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    4. ArmA Series - ArmA 3 / Reforger
    5. Hilfeforum

    Problem mit Opfor, Error in expression

    • Jaeb
    • 22. September 2017 um 01:29
    • Erledigt
    • Jaeb
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      • 22. September 2017 um 01:29
      • #1

      Also um es kurz zu machen, ich habe jetzt sehr viel gelesen, getestet und herausgefunden, jedoch habe ich noch ein Problem.

      Hier mal der Fehler aus dem client log.

      Code
      13:10:05 Error in expression < { 
      life_adaclevel = compileFinal (if ( parseNumber(_this select 7) isEqualType >
      13:10:05   Error position: <parseNumber(_this select 7) isEqualType >
      13:10:05   Error parsenumber: Typ Zahl, erwartet Bool,Zeichenfolge
      13:10:05 File core\session\fn_requestReceived.sqf [SOCK_fnc_requestReceived], line 163

      Unten packe ich mal die beiden Dateien ran.. Eigentlich weiß ich WO der Fehler ist, habe aber keine Ahnung wie ich ihn beheben kann. Jemand eine Idee?

      Dateien

      fn_queryRequest.sqf 7,61 kB – 200 Downloads fn_requestReceived.sqf 4,94 kB – 236 Downloads
    • moeck
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      • 22. September 2017 um 03:43
      • #2

      ersetze mal das

      Code
      CONST(life_adaclevel, parseNumber(_this select 7));

      durch das

      Code
      CONST(life_adaclevel, (_this select 7));

      Signatur? Was ist eine Signatur? Kann man das essen?

      Bitte beachten: Ich gebe keinen Support über private Nachrichten!


      Ganz wichtig: [Leitfaden] Wie frage Ich richtig um Hilfe?

      Nicht zu vergessen [Tutorial/Selbst-Test] Sollte ich einen Life Server eröffnen ?

    • Jaeb
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      • 22. September 2017 um 04:00
      • #3

      Dankeschön, jetzt spawne ich zwar, aber ohne Sachen und den Spawnpunkt konnte ich nicht wählen.. :)

    • moeck
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      • 22. September 2017 um 08:20
      • #4

      Moin,

      dann hänge doch mal deine Client- Server- und extDB logs an.

      Gruß,

      moeck

      Signatur? Was ist eine Signatur? Kann man das essen?

      Bitte beachten: Ich gebe keinen Support über private Nachrichten!


      Ganz wichtig: [Leitfaden] Wie frage Ich richtig um Hilfe?

      Nicht zu vergessen [Tutorial/Selbst-Test] Sollte ich einen Life Server eröffnen ?

    • Jaeb
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      • 22. September 2017 um 10:17
      • #5

      Okay. moeck eine Idee?

      Dateien

      arma3server_x64_2017-09-22_04-59-01.rpt 57,76 kB – 193 Downloads Arma3_x64_2017-09-22_03-45-55.rpt 94,47 kB – 186 Downloads 5-0-12.log 924 Byte – 222 Downloads

      Einmal editiert, zuletzt von Jaeb (22. September 2017 um 13:26)

    • moeck
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      • 22. September 2017 um 13:35
      • #6

      da fehlt die init.sqf im life server

      4:59:27 Warning Message: Script \life_server\Functions\Systems\fn_logIt.sqf not found 4:59:31 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.

      Signatur? Was ist eine Signatur? Kann man das essen?

      Bitte beachten: Ich gebe keinen Support über private Nachrichten!


      Ganz wichtig: [Leitfaden] Wie frage Ich richtig um Hilfe?

      Nicht zu vergessen [Tutorial/Selbst-Test] Sollte ich einen Life Server eröffnen ?

    • br1zey
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      • 22. September 2017 um 14:29
      • #7

      mhhh also ich habe jetzt 5 min Drauf geschaut und KP aber die init.sqf im Life Server fehlt nicht es fehlt die logIt.sqf 

      Zum Kein Spawn Punkt bitte mal die ConfigSpawnPoints.hpp und die spawnPointCfg.sqf

      ReallifeRPG Admin, Scripter, Technischer Helfer, und Manchmal auch Spieler

      realliferpg128x128.png?resize=128%2C128&ssl=1

    • Jaeb
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      • 22. September 2017 um 17:28
      • #8

      Die init.sqf fehlt nicht und die fn_logIt.sqf hat schon immer gefehlt, der Fehler ist da, seitdem es den Server gibt, also denke ich nicht, dass da das Problem liegt. Aber ich denke, dass hinter dem Problem eher was anderes steht, denn der Dialog wird nichtmal geöffnet und wenigstens die Kleidung sollte dann geladen werden. Glaube eher, dass da was mit der Kommunikation zwischen Opfor und Datenbank nicht hinhaut.

      Code
      /*
      *    Format:
      *        3: STRING (Conditions) - Must return boolean :
      *            String can contain any amount of conditions, aslong as the entire
      *            string returns a boolean. This allows you to check any levels, licenses etc,
      *            in any combination. For example:
      *                "call life_coplevel && license_civ_someLicense"
      *            This will also let you call any other function.
      *
      */
      class CfgSpawnPoints {
      
          class Altis {
              class Civilian {
                  class Kavala {
                      displayName = "Kavala";
                      spawnMarker = "civ_spawn_1";
                      icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";
                      conditions = "";
                  };
      
                  class Athira {
                      displayName = "Athira";
                      spawnMarker = "civ_spawn_3";
                      icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";
                      conditions = "";
                  };
      
                  class Pyrgos {
                      displayName = "Pyrgos";
                      spawnMarker = "civ_spawn_2";
                      icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";
                      conditions = "";
                  };
      
                  class Sofia {
                      displayName = "Sofia";
                      spawnMarker = "civ_spawn_4";
                      icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";
                      conditions = "";
                  };
      
                  class RebelN {
                      displayName = $STR_SP_Reb_N;
                      spawnMarker = "Rebelop";
                      icon = "\a3\ui_f\data\map\MapControl\bunker_ca.paa";
                      conditions = "license_civ_rebel";
                  };
      
                  class RebelS {
                      displayName = $STR_SP_Reb_S;
                      spawnMarker = "Rebelop_1";
                      icon = "\a3\ui_f\data\map\MapControl\bunker_ca.paa";
                      conditions = "license_civ_rebel";
                  };
      
                  class RebelE {
                      displayName = $STR_SP_Reb_E;
                      spawnMarker = "Rebelop_2";
                      icon = "\a3\ui_f\data\map\MapControl\bunker_ca.paa";
                      conditions = "license_civ_rebel";
                  };
              };
      
              class Cop {
                  class Kavala {
                      displayName = "Kavala HQ";
                      spawnMarker = "cop_spawn_1";
                      icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";
                      conditions = "";
                  };
      
                  class Athira {
                      displayName = "Athira HQ";
                      spawnMarker = "cop_spawn_3";
                      icon = "\a3\ui_f\data\map\MapControl\fuelstation_ca.paa";
                      conditions = "";
                  };
      
                  class Pyrgos {
                      displayName = "Pyrgos HQ";
                      spawnMarker = "cop_spawn_2";
                      icon = "\a3\ui_f\data\map\GroupIcons\badge_rotate_0_gs.paa";
                      conditions = "";
                  };
      
                  class Air {
                      displayName = $STR_MAR_Police_Air_HQ;
                      spawnMarker = "cop_spawn_4";
                      icon = "\a3\ui_f\data\map\Markers\NATO\b_air.paa";
                      conditions = "call life_coplevel >= 2 && {license_cop_cAir}";
                  };
      
                  class HW {
                      displayName = $STR_MAR_Highway_Patrol;
                      spawnMarker = "cop_spawn_5";
                      icon = "\a3\ui_f\data\map\GroupIcons\badge_rotate_0_gs.paa";
                      conditions = "call life_coplevel >= 3";
                  };
              };
      
              class Medic {
                  class Kavala {
                      displayName = $STR_SP_EMS_Kav;
                      spawnMarker = "medic_spawn_1";
                      icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa";
                      conditions = "";
                  };
      
                  class Athira {
                      displayName = $STR_SP_EMS_Ath;
                      spawnMarker = "medic_spawn_2";
                      icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa";
                      conditions = "";
                  };
      
                  class Pyrgos {
                      displayName = $STR_SP_EMS_Pyr;
                      spawnMarker = "medic_spawn_3";
                      icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa";
                      conditions = "";
                  };
              };
              
              class Adac {
                  class Kavala {
                      displayName = "Base";
                      spawnMarker = "adac_spawn_1";
                      icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa";
                      conditions = "";
                  };
              };
          };
      
          class Tanoa {
      
              class Civilian {
                  class Georgetown {
                      displayName = "Georgetown";
                      spawnMarker = "civ_spawn_1";
                      icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";
                      conditions = "!license_civ_rebel";
                  };
      
                  class Balavu {
                      displayName = "Balavu";
                      spawnMarker = "civ_spawn_3";
                      icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";
                      conditions = "";
                  };
      
                  class Tuvanaka {
                      displayName = "Tuvanaka";
                      spawnMarker = "civ_spawn_2";
                      icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";
                      conditions = "";
                  };
      
                  class Lijnhaven {
                      displayName = "Lijnhaven";
                      spawnMarker = "civ_spawn_4";
                      icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";
                      conditions = "";
                  };
      
                  class RebelNW {
                      displayName = $STR_SP_Reb_NW;
                      spawnMarker = "Rebelop";
                      icon = "\a3\ui_f\data\map\MapControl\bunker_ca.paa";
                      conditions = "license_civ_rebel";
                  };
      
                  class RebelS {
                      displayName = $STR_SP_Reb_S;
                      spawnMarker = "Rebelop_1";
                      icon = "\a3\ui_f\data\map\MapControl\bunker_ca.paa";
                      conditions = "license_civ_rebel";
                  };
      
                  class RebelNE {
                      displayName = $STR_SP_Reb_NE;
                      spawnMarker = "Rebelop_2";
                      icon = "\a3\ui_f\data\map\MapControl\bunker_ca.paa";
                      conditions = "license_civ_rebel";
                  };
              };
      
              class Cop {
                  class NAirport {
                      displayName = $STR_SP_Cop_Air_N;
                      spawnMarker = "cop_spawn_1";
                      icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";
                      conditions = "";
                  };
      
                  class SWAirport {
                      displayName = $STR_SP_Cop_Air_SW;
                      spawnMarker = "cop_spawn_3";
                      icon = "\a3\ui_f\data\map\MapControl\fuelstation_ca.paa";
                      conditions = "";
                  };
      
                  class GeorgetownHQ {
                      displayName = "Georgetown HQ";
                      spawnMarker = "cop_spawn_2";
                      icon = "\a3\ui_f\data\map\GroupIcons\badge_rotate_0_gs.paa";
                      conditions = "";
                  };
      
                  class Air {
                      displayName = $STR_MAR_Police_Air_HQ;
                      spawnMarker = "cop_spawn_4";
                      icon = "\a3\ui_f\data\map\Markers\NATO\b_air.paa";
                      conditions = "call life_coplevel >= 2 && {license_cop_cAir}";
                  };
      
                  class HW {
                      displayName = $STR_MAR_Highway_Patrol;
                      spawnMarker = "cop_spawn_5";
                      icon = "\a3\ui_f\data\map\GroupIcons\badge_rotate_0_gs.paa";
                      conditions = "call life_coplevel >= 3";
                  };
              };
      
              class Medic {
      
                  class SEHospital {
                      displayName = $STR_SP_EMS_SE;
                      spawnMarker = "medic_spawn_1";
                      icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa";
                      conditions = "";
                  };
      
                  class TanoukaHospital {
                      displayName = $STR_SP_EMS_Tan;
                      spawnMarker = "medic_spawn_2";
                      icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa";
                      conditions = "";
                  };
      
                  class NEAirportHospital {
                      displayName = $STR_SP_EMS_NEair;
                      spawnMarker = "medic_spawn_3";
                      icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa";
                      conditions = "";
                  };
      
              };
      
          };
      
      };
      Alles anzeigen

      Dateien

      fn_spawnPointCfg.sqf 1,53 kB – 187 Downloads
    • Masteratomix
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      • 22. September 2017 um 17:35
      • #9

      Sollte es nachdem das extDB Problem gefixt ist, kannst du auch mal in deine Datei AdacLoutout.sqf gucken, weil dort kannst du das Spawn loadout festlegen

      Mit Freundlichen Grüßen

      283a0805ed30652275f4245185258f88.png

    • Jaeb
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      • 22. September 2017 um 17:50
      • #10
      Zitat von Masteratomix

      Sollte es nachdem das extDB Problem gefixt ist, kannst du auch mal in deine Datei AdacLoutout.sqf gucken, weil dort kannst du das Spawn loadout festlegen

      Ich weiß, das habe ich auch schon gemacht. Da bekomme ich auch keine Fehlermeldung. Ich bin nach edlichen Stunden verzweifelt und habe mich hier gemodelt...

    • br1zey
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      • 22. September 2017 um 20:53
      • #11

      ok grade noch mal in die Logs geschaut und grade erst gesehn bitte beheb mal den Fehler

      life_paycheck = compileFinal (if (life_paycheck isEqualType "") then {life> 3:57:59 Error position: <life_paycheck isEqualType "") then {life> 3:57:59 Error Nicht definierte Variable in Ausdruck: life_paycheck 3:57:59 File mpmissions\__CUR_MP.Altis\core\init.sqf, line 139

      Könnte daran liegen da danach erst die Init für die Jeweilige Side kommt und wenn da ein Fehler ist könnte es sein das er nicht weiter geht

      ReallifeRPG Admin, Scripter, Technischer Helfer, und Manchmal auch Spieler

      realliferpg128x128.png?resize=128%2C128&ssl=1

    • Jaeb
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      • 22. September 2017 um 21:16
      • #12
      Zitat von br1zey

      ok grade noch mal in die Logs geschaut und grade erst gesehn bitte beheb mal den Fehler

      life_paycheck = compileFinal (if (life_paycheck isEqualType "") then {life> 3:57:59 Error position: <life_paycheck isEqualType "") then {life> 3:57:59 Error Nicht definierte Variable in Ausdruck: life_paycheck 3:57:59 File mpmissions\__CUR_MP.Altis\core\init.sqf, line 139

      Könnte daran liegen da danach erst die Init für die Jeweilige Side kommt und wenn da ein Fehler ist könnte es sein das er nicht weiter geht

      Verstehe es nur nicht, denn es ist GENAU die selbe Variable wie in der Zeile darüber.. Was genau soll ich dann ändern?

    • B4v4r!4n_Str!k3r
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      • 24. September 2017 um 15:08
      • #13

      hänge mal die init.sqf an.

      23106-logo-schrift-dunkel-390-70-png class=

      Services rund um ArmA RPG Life

      ArmA Bibel: https://community.bistudio.com/wiki/

    • Jaeb
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      • 24. September 2017 um 22:34
      • #14

      B4v4r!4n_Str!k3r

      Dateien

      init.sqf 6,66 kB – 219 Downloads
    • br1zey
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      • 25. September 2017 um 00:10
      • #15

      und bitte mal die config_master anhängen

      ReallifeRPG Admin, Scripter, Technischer Helfer, und Manchmal auch Spieler

      realliferpg128x128.png?resize=128%2C128&ssl=1

    • Jaeb
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      • 25. September 2017 um 00:40
      • #16

      br1zey

      C
      #define true 1
      #define false 0
      
      /*
          Master settings for various features and functionality
      */
      class Life_Settings {
      /* Logging and Security Settings*/
          /* Security Settings */
          spyGlass_toggle = false; //Spyglass On/Off Toggle --> True = On & False = Off
      
          /* Data Logging Settings */
          battlEye_friendlyLogging = false; //False [default] - Read the logs from the server.rpt. True - Read the logs from the publicVariable.log. NOTE: Due to how diag_log works it will log to both files either way and the setting is merely for beautification purposes.
          player_advancedLog = true; //False [default] - No advanced logging. True - Logs house purchase and sale, vehicle purchase, sale, and chop shopping, police arrests, and gang creations. Search for: advanced_log
          player_moneyLog = true; //False [default] - No money logging. True - Logs player bank deposits, withdraws, and transfers, gang bank deposits and withdraws, money picked up off of the ground, and player robbery. Search for: money_log
          player_deathLog = true; //False [default] - No death logging. True - Logs victim and killer, and vehicle or weapon if used, when a player dies. Search for: death_log
      
      /* Database Related Settings */
          /* Player Data Saving */
          save_virtualItems = true; //Save Virtual items (all sides)?
          saved_virtualItems[] = { "pickaxe","fuelEmpty","fuelFull", "spikeStrip", "lockpick", "defuseKit","storageSmall","storageBig","redgull","coffee","waterBottle","weintrauben","pfirsich","tbacon","donuts","rabbit","salema","ornate","mackerel","tuna","mullet","catshark","turtle_soup","hen","rooster","sheep","goat","defibrillator","toolkit" }; //Array of virtual items that can be saved on your player.
          save_playerStats = false; //Save food, water and damage (all sides)?
          save_civilian_weapons = true; //Allow civilians to save weapons on them?
          save_civilian_position = true; //Save civilian location?
          save_civilian_position_restart = true; //Save civilian location only between restarts. After a server restart you'll have to spawn again.
          /* !!!TO SAVE POSITION BETWEEN RESTARTS save_civilian_position MUST BE TRUE!!! */
          save_civilian_positionStrict = false; //Strip the player if possible combat-log?  WARNING: Server crashes and lack of reliable syncing can trigger this.
      
          /* Vehicle Data Saving */
          save_vehicle_virtualItems = true; //Save virtual items inside the vehicle (all sides)(-- See defined items on next line --)
          save_vehicle_items[] = { "pickaxe","fuelEmpty","fuelFull", "spikeStrip", "lockpick", "defuseKit","storageSmall","storageBig","redgull","coffee","waterBottle","weintrauben","pfirsich","tbacon","donuts","rabbit","salema","ornate","mackerel","tuna","mullet","catshark","turtle_soup","hen","rooster","sheep","goat","defibrillator","toolkit" };
          save_vehicle_inventory = true; //Save Arma inventory of vehicle to the database
          save_vehicle_fuel = true; //Save vehicle fuel level to the database (Impounded/Garaged).
          save_vehicle_damage = true; //Save vehicle damage to the database.
          save_vehicle_illegal = false; //This will allow cops to be advised when a vehicle, with illegal items in it, is impounded. This will also save illegal items as proof of crime, and needs "save_vehicle_virtualItems" set as true. Illegal items don't need to be set in save_vehicle_items[] for being saved, if it's enabled.
      
      
      /* System Settings */
          /* ATM & Federal Reserve System Configurations */
          global_ATM = true; //Allow users to access any ATM on the map (Marked & Unmarked).
          noatm_timer = 10; //Time in minutes that players cannot deposit money after selling stolen gold.
          minimum_cops = 5; //Minimum cops required online to rob the Federal Reserve
      
          /*Death settings*/
          drop_weapons_onDeath = true; //Set true to enable weapon dropping on death. False (default) will delete player weapons on death, allowing them to be revived with them instead
      
          /* Basic System Configurations */
          donor_level = false; //Enable the donor level set in database (var = life_donorlevel; levels = 0,1,2,3,4,5). ATTENTION! Before enabling, read: https://www.bistudio.com/community/game-content-usage-rules & https://www.bistudio.com/monetization
          enable_fatigue = true; //Set to false to disable the ARMA 3 fatigue system.
          total_maxWeight = 40; //Static variable for the maximum weight allowed without having a backpack
          respawn_timer = 30; //How many seconds a player should wait, before being able to respawn. Minimum 5 seconds.
      
          /* Channel 7 News Station Configurations */
          news_broadcast_cost = 550000; //Cost for a player to send a news station broadcast.
          news_broadcast_cooldown = 20; //Time in minutes that is required between news station broadcasts. (Default = 20 minutes)
          news_broadcast_header_length = 60; //Number of characters that a header can consist of. Anything over this may clip. This depends on the font size and various other factors. Adjust with caution.
      
          /* Clothing System Configurations */
          civ_skins = false; //Enable or disable civilian skins. Before enabling, you must add all the SEVEN files to textures folder. (It must be named as: civilian_uniform_1.jpg, civilian_uniform_2.jpg...civilian_uniform_6.jpg, civilian_uniform_7.jpg)
          cop_extendedSkins = false; //Enable or disable cop skins by level. Before enabling, you must add all the EIGHT files to textures folder. (It must be named as: cop_uniform.jpg + cop_uniform_1.jpg, cop_uniform_2.jpg...cop_uniform_6.jpg, cop_uniform_7.jpg; meaning cop_uniform = life_coplevel=0, cop_uniform_1 = life_coplevel=1, cop_uniform_2 = life_coplevel=2, etc...)
          clothing_noTP = false;  //Disable clothing preview teleport? (true = no teleport. false = teleport)
          clothing_box = true; //true = teleport to a black box. false = teleport to somewhere on map. (It only affects the game if clothing_noTP is set as false)
          clothing_masks[] = { "H_Shemag_olive", "H_Shemag_khk", "H_Shemag_tan", "H_Shemag_olive_hs", "H_ShemagOpen_khk", "H_ShemagOpen_tan", "G_Balaclava_blk", "G_Balaclava_combat", "G_Balaclava_lowprofile", "G_Balaclava_oli", "G_Bandanna_aviator", "G_Bandanna_beast", "G_Bandanna_blk", "G_Bandanna_khk", "G_Bandanna_oli", "G_Bandanna_shades", "G_Bandanna_sport", "G_Bandanna_tan", "U_O_GhillieSuit", "U_I_GhillieSuit", "U_B_GhillieSuit", "H_RacingHelmet_1_black_F", "H_RacingHelmet_1_red_F", "H_RacingHelmet_1_white_F", "H_RacingHelmet_1_blue_F", "H_RacingHelmet_1_yellow_F", "H_RacingHelmet_1_green_F", "H_RacingHelmet_1_F", "H_RacingHelmet_2_F", "H_RacingHelmet_3_F", "H_RacingHelmet_4_F" };
      
          /* Escape Menu Configuration */
          escapeMenu_timer = 10; //Time required to pass before you can click the abort button in the escape menu.
          escapeMenu_displayExtras = true; //Display the players UID & serverName specified below in the escape menu.
          escapeMenu_displayText = "Auf Wiedersehen!"; //Text displayed in the escape menu. Make it short.. around 20 characters.
      
          /* Fuel System Configurations */
          pump_service = false; //Allow users to use pump service on the map. Default = false
          fuel_cost = 200; //Cost of fuel per liter at fuel stations (if not defined for the vehicle already).
          service_chopper = 10000; //Cost to service chopper at chopper service station(Repair/Refuel).
          fuelCan_refuel = 250; //Cost to refuel an empty fuel canister at the fuel station pumps. (Be wary of your buy/sell prices on fuel cans to prevent exploits...)
      
          /* Gang System Configurations */
          gang_price = 15000; //Gang creation price. --Remember they are persistent so keep it reasonable to avoid millions of gangs.
          gang_upgradeBase = 10000; //The base cost for purchasing additional slots in a gang
          gang_upgradeMultiplier = 2.5; //CURRENTLY NOT IN USE
      
          /* Housing System Configurations */
          house_limit = 3; //Maximum number of houses a player can own.
          houseGarage_buyPrice = 5000000;
          houseGarage_sellPrice = 350000;
      
          /* Hunting & Fishing System Configurations */
          animaltypes_fish[] = { "Salema_F", "Ornate_random_F", "Mackerel_F", "Tuna_F", "Mullet_F", "CatShark_F", "Turtle_F" }; //Classnames of fish you can catch
          animaltypes_hunting[] = { "Sheep_random_F", "Goat_random_F", "Hen_random_F", "Cock_random_F", "Rabbit_F" }; //Classnames of aniamls you can hunt/gut
      
          /* Item-related Restrictions */
          restrict_medic_weapons = false; //Set to false to allow medics to use any weapon --true will remove ANY weapon they attempt to use (primary,secondary,launcher)
          restrict_clothingPickup = false; //Set to false to allow civilians to pickup/take any uniform (ground/crates/vehicles)
          restrict_weaponPickup = false; //Set to false to allow civilians to pickup/take any weapon (ground/crates/vehicles)
          restricted_uniforms[] = { "U_Rangemaster", "U_B_CombatUniform_mcam_tshirt", "U_B_CombatUniform_mcam_worn", "U_B_survival_uniform" };
          restricted_weapons[] = { "hgun_P07_snds_F", "arifle_MX_F", "arifle_MXC_F" };
      
          /* Jail System Configurations */
          jail_seize_vItems[] = { "spikeStrip","lockpick","goldbar","blastingcharge","boltcutter","defusekit","heroin","heroin","cannabis","joint","","kokain","turtle_raw" }; //Define VIRTUAL items you want to be removed from players upon jailing here. Use "jail_seize_inventory" for Arma inventory items.
          jail_seize_inventory = false; //Set to true to run the cop seize script on inmates. False will remove only weapons and magazines otherwise. (Basically used in case cops forget to seize items). [See Lines 106-111 below]
          sendtoJail_locations[] = { "police_hq_1", "police_hq_2", "cop_spawn_3", "cop_spawn_5", "Correctional_Facility" }; //Enter the variableName from the mission.sqm here to allow cops to send a person to jail at these locations.
          jail_forceWalk = true;
      
          /* Medical System Configurations */
          revive_cops = false; //true to enable cops the ability to revive everyone or false for only medics/ems.
          revive_civ = false; //true to enable civs the ability to revive everyone or false for only medics/ems or medic/ems/cops.
          revive_east = false; //true to enable opfor the ability to revive everyone or false for only medics/ems or medic/ems/cops.
          revive_fee = 150000; //Revive fee that players have to pay and medics only EMS(independent) are rewarded with this amount.
          hospital_heal_fee = 1000000; //Fee to heal at a hospital NPC
      
          /* Paycheck & Bank System Configurations */
          bank_cop = 60000; //Amount of cash in bank for new cops
          bank_civ = 60000; //Amount of cash in bank for new civillians
          bank_med = 60000; //Amount of cash in bank for new medics
          bank_adac = 60000; //Amount of cash on bank for the ada
      
          paycheck_cop = 5000; //Payment for cops
          paycheck_civ = 1900; //Payment for civillians
          paycheck_med = 8000; //Payment for medics
          paycheck_adac = 5500; //Amount of cash on bank for the adac
      
          paycheck_period = 5; //Scaled in minutes
          bank_transferTax = .02; //Tax that player pays when transferring money from ATM. Tax = Amount * multiplier
      
          /* Player Job System Configurations */
          delivery_points[] = { "dp_1", "dp_2", "dp_3", "dp_4", "dp_5", "dp_6", "dp_7", "dp_8", "dp_9", "dp_10", "dp_11", "dp_12", "dp_13", "dp_14", "dp_15", "dp_15", "dp_16", "dp_17", "dp_18", "dp_19", "dp_20", "dp_21", "dp_22", "dp_23", "dp_24", "dp_25" };
          fuelTank_winMultiplier = 1; //Win Multiplier in FuelTank Missions. Increase for greater payout. Default = 1
      
          /* Search & Seizure System Configurations */
          seize_exempt[] = { "Binocular", "ItemWatch", "ItemCompass", "ItemGPS", "ItemMap", "NVGoggles", "FirstAidKit", "ToolKit", "Chemlight_red", "Chemlight_yellow", "Chemlight_green", "Chemlight_blue", "optic_ACO_grn_smg" }; //Arma items that will not get seized from player inventories
          seize_uniform[] = { "U_Rangemaster" }; //Any specific uniforms you want to be seized from players
          seize_vest[] = { "V_TacVest_blk_POLICE" }; //Any specific vests you want to be seized from players
          seize_headgear[] = { "H_Cap_police" }; //Any hats or helmets you want seized from players
          seize_minimum_rank = 3; //Required minimum CopLevel to be able to seize items from players
      
          /* Vehicle System Configurations */
          chopShop_vehicles[] = { "Car", "Air" }; //Vehicles that can be chopped. (Can add: "Ship" and possibly more -> look at the BI wiki...)
          vehicle_infiniteRepair[] = {false, false, true, true}; //Set to true for unlimited repairs with 1 toolkit. False will remove toolkit upon use. civilian, west, independent, east
          vehicleShop_rentalOnly[] = { "B_Boat_Armed_01_minigun_F" }; //Vehicles that can only be rented and not purchased. (Last only for the session)
          vehicleShop_3D = true; //Add preview 3D inside Shop vehicle.       Default : False
      
          /* Vehicle Purchase Prices */
          vehicle_purchase_multiplier_CIVILIAN = 1; //Civilian Vehicle Buy Price = Config_Vehicle price * multiplier
          vehicle_purchase_multiplier_COP = .5; //Cop Vehicle Buy Price = Config_Vehicle price * multiplier
          vehicle_purchase_multiplier_MEDIC = .15; //Medic Vehicle Buy Price = Config_Vehicle price * multiplier
          vehicle_purchase_multiplier_OPFOR = .15; // -- NOT IN USE -- Simply left in for east support.
      
          /* Vehicle Rental Prices */
          vehicle_rental_multiplier_CIVILIAN = .80; //Civilian Vehicle Rental Price = Config_Vehicle price * multiplier
          vehicle_rental_multiplier_COP = .3; //Cop Vehicle Rental Price = Config_Vehicle price * multiplier
          vehicle_rental_multiplier_MEDIC = .05; //Medic Vehicle Rental Price = Config_Vehicle price * multiplier
          vehicle_rental_multiplier_OPFOR = .05; // -- NOT IN USE -- Simply left in for east support.
      
          /* Vehicle Sell Prices */
          vehicle_sell_multiplier_CIVILIAN = .000001; //Civilian Vehicle Garage Sell Price = Vehicle Buy Price * multiplier
          vehicle_sell_multiplier_COP = .000001; //Cop Vehicle Garage Sell Price = Vehicle Buy Price * multiplier
          vehicle_sell_multiplier_MEDIC = .000001; //Medic Vehicle Garage Sell Price = Vehicle Buy Price * multiplier
          vehicle_sell_multiplier_OPFOR = .05; // -- NOT IN USE -- Simply left in for east support.
      
          /* "Other" Vehicle Prices */
          vehicle_chopShop_multiplier = .0025; //Chop Shop price for vehicles. TO AVOID EXPLOITS NEVER SET HIGHER THAN A PURCHASE/RENTAL multipler!   Payout = Config_vehicle Price * multiplier
          vehicle_storage_fee_multiplier = .000001; //Pull from garage cost --> Cost takes the playersides Buy Price * multiplier
          vehicle_cop_impound_multiplier = .000001; //TO AVOID EXPLOITS NEVER SET HIGHER THAN A PURCHASE/RENTAL multipler!   Payout = Config_vehicle Price * multiplier
      
          disableCommanderView = true; //false - Group leaders can access the commander view. true [default] - Group leaders cannot access the commander view.
                                       //Commander/tactical view is accessed via pressing . [NUM] by default. It raises the camera significantly higher and steeper above the player in order to give a boarder tactical view of the surrounding area.
      
          /* Wanted System Settings *
          /* crimes[] = {String, Bounty, Code} */
          crimes[] = {
              {"STR_Crime_187V","65000","187V"},
              {"STR_Crime_187","20000","187"},
              {"STR_Crime_901","45000","901"},
              {"STR_Crime_215","20000","215"},
              {"STR_Crime_213","100000","213"},
              {"STR_Crime_211","10000","211"},
              {"STR_Crime_207","35000","207"},
              {"STR_Crime_207A","20000","207A"},
              {"STR_Crime_390","150000","390"},
              {"STR_Crime_487","15000","487"},
              {"STR_Crime_488","7000","488"},
              {"STR_Crime_480","10000","480"},
              {"STR_Crime_481","10000","481"},
              {"STR_Crime_482","50000","482"},
              {"STR_Crime_483","95000","483"},
              {"STR_Crime_459","65000","459"},
              {"STR_Crime_666","20000","666"},
              {"STR_Crime_667","450000","667"},
              {"STR_Crime_668","150000","668"},
              {"STR_Crime_1","25000","1"},
              {"STR_Crime_2","20000","2"},
              {"STR_Crime_3","15000","3"},
              {"STR_Crime_4","25000","4"},
              {"STR_Crime_5","10000","5"},
              {"STR_Crime_6","8000","6"},
              {"STR_Crime_7","15000","7"},
              {"STR_Crime_8","500000","8"},
              {"STR_Crime_9","500000","9"},
              {"STR_Crime_10","1500000","10"},
              {"STR_Crime_11","1000000","11"},
              {"STR_Crime_12","250000","12"},
              {"STR_Crime_13","150000","13"},
              {"STR_Crime_14","50000","14"},
              {"STR_Crime_15","250000","15"},
              {"STR_Crime_16","1500","16"},
              {"STR_Crime_17","10000","17"},
              {"STR_Crime_18","150000","18"},
              {"STR_Crime_19","250000","19"},
              {"STR_Crime_20","50000","20"},
              {"STR_Crime_21","50000","21"},
              {"STR_Crime_22","200000","22"},
              {"STR_Crime_23","500000","23"},
              {"STR_Crime_24","1000000","24"},
              {"STR_Crime_25","2000000","25"}
          };
      };
      
      #include "Config_Clothing.hpp"
      #include "Config_Licenses.hpp"
      #include "Config_Vehicles.hpp"
      #include "Config_vItems.hpp"
      #include "Config_Weapons.hpp"
      #include "Config_Gather.hpp"
      #include "Config_SpawnPoints.hpp"
      #include "Config_Process.hpp"
      #include "Config_Housing.hpp"
      #include "Config_Garages.hpp"
      Alles anzeigen
    • Jaeb
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      • 25. September 2017 um 10:42
      • #17

      Das Problem mit dem SpawnMenü habe ich hinbekommen, spawne jetzt nur noch ohne Kleidung und Items.

      Einmal editiert, zuletzt von Jaeb (25. September 2017 um 12:37)

    • Jaeb
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      • 25. September 2017 um 18:37
      • #18

      Keine Fehlerlogs mehr, alles funktioniert, bis auf die Kleidung. Opfor spawnt immer in Unterwäsche und ohne jegliche Items. Unten hängt die fn_adacLoadout.sqf dran, in der Functions.hpp habe ich schon 10x geguckt ob alles richtig ist.

      Dateien

      fn_adacLoadout.sqf 442 Byte – 213 Downloads

      Einmal editiert, zuletzt von Jaeb (26. September 2017 um 04:32)

    • Jaeb
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      • 28. September 2017 um 20:15
      • #19

      So, alle Probleme sind gelöst, einen RIESEN Dank an B4v4r!4n_Str!k3r für den privaten Support. Sehr gute Leistung von ihm! :)

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