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    5. Hilfeforum

    Waffen nicht mehr kaufbar (ACE)

    • BillGage
    • 1. Juni 2018 um 08:02
    • Erledigt
    • BillGage
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      • 1. Juni 2018 um 08:02
      • #1

      Guten Tag, ich habe ACE eingefügt. Das funktioniert auch alles nur jetzt habe ich das Problem das man keine Waffen mehr kaufen kann.

      Hier meine

      fn_handleItem.sqf

      fn_weaponShopBuySell.sqf

    • Blyatkovicz
      Amateur
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      • 1. Juni 2018 um 09:19
      • #2

      Und jetzt liest du es dir erstmal das da durch:

      [Leitfaden] Wie frage Ich richtig um Hilfe?

      Meine Fresse, so ein typischer Fall von "ja hier mein KFZ ist kaputt, weiß aber nicht woran es liegt, da sie ja der Mechaniker sind und nur vom anschielen meines KFZs wissen sie schon wo der Schuh drückt".

    • Uncle Pennybags
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      • 1. Juni 2018 um 10:50
      • #3
      Zitat von Blyatkovicz

      Und jetzt liest du es dir erstmal das da durch:

      [Leitfaden] Wie frage Ich richtig um Hilfe?

      Meine Fresse, so ein typischer Fall von "ja hier mein KFZ ist kaputt, weiß aber nicht woran es liegt, da sie ja der Mechaniker sind und nur vom anschielen meines KFZs wissen sie schon wo der Schuh drückt".

      Klassisches Beispiel für die Asoziale Arma Community? Das geht auch Freundlicher meinst nicht?

      Zitat von BillGage

      Guten Tag, ich habe ACE eingefügt. Das funktioniert auch alles nur jetzt habe ich das Problem das man keine Waffen mehr kaufen kann.

      Hier meine

      fn_handleItem.sqf

      fn_weaponShopBuySell.sqf

      Bitte lies dir in Zukunft den Beitrag Wie Frage ich richtig um Hilfe durch. Dies verhindert das der ein oder andere Troll hier seine Launen raus lassen kann und hilft denen die dir Helfen wollen bei der schnellen Lösung deines Problems.

      Bitte füge in deinen Beitrag noch die Server RPT hinzu.

      Ich biete an:
      - Windows Server Support
      - TS Support


      #ArmaisloveArmaishate

    • shoXy
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      • 1. Juni 2018 um 19:11
      • #4

      Hier einmal die fn_weaponShopBuySell.sqf

      Spoiler anzeigen

      #include "..\..\script_macros.hpp"

      /*

      File: fn_weaponShopBuySell.sqf

      Author: Bryan "Tonic" Boardwine

      Description:

      Master handling of the weapon shop for buying / selling an item.

      */

      disableSerialization;

      private ["_price","_item","_itemInfo","_bad"];

      if ((lbCurSel 38403) isEqualTo -1) exitWith {hint localize "STR_Shop_Weapon_NoSelect"};

      _price = lbValue[38403,(lbCurSel 38403)]; if (isNil "_price") then {_price = 0;};

      _item = lbData[38403,(lbCurSel 38403)];

      _itemInfo = [_item] call life_fnc_fetchCfgDetails;

      _bad = "";

      if ((_itemInfo select 6) != "CfgVehicles") then {

      if ((_itemInfo select 4) in [4096,131072]) then {

      if (!(player canAdd _item) && (uiNamespace getVariable ["Weapon_Shop_Filter",0]) != 1) exitWith {_bad = (localize "STR_NOTF_NoRoom")};

      };

      };

      if (_bad != "") exitWith {hint _bad};

      if ((uiNamespace getVariable ["Weapon_Shop_Filter",0]) isEqualTo 1) then {

      CASH = CASH + _price;

      [_item,false] call life_fnc_handleItem;

      hint parseText format [localize "STR_Shop_Weapon_Sold",_itemInfo select 1,[_price] call life_fnc_numberText];

      [nil,(uiNamespace getVariable ["Weapon_Shop_Filter",0])] call life_fnc_weaponShopFilter; //Update the menu.

      } else {

      private _altisArray = ["Land_u_Barracks_V2_F","Land_i_Barracks_V2_F"];

      private _tanoaArray = ["Land_School_01_F","Land_Warehouse_03_F","Land_House_Small_02_F"];

      private _hideoutObjs = [[["Altis", _altisArray], ["Tanoa", _tanoaArray]]] call TON_fnc_terrainSort;

      private _hideout = (nearestObjects[getPosATL player,_hideoutObjs,25]) select 0;

      if (!isNil "_hideout" && {!isNil {group player getVariable "gang_bank"}} && {(group player getVariable "gang_bank") >= _price}) then {

      _action = [

      format [(localize "STR_Shop_Virt_Gang_FundsMSG")+ "<br/><br/>" +(localize "STR_Shop_Virt_Gang_Funds")+ " <t color='#8cff9b'>$%1</t><br/>" +(localize "STR_Shop_Virt_YourFunds")+ " <t color='#8cff9b'>$%2</t>",

      [(group player getVariable "gang_bank")] call life_fnc_numberText,

      [CASH] call life_fnc_numberText

      ],

      localize "STR_Shop_Virt_YourorGang",

      localize "STR_Shop_Virt_UI_GangFunds",

      localize "STR_Shop_Virt_UI_YourCash"

      ] call BIS_fnc_guiMessage;

      if (_action) then {

      hint parseText format [localize "STR_Shop_Weapon_BoughtGang",_itemInfo select 1,[_price] call life_fnc_numberText];

      _funds = group player getVariable "gang_bank";

      _funds = _funds - _price;

      group player setVariable ["gang_bank",_funds,true];

      [_item,true] spawn life_fnc_handleItem;

      if (life_HC_isActive) then {

      [1,group player] remoteExecCall ["HC_fnc_updateGang",HC_Life];

      } else {

      [1,group player] remoteExecCall ["TON_fnc_updateGang",RSERV];

      };


      } else {

      if (_price > CASH) exitWith {hint localize "STR_NOTF_NotEnoughMoney"};

      hint parseText format [localize "STR_Shop_Weapon_BoughtItem",_itemInfo select 1,[_price] call life_fnc_numberText];

      CASH = CASH - _price;

      [_item,true] spawn life_fnc_handleItem;

      };

      } else {

      if (_price > CASH) exitWith {hint localize "STR_NOTF_NotEnoughMoney"};

      hint parseText format [localize "STR_Shop_Weapon_BoughtItem",_itemInfo select 1,[_price] call life_fnc_numberText];

      CASH = CASH - _price;

      [_item,true] spawn life_fnc_handleItem;

      };

      };

      [0] call SOCK_fnc_updatePartial;

      [] call life_fnc_saveGear;

      Und die fn_handleItem.sqf

      Spoiler anzeigen

      #include "..\..\script_macros.hpp"

      /*

      File: fn_handleItem.sqf

      Author: Bryan "Tonic" Boardwine

      Description

      Main gear handling functionality.

      */

      private ["_item","_details","_bool","_ispack","_items","_isgun","_ongun","_override","_toUniform","_toVest","_preview","_acecheck"];

      _item = [_this,0,"",[""]] call BIS_fnc_param;

      _bool = [_this,1,false,[false]] call BIS_fnc_param;

      _ispack = [_this,2,false,[false]] call BIS_fnc_param;

      _ongun = [_this,3,false,[false]] call BIS_fnc_param;

      _override = [_this,4,false,[false]] call BIS_fnc_param;

      _toUniform = [_this,5,false,[false]] call BIS_fnc_param; //Manual override to send items specifically to a uniform.

      _toVest = [_this,6,false,[false]] call BIS_fnc_param; //Manual override to send items specifically to a vest

      _preview = [_this,7,false,[false]] call BIS_fnc_param;

      _acecheck = ["ACE_atropine","ACE_morphine","ACE_epinephrine","ACE_EarPlugs","ACE_fieldDressing","ACE_elasticBandage","ACE_quikclot","ACE_packingBandage","ACE_salineIV_250","ACE_salineIV_500","ACE_tourniquet","ACE_personalAidKit","ACE_bloodIV_250","ACE_bloodIV_500","ACE_plasmaIV_250","ACE_plasmaIV_500","ACE_surgicalKit"];

      //Some checks

      if (_item isEqualTo "") exitWith {};

      _isgun = false;

      _details = [_item] call life_fnc_fetchCfgDetails;

      if (count _details isEqualTo 0) exitWith {};

      if (_bool) then {

      switch (_details select 6) do {

      case "CfgGlasses": {

      if (_toUniform) exitWith {player addItemToUniform _item;};

      if (_toVest) exitWith {player addItemToVest _item;};

      if (_ispack) then {

      player addItemToBackpack _item;

      } else {

      if (_override) then {

      player addItem _item;

      } else {

      if (!(goggles player isEqualTo "")) then {

      removeGoggles player;

      };

      player addGoggles _item;

      };

      };

      };

      case "CfgVehicles": {

      if (!(backpack player isEqualTo "")) then {

      _items = (backpackItems player);

      removeBackpack player;

      };

      player addBackpack _item;

      clearAllItemsFromBackpack player;

      if (!isNil "_items") then {

      {[_x,true,true,false,true] call life_fnc_handleItem; } forEach _items;

      };

      };

      case "CfgMagazines": {

      if (_toUniform) exitWith {player addItemToUniform _item;};

      if (_toVest) exitWith {player addItemToVest _item;};

      if (_ispack) exitWith {player addItemToBackpack _item;};

      if(_item in _acecheck) then{player addItem _item;};

      player addMagazine _item;

      };

      case "CfgWeapons": {

      //New addition

      if (_toUniform) exitWith {player addItemToUniform _item;};

      if (_toVest) exitWith {player addItemToVest _item;};

      if (_ispack) exitWith {player addItemToBackpack _item;};

      if(_item in _acecheck) then {player addItem _item;};

      if ((_details select 4) in [1,2,4,5,4096]) then {

      if ((_details select 4) isEqualTo 4096) then {

      if ((_details select 5) isEqualTo -1) then {

      _isgun = true;

      };

      } else {

      _isgun = true;

      };

      };

      if (_isgun) then {

      if (!_ispack && _override) exitWith {}; //It was in the vest/uniform, try to close to prevent it overriding stuff... (Actual weapon and not an item)

      if (_item isEqualTo "MineDetector") then {

      player addItem _item;

      } else {

      player addWeapon _item;

      };

      } else {

      switch (_details select 5) do {

      case 0: {

      if (_ispack) then {

      player addItemToBackpack _item;

      } else {

      if (_override) then {

      player addItem _item;

      } else {

      if (_item in (assignedItems player)) then {

      player addItem _item;

      } else {

      player linkItem _item;

      };

      };

      };

      };

      case 605: {

      if (_ispack) then{

      player addItemToBackpack _item;

      } else {

      if (_override) then {

      player addItem _item;

      } else {

      if (headgear player isEqualTo _item && {!_preview}) then {

      player addItem _item;

      } else {

      if (!(headgear player isEqualTo "")) then {removeHeadGear player;};

      player addHeadGear _item;

      };

      };

      };

      };

      case 801: {

      if (_ispack) then {

      player addItemToBackpack _item;

      } else {

      if (_override) then {

      player addItem _item;

      } else {

      if (player isKindOf "Civilian") then {

      if (uniform player isEqualTo _item && {!_preview}) then {

      player addItem _item;

      } else {

      if (!(uniform player isEqualTo "")) then {

      _items = uniformItems player;

      removeUniform player;

      };

      player addUniform _item;

      if (!isNil "_items") then {

      {player addItemToUniform _x} forEach _items;

      };

      };

      } else {

      if (!(uniform player isEqualTo "")) then {

      _items = uniformItems player;

      removeUniform player;

      };

      if (!(player isUniformAllowed _item)) then {

      player forceAddUniform _item;

      } else {

      player addUniform _item;

      };

      if (!isNil "_items") then {

      {player addItemToUniform _x} forEach _items;

      };

      };

      };

      };

      };

      case 701: {

      if (_ispack) then {

      player addItemToBackpack _item;

      } else {

      if (_override) then{

      player addItem _item;

      } else {

      if (vest player isEqualTo _item && {!_preview}) then {

      player addItem _item;

      } else {

      if (!(vest player isEqualTo "")) then {

      _items = vestItems player;

      removeVest player;

      };

      player addVest _item;

      if (!isNil "_items") then {

      {[_x,true,false,false,true] spawn life_fnc_handleItem;} forEach _items;

      };

      };

      };

      };

      };

      case 201: {

      if (_ispack) then {

      player addItemToBackpack _item;

      } else {

      private "_type";

      _type = [_item,201] call life_fnc_accType;

      if (_ongun) then {

      switch (_type) do {

      case 1: { player addPrimaryWeaponItem _item; };

      case 2: { player addSecondaryWeaponItem _item; };

      case 3: { player addHandgunItem _item; };

      };

      } else {

      if (_override) then {

      player addItem _item;

      } else {

      private ["_wepItems","_action","_slotTaken"];

      _wepItems = switch (_type) do {case 1:{primaryWeaponItems player}; case 2:{secondaryWeaponItems player}; case 3:{handgunItems player}; default {["","",""]};};

      _slotTaken = false;

      if (!((_wepItems select 2) isEqualTo "")) then {_slotTaken = true;};

      if (_slotTaken) then {

      _action = [localize "STR_MISC_AttachmentMSG",localize "STR_MISC_Attachment",localize "STR_MISC_Weapon",localize "STR_MISC_Inventory"] call BIS_fnc_guiMessage;

      if (_action) then {

      switch (_type) do {

      case 1: {player addPrimaryWeaponItem _item;};

      case 2: {player addSecondaryWeaponItem _item;};

      case 3: {player addHandgunItem _item;};

      default {player addItem _item;};

      };

      } else {

      player addItem _item; //Add it to any available container

      };

      } else {

      switch (_type) do {

      case 1: {player addPrimaryWeaponItem _item;};

      case 2: {player addSecondaryWeaponItem _item;};

      case 3: {player addHandgunItem _item;};

      default {player addItem _item;};

      };

      };

      };

      };

      };

      };

      case 301: {

      if (_ispack) then {

      player addItemToBackpack _item;

      } else {

      private "_type";

      _type = [_item,301] call life_fnc_accType;

      if (_ongun) then {

      switch (_type) do {

      case 1: { player addPrimaryWeaponItem _item; };

      case 2: { player addSecondaryWeaponItem _item; };

      case 3: { player addHandgunItem _item; };

      };

      } else {

      if (_override) then {

      player addItem _item;

      } else {

      private ["_wepItems","_action","_slotTaken"];

      _wepItems = switch (_type) do {case 1:{primaryWeaponItems player}; case 2:{secondaryWeaponItems player}; case 3:{handgunItems player}; default {["","",""]};};

      _slotTaken = false;

      if (!((_wepItems select 1) isEqualTo "")) then {_slotTaken = true;};

      if (_slotTaken) then {

      _action = [localize "STR_MISC_AttachmentMSG",localize "STR_MISC_Attachment",localize "STR_MISC_Weapon",localize "STR_MISC_Inventory"] call BIS_fnc_guiMessage;

      if (_action) then {

      switch (_type) do {

      case 1: {player addPrimaryWeaponItem _item;};

      case 2: {player addSecondaryWeaponItem _item;};

      case 3: {player addHandgunItem _item;};

      default {player addItem _item;};

      };

      } else {

      player addItem _item; //Add it to any available container

      };

      } else {

      switch (_type) do {

      case 1: {player addPrimaryWeaponItem _item;};

      case 2: {player addSecondaryWeaponItem _item;};

      case 3: {player addHandgunItem _item;};

      default {player addItem _item;};

      };

      };

      };

      };

      };

      };

      case 101:{

      if (_ispack) then {

      player addItemToBackpack _item;

      } else {

      private "_type";

      _type = [_item,101] call life_fnc_accType;

      if (_ongun) then {

      switch (_type) do {

      case 1: { player addPrimaryWeaponItem _item; };

      case 2: { player addSecondaryWeaponItem _item; };

      case 3: { player addHandgunItem _item; };

      };

      } else {

      if (_override) then {

      player addItem _item;

      } else {

      private ["_wepItems","_action","_slotTaken"];

      _wepItems = switch (_type) do {case 1:{primaryWeaponItems player}; case 2:{secondaryWeaponItems player}; case 3:{handgunItems player}; default {["","",""]};};

      _slotTaken = false;

      if (!((_wepItems select 0) isEqualTo "")) then {_slotTaken = true;};

      if (_slotTaken) then {

      _action = [localize "STR_MISC_AttachmentMSG",localize "STR_MISC_Attachment",localize "STR_MISC_Weapon",localize "STR_MISC_Inventory"] call BIS_fnc_guiMessage;

      if (_action) then {

      switch (_type) do {

      case 1: {player addPrimaryWeaponItem _item;};

      case 2: {player addSecondaryWeaponItem _item;};

      case 3: {player addHandgunItem _item;};

      default {player addItem _item;};

      };

      } else {

      player addItem _item; //Add it to any available container

      };

      } else {

      switch (_type) do {

      case 1: {player addPrimaryWeaponItem _item;};

      case 2: {player addSecondaryWeaponItem _item;};

      case 3: {player addHandgunItem _item;};

      default {player addItem _item;};

      };

      };

      };

      };

      };

      };

      case 621: {

      if (_ispack) then {

      player addItemToBackpack _item;

      } else {

      if (_override) then {

      player addItem _item;

      } else {

      player linkItem _item;

      };

      };

      };

      case 616: {

      if (_ispack) then {

      player addItemToBackpack _item;

      } else {

      if (_override) then {

      player addItem _item;

      } else {

      player linkItem _item;

      };

      };

      };

      default {

      if (_ispack) then {

      player addItemToBackpack _item;

      } else {

      player addItem _item;

      };

      };

      };

      };

      };

      };

      } else {

      switch (_details select 6) do {

      case "CfgVehicles": {

      removeBackpack player;

      };

      case "CfgMagazines": {

      player removeMagazine _item;

      };

      case "CfgGlasses": {

      if (_item isEqualTo goggles player) then {

      removeGoggles player;

      } else {

      player removeItem _item;

      };

      };

      case "CfgWeapons": {

      if ((_details select 4) in [1,2,4,5,4096]) then {

      if ((_details select 4) isEqualTo 4096) then {

      if ((_details select 5) isEqualTo 1) then {

      _isgun = true;

      };

      } else {

      _isgun = true;

      };

      };


      if (_isgun) then {

      switch (true) do {

      case (primaryWeapon player isEqualTo _item) : {_ispack = false;};

      case (secondaryWeapon player isEqualTo _item) : {_ispack = false;};

      case (handgunWeapon player isEqualTo _item) : {_ispack = false;};

      case (_item in assignedItems player) : {_ispack = false;};

      default {_ispack = true;};

      };

      if (_item isEqualTo "MineDetector") then {

      player removeItem _item;

      } else {

      //Lovely code provided by [OCB]Dash

      private "_tmpfunction";

      _tmpfunction = {

      private ["_tWeapons","_tWeaponCount"];

      switch (true) do {

      case (_this in (uniformItems player)): {

      _tWeapons = (getWeaponCargo (uniformContainer player)) select 0;

      _tWeaponCount = (getWeaponCargo (uniformContainer player)) select 1;

      clearWeaponCargo (uniformContainer player);

      {

      _numVestWeps = _tWeaponCount select _forEachIndex;

      if (_x == _this) then

      {

      _numVestWeps = _numVestWeps - 1;

      };

      (uniformContainer player) addWeaponCargo [ _x,_numVestWeps];

      }forEach _tWeapons;

      };

      case (_this in (vestItems player)): {

      _tWeapons = (getWeaponCargo (vestContainer player)) select 0;

      _tWeaponCount = (getWeaponCargo (vestContainer player)) select 1;

      clearWeaponCargo (vestContainer player);

      {

      _numVestWeps = _tWeaponCount select _forEachIndex;

      if (_x == _this) then

      {

      _numVestWeps = _numVestWeps - 1;

      };

      (vestContainer player) addWeaponCargo [ _x,_numVestWeps];

      }forEach _tWeapons;

      };

      case (_this in (backpackItems player)): {

      _tWeapons = (getWeaponCargo (backpackContainer player)) select 0;

      _tWeaponCount = (getWeaponCargo (backpackContainer player)) select 1;

      clearWeaponCargo (backpackContainer player);

      {

      _numVestWeps = _tWeaponCount select _forEachIndex;

      if (_x == _this) then

      {

      _numVestWeps = _numVestWeps - 1;

      };

      (backpackContainer player) addWeaponCargo [ _x,_numVestWeps];

      }forEach _tWeapons;

      };

      };

      };

      if (_ispack) then {

      _item call _tmpfunction;

      } else {

      switch (true) do {

      case (_item in (uniformItems player)): {_item call _tmpfunction;};

      case (_item in (vestItems player)) : {_item call _tmpfunction;};

      case (_item in (backpackItems player)) : {_item call _tmpfunction;};

      default {player removeWeapon _item;};

      };

      };

      };

      } else {

      switch (_details select 5) do {

      case 0: {player unassignItem _item; player removeItem _item;};

      case 605: {if (headgear player isEqualTo _item) then {removeHeadgear player} else {player removeItem _item};};

      case 801: {if (uniform player isEqualTo _item) then {removeUniform player} else {player removeItem _item};};

      case 701: {if (vest player isEqualTo _item) then {removeVest player} else {player removeItem _item};};

      case 621: {player unassignItem _item; player removeItem _item;};

      case 616: {player unassignItem _item; player removeItem _item;};

      default {

      switch (true) do {

      case (_item in primaryWeaponItems player) : {player removePrimaryWeaponItem _item;};

      case (_item in handgunItems player) : {player removeHandgunItem _item;};

      default {player removeItem _item;};

      };

      };

      };

      };

      };

      };

      };

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    NodeZone.net – Deine Community für Gameserver, Server-Hosting & Modding

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