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    5. Hilfeforum

    Minimumcop fehler

      • Mapping & Modding
    • Lucifer Lucius
    • 25. Mai 2018 um 21:09
    • Geschlossen
    • Erledigt
    • Lucifer Lucius
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      • 25. Mai 2018 um 21:09
      • #1

      Hi NN ich setzt grade mein fn_boltcutter zurück da ich da mal ein fehler gemacht habe bei der bank jetzt kommt beim zurück setzten aber ein neuer fehler obwohl ich es von nem backup nehme:D und zwar

      Code
      20:51:03 Mission file: teufelskreis (__cur_mp) 
      20:51:03 Mission world: Malden 
      20:51:03 Mission directory: mpmissions\__cur_mp.Malden\ 
      20:51:12 Attempt to override final function - life_fnc_tazed 
      20:51:12 Attempt to override final function - life_fnc_tazed_meta 
      20:51:12 Error in expression < >> "Life_Settings" >> "minimum_cops")))) exitWith {
      hint format [localize "STR_> 
      20:51:12 Error position: <) exitWith {
      hint format [localize "STR_> 
      20:51:12 Error Missing ; 
      20:51:12 File core\items\fn_boltcutter.sqf [life_fnc_boltcutter], line 62 
      20:51:12 Error in expression < >> "Life_Settings" >> "minimum_cops")))) exitWith {
      hint format [localize "STR_> 
      20:51:12 Error position: <) exitWith {
      hint format [localize "STR_> 
      20:51:12 Error Missing ; 
      20:51:12 File core\items\fn_boltcutter.sqf [life_fnc_boltcutter], line 62
      Alles anzeigen

      Ich kann mir den fehler leider nicht erklären und finde selber auch keine lösung hir nochmal meine fn_boltcutter.

      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 [[5872.744,8706.839,0.115],"Land_Offices_01_V1_F"]) == _building || (nearestObject [[5872.744,8706.839,0.115],"Land_Research_house_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_Research_house_V1_F" && (nearestObject [[5872.744,8706.839,0.115],"Land_Offices_01_V1_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 [[5872.744,8706.839,0.115],"Land_Offices_01_V1_F"]) == _building || (nearestObject [[16019.5,16952.9,0],"Land_Research_house_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_Offices_01_V1_F": {_cpRate = 0.003;};
          case "Land_Research_house_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

      ich habe auch schon meine configurationdurchsucht aber kein fehler gefunden genau wie mein config_MasterEs wäre nett wenn jemand mir helfen könnte und Ich bedanke mich bei jeden der mir helfen kann.

    • Marius1773
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      • 25. Mai 2018 um 21:12
      • #2

      Wenn ich nicht komplett blöd bin, Zeile 15

      Code
      hint format [localize "STR_Civ_NotEnoughCops",(LIFE_SETTINGS(getNumber,"minimum_cops"))]

      Fehlt ein Semikolon hinten ^^

      Windows Server :love:

      Das Heilige Buch der Arma 3 Scripter, die Arma 3 Scripter Bibel: https://community.bistudio.com/wiki/Category:Scripting_Commands

    • Lucifer Lucius
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      • 25. Mai 2018 um 21:13
      • #3

      Das ist eine linie nach unten gerutscht ich teste aber grade ob das schon ausreicht

    • Lucifer Lucius
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      • 25. Mai 2018 um 21:34
      • #4

      Der fehler ist immer noch da

    • Marius1773
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      • 25. Mai 2018 um 21:43
      • #5

      Neue log pls

      Windows Server :love:

      Das Heilige Buch der Arma 3 Scripter, die Arma 3 Scripter Bibel: https://community.bistudio.com/wiki/Category:Scripting_Commands

    • Lucifer Lucius
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      • 25. Mai 2018 um 21:44
      • #6
      Code
      21:34:17 Mission world: Malden 
      21:34:17 Mission directory: mpmissions\__cur_mp.Malden\ 
      21:34:27 Attempt to override final function - life_fnc_tazed 
      21:34:27 Attempt to override final function - life_fnc_tazed_meta 
      21:34:27 Error in expression < >> "Life_Settings" >> "minimum_cops")))) exitWith {
      hint format [localize "STR_> 
      21:34:27 Error position: <) exitWith {
      hint format [localize "STR_> 
      21:34:27 Error Missing ; 
      21:34:27 File core\items\fn_boltcutter.sqf [life_fnc_boltcutter], line 62 
      21:34:27 Error in expression < >> "Life_Settings" >> "minimum_cops")))) exitWith {
      hint format [localize "STR_> 
      21:34:27 Error position: <) exitWith {
      hint format [localize "STR_> 
      21:34:27 Error Missing ; 
      21:34:27 File core\items\fn_boltcutter.sqf [life_fnc_boltcutter], line 62
      Alles anzeigen
    • Marius1773
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      • 25. Mai 2018 um 21:46
      • #7

      Versuch mal die:

      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]];
      
      private _vaultHouse = [[["Altis", "Land_Research_house_V1_F"], ["Tanoa", "Land_Medevac_house_V1_F"]]] call TON_fnc_terrainSort;
      private _altisArray = [16019.5,16952.9,0];
      private _tanoaArray = [11074.2,11501.5,0.00137329];
      private _pos = [[["Altis", _altisArray], ["Tanoa", _tanoaArray]]] call TON_fnc_terrainSort;
      
      if (isNull _building) exitWith {};
      if (!(_building isKindOf "House_F")) exitWith {hint localize "STR_ISTR_Bolt_NotNear";};
      if (((nearestObject [_pos,"Land_Dome_Big_F"]) == _building || (nearestObject [_pos,_vaultHouse]) == _building) && (west countSide playableUnits < (LIFE_SETTINGS(getNumber,"minimum_cops")))) exitWith {
          hint format [localize "STR_Civ_NotEnoughCops",(LIFE_SETTINGS(getNumber,"minimum_cops"))];
      };
      if ((typeOf _building) == _vaultHouse && (nearestObject [_pos,"Land_Dome_Big_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 < 2) 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 [_pos,"Land_Dome_Big_F"]) == _building || (nearestObject [_pos,_vaultHouse]) == _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";
      "progressBar" 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_Dome_Big_F": {_cpRate = 0.003;};
          case "Land_Medevac_house_V1_F";
          case "Land_Research_house_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";
          };
          uiSleep 0.26;
          if (isNull _ui) then {
              "progressBar" 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
      "progressBar" 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

      Windows Server :love:

      Das Heilige Buch der Arma 3 Scripter, die Arma 3 Scripter Bibel: https://community.bistudio.com/wiki/Category:Scripting_Commands

    • Jonas2K
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      • 25. Mai 2018 um 21:48
      • #8

      Ersetze mal die Zeile 14-16 mit dem hier:

      also:

      Code
      if (((nearestObject [[5872.744,8706.839,0.115],"Land_Offices_01_V1_F"]) == _building || (nearestObject [[5872.744,8706.839,0.115],"Land_Research_house_V1_F"])) == _building) && (west countSide playableUnits < (LIFE_SETTINGS(getNumber,"minimum_cops")))) exitWith {
       hint format [localize "STR_Civ_NotEnoughCops",(LIFE_SETTINGS(getNumber,"minimum_cops"))]
      };

      durch

      Code
      if ((((nearestObject [[5872.744,8706.839,0.115],"Land_Offices_01_V1_F"]) == _building || (nearestObject [[5872.744,8706.839,0.115],"Land_Research_house_V1_F"])) == _building) && (west countSide playableUnits < (LIFE_SETTINGS(getNumber,"minimum_cops")))) exitWith {
       hint format [localize "STR_Civ_NotEnoughCops",(LIFE_SETTINGS(getNumber,"minimum_cops"))];
      };

      In der If Abfrage hat vorne eine Klammer gefehlt + ein Semikolon.

      Mfg Jonas

    • Lucifer Lucius
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      • 25. Mai 2018 um 21:48
      • #9

      Ich benutze malden muss ich den was ändern ? und geht das überhaupt für die 4.4.4

    • Jonas2K
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      • 25. Mai 2018 um 21:51
      • #10

      An sich ist die von Marius1773 richtig, jedoch ist diese für Altis/tanoa müsstest du noch hinzufügen oder du nimmst meinen Schnippsel

    • Lucifer Lucius
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      • 25. Mai 2018 um 21:59
      • #11

      Ok Danke fehler sind weg ich prüfe es noch mal ingame

    • Lucifer Lucius
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      • 25. Mai 2018 um 22:16
      • #12

      Jetzt habe ich den fehler

      Code
      Error ||: Typ Objekt, erwartet Bool,code
      22:11:37 File core\items\fn_boltcutter.sqf [life_fnc_boltcutter], line 62
      22:12:14 Error in expression <],"Land_Offices_01_V1_F"]) == _building || (nearestObject [[5872.744,8706.839,0.>
      22:12:14   Error position: <|| (nearestObject [[5872.744,8706.839,0.>
      22:12:14   Error ||: Typ Objekt, erwartet Bool,code
      22:12:14 File core\items\fn_boltcutter.sqf [life_fnc_boltcutter], line 62
      22:12:28 Scripting function 'bis_fnc_setidentity' is not allowed to be remotely executed
      22:12:28 Scripting function 'bis_fnc_setidentity' is not allowed to be remotely executed
      22:12:36 Warning: no idc entry inside class playerHUD/controls/LIFE_RscProgress_HUDCommon 
      22:12:36 Error in expression <],"Land_Offices_01_V1_F"]) == _building || (nearestObject [[5872.744,8706.839,0.>
      22:12:36   Error position: <|| (nearestObject [[5872.744,8706.839,0.>
      22:12:36   Error |
      Alles anzeigen
      Code
      if (isNull _building) exitWith {};
      if (!(_building isKindOf "House_F")) exitWith {hint localize "STR_ISTR_Bolt_NotNear";};
      if ((((nearestObject [[5872.744,8706.839,0.115],"Land_Offices_01_V1_F"]) == _building || (nearestObject [[5872.744,8706.839,0.115],"Land_Research_house_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_Research_house_V1_F" && (nearestObject [[5872.744,8706.839,0.115],"Land_Offices_01_V1_F"]) getVariable ["locked",true]) exitWith {hint localize "STR_ISTR_Bolt_Exploit"};
      if (isNil "life_boltcutter_uses") then {life_boltcutter_uses = 0;};

      Ich schätze mal das der fheler da liegt

    • Jonas2K
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      • 25. Mai 2018 um 22:22
      • #13
      Code
      if (((((nearestObject [[5872.744,8706.839,0.115],"Land_Offices_01_V1_F"]) == _building) || (nearestObject [[5872.744,8706.839,0.115],"Land_Research_house_V1_F"])) == _building) && (west countSide playableUnits < (LIFE_SETTINGS(getNumber,"minimum_cops")))) exitWith {
       hint format [localize "STR_Civ_NotEnoughCops",(LIFE_SETTINGS(getNumber,"minimum_cops"))];
      };

      probier das mal

    • Lucifer Lucius
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      • 25. Mai 2018 um 22:25
      • #14

      Ich teste mal schnell

    • Marius1773
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      • 25. Mai 2018 um 22:26
      • #15

      Hast Malden Koordinaten angegeben? ^^

      Windows Server :love:

      Das Heilige Buch der Arma 3 Scripter, die Arma 3 Scripter Bibel: https://community.bistudio.com/wiki/Category:Scripting_Commands

    • Lucifer Lucius
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      • 25. Mai 2018 um 22:32
      • #16

      ja ist alles schon mit kordinaten und gebäuden angegeben

    • Lucifer Lucius
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      • 25. Mai 2018 um 22:40
      • #17

      ne immer noch

      Code
      22:37:59 Error in expression <,"Land_Offices_01_V1_F"]) == _building) || (nearestObject [[5872.744,8706.839,0.>
      22:37:59   Error position: <|| (nearestObject [[5872.744,8706.839,0.>
      22:37:59   Error ||: Typ Objekt, erwartet Bool,code
      22:37:59 File core\items\fn_boltcutter.sqf [life_fnc_boltcutter], line 62
      22:38:40 Error in expression <,"Land_Offices_01_V1_F"]) == _building) || (nearestObject [[5872.744,8706.839,0.>
      22:38:40   Error position: <|| (nearestObject [[5872.744,8706.839,0.>
      22:38:40   Error ||: Typ Objekt, erwartet Bool,code
      22:38:40 File core\items\fn_boltcutter.sqf [life_fnc_boltcutter], line 62
      22:38:44 Error in expression <,"Land_Offices_01_V1_F"]) == _building) || (nearestObject [[5872.744,8706.839,0.>
      22:38:44   Error position: <|| (nearestObject [[5872.744,8706.839,0.>
      22:38:44   Error ||: Typ Objekt, erwartet Bool,code
      22:38:44 File core\items\fn_boltcutter.sqf [life_fnc_boltcutter], line 62
      22:38:48 Error in expression <,"Land_Offices_01_V1_F"]) == _building) || (nearestObject [[5872.744,8706.839,0.>
      22:38:48   Error position: <|| (nearestObject [[5872.744,8706.839,0.>
      22:38:48   Error ||: Typ Objekt, erwartet Bool,code
      22:38:48 File core\items\fn_boltcutter.sqf [life_fnc_boltcutter], line 62
      22:38:55 Error in expression <,"Land_Offices_01_V1_F"]) == _building) || (nearestObject [[5872.744,8706.839,0.>
      22:38:55   Error position: <|| (nearestObject [[5872.744,8706.839,0.>
      22:38:55   Error ||: Typ Objekt, erwartet Bool,code
      22:38:55 File core\items\fn_boltcutter.sqf [life_fnc_boltcutter], line 62
      Alles anzeigen
    • Jonas2K
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      • 26. Mai 2018 um 00:22
      • #18
      Code
      if ((((nearestObject [[5872.744,8706.839,0.115],"Land_Offices_01_V1_F"]) == _building) || ((nearestObject [[5872.744,8706.839,0.115],"Land_Research_house_V1_F"])) == _building) && (west countSide playableUnits < (LIFE_SETTINGS(getNumber,"minimum_cops")))) exitWith {
       hint format [localize "STR_Civ_NotEnoughCops",(LIFE_SETTINGS(getNumber,"minimum_cops"))];
      };

      Ich hasse Klammern... So sollte es gehen

    • Lucifer Lucius
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      • 26. Mai 2018 um 08:36
      • #19

      Danke kann es leider erst nacher testen sage den aber direkt Bescheid

    • Lucifer Lucius
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      • 26. Mai 2018 um 13:17
      • #20

      Klappt jetzt alles danke

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