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    bank türen sind nicht verschlossen

    • Lucifer Lucius
    • 10. Mai 2018 um 20:07
    • Geschlossen
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    • Lucifer Lucius
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      • 10. Mai 2018 um 20:07
      • #1

      Edit:

      Hi nn ich habe im moment auf dem server das problem das sich meine bank türen nicht verschlissen

      meine dateien

      fn_blastingcharge.sqf

      Code
      #include "..\..\script_macros.hpp"
      /*
          File: fn_blastingCharge.sqf
          Author: Bryan "Tonic" Boardwine
      
          Description:
          Blasting charge is used for the federal reserve vault and nothing  more.. Yet.
      */
      private["_vault","_handle"];
      _vault = param [0,ObjNull,[ObjNull]];
      
      if (isNull _vault) exitWith {}; //Bad object
      if (typeOf _vault != "Land_CargoBox_V1_F") exitWith {hint localize "STR_ISTR_Blast_VaultOnly"};
      if (_vault getVariable ["chargeplaced",false]) exitWith {hint localize "STR_ISTR_Blast_AlreadyPlaced"};
      if (_vault getVariable ["safe_open",false]) exitWith {hint localize "STR_ISTR_Blast_AlreadyOpen"};
      if (west countSide playableUnits < (LIFE_SETTINGS(getNumber,"minimum_cops"))) exitWith {
           hint format [localize "STR_Civ_NotEnoughCops",(LIFE_SETTINGS(getNumber,"minimum_cops"))]
      };
      if ((nearestObject [[5887.8,8676.25,0.00143433],"Land_Offices_01_V1_F"]) getVariable ["locked",true]) exitWith {hint localize "STR_ISTR_Blast_Exploit"};
      if (!([false,"blastingcharge",1] call life_fnc_handleInv)) exitWith {}; //Error?
      
      _vault setVariable ["chargeplaced",true,true];
      [0,"STR_ISTR_Blast_Placed"] remoteExecCall ["life_fnc_broadcast",west];
      hint localize "STR_ISTR_Blast_KeepOff";
      _handle = [] spawn life_fnc_demoChargeTimer;
      [] remoteExec ["life_fnc_demoChargeTimer",west];
      
      waitUntil {scriptDone _handle};
      sleep 0.9;
      if (!(fed_bank getVariable["chargeplaced",false])) exitWith {hint localize "STR_ISTR_Blast_Disarmed"};
      
      _bomb = "Bo_GBU12_LGB_MI10" createVehicle [getPosATL fed_bank select 0, getPosATL fed_bank select 1, (getPosATL fed_bank select 2)+0.5];
      fed_bank setVariable ["chargeplaced",false,true];
      fed_bank setVariable ["safe_open",true,true];
      
      hint localize "STR_ISTR_Blast_Opened";
      Alles anzeigen

      fn_boltcutter.sqf

      Code
      #include "..\..\script_macros.hpp"
      /*
          File: fn_boltcutter.sqf
          Author: Bryan "Tonic" Boardwine
      
          Description:
          Breaks the lock on a single door (Closet door to the player).
      */
      private["_building","_door","_doors","_cpRate","_title","_progressBar","_titleText","_cp","_ui"];
      _building = param [0,ObjNull,[ObjNull]];
      
      if (isNull _building) exitWith {};
      if (!(_building isKindOf "House_F")) exitWith {hint localize "STR_ISTR_Bolt_NotNear";};
      if (((nearestObject [[5887.8,8676.25,0.00143433],"Land_FuelSatation_01_shop_F"]) == _building || (nearestObject [[5887.8,8676.25,0.00143433],"Land_Offices_01_V1_F"]) == _building) && (west countSide playableUnits < (LIFE_SETTINGS(getNumber,"minimum_cops")))) exitWith {
          hint format [localize "STR_Civ_NotEnoughCops",(LIFE_SETTINGS(getNumber,"minimum_cops"))]
      };
      if ((typeOf _building) == "Land_Offices_01_V1_F" && (nearestObject [[5887.8,8676.25,0.00143433],"Land_FuelSatation_01_shop_F"]) getVariable ["locked",true]) exitWith {hint localize "STR_ISTR_Bolt_Exploit"};
      if (isNil "life_boltcutter_uses") then {life_boltcutter_uses = 0;};
      
      _doors = FETCH_CONFIG2(getNumber,"CfgVehicles",(typeOf _building),"numberOfDoors");
      _door = 0;
      //Find the nearest door
      for "_i" from 1 to _doors do {
          _selPos = _building selectionPosition format["Door_%1_trigger",_i];
          _worldSpace = _building modelToWorld _selPos;
              if (player distance _worldSpace < 5) exitWith {_door = _i;};
      };
      if (_door isEqualTo 0) exitWith {hint localize "STR_Cop_NotaDoor"}; //Not near a door to be broken into.
      if ((_building getVariable [format["bis_disabled_Door_%1",_door],0]) isEqualTo 0) exitWith {hint localize "STR_House_Raid_DoorUnlocked"};
      
      if ((nearestObject [[5887.8,8676.25,0.00143433],"Land_FuelSatation_01_shop_F"]) == _building || (nearestObject [[5887.8,8676.25,0.00143433],"Land_Offices_01_V1_F"]) == _building) then {
          [[1,2],"STR_ISTR_Bolt_AlertFed",true,[]] remoteExecCall ["life_fnc_broadcast",RCLIENT];
      } else {
          [0,"STR_ISTR_Bolt_AlertHouse",true,[profileName]] remoteExecCall ["life_fnc_broadcast",RCLIENT];
      };
      
      life_action_inUse = true;
      //Setup the progress bar
      disableSerialization;
      _title = localize "STR_ISTR_Bolt_Process";
      5 cutRsc ["life_progress","PLAIN"];
      _ui = uiNamespace getVariable "life_progress";
      _progressBar = _ui displayCtrl 38201;
      _titleText = _ui displayCtrl 38202;
      _titleText ctrlSetText format["%2 (1%1)...","%",_title];
      _progressBar progressSetPosition 0.01;
      _cP = 0.01;
      
      switch (typeOf _building) do {
          case "Land_FuelSatation_01_shop_F": {_cpRate = 0.003;};
          case "Land_Offices_01_V1_F": {_cpRate = 0.0015;};
          default {_cpRate = 0.08;}
      };
      
      for "_i" from 0 to 1 step 0 do {
          if (animationState player != "AinvPknlMstpSnonWnonDnon_medic_1") then {
              [player,"AinvPknlMstpSnonWnonDnon_medic_1",true] remoteExecCall ["life_fnc_animSync",RCLIENT];
              player switchMove "AinvPknlMstpSnonWnonDnon_medic_1";
              player playMoveNow "AinvPknlMstpSnonWnonDnon_medic_1";
          };
          sleep 0.26;
          if (isNull _ui) then {
              5 cutRsc ["life_progress","PLAIN"];
              _ui = uiNamespace getVariable "life_progress";
              _progressBar = _ui displayCtrl 38201;
              _titleText = _ui displayCtrl 38202;
          };
          _cP = _cP + _cpRate;
          _progressBar progressSetPosition _cP;
          _titleText ctrlSetText format["%3 (%1%2)...",round(_cP * 100),"%",_title];
          if (_cP >= 1 || !alive player) exitWith {};
          if (life_istazed) exitWith {}; //Tazed
          if (life_isknocked) exitWith {}; //Knocked
          if (life_interrupted) exitWith {};
      };
      
      //Kill the UI display and check for various states
      5 cutText ["","PLAIN"];
      player playActionNow "stop";
      if (!alive player || life_istazed || life_isknocked) exitWith {life_action_inUse = false;};
      if (player getVariable["restrained",false]) exitWith {life_action_inUse = false;};
      if (life_interrupted) exitWith {life_interrupted = false; titleText[localize "STR_NOTF_ActionCancel","PLAIN"]; life_action_inUse = false;};
      life_boltcutter_uses = life_boltcutter_uses + 1;
      life_action_inUse = false;
      
      if (life_boltcutter_uses >= 5) then {
          [false,"boltcutter",1] call life_fnc_handleInv;
          life_boltcutter_uses = 0;
      };
      
      _building setVariable [format["bis_disabled_Door_%1",_door],0,true]; //Unlock the door.
      _building setVariable["locked",false,true];
      
      if (life_HC_isActive) then {
          [getPlayerUID player,profileName,"459"] remoteExecCall ["HC_fnc_wantedAdd",HC_Life];
      } else {
          [getPlayerUID player,profileName,"459"] remoteExecCall ["life_fnc_wantedAdd",RSERV];
      };
      Alles anzeigen

      Fn_actionKeyHandler.sqf

      Code
      Fn_actionKeyHandler.sqf
      
      if (isNull _curObject) exitWith {
          if (_isWater) then {
              _fish = (nearestObjects[player,(LIFE_SETTINGS(getArray,"animaltypes_fish")),3]) select 0;
              if (!isNil "_fish") then {
                  if (!alive _fish) then {
                      [_fish] call life_fnc_catchFish;
                  };
              };
          } else {
              _animal = (nearestObjects[player,(LIFE_SETTINGS(getArray,"animaltypes_hunting")),3]) select 0;
              if (!isNil "_animal") then {
                  if (!alive _animal) then {
                      [_animal] call life_fnc_gutAnimal;
                  };
              } else {
                  private "_handle";
                  if (playerSide isEqualTo civilian && !life_action_gathering) then {
                _whatIsIt = [] call life_fnc_whereAmI;
                      if (life_action_gathering) exitWith {};                 //Action is in use, exit to prevent spamming.
                      switch (_whatIsIt) do {
                          case "mine" : { _handle = [] spawn life_fnc_mine };
                          default { _handle = [] spawn life_fnc_gather };
                      };
                      life_action_gathering = true;
                      waitUntil {scriptDone _handle};
                      life_action_gathering = false;
                  };
              };
          };
      };
      
      if ((_curObject isKindOf "B_supplyCrate_F" || _curObject isKindOf "Box_IND_Grenades_F") && {player distance _curObject < 3} ) exitWith {
          if (alive _curObject) then {
              [_curObject] call life_fnc_containerMenu;
          };
      };
      
      if (_curObject isKindOf "House_F" && {player distance _curObject < 12} || ((nearestObject [[5887.8,8676.25,0.00143433],"Land_FuelSatation_01_shop_F"]) == _curObject || (nearestObject [[5887.8,8676.25,0.00143433],"Land_Offices_01_V1_F"]) == _curObject)) exitWith {
          [_curObject] call life_fnc_houseMenu;
      };
      
      if (dialog) exitWith {}; //Don't bother when a dialog is open.
      if (vehicle player != player) exitWith {}; //He's in a vehicle, cancel!
      life_action_inUse = true;
      
      //Temp fail safe.
      [] spawn {
          sleep 60;
          life_action_inUse = false;
      };
      Alles anzeigen

      fn_houseMenu.sqf

      Code
      #include "..\..\script_macros.hpp"
      /*
          File: fn_houseMenu.sqf
          Author: Bryan "Tonic" Boardwine
      
          Description:
          Building interaction menu
      */
      #define Btn1 37450
      #define Btn2 37451
      #define Btn3 37452
      #define Btn4 37453
      #define Btn5 37454
      #define Btn6 37455
      #define Btn7 37456
      #define Btn8 37457
      #define Title 37401
      
      private["_display","_curTarget","_Btn1","_Btn2","_Btn3","_Btn4","_Btn5","_Btn6","_Btn7","_Btn8"];
      disableSerialization;
      _curTarget = param [0,ObjNull,[ObjNull]];
      if (isNull _curTarget) exitWith {}; //Bad target
      _houseCfg = [(typeOf _curTarget)] call life_fnc_houseConfig;
      if (count _houseCfg isEqualTo 0 && playerSide isEqualTo civilian) exitWith {};
      
      if (!dialog) then {
          createDialog "pInteraction_Menu";
      };
      
      _Btn1 = CONTROL(37400,Btn1);
      _Btn2 = CONTROL(37400,Btn2);
      _Btn3 = CONTROL(37400,Btn3);
      _Btn4 = CONTROL(37400,Btn4);
      _Btn5 = CONTROL(37400,Btn5);
      _Btn6 = CONTROL(37400,Btn6);
      _Btn7 = CONTROL(37400,Btn7);
      _Btn8 = CONTROL(37400,Btn8);
      {_x ctrlShow false;} forEach [_Btn1,_Btn2,_Btn3,_Btn4,_Btn5,_Btn6,_Btn7,_Btn8];
      
      life_pInact_curTarget = _curTarget;
      if (_curTarget isKindOf "House_F" && playerSide isEqualTo west) exitWith {
          if ((nearestObject [[5887.8,8676.25,0.00143433],"Land_FuelSatation_01_shop_F"]) == _curTarget || (nearestObject [[5887.8,8676.25,0.00143433],"Land_Offices_01_V1_F"]) == _curTarget) then {
      Alles anzeigen

      life_server/init

      Code
      #include "script_macros.hpp"
      /*
          File: init.sqf
          Author: Bryan "Tonic" Boardwine
      
          Edit: Nanou for HeadlessClient optimization.
          Please read support for more informations.
      
          Description:
          Initialize the server and required systems.
      */
      private["_dome","_rsb","_timeStamp"];
      DB_Async_Active = false;
      DB_Async_ExtraLock = false;
      life_server_isReady = false;
      life_server_extDB_notLoaded = "";
      serv_sv_use = [];
      publicVariable "life_server_isReady";
      life_save_civilian_position = if (LIFE_SETTINGS(getNumber,"save_civilian_position") isEqualTo 0) then {false} else {true};
      fn_whoDoneit = compile preprocessFileLineNumbers "\life_server\Functions\Systems\fn_whoDoneit.sqf";
      
      /*
          Prepare the headless client.
      */
      life_HC_isActive = false;
      publicVariable "life_HC_isActive";
      HC_Life = false;
      publicVariable "HC_Life";
      
      if (EXTDB_SETTING(getNumber,"HeadlessSupport") isEqualTo 1) then {
          [] execVM "\life_server\initHC.sqf";
      };
      
      /*
          Prepare extDB before starting the initialization process
          for the server.
      */
      
      if (isNil {uiNamespace getVariable "life_sql_id"}) then {
          life_sql_id = round(random(9999));
          CONSTVAR(life_sql_id);
          uiNamespace setVariable ["life_sql_id",life_sql_id];
              try {
              _result = EXTDB format["9:ADD_DATABASE:%1",EXTDB_SETTING(getText,"DatabaseName")];
              if (!(_result isEqualTo "[1]")) then {throw "extDB2: Error with Database Connection"};
              _result = EXTDB format["9:ADD_DATABASE_PROTOCOL:%2:SQL_RAW_V2:%1:ADD_QUOTES",FETCH_CONST(life_sql_id),EXTDB_SETTING(getText,"DatabaseName")];
              if (!(_result isEqualTo "[1]")) then {throw "extDB2: Error with Database Connection"};
          } catch {
              diag_log _exception;
              life_server_extDB_notLoaded = [true, _exception];
          };
          publicVariable "life_server_extDB_notLoaded";
          if (life_server_extDB_notLoaded isEqualType []) exitWith {};
          EXTDB "9:LOCK";
          diag_log "extDB2: Connected to Database";
      } else {
          life_sql_id = uiNamespace getVariable "life_sql_id";
          CONSTVAR(life_sql_id);
          diag_log "extDB2: Still Connected to Database";
      };
      
      if (life_server_extDB_notLoaded isEqualType []) exitWith {};
      
      /* Run stored procedures for SQL side cleanup */
      ["CALL resetLifeVehicles",1] call DB_fnc_asyncCall;
      ["CALL deleteDeadVehicles",1] call DB_fnc_asyncCall;
      ["CALL deleteOldHouses",1] call DB_fnc_asyncCall;
      ["CALL deleteOldGangs",1] call DB_fnc_asyncCall;
      
      _timeStamp = diag_tickTime;
      diag_log "----------------------------------------------------------------------------------------------------";
      diag_log "---------------------------------- Starting Altis Life Server Init ---------------------------------";
      diag_log "------------------------------------------ Version 4.4r4 -------------------------------------------";
      diag_log "----------------------------------------------------------------------------------------------------";
      
      if (LIFE_SETTINGS(getNumber,"save_civilian_position_restart") isEqualTo 1) then {
          [] spawn {
              _query = "UPDATE players SET civ_alive = '0' WHERE civ_alive = '1'";
              [_query,1] call DB_fnc_asyncCall;
          };
      };
      
      /* Map-based server side initialization. */
      master_group attachTo[bank_obj,[0,0,0]];
      
      {
          _hs = createVehicle ["Land_Hospital_main_F", [0,0,0], [], 0, "NONE"];
          _hs setDir (markerDir _x);
          _hs setPosATL (getMarkerPos _x);
          _var = createVehicle ["Land_Hospital_side1_F", [0,0,0], [], 0, "NONE"];
          _var attachTo [_hs, [4.69775,32.6045,-0.1125]];
          detach _var;
          _var = createVehicle ["Land_Hospital_side2_F", [0,0,0], [], 0, "NONE"];
          _var attachTo [_hs, [-28.0336,-10.0317,0.0889387]];
          detach _var;
      } forEach ["hospital_2","hospital_3"];
      
      {
          if (!isPlayer _x) then {
              _npc = _x;
              {
                  if (_x != "") then {
                      _npc removeWeapon _x;
                  };
              } forEach [primaryWeapon _npc,secondaryWeapon _npc,handgunWeapon _npc];
          };
      } forEach allUnits;
      
      [8,true,12] execFSM "\life_server\FSM\timeModule.fsm";
      
      life_adminLevel = 0;
      life_medicLevel = 0;
      life_copLevel = 0;
      CONST(JxMxE_PublishVehicle,"false");
      
      /* Setup radio channels for west/independent/civilian */
      life_radio_west = radioChannelCreate [[0, 0.95, 1, 0.8], "Side Channel", "%UNIT_NAME", []];
      life_radio_civ = radioChannelCreate [[0, 0.95, 1, 0.8], "Side Channel", "%UNIT_NAME", []];
      life_radio_indep = radioChannelCreate [[0, 0.95, 1, 0.8], "Side Channel", "%UNIT_NAME", []];
      
      /* Set the amount of gold in the federal reserve at mission start */
      fed_bank setVariable ["safe",count playableUnits,true];
      [] spawn TON_fnc_federalUpdate;
      
      /* Event handler for disconnecting players */
      addMissionEventHandler ["HandleDisconnect",{_this call TON_fnc_clientDisconnect; false;}];
      [] call compile PreProcessFileLineNumbers "\life_server\functions.sqf";
      
      /* Set OwnerID players for Headless Client */
      TON_fnc_requestClientID =
      {
          (_this select 1) setVariable ["life_clientID", owner (_this select 1), true];
      };
      "life_fnc_RequestClientId" addPublicVariableEventHandler TON_fnc_requestClientID;
      
      /* Event handler for logs */
      "money_log" addPublicVariableEventHandler {diag_log (_this select 1)};
      "advanced_log" addPublicVariableEventHandler {diag_log (_this select 1)};
      
      /* Miscellaneous mission-required stuff */
      life_wanted_list = [];
      
      cleanupFSM = [] execFSM "\life_server\FSM\cleanup.fsm";
      
      [] spawn TON_fnc_initHouses;
      cleanup = [] spawn TON_fnc_cleanup;
      
      TON_fnc_playtime_values = [];
      TON_fnc_playtime_values_request = [];
      
      //Just incase the Headless Client connects before anyone else
      publicVariable "TON_fnc_playtime_values";
      publicVariable "TON_fnc_playtime_values_request";
      
      
      /* Setup the federal reserve building(s) */
      _dome = nearestObject [[5887.8,8676.25,0.00143433],"Land_FuelSatation_01_shop_F"];
      _rsb = nearestObject [[5887.8,8676.25,0.00143433],"Land_Offices_01_V1_F"];
      
      for "_i" from 1 to 3 do {_dome setVariable[format["bis_disabled_Door_%1",_i],1,true]; _dome animate [format["Door_%1_rot",_i],0];};
      _dome setVariable["locked",true,true];
      _rsb setVariable["locked",true,true];
      _rsb setVariable["bis_disabled_Door_1",1,true];
      _dome allowDamage false;
      _rsb allowDamage false;
      
      /* Tell clients that the server is ready and is accepting queries */
      life_server_isReady = true;
      publicVariable "life_server_isReady";
      
      /* Initialize hunting zone(s) */
      aiSpawn = ["hunting_zone",30] spawn TON_fnc_huntingZone;
      
      // We create the attachment point to be used for objects to attachTo load virtually in vehicles.
      life_attachment_point = "Land_HelipadEmpty_F" createVehicle [0,0,0];
      life_attachment_point setPosASL [0,0,0];
      life_attachment_point setVectorDirAndUp [[0,1,0], [0,0,1]];
      
      // Sharing the point of attachment with all players.
      publicVariable "life_attachment_point";
      
      life_cop_calls = [];
      publicVariable "life_cop_calls";
      
      life_med_calls = [];
      publicVariable "life_med_calls";
      
      diag_log "----------------------------------------------------------------------------------------------------";
      diag_log format["               End of Altis Life Server Init :: Total Execution Time %1 seconds ",(diag_tickTime) - _timeStamp];
      diag_log "----------------------------------------------------------------------------------------------------";
      Alles anzeigen

      Ich wollte es so machen das man erst durch haus x muss um zu haus y zu kommen wo den der tresor steht aber jetzt sind einfach keine türen abgeschlossen

      2 Mal editiert, zuletzt von Lucifer Lucius (11. Mai 2018 um 11:36)

    • Kuchenplatte
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      • 10. Mai 2018 um 21:00
      • #2

      Bitte den Beitrag bearbeiten - es werden keine externen Uploads akzeptiert.

      Shadow|Eagle: "Frag mich eher why ich dich nicht noch irgendwas gegeben hab als Vorschlag xD"

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    • Lucifer Lucius
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      • 11. Mai 2018 um 11:31
      • #3

      Bearbeitet

      Einmal editiert, zuletzt von Lucifer Lucius (11. Mai 2018 um 11:37)

    • Lucifer Lucius
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      • 11. Mai 2018 um 21:20
      • #4

      ok ich glaube ich habe den fehler gefunden

      Code
      /* Setup the federal reserve building(s) */
      _dome = nearestObject [[5887.8,8676.25,0.00143433],"Land_FuelSatation_01_shop_F"];
      _rsb = nearestObject [[5887.8,8676.25,0.00143433],"Land_Offices_01_V1_F"];
      for "_i" from 1 to 3 do {_dome setVariable[format["bis_disabled_Door_%1",_i],1,true]; _dome animate [format["Door_%1_rot",_i],0];};
      _dome setVariable["locked",true,true];
      _rsb setVariable["locked",true,true];
      _rsb setVariable["bis_disabled_Door_1",1,true];
      _dome allowDamage false;
      _rsb allowDamage false;

      ich glaube das es an der animation liegt also

      Code
      _dome animate [format["Door_%1_rot",_i],0];};

      und

      Code
      _rsb setVariable["bis_disabled_Door_1",1,true];

      weiß jemad wie ich heraus finde welche animation mein haus hat ?

    • Lucifer Lucius
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      • 12. Mai 2018 um 17:07
      • #5

      #close

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