpulseLaserCannon2
; PreferredAgainst = PRIMARY VEHICLE INFANTRY AIRCRAFT STRUCTURE
; PreferredAgainst = SECONDARY VEHICLE INFANTRY AIRCRAFT STRUCTURE
; PreferredAgainst = TERTIARY VEHICLE INFANTRY AIRCRAFT STRUCTURE
End
ArmorSet
Conditions = None
Armor = FafnirArmor
DamageFX = TankDamageFX
End
BuildCost = 32000
BuildTime = 55
VisionRange = 300
ShroudClearingRange = 300
ExperienceValue = 400 600 1200 1600
ExperienceRequired = 0 3000 5000 7000
IsTrainable = Yes
Prerequisites
Object = CyberTechMechFactory
Object = CyberTechAntiMaterialPlant
Object = CyberTechTechnologieCenter
Science = SCIENCE_fafnir
End
CrusherLevel = 3 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = FafnirCommandSet
MaxSimultaneousOfType = DeterminedBySuperweaponRestriction
; *** AUDIO Parameters ***
VoiceSelect = FafnirVoiceSelect
VoiceMove = FafnirVoiceMove
VoiceGuard = FafnirVoiceMove
VoiceAttack = FafnirVoiceMove
SoundMoveStart = CrusaderTankMoveStart
SoundMoveStartDamaged = CrusaderTankMoveStart
UnitSpecificSounds
VoiceCreate = FafnirVoiceCreate
TurretMoveStart = NoSound
TurretMoveLoop = NewTurretMoveLoop2
VoiceEnter = NoSound
Deploy = NoSound
Undeploy = NoSound
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE DRONE IMMUNE_TO_CAPTURE EMP_HARDENED
Body = ActiveBody ModuleTag_02
MaxHealth = 4400
InitialHealth = 4400
SubdualDamageCap = 5000
SubdualDamageHealRate = 1100
SubdualDamageHealAmount = 810
End
Behavior = AIUpdateInterface ModuleTag_03
Turret
TurretTurnRate = 120
TurretPitchRate = 55
MinPhysicalPitch = -60
AllowsPitch = Yes
ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
MinIdleScanInterval = 550 ; in milliseconds
MaxIdleScanInterval = 960 ; in milliseconds
MinIdleScanAngle = -60 ; in degrees off the natural turret angle
MaxIdleScanAngle = 60 ; in degrees off the natural turret angle
End
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL FafnirLocomotor
Behavior = ProductionUpdate ModuleTag_Drone07
MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
End
Behavior = PhysicsBehavior ModuleTag_04
Mass = 100.0
End
; Catch fire, and explode death
Behavior = SlowDeathBehavior ModuleTag_07
DeathTypes = ALL
DestructionDelay = 1000
DestructionDelayVariance = 300
OCL = INITIAL OCL_FafnirDebris
FX = INITIAL FX_ParticleUplinkDeathInitial
OCL = INITIAL OCL_SDILinkLasers
FX = FINAL FX_NukeGLA
OCL = FINAL OCL_TankExpDeathEffect;OCL_ParticleUplinkDeathFina l
End
Behavior = FlammableUpdate ModuleTag_08
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 3 ; taking this much damage...
AflameDamageDelay = 19 ; this often.
End
Behavior = TransitionDamageFX ModuleTag_0999
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
End
Behavior = AutoHealBehavior ModuleTag_29
HealingAmount = 3
HealingDelay = 1000 ; msec
End
Behavior = FireWeaponUpdate ModuleTag_30
Weapon = StealthWeapon
ExclusiveWeaponDelay = 10
End
Behavior = StealthUpdate ModuleTag_37
StealthDelay = 0;2500 ; msec
StealthForbiddenConditions = ATTACKING TAKING_DAMAGE
FriendlyOpacityMin = 30.0%
FriendlyOpacityMax = 100.0%
InnateStealth = No
RequiredStatus = STATUS_RIDER8
OrderIdleEnemiesToAttackMeUponReveal = No
EnemyDetectionEvaEvent = EnemyColonelBurtonDetected
OwnDetectionEvaEvent = OwnColonelBurtonDetected
End
; Behavior = StealthUpgrade ModuleTag_38
; TriggeredBy = Upgrade_Stealthbutton2
; End
; Behavior = StealthDetectorUpdate ModuleTag_39
; DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
; DetectionRange = 200 ;Dustin, enable this for independant balancing!
; CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
; CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
; End
; Behavior = CommandSetUpgrade ModuleTag_40
; CommandSet = FafnirCommandSet2
; TriggeredBy = Upgrade_StealthAvailable
; End
Behavior = OCLSpecialPower ModuleTag_41
SpecialPowerTemplate = SpecialPowerShield
OCL = OCL_SpecialAbility_ActivateShield
CreateLocation = USE_OWNER_OBJECT
End
Behavior = OCLSpecialPower ModuleTag_42
SpecialPowerTemplate = SpecialPowerEmpPulse
OCL = OCL_EMPEmitterEMPPulse
CreateLocation = USE_OWNER_OBJECT
End
Behavior = OCLSpecialPower ModuleTag_43
SpecialPowerTemplate = SuperweaponDetonateDirtyNukeFafnir
OCL = SUPERWEAPON_DetonateDirtyNukeFafnir
CreateLocation = USE_OWNER_OBJECT
End
Behavior = OCLSpecialPower ModuleTag_44
SpecialPowerTemplate = SuperweaponTeslaBolt
OCL = SUPERWEAPON_TeslaBolt
CreateLocation = CREATE_ABOVE_LOCATION ;CREATE_AT_LOCATION
End
Behavior = OCLSpecialPower ModuleTag_45
SpecialPowerTemplate = SuperweaponRailGun
OCL = SUPERWEAPON_RailGun
CreateLocation = CREATE_ABOVE_LOCATION ;CREATE_AT_LOCATION
End
Behavior = OverlordContain ModuleTag_Turret ; Like Transport, but when full, passes transport queries along to first passenger (redirects like tunnel)
Slots = 1
DamagePercentToUnits = 100%
AllowInsideKindOf = PORTABLE_STRUCTURE
PassengersAllowedToFire = Yes
PassengersInTurret = Yes
PayloadTemplateName = SupW_AmericaFafnirGunner
ExperienceSinkForRider = Yes ; I get the Exp for things my turret friend kills
End
Geometry = BOX
GeometryMajorRadius = 20.0
GeometryMinorRadius = 20.0
GeometryHeight = 30.0 ; Height set to allow clear clipping of projectile stream
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End
Hier das Weapon:
;------------------------------------------------------------------------------
Weapon StealthWeapon
PrimaryDamage = 30000
PrimaryDamageRadius = 200.0
AttackRange = 200.0
DamageType = STATUS
DamageStatusType = STATUS_RIDER8
DamageDealtAtSelfPosition = Yes
WeaponSpeed = 999999.0
DelayBetweenShots = 30000
ClipSize = 0
ClipReloadTime = 0
LaserName = AvengerTargetingLaserBeam
LaserBoneName = TurretFX03
FireFX = WeaponFX_AvengerTargetDesignator
FireSound = AvengerPaintWeaponLoop
FireSoundLoopTime = 120
End
Und aktiviert/deaktiviert werden soll das mit diesem Button:
CommandButton Command_StealthActivateDeactivate
Command = FIRE_WEAPON
WeaponSlot = PRIMARY
Options = OK_FOR_MULTI_SELECT
TextLabel = CONTROLBAR:StealthActivateDeactivate
ButtonImage = StealthActivateDeactivate
ButtonBorderType = BUILD
DescriptLabel = CONTROLBAR:StealthActivateDeactivate2
End
Leider passiert nichts wenn ich den Button klick
Any Ideas?
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