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    [Money Bug] Häuser mehrfach Verkaufen

      • Altis Life
    • TaktischerSpeck
    • 17. Dezember 2019 um 12:00
    • Erledigt
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      • 17. Dezember 2019 um 12:00
      • #1

      Moin,

      mir ist (vermutlich) ein Bug / Dupe aufgefallen, man kann mit einen Speedclicker Häuser mehrfach Verkaufen (wegen der "Wollen sie wirklich" frage).

      Genauere Infos findet ihr auch hier nochmal: https://github.com/AsYetUntitled/Framework/issues/584

      Ein Video zum Bug:

      Externer Inhalt www.youtube.com
      Inhalte von externen Seiten werden ohne deine Zustimmung nicht automatisch geladen und angezeigt.
      Durch die Aktivierung der externen Inhalte erklärst du dich damit einverstanden, dass personenbezogene Daten an Drittplattformen übermittelt werden. Mehr Informationen dazu haben wir in unserer Datenschutzerklärung zur Verfügung gestellt.

      Wie ihr den Bug reproduzieren könnt
      1. Buy a Garage / House (i mostly tried Garages)
      2. Have a Speedclicker (https://www.speedautoclicker.net/ <- is a basic one, you can sell the house about 3-4 times with the default "save" settings)
      3. Open die House menu (windows button)
      4. Hover over the "Sell" button and activate the speed clicker
      5. Check your Bank...

      Also was machen wir: Wir fügen einen Counter ein der Hochzählt wie oft "verkauft" wird und dann sperrt das die änderungen das Hausverkaufen für 60 Sekunden

      So zum fix

      1. Altis_Life.Altis/core/configuration.sqf

      Unter life_firstSpawn = true; folgendes einfügen gettingBought = 0;

      So sollte die Standart Datei aussehen
      Code
      #include "..\script_macros.hpp"
      /*
          File: configuration.sqf
          Author:
      
          Description:
          Master Life Configuration File
          This file is to setup variables for the client, there are still other configuration files in the system
      
      *****************************
      ****** Backend Variables *****
      *****************************
      */
      life_action_delay = time;
      life_trunk_vehicle = objNull;
      life_session_completed = false;
      life_garage_store = false;
      life_session_tries = 0;
      life_siren_active = false;
      life_clothing_filter = 0;
      life_redgull_effect = time;
      life_is_processing = false;
      life_bail_paid = false;
      life_impound_inuse = false;
      life_action_inUse = false;
      life_spikestrip = objNull;
      life_knockout = false;
      life_interrupted = false;
      life_respawned = false;
      life_removeWanted = false;
      life_action_gathering = false;
      life_god = false;
      life_frozen = false;
      life_save_gear = [];
      life_container_activeObj = objNull;
      life_disable_getIn = false;
      life_disable_getOut = false;
      life_admin_debug = false;
      life_civ_position = [];
      life_markers = false;
      life_markers_active = false;
      life_canpay_bail = true;
      life_storagePlacing = scriptNull;
      life_hideoutBuildings = [];
      life_firstSpawn = true;
      gettingBought = 0;
      
      //Settings
      life_settings_enableNewsBroadcast = profileNamespace getVariable ["life_enableNewsBroadcast", true];
      life_settings_enableSidechannel = profileNamespace getVariable ["life_enableSidechannel", true];
      life_settings_tagson = profileNamespace getVariable ["life_settings_tagson", true];
      life_settings_revealObjects = profileNamespace getVariable ["life_settings_revealObjects", true];
      life_settings_viewDistanceFoot = profileNamespace getVariable ["life_viewDistanceFoot", 1250];
      life_settings_viewDistanceCar = profileNamespace getVariable ["life_viewDistanceCar", 1250];
      life_settings_viewDistanceAir = profileNamespace getVariable ["life_viewDistanceAir", 1250];
      
      //Uniform price (0),Hat Price (1),Glasses Price (2),Vest Price (3),Backpack Price (4)
      life_clothing_purchase = [-1, -1, -1, -1, -1];
      /*
      *****************************
      ****** Weight Variables *****
      *****************************
      */
      life_maxWeight = LIFE_SETTINGS(getNumber, "total_maxWeight");
      life_carryWeight = 0; //Represents the players current inventory weight (MUST START AT 0).
      
      /*
      *****************************
      ****** Life Variables *******
      *****************************
      */
      life_net_dropped = false;
      life_use_atm = true;
      life_is_arrested = false;
      life_is_alive = false;
      life_delivery_in_progress = false;
      life_thirst = 100;
      life_hunger = 100;
      CASH = 0;
      
      life_istazed = false;
      life_isknocked = false;
      life_vehicles = [];
      
      /*
          Master Array of items?
      */
      //Setup variable inv vars.
      {
          missionNamespace setVariable [ITEM_VARNAME(configName _x), 0];
      } forEach ("true" configClasses (missionConfigFile >> "VirtualItems"));
      
      /* Setup the BLAH! */
      {
          _varName = getText(_x >> "variable");
          _sideFlag = getText(_x >> "side");
      
          missionNamespace setVariable [LICENSE_VARNAME(_varName,_sideFlag), false];
      } forEach ("true" configClasses (missionConfigFile >> "Licenses"));
      
      /* Setup life_hideoutBuildings */
      {
          _building = nearestBuilding getMarkerPos _x; 
          life_hideoutBuildings pushBack _building
      } forEach (LIFE_SETTINGS(getArray,"gang_area"));
      Alles anzeigen

      2. Altis_Life.Altis/core/housing/fn_houseMenu.sqf

      _Btn1 buttonSetAction "[life_pInact_curTarget] spawn life_fnc_sellHouse; closeDialog 0;"; durch _Btn1 buttonSetAction "gettingBought = gettingBought + 1; diag_log gettingBought; closeDialog 0; [life_pInact_curTarget] spawn life_fnc_sellHouse;"; ersetzen

      _Btn1 buttonSetAction "[life_pInact_curTarget] spawn life_fnc_sellHouse; closeDialog 0;"; durch _Btn1 buttonSetAction "gettingBought = gettingBought + 1; diag_log gettingBought; closeDialog 0; [life_pInact_curTarget] spawn life_fnc_sellHouse;"; ersetzen

      _Btn4 buttonSetAction "[life_pInact_curTarget] spawn life_fnc_sellHouseGarage; closeDialog 0;"; durch _Btn4 buttonSetAction "gettingBought = gettingBought + 1; diag_log gettingBought; closeDialog 0; [life_pInact_curTarget] spawn life_fnc_sellHouseGarage;"; ersetzen

      So sollte die Standart Datei aussehen
      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 in life_hideoutBuildings) exitWith {
          closeDialog 0;
          hint localize "STR_House_Hideout";
      };
      
      if (_curTarget isKindOf "House_F" && playerSide isEqualTo west) exitWith {
      
          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 ((nearestObject [_pos,"Land_Dome_Big_F"]) isEqualTo _curTarget || (nearestObject [_pos,_vaultHouse]) isEqualTo _curTarget) then {
      
              _Btn1 ctrlSetText localize "STR_pInAct_Repair";
              _Btn1 buttonSetAction "[life_pInact_curTarget] spawn life_fnc_repairDoor; closeDialog 0;";
              _Btn1 ctrlShow true;
      
              _Btn2 ctrlSetText localize "STR_pInAct_CloseOpen";
              _Btn2 buttonSetAction "[life_pInact_curTarget] call life_fnc_doorAnimate; closeDialog 0;";
              _Btn2 ctrlShow true;
      
          } else {
              if (!isNil {_curTarget getVariable "house_owner"}) then {
                  _Btn1 ctrlSetText localize "STR_House_Raid_Owner";
                  _Btn1 buttonSetAction "[life_pInact_curTarget] call life_fnc_copHouseOwner;";
                  _Btn1 ctrlShow true;
      
                  _Btn2 ctrlSetText localize "STR_pInAct_BreakDown";
                  _Btn2 buttonSetAction "[life_pInact_curTarget] spawn life_fnc_copBreakDoor; closeDialog 0;";
                  _Btn2 ctrlShow true;
      
                  _Btn3 ctrlSetText localize "STR_pInAct_SearchHouse";
                  _Btn3 buttonSetAction "[life_pInact_curTarget] spawn life_fnc_raidHouse; closeDialog 0;";
                  _Btn3 ctrlShow true;
      
                  if (player distance _curTarget > 3.6) then {
                      _Btn3 ctrlEnable false;
                  };
      
                  _Btn4 ctrlSetText localize "STR_pInAct_LockHouse";
                  _Btn4 buttonSetAction "[life_pInact_curTarget] spawn life_fnc_lockupHouse; closeDialog 0;";
                  _Btn4 ctrlShow true;
              } else {
                  closeDialog 0;
              };
          };
      };
      
      if (!(_curTarget in life_vehicles) || isNil {_curTarget getVariable "house_owner"}) then {
          private _isHouse = (isClass (missionConfigFile >> "Housing" >> worldName >> typeOf _curTarget));
          private _buildingPurchaseString = [
              "STR_pInAct_BuyGarage",
              "STR_pInAct_BuyHouse"
          ] select _isHouse;
          
          _Btn1 ctrlSetText localize _buildingPurchaseString;
          _Btn1 buttonSetAction "[life_pInact_curTarget] spawn life_fnc_buyHouse; closeDialog 0";
          _Btn1 ctrlShow true;
      
          if (!isNil {_curTarget getVariable "house_owner"}) then {
              _Btn1 ctrlEnable false;
          };
      
          if (_isHouse) then {
              if (getNumber (missionConfigFile >> "Housing" >> worldName >> (typeOf _curTarget) >> "canGarage") isEqualTo 1) then {
                  _Btn2 ctrlSetText localize "STR_pInAct_GarageExt";
                  _Btn2 buttonSetAction 'hint format [localize "STR_pInAct_GarageExtNOTF",[LIFE_SETTINGS(getNumber,"houseGarage_buyPrice")] call life_fnc_numberText];';
                  _Btn2 ctrlShow true;
              };
          };
      
      } else {
          if (isClass (missionConfigFile >> "Garages" >> worldName >> (typeOf _curTarget))) then {
              _Btn1 ctrlSetText localize "STR_pInAct_SellGarage";
              _Btn1 buttonSetAction "gettingBought = gettingBought + 1; diag_log gettingBought; closeDialog 0; [life_pInact_curTarget] spawn life_fnc_sellHouse;";
              _Btn1 ctrlShow true;
      
              if !(((_curTarget getVariable "house_owner") select 0) isEqualTo getPlayerUID player) then {
                  _Btn1 ctrlEnable false;
              };
      
              _Btn2 ctrlSetText localize "STR_pInAct_AccessGarage";
              _Btn2 buttonSetAction "[life_pInact_curTarget,""Car""] spawn life_fnc_vehicleGarage; closeDialog 0;";
              _Btn2 ctrlShow true;
      
              _Btn3 ctrlSetText localize "STR_pInAct_StoreVeh";
              _Btn3 buttonSetAction "[life_pInact_curTarget,player] spawn life_fnc_storeVehicle; closeDialog 0;";
              _Btn3 ctrlShow true;
          } else {
              _Btn1 ctrlSetText localize "STR_pInAct_SellHouse";
              _Btn1 buttonSetAction "gettingBought = gettingBought + 1; diag_log gettingBought; closeDialog 0; [life_pInact_curTarget] spawn life_fnc_sellHouse;";
              _Btn1 ctrlShow true;
      
              if (((_curTarget getVariable "house_owner") select 0) != (getPlayerUID player)) then {
                  _Btn1 ctrlEnable false;
              };
      
              if (_curTarget getVariable ["locked",false]) then {
                  _Btn2 ctrlSetText localize "STR_pInAct_UnlockStorage";
              } else {
                  _Btn2 ctrlSetText localize "STR_pInAct_LockStorage";
              };
              _Btn2 buttonSetAction "[life_pInact_curTarget] call life_fnc_lockHouse; closeDialog 0;";
              _Btn2 ctrlShow true;
      
              if (isNull (_curTarget getVariable ["lightSource",objNull])) then {
                  _Btn3 ctrlSetText localize "STR_pInAct_LightsOn";
              } else {
                  _Btn3 ctrlSetText localize "STR_pInAct_LightsOff";
              };
              _Btn3 buttonSetAction "[life_pInact_curTarget] call life_fnc_lightHouseAction; closeDialog 0;";
              _Btn3 ctrlShow true;
      
              if (getNumber (missionConfigFile >> "Housing" >> worldName >> (typeOf _curTarget) >> "canGarage") isEqualTo 1 && {!(_curTarget getVariable ["blacklistedGarage",false])}) then {
                  if (_curTarget getVariable ["garageBought",false]) then {
                      _Btn4 ctrlSetText localize "STR_pInAct_SellGarage";
                      _Btn4 buttonSetAction "gettingBought = gettingBought + 1; diag_log gettingBought; closeDialog 0; [life_pInact_curTarget] spawn life_fnc_sellHouseGarage;";
                      _Btn4 ctrlShow true;
      
                      if (((_curTarget getVariable "house_owner") select 0) != (getPlayerUID player)) then {
                          _Btn4 ctrlEnable false;
                      };
      
                      _Btn5 ctrlSetText localize "STR_pInAct_AccessGarage";
                      _Btn5 buttonSetAction "[life_pInact_curTarget,""Car""] spawn life_fnc_vehicleGarage; closeDialog 0;";
                      _Btn5 ctrlShow true;
      
                      _Btn6 ctrlSetText localize "STR_pInAct_StoreVeh";
                      _Btn6 buttonSetAction "[life_pInact_curTarget,player] spawn life_fnc_storeVehicle; closeDialog 0;";
                      _Btn6 ctrlShow true;
                  } else {
                      _Btn5 ctrlSetText localize "STR_pInAct_BuyGarage";
                      _Btn5 buttonSetAction "[life_pInact_curTarget] spawn life_fnc_buyHouseGarage; closeDialog 0;";
                  };
      
                  _Btn5 ctrlShow true;
      
              };
      
          };
      };
      Alles anzeigen

      3. Altis_Life.Altis/core/housing/fn_sellHouse.sqf

      Fügt nach if (_action) then { folgendes ein if (gettingBought > 1) exitWith { hint localize "STR_House_CoolDown"; };

      Fügt ganz unten folgendes ein

      Code
      sleep 60;
      gettingBought = 0;
      So sollte die Standart Datei aussehen
      Code
      #include "..\..\script_macros.hpp"
      /*
          File: fn_sellHouse.sqf
          Author: Bryan "Tonic" Boardwine
          Modified : NiiRoZz
      
          Description:
          Sells the house and delete all container near house.
      */
      private ["_house","_uid","_action","_houseCfg"];
      
      if (dialog) then {closeDialog 0};
      
      _house = param [0,objNull,[objNull]];
      _uid = getPlayerUID player;
      
      if (isNull _house) exitWith {};
      if (!(_house isKindOf "House_F")) exitWith {};
      if (isNil {_house getVariable "house_owner"}) exitWith {hint localize "STR_House_noOwner";};
      closeDialog 0;
      
      _houseCfg = [(typeOf _house)] call life_fnc_houseConfig;
      if (count _houseCfg isEqualTo 0) exitWith {};
      
      _action = [
          format [localize "STR_House_SellHouseMSG",
          (round((_houseCfg select 0)/2)) call life_fnc_numberText,
          (_houseCfg select 1)],localize "STR_pInAct_SellHouse",localize "STR_Global_Sell",localize "STR_Global_Cancel"
      ] call BIS_fnc_guiMessage;
      
      if (_action) then {
      
          if (gettingBought > 1) exitWith { hint localize "STR_House_CoolDown"; };
          
          _house setVariable ["house_sold",true,true];
      
          if (life_HC_isActive) then {
              [_house] remoteExecCall ["HC_fnc_sellHouse",HC_Life];
          } else {
              [_house] remoteExecCall ["TON_fnc_sellHouse",RSERV];
          };
      
          _house setVariable ["locked",false,true];
          deleteMarkerLocal format ["house_%1",_house getVariable "uid"];
          _house setVariable ["uid",nil,true];
      
          BANK = BANK + (round((_houseCfg select 0)/2));
          [1] call SOCK_fnc_updatePartial;
          _index = life_vehicles find _house;
      
          if (LIFE_SETTINGS(getNumber,"player_advancedLog") isEqualTo 1) then {
              if (LIFE_SETTINGS(getNumber,"battlEye_friendlyLogging") isEqualTo 1) then {
                  advanced_log = format [localize "STR_DL_AL_soldHouse_BEF",(round((_houseCfg select 0)/2)),[BANK] call life_fnc_numberText];
              } else {
                  advanced_log = format [localize "STR_DL_AL_soldHouse",profileName,(getPlayerUID player),(round((_houseCfg select 0)/2)),[BANK] call life_fnc_numberText];
                  };
              publicVariableServer "advanced_log";
          };
      
          if !(_index isEqualTo -1) then {
              life_vehicles deleteAt _index;
          };
      
          _index = [str(getPosATL _house),life_houses] call TON_fnc_index;
          if !(_index isEqualTo -1) then {
              life_houses deleteAt _index;
          };
          _numOfDoors = FETCH_CONFIG2(getNumber,"CfgVehicles",(typeOf _house), "numberOfDoors");
          for "_i" from 1 to _numOfDoors do {
              _house setVariable [format ["bis_disabled_Door_%1",_i],0,true];
          };
          _containers = _house getVariable ["containers",[]];
          if (count _containers > 0) then {
              {
                  _x setVariable ["Trunk",nil,true];
      
                  if (life_HC_isActive) then {
                      [_x] remoteExecCall ["HC_fnc_sellHouseContainer",HC_Life];
                  } else {
                      [_x] remoteExecCall ["TON_fnc_sellHouseContainer",RSERV];
                  };
      
              } forEach _containers;
          };
          _house setVariable ["containers",nil,true];
      };
      
      sleep 60;
      gettingBought = 0;
      Alles anzeigen

      4. Altis_Life.Altis/core/housing/fn_sellHouseGarage.sqf

      Fügt nach if (_action) then { folgendes ein if (gettingBought > 1) exitWith { hint localize "STR_House_CoolDown"; };

      Fügt ganz unten folgendes ein

      Code
      sleep 60;
      gettingBought = 0;
      So sollte die Standart Datei aussehen
      Code
      #include "..\..\script_macros.hpp"
      /*
          File: fn_sellHouseGarage.sqf
          Author: BoGuu
          Description:
          Sell functionality for house garages.
      */
      
      if (dialog) then {closeDialog 0};
      
      private _house = param [0,objNull,[objNull]];
      private _uid = getPlayerUID player;
      
      if (isNull _house) exitWith {};
      if !(_house getVariable ["garageBought",false]) exitWith {hint localize "STR_Garage_NotOwned";};
      if ((_house getVariable "house_owner") select 0 != getPlayerUID player) exitWith {hint localize "STR_Garage_NotOwner";};
      closeDialog 0;
      
      private _sellPrice = LIFE_SETTINGS(getNumber,"houseGarage_sellPrice");
      
      _action = [
          format [localize "STR_House_SellGarageMSG",
          [_sellPrice] call life_fnc_numberText],
          localize "STR_House_GarageSell",
          localize "STR_Global_Sell",
          localize "STR_Global_Cancel"
      ] call BIS_fnc_guiMessage;
      
      if (_action) then {
      
          if (gettingBought > 1) exitWith { hint localize "STR_House_CoolDown"; };
      
          if (life_HC_isActive) then {
              [_uid,_house,1] remoteExec ["HC_fnc_houseGarage",HC_Life];
          } else {
              [_uid,_house,1] remoteExec ["TON_fnc_houseGarage",RSERV];
          };
      
          BANK = BANK + _sellPrice;
          [1] call SOCK_fnc_updatePartial;
      
          _house setVariable ["garageBought",false,true];
      
      };
      
      sleep 60;
      gettingBought = 0;
      Alles anzeigen


      5. Altis_Life.Altis/stringtable.xml

      Fügt unter <Package name="Housing_Strings"> folgendes ein:

      Code
      <Key ID="STR_House_CoolDown">
                  <Original>You can only sell a house every 60 seconds.</Original>
                  <Czech>Dům můžete prodat pouze každých 60 sekund.</Czech>
                  <Spanish>Solo puedes vender una casa cada 60 segundos.</Spanish>
                  <Russian>Вы можете продавать дом только каждые 60 секунд.</Russian>
                  <German>Du kannst ein Haus nur alle 60 Sekunden verkaufen.</German>
                  <French>Vous ne pouvez vendre une maison que toutes les 60 secondes.</French>
                  <Italian>Puoi vendere una casa solo ogni 60 secondi.</Italian>
                  <Portuguese>Você só pode vender uma casa a cada 60 segundos.</Portuguese>
                  <Polish>Możesz sprzedać dom tylko co 60 sekund.</Polish>
                  <Chinesesimp>您每60秒只能卖出一栋房子。</Chinesesimp>
              </Key
      Alles anzeigen

      Bedenkt das die Standard Dateien nur verwendet werden könnt wenn ihr noch nichts an diesen Dateien verändert habt.

      Mit freundlichen Grüßen

      TaktischerSpeck - Vincent

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      Ob Anleitungen für eigene Gameserver, Hilfe bei Root- und vServer-Konfigurationen oder Tipps zu Modding & Scripting – bei uns findest du fundiertes Wissen und praxisnahe Tutorials. Mit einer stetig wachsenden Community findest du hier Antworten auf deine Fragen, Projektpartner und Gleichgesinnte für deine Gaming- und Serverprojekte. Schließe dich NodeZone.net an und werde Teil einer aktiven Community rund um Server-Hosting, Gameserver-Management und Modding-Ressourcen.

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