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    Blaulicht an neuen Fahrzeugen [RTW]

    • perx
    • 3. Oktober 2015 um 15:03
    • Geschlossen
    • perx
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      • 3. Oktober 2015 um 15:03
      • #1

      Hey,
      ich will Blaulicht an mehreren Fahrzeugen für unsere Sanis machen. Sprich RTW, ELW etc
      Die Koordinaten habe ich bereits eingefügt. Habe woanders gefunden dass verschiedene Datein bearbeitet werden müssen:


      im keyHandler finde ich jedoch folgendes gefunden:

      Code
      //If cop run checks for turning lights on.
      		if(_shift && playerSide in [west,independent]) then {
      			if(vehicle player != player && (typeOf vehicle player) in ["C_Offroad_01_F","B_MRAP_01_F","C_SUV_01_F","C_Hatchback_01_sport_F","C_Hatchback_01_F"]) then {
      				if(!isNil {vehicle player getVariable "lights"}) then {
      					if(playerSide == west) then {
      						[vehicle player] call life_fnc_sirenLights;
      					} else {
      						[vehicle player] call life_fnc_sirenLights;
      					};
      					_handled = true;
      				};
      			};
      		};
      Alles anzeigen

      Wo finde ich denn die Fahrzeuge? Also wo finde ich life_fcn_sirenLights?


      Und was muss ich wo noch ändern?


      LG stopping

      Beste Grüße,

      euer LimnosLife Team.

      _______________________________________________

      Dein Kontakt zu uns:

      E-Mail: [email protected]

      TS3: ts.limnoslife.eu

      Arma: server.limnoslife.eu
      Webseite: limnoslife.eu

    • SBuserhy
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      • 3. Oktober 2015 um 15:50
      • #2

      im Missionsordner

      \core\cop\fn_copLights.sqf für die cops

      \core\medical\fn_medicLights.sqf für die Medics

      ausprobieren, lernen, weiterentwickeln, verbessern :gamer:

      kein Support per PM | schnelle Fehleranalyse >> RPT log Filter

    • perx
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      • 3. Oktober 2015 um 15:56
      • #3
      Zitat von SBuserhy

      im Missionsordner

      \core\cop\fn_copLights.sqf für die cops

      \core\medical\fn_medicLights.sqf für die Medics

      Da habe ich die schon angegeben, ich spreche vom keyHandler etc

      Beste Grüße,

      euer LimnosLife Team.

      _______________________________________________

      Dein Kontakt zu uns:

      E-Mail: [email protected]

      TS3: ts.limnoslife.eu

      Arma: server.limnoslife.eu
      Webseite: limnoslife.eu

    • SBuserhy
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      • 3. Oktober 2015 um 16:52
      • #4

      meine Antwort bezog sich auf: Wo finde ich denn die Fahrzeuge? Also wo finde ich life_fcn_sirenLights?

      Und wegen dem Keyhandler ..... (fn_keyhandler.sqf)
      Diese Zeile mußt du noch erweitern mit der Class für den RTW, ELW etc
      if(vehicle player != player && (typeOf vehicle player) in ["C_Offroad_01_F","B_MRAP_01_F","C_SUV_01_F","C_Hatchback_01_sport_F","C_Hatchback_01_F","MEINE_CAR_CLASS"]) then {

      Meine Car_Class ersetzt du mit der Class vom RTW und fügst noch den ELW hinzu

      ausprobieren, lernen, weiterentwickeln, verbessern :gamer:

      kein Support per PM | schnelle Fehleranalyse >> RPT log Filter

    • perx
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      • 3. Oktober 2015 um 17:01
      • #5

      Achso ;)
      Sonst nichts, danach müsste es klappen?


      LG

      Beste Grüße,

      euer LimnosLife Team.

      _______________________________________________

      Dein Kontakt zu uns:

      E-Mail: [email protected]

      TS3: ts.limnoslife.eu

      Arma: server.limnoslife.eu
      Webseite: limnoslife.eu

    • SBuserhy
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      • 3. Oktober 2015 um 17:04
      • #6

      sollte dann gehen

      ausprobieren, lernen, weiterentwickeln, verbessern :gamer:

      kein Support per PM | schnelle Fehleranalyse >> RPT log Filter

    • perx
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      • 3. Oktober 2015 um 17:22
      • #7

      Funktioniert leider immer noch nicht.

      Beste Grüße,

      euer LimnosLife Team.

      _______________________________________________

      Dein Kontakt zu uns:

      E-Mail: [email protected]

      TS3: ts.limnoslife.eu

      Arma: server.limnoslife.eu
      Webseite: limnoslife.eu

    • SBuserhy
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      • 3. Oktober 2015 um 17:28
      • #8

      zeig mal deine

      Functions.h
      core/functions/fn_keyhandler.sqf
      core/functions/medical/fn_medicLights.sqf
      core/functions/medical/fn_medicSirenLights.sqf

      aber bitte in ein Spoiler machen

      ausprobieren, lernen, weiterentwickeln, verbessern :gamer:

      kein Support per PM | schnelle Fehleranalyse >> RPT log Filter

    • perx
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      • 3. Oktober 2015 um 18:20
      • #9
      Spoiler anzeigen
      Code: function.h
      class Socket_Reciever
      {
      	tag = "SOCK";
      	class SQL_Socket
      	{
      		file = "core\session";
      		class requestReceived {};
      		class dataQuery {};
      		class insertPlayerInfo {};
      		class updateRequest {};
      		class syncData {};
      		class updatePartial {};
      	};
      };
      
      
      
      
      class Life_Client_Core
      {
      	tag = "life";
      
      
      
      
      	class Master_Directory
      	{
      		file = "core";
      		class setupActions {};
      		class setupEVH {};
      		class initCiv {};
      		class initCop {};
      		class initMedic {};
      		class welcomeNotification {};
      	};
      
      
      
      
      
      
      
      	class MiniGames
      	{
      		file = "core\minigames";
      		class bootVerleih {};
      	};
      
      
      
      
      	class Admin
      	{
      		file = "core\admin";
      		class admininfo {};
      		class adminid {};
      		class admingetID {};
      		class adminMenu {};
      		class supportMenu {};
      		class adminQuery {};
      		class adminSpectate {};
      		class adminTeleport {};
      		class adminTpHere {};
      		class supportQuery {};
      		class supportInfo {};
      	};
      
      
      
      
      	class anstrich
      	{
      		file = "core\repaint";
      		class repaintMenu {};
      		class repaintColor {};
      		class repaintVehicle {};
      	};
      
      
      
      
      	class economy
      	{
      		file = "core\economy";
      		class virt_updatePrice {};
      		class addsubstract {};
      		class openEconomy {};
      		class virt_updateEconomy {};
      	};
      
      
      
      
      	class Medical_System
      	{
      		file = "core\medical";
      		class onPlayerKilled {};
      		class onPlayerRespawn {};
      		class respawned {};
      		class revivePlayer {};
      		class revived {};
      		class medicMarkers {};
      		class requestMedic {};
      		class medicRequest {};
      		class deathScreen {};
      		class medicLoadout {};
      		class medicLights {};
      		class medicSiren {};
      		class resetMedic {};
      		class wache {};
      	};
      
      
      
      
      	class Actions
      	{
      		file = "core\actions";
      		class buyLicense {};
      		class chemlightUse {};
      		class heal {};
      		class gather {};
      		class healHospital {};
      		class pushVehicle {};
      		class repairTruck {};
      		class serviceChopper {};
      		class serviceTruck {};
      		class catchFish {};
      		class catchTurtle {};
      		class dpFinish {};
      		class dropFishingNet {};
      		class getDPMission {};
      		class postBail {};
      		class processAction {};
      		class sellOil {};
      		class suicideBomb {};
      		class arrestAction {};
      		class escortAction {};
      		class impoundAction {};
      		class pulloutAction {};
      		class putInCar {};
      		class stopEscorting {};
      		class restrainAction {};
      		class searchAction {};
      		class searchVehAction {};
      		class unrestrain {};
      		class pickupItem {};
      		class pickupMoney {};
      		class ticketAction {};
      		class pumpRepair {};
      		class packupSpikes {};
      		class storeVehicle {};
      		class robAction {};
      		class sellTurtle {};
      		class sellGoldBars {};
      		class captureHideout {};
      		class surrender {};
      		class removeWeaponAction{};
      		class packupmauer {};
      		class processActionDual {};
      		class processActionLsd {};
      		class takeOrgans {};
      		class sitDown {};
      		class robShops {};
      		class craftAction {};
      	};
      
      
      
      
      	class Special
      	{
      		file = "core\special";
      		class openEmpMenu {};
      		class isEmpOperator {};
      		class scanVehicles {};
      		class warnVehicle {};
      		class empVehicle {};
      		class vehicleWarned {};
      		class vehicleEmpd {};
      	};
      
      
      
      
      	class Housing
      	{
      		file = "core\housing";
      		class buyHouse {};
      		class getBuildingPositions {};
      		class houseMenu {};
      		class lightHouse {};
      		class lightHouseAction {};
      		class sellHouse {};
      		class initHouses {};
      		class copBreakDoor {};
      		class raidHouse {};
      		class lockupHouse {};
      		class copHouseOwner {};
      		class lockHouse {};
      	};
      
      
      
      
      	class Config
      	{
      		file = "core\config";
      		class licensePrice {};
      		class vehicleColorCfg {};
      		class vehicleColorStr {};
      		class vehicleListCfg {};
      		class licenseType {};
      		class eatFood {};
      		class varHandle {};
      		class varToStr {};
      		class impoundPrice {};
      		class itemWeight {};
      		class taxRate {};
      		class virt_shops {};
      		class vehShopLicenses {};
      		class vehicleAnimate {};
      		class weaponShopCfg {};
      		class vehicleWeightCfg {};
      		class houseConfig {};
      		class craftCfg {};
      
      
      
      
      		//Clothing Store Configs
      		class clothing_cop {};
      		class clothing_bruce {};
      		class clothing_reb {};
      		class clothing_dive {};
      		class clothing_medic {};
      		class clothing_donator {};
      	};
      
      
      
      
      	class Player_Menu
      	{
      		file = "core\pmenu";
      		class wantedList {};
      		class wantedInfo {};
      		class wantedMenu {};
      		class pardon {};
      		class giveItem {};
      		class giveMoney {};
      		class p_openMenu {};
      		class p_updateMenu {};
      		class removeItem {};
      		class useItem {};
      		class cellphone {};
      		class keyMenu {};
      		class keyGive {};
      		class keyDrop {};
      		class s_onSliderChange {};
      		class updateViewDistance {};
      		class settingsMenu {};
      		class settingsInit {};
      		class wantedadd2 {};
      		class wanted2 {};
      		class smartphone {};
      		class newMsg {};
      		class showMsg {};
      		class revokeLicense {};
      		class craft {};
      		class craft_update {};
      	};
      
      
      
      
      	class Functions
      	{
      		file = "core\functions";
      		class calWeightDiff {};
      		class fetchCfgDetails {};
      		class handleInv {};
      		class hudSetup {};
      		class hudUpdate {};
      		class tazeSound {};
      		class animSync {};
      		class simDisable {};
      		class keyHandler {};
      		class dropItems {};
      		class handleDamage {};
      		class numberText {};
      		class handleItem {};
      		class accType {};
      		class receiveItem {};
      		class giveDiff {};
      		class receiveMoney {};
      		class playerTags {};
      		class clearVehicleAmmo {};
      		class pulloutVeh {};
      		class nearUnits {};
      		class actionKeyHandler {};
      		class playerCount {};
      		class fetchDeadGear {};
      		class loadDeadGear {};
      		class isnumeric {};
      		class escInterupt {};
      		class onTakeItem {};
      		class fetchVehInfo {};
      		class pushObject {};
      		class onFired {};
      		class revealObjects {};
      		class nearestDoor {};
      		class inventoryClosed {};
      		class inventoryOpened {};
      		class isUIDActive {};
      		class callCellPhone {};
      		class UnlockCarSound {};
      		class LockCarSound {};
      		class stripDownPlayer {};
      		class saveGear {};
      		class loadGear {};
      		class autoSave {};
      		class emptyFuel {};
      		class fatigueReset {};
      		class introCam {};
      	};
      
      
      
      
      	class Network
      	{
      		file = "core\functions\network";
      		class broadcast {};
      		class MP {};
      		class MPexec {};
      		class netSetVar {};
      		class corpse {};
      		class jumpFnc {};
      		class soundDevice {};
      		class setFuel {};
      		class setTexture {};
      		class say3D {};
      	};
      
      
      
      
      	class Civilian
      	{
      		file = "core\civilian";
      		class jailMe {};
      		class jail {};
      		class tazed {};
      		class knockedOut {};
      		class knockoutAction {};
      		class robReceive {};
      		class robPerson {};
      		class removeLicenses {};
      		class demoChargeTimer {};
      		class civInteractionMenu {};
      		class removeWeapons {};
      		class civLoadout {};
      		class hasOrgan {};
      	};
      
      
      
      
      	class Vehicle
      	{
      		file = "core\vehicle";
      		class colorVehicle {};
      		class openInventory {};
      		class lockVehicle {};
      		class vehicleOwners {};
      		class vehStoreItem {};
      		class vehTakeItem {};
      		class vehInventory {};
      		class vInteractionMenu {};
      		class vehicleWeight {};
      		class deviceMine {};
      		class addVehicle2Chain {};
      	};
      
      
      
      
      	class Cop
      	{
      		file = "core\cop";
      		class copMarkers {};
      		class copLights {};
      		class vehInvSearch {};
      		class copSearch {};
      		class bountyReceive {};
      		class searchClient {};
      		class restrain {};
      		class ticketGive {};
      		class ticketPay {};
      		class ticketPrompt {};
      		class copSiren {};
      		class spikeStripEffect {};
      		class radar {};
      		class questionDealer {};
      		class copInteractionMenu {};
      		class sirenLights {};
      		class licenseCheck {};
      		class licensesRead {};
      		class repairDoor {};
      		class doorAnimate {};
      		class fedCamDisplay {};
      		class copLoadout {};
      		class breathalyzer {};
      		class copSiren2 {};
      		class ticketPaid {};
      		class copEnter {};
      		class copOpener {};
      		class radarCam {};
      		class showArrestDialog {};
      		class arrestDialog_Arrest {};
      	};
      
      
      
      
      	class Gangs
      	{
      		file = "core\gangs";
      		class initGang {};
      		class createGang {};
      		class gangCreated {};
      		class gangMenu {};
      		class gangKick {};
      		class gangLeave {};
      		class gangNewLeader {};
      		class gangUpgrade {};
      		class gangInvitePlayer {};
      		class gangInvite {};
      		class gangDisband {};
      		class gangDisbanded {};
      		class gangMarkers {};
      	};
      
      
      
      
      	class Shops
      	{
      		file = "core\shops";
      		class atmMenu {};
      		class buyClothes {};
      		class changeClothes {};
      		class clothingMenu {};
      		class clothingFilter {};
      		class vehicleShopMenu {};
      		class vehicleShopLBChange {};
      		class vehicleShopBuy {};
      		class weaponShopFilter {};
      		class weaponShopMenu {};
      		class weaponShopSelection {};
      		class weaponShopBuySell {};
      		class virt_buy {};
      		class virt_menu {};
      		class virt_update {};
      		class virt_sell {};
      		class chopShopMenu {};
      		class chopShopSelection {};
      		class chopShopSell {};
      		class licenses {};
      	};
      
      
      
      
      	class Items
      	{
      		file = "core\items";
      		class pickaxeUse {};
      		class lockpick {};
      		class spikeStrip {};
      		class jerryRefuel {};
      		class flashbang {};
      		class boltcutter {};
      		class blastingCharge {};
      		class defuseKit {};
      		class storageBox {};
      		class mauer {};
      		class drinkbeer {};
      		class drinkmoonshine {};
      		class drinkwhiskey {};
      		class useHeroin {};
      		class useKokain {};
      		class useMarihuana {};
      		class weedSmoke {};
      	};
      
      
      
      
      	class Dialog_Controls
      	{
      		file = "dialog\function";
      		class setMapPosition {};
      		class displayHandler {};
      		class spawnConfirm {};
      		class spawnMenu {};
      		class spawnPointCfg {};
      		class spawnPointSelected {};
      		class progressBar {};
      		class impoundMenu {};
      		class unimpound {};
      		class sellGarage {};
      		class bankDeposit {};
      		class bankWithdraw {};
      		class bankTransfer {};
      		class garageLBChange {};
      		class safeInventory {};
      		class safeOpen {};
      		class safeTake {};
      		class safeFix {};
      		class vehicleGarage {};
      		class gangDeposit {};
      	};
      };
      Alles anzeigen


      Code
      #include <macro.h>
      /*
      	File: fn_keyHandler.sqf
      	Author: Bryan "Tonic" Boardwine
      
      	Description:
      	Main key handler for event 'keyDown'
      */
      private ["_handled","_shift","_alt","_code","_ctrl","_alt","_ctrlKey","_veh","_locked","_interactionKey","_mapKey","_interruptionKeys"];
      _ctrl = _this select 0;
      _code = _this select 1;
      _shift = _this select 2;
      _ctrlKey = _this select 3;
      _alt = _this select 4;
      _speed = speed cursorTarget;
      _handled = false;
      
      
      
      
      _interactionKey = if(count (actionKeys "User10") == 0) then {219} else {(actionKeys "User10") select 0};
      _mapKey = actionKeys "ShowMap" select 0;
      //hintSilent str _code;
      _interruptionKeys = [17,30,31,32]; //A,S,W,D
      
      
      
      
      //Vault handling...
      if((_code in (actionKeys "GetOver") || _code in (actionKeys "salute")) && {(player getVariable ["restrained",false])}) exitWith {
      	true;
      };
      
      
      
      
      if(life_action_inUse) exitWith {
      	if(!life_interrupted && _code in _interruptionKeys) then {life_interrupted = true;};
      	_handled;
      };
      
      
      
      
      //Hotfix for Interaction key not being able to be bound on some operation systems.
      if(count (actionKeys "User10") != 0 && {(inputAction "User10" > 0)}) exitWith {
      	//Interaction key (default is Left Windows, can be mapped via Controls -> Custom -> User Action 10)
      	if(!life_action_inUse) then {
      		[] spawn 
      		{
      			private["_handle"];
      			_handle = [] spawn life_fnc_actionKeyHandler;
      			waitUntil {scriptDone _handle};
      			life_action_inUse = false;
      		};
      	};
      	true;
      };
      
      
      
      
      switch (_code) do
      {
      	//Space key for Jumping
      	case 57:
      	{
      		if(isNil "jumpActionTime") then {jumpActionTime = 0;};
      		if(_shift && {animationState player != "AovrPercMrunSrasWrflDf"} && {isTouchingGround player} && {stance player == "STAND"} && {speed player > 2} && {!life_is_arrested} && {(velocity player) select 2 < 2.5} && {time - jumpActionTime > 1.5}) then {
      			jumpActionTime = time; //Update the time.
      			[player,true] spawn life_fnc_jumpFnc; //Local execution
      			[[player,false],"life_fnc_jumpFnc",nil,FALSE] call life_fnc_MP; //Global execution 
      			_handled = true;
      		};
      	};
      
      	//Map Key
      	case _mapKey:
      	{
      		switch (playerSide) do 
      		{
      			case west: {if(!visibleMap) then {[] spawn life_fnc_copMarkers;}};
      			case independent: {if(!visibleMap) then {[] spawn life_fnc_medicMarkers;}};
      			case civilian: {if(!visibleMap) then {[] spawn life_fnc_gangMarkers;}};
      		};
      	};
      
      	//Surrender... shift + g
      	case 34:
      	{
      		if(_shift) then {_handled = true;};
      
      
      
      
      		if (_shift) then
      		{
      			if (vehicle player == player && !(player getVariable ["restrained", false]) && (animationState player) != "Incapacitated" && !life_istazed) then
      			{
      				if (player getVariable ["surrender", false]) then
      				{
      					player setVariable ["surrender", false, true];
      				} else
      				{
      					[] spawn life_fnc_surrender;
      				};
      			};
      		};
      	};
      
      	//Holster / recall weapon.
      	case 35:
      	{
      		if(_shift && !_ctrlKey && currentWeapon player != "") then {
      			life_curWep_h = currentWeapon player;
      			player action ["SwitchWeapon", player, player, 100];
      			player switchcamera cameraView;
      		};
      
      		if(!_shift && _ctrlKey && !isNil "life_curWep_h" && {(life_curWep_h != "")}) then {
      			if(life_curWep_h in [primaryWeapon player,secondaryWeapon player,handgunWeapon player]) then {
      				player selectWeapon life_curWep_h;
      			};
      		};
      	};
      
      	//Interaction key (default is Left Windows, can be mapped via Controls -> Custom -> User Action 10)
      	case _interactionKey:
      	{
      		if(!life_action_inUse) then {
      			[] spawn 
      			{
      				private["_handle"];
      				_handle = [] spawn life_fnc_actionKeyHandler;
      				waitUntil {scriptDone _handle};
      				life_action_inUse = false;
      			};
      		};
      	};
      
      	//Knock out - Shift + T
      	case 47:
      	{
      		if(_shift) then {_handled = true;};
      		if(_shift && playerSide == civilian && !isNull cursorTarget && cursorTarget isKindOf "Man" && isPlayer cursorTarget && alive cursorTarget && cursorTarget distance player < 4 && speed cursorTarget < 1) then
      		{
      			if((animationState cursorTarget) != "Incapacitated" && (currentWeapon player == primaryWeapon player OR currentWeapon player == handgunWeapon player) && currentWeapon player != "" && !life_knockout && !(player getVariable["restrained",false]) && !life_istazed) then
      			{
      				[cursorTarget] spawn life_fnc_knockoutAction;
      			};
      		};
      	};
      
      	//Restraining (Shift + R)
      	case 19:
      	{
      		if(_shift) then {_handled = true;};
      		if(_shift && playerSide == west && !isNull cursorTarget && cursorTarget isKindOf "Man" && (isPlayer cursorTarget) && (side cursorTarget in [civilian,independent]) && alive cursorTarget && cursorTarget distance player < 3.5 && !(cursorTarget getVariable "Escorting") && !(cursorTarget getVariable "restrained") && speed cursorTarget < 1) then
      		{
      			[] call life_fnc_restrainAction;
      		};
      	};
      
      
      
      
      	//T Key (Trunk)
      	case 20:
      	{
      		if(!_alt && !_ctrlKey) then
      		{
      			if(vehicle player != player && alive vehicle player) then
      			{
      				if((vehicle player) in life_vehicles) then
      				{
      					[vehicle player] call life_fnc_openInventory;
      				};
      			}
      				else
      			{
      				if((cursorTarget isKindOf "Car" OR cursorTarget isKindOf "Air" OR cursorTarget isKindOf "Ship" OR cursorTarget isKindOf "House_F") && player distance cursorTarget < 7 && vehicle player == player && alive cursorTarget) then
      				{
      					if(cursorTarget in life_vehicles OR {!(cursorTarget getVariable ["locked",true])}) then
      					{
      						[cursorTarget] call life_fnc_openInventory;
      					};
      				};
      			};
      		};
      	};
      
      	//L Key?
      	case 38: 
      	{
      		//If cop run checks for turning lights on.
      		if(_shift && playerSide in [west,independent]) then {
      			if(vehicle player != player && (typeOf vehicle player) in ["C_Offroad_01_F","B_MRAP_01_F","C_SUV_01_F","C_Hatchback_01_sport_F","C_Hatchback_01_F","C_Van_01_box_F","O_Truck_02_Ammo_F"]) then {
      				if(!isNil {vehicle player getVariable "lights"}) then {
      					if(playerSide == west) then {
      						[vehicle player] call life_fnc_sirenLights;
      					} else {
      						[vehicle player] call life_fnc_sirenLights;
      					};
      					_handled = true;
      				};
      			};
      		};
      
      		if(!_alt && !_ctrlKey) then { [] call life_fnc_radar; };
      	};
      
      	//Z Player Menu
      	case 21:
      	{
      		if(!_alt && !_ctrlKey && !dialog) then
      		{
      			[] call life_fnc_p_openMenu;
      		};
      	};
      
      	//F Key
      	case 33:
      	{
      		if (vehicle player != player && (typeOf vehicle player) in["C_Offroad_01_repair_F","B_Truck_01_transport_F"]) exitWith {hintSilent "Sirene nicht verfügbar"};
      		if(playerSide in [west,independent] && vehicle player != player && !life_siren_active && ((driver vehicle player) == player)) then
      		{
      			[] spawn
      			{
      				life_siren_active = true;
      				uiSleep 4.5;
      				life_siren_active = false;
      			};
      			_veh = vehicle player;
      			if(isNil {_veh getVariable "siren"}) then {_veh setVariable["siren",false,true];};
      			if((_veh getVariable "siren")) then
      			{
      				titleText ["Sirene AUS","PLAIN"];
      				_veh setVariable["siren",false,true];
      			}
      				else
      			{
      				titleText ["Sirene AN","PLAIN"];
      				_veh setVariable["siren",true,true];
      				if(playerSide == west) then {
      					[[_veh],"life_fnc_copSiren",nil,true] spawn life_fnc_MP;
      				} else {
      					[[_veh],"life_fnc_medicSiren",nil,true] spawn life_fnc_MP;
      				};
      			};
      		};
      	};
      
      	//Ö Key
      	case 39:
      	{
      		if(playerSide in [west] && vehicle player != player && !life_siren_active && ((driver vehicle player) == player)) then
      		{
      			[] spawn
      			{
      				life_siren_active = true;
      				uiSleep 7;
      				life_siren_active = false;
      			};
      			_veh = vehicle player;
      			if(isNil {_veh getVariable "siren2"}) then {_veh setVariable["siren2",false,true];};
      			if((_veh getVariable "siren2")) then
      			{
      				titleText ["Warnung AUS","PLAIN"];
      				_veh setVariable["siren2",false,true];
      			}
      				else
      			{
      				titleText ["Warnung AN","PLAIN"];
      				_veh setVariable["siren2",true,true];
      				if(playerSide == west) then {
      					[[_veh],"life_fnc_copSiren2",nil,true] spawn life_fnc_MP;
      				} else {
      					[[_veh],"life_fnc_medicSiren",nil,true] spawn life_fnc_MP;
      				};
      			};
      		};
      	};
      
      	//Shift+O Zipties
      	case 24:
      	{
      		if(_shift) then {_handled = true;};
      		if(playerSide in [west,independent]) exitWith {};
      		if !(license_civ_rebel) exitWith { hintSilent "You need a rebel license !"; };
      		if(_shift && playerSide == civilian && !isNull cursorTarget && cursorTarget isKindOf "Man" && (isPlayer cursorTarget) && (side cursorTarget in [civilian,east]) && alive cursorTarget && cursorTarget distance player < 3.5 && !(cursorTarget getVariable "Escorting") && !(cursorTarget getVariable "restrained") && speed cursorTarget < 1) then
      		{
      			if([false,"zipties",1] call life_fnc_handleInv) then
      			{
      				[] call life_fnc_restrainAction;
      				hintSilent "You have cuffed him! ";
      			} else {
      				hintSilent "You don't have zipties";
      			};
      		};
      	};
      
      	//U Key
      	case 22:
      	{
      		if(!_alt && !_ctrlKey) then {
      			if(vehicle player == player) then {
      				_veh = cursorTarget;
      			} else {
      				_veh = vehicle player;
      			};
      
      			if(_veh isKindOf "House_F" && playerSide == civilian) then {
      				if(_veh in life_vehicles && player distance _veh < 8) then {
      					_door = [_veh] call life_fnc_nearestDoor;
      					if(_door == 0) exitWith {hintSilent "You're not near a door"};
      					_locked = _veh getVariable [format["bis_disabled_Door_%1",_door],0];
      					if(_locked == 0) then {
      						_veh setVariable[format["bis_disabled_Door_%1",_door],1,true];
      						_veh animate [format["door_%1_rot",_door],0];
      						systemChat "The door has been locked";
      					} else {
      						_veh setVariable[format["bis_disabled_Door_%1",_door],0,true];
      						_veh animate [format["door_%1_rot",_door],1];
      						systemChat "The door has been opened";
      					};
      				};
      			} else {
      				_locked = locked _veh;
      				if(_veh in life_vehicles && player distance _veh < 8) then {
      					if(_locked == 2) then {
      						if(local _veh) then {
      							_veh lock 0;
      						} else {
      							[[_veh,0],"life_fnc_lockVehicle",_veh,false] spawn life_fnc_MP;
      						};
      						systemChat "You have unlocked the vehicle";
      						[[_veh],"life_fnc_LockCarSound",nil,true] spawn life_fnc_MP;
      					} else {
      						if(local _veh) then {
      							_veh lock 2;
      						} else {
      							[[_veh,2],"life_fnc_lockVehicle",_veh,false] spawn life_fnc_MP;
      						};	
      						systemChat "You have locked the vehicle";
      						[[_veh],"life_fnc_UnLockCarSound",nil,true] spawn life_fnc_MP;
      					};
      				};
      			};
      		};
      	};
      
      	//EMP Konsole - K
          case 37:
          {
              if (!_shift && !_alt && !_ctrlKey && (playerSide == west) && (vehicle player != player && (typeOf vehicle player) in ["B_Heli_Light_01_F"])) then
              {
                  [] call life_fnc_openEmpMenu; [_this] call life_fnc_isEmpOperator;
              };
          };
      
      	//Pickaxe - Q
      	case 41:
      	{
      		if((!life_action_inUse) && (vehicle player == player) ) then
      		{
      			{
      			_str = [_x] call life_fnc_varToStr;
      			_val = missionNameSpace getVariable _x;
      			if(_val > 0 ) then
      				{
      				if( _str == "Spitzhacke" || _str == "pickaxe" ) then
      					{
      					[] spawn life_fnc_pickAxeUse;
      					};
      				};
      			} foreach life_inv_items;
      		}
      	};
      
      	//SmartPhone  Shift + 1
      	case 2:
      	{
      		if(_shift) then {_handled = true;};
      		if (_shift) then
      		{
      			if(!_alt && !_ctrlKey && !dialog) then
      			{
      				[] call life_fnc_callCellPhone;
      			};
      		};
      	};
      
      	//Wanted List Shift + 2
      	case 3:
      	{
      		if(playerSide in [independent,civilian]) exitWith {};
      		if(_shift) then {_handled = true;};
      		if (_shift) then
      		{
      			if(!_alt && !_ctrlKey && !dialog) then
      			{
      				[] call life_fnc_wantedMenu;
      			};
      		};
      	};
      
      	//Wanted List Shift + 3
      	case 4:
      	{
      		if(playerSide in [independent,civilian]) exitWith {};
      		if(_shift) then {_handled = true;};
      		if (_shift) then
      		{
      			if(!_alt && !_ctrlKey && !dialog) then
      			{
      				createDialog "life_wantedadd2";
      			};
      		};
      	};
      
      
      
      
      	// O Schranken öffnen
          case 40:
      	{
      		if (!_shift && !_alt && !_ctrlKey && (playerSide in [west,independent]) && (vehicle player != player)) then {
      			[] call life_fnc_copOpener;
      		};
      	};
      
      
      
      
      	//Ü Nagelbänder
      	case 26:
      	{	
      		if(vehicle player != player) exitWith {hintSilent "You're in a vehicle!"};
      		if(playerSide == west) then {
      
      		if(!isNull life_spikestrip) exitWith {hintSilent "You have placed a SpikeStrip"};
      		if(([false,"spikeStrip",1] call life_fnc_handleInv)) then
      		{
      			[] spawn life_fnc_spikeStrip;
      		};
      
      
      
      
      		};
      	};
      
      	case 59: // F1
      	{
      		if(__GETC__(life_adminlevel) > 0) exitWith {hintSilent "AdminLogin successfull"};
      		closeDialog 0;
      		hintc "This button got blocked from the server";
      		_handled = false;
      	};
      
      
      
      
      	case 60: // F2
      	{
      		if(__GETC__(life_adminlevel) > 0) exitWith {hintSilent "AdminLogin successfull"};
      		closeDialog 0;
      		hintc "This button got blocked from the server";
      		_handled = false;
      	};
      
      	case 61: // F3
      	{
      		if(__GETC__(life_adminlevel) > 0) exitWith {hintSilent "AdminLogin successfull"};
      		closeDialog 0;
      		_handled = false;
      	};
      
      
      
      
      	case 62: // F4 
      	{
      		if(__GETC__(life_adminlevel) > 0) exitWith {hintSilent "AdminLogin successfull"};
      		closeDialog 0;
      		_handled = false;
      	};
      
      
      
      
      	case 63: // F5
      	{
      		if(__GETC__(life_adminlevel) > 0) exitWith {hintSilent "AdminLogin successfull"};
      		closeDialog 0;
      		_handled = false;
      	};
      
      
      
      
      	case 64: //F6 key 
      	{
      		if(__GETC__(life_adminlevel) > 0) exitWith {hintSilent "AdminLogin successfull"};
      		closeDialog 0;
      		_handled = false;
      	};
      
      
      
      
      	case 65: // F7 Key
      	{
      		if(__GETC__(life_adminlevel) > 0) exitWith {hintSilent "AdminLogin successfull"};
      		closeDialog 0;
      		_handled = false;
      	};
      
      
      
      
      	case 66: //F8 key 
      	{
      		if(__GETC__(life_adminlevel) > 0) exitWith {hintSilent "AdminLogin successfull"};
      		closeDialog 0;
      		_handled = false;
      	};
      
      	case 67: //F9 key 
      	{
      		if(__GETC__(life_adminlevel) > 0) exitWith {hintSilent "AdminLogin successfull"};
      		closeDialog 0;
      		_handled = false;
      	};
      
      
      
      
      	case 68: //10 key 
      	{
      		if(__GETC__(life_adminlevel) > 0) exitWith {hintSilent "AdminLogin successfull"};
      		closeDialog 0;
      		_handled = false;
      	};
      
      
      	case 211: //DELETE key
      	{
      		if(__GETC__(life_adminlevel) > 0) exitWith {hintSilent "AdminLogin successfull"};
      		closeDialog 0;
      		_handled = false;
      	};
      };
      _handled;
      Alles anzeigen
      Code
      /*
      	File: fn_copLights.sqf
      	Author: mindstorm, modified by Adanteh
      	Link: http://forums.bistudio.com/showthread.php?157474-Offroad-Police-sirens-lights-and-underglow
      
      	Description:
      	Adds the light effect to cop vehicles, specifically the offroad.
      */
      Private ["_vehicle","_lightRed","_lightBlue","_lightleft","_lightright","_leftRed"];
      _vehicle = _this select 0;
      
      if(isNil "_vehicle" OR isNull _vehicle OR !(_vehicle getVariable "lights")) exitWith {};
      _lightRed = [0.1, 0.1, 20];
      _lightBlue = [0.1, 0.1, 20];
       _lightYellow = [255, 209, 1];
       _ambient =  [0.1,0.1,1];
       _brightness = 6;
      if (sunOrMoon < 1) then {
      	_brightness = 6;
      } else {
      	_brightness = 40;
      };
      
      
      
      
      if (typeOf _vehicle in ["C_Offroad_01_repair_F","B_Truck_01_transport_F"])then{
      	_lightRed = _lightYellow;
      	_lightBlue = _lightYellow;
      	_ambient = _lightYellow;
      	if (sunOrMoon < 1) then {
      		_brightness = 2;
      	} else {
      		_brightness = 6;
      	};
      };
      _lightleft = "#lightpoint" createVehicle getpos _vehicle;   
      sleep 0.2;
      _lightleft setLightColor _lightRed; 
      _lightleft setLightBrightness 0.2;  
      _lightleft setLightAmbient _ambient;
      
      
      
      
      switch (typeOf _vehicle) do
      {
      	case "C_Offroad_01_F":
      	{
      		_lightleft lightAttachObject [_vehicle, [-0.37, 0.0, 0.56]];
      	};
      	case "C_Offroad_01_repair_F":
      	{
      		_lightleft lightAttachObject [_vehicle, [-0.37, 0.0, 0.56]];
      	};
      	case "C_Van_01_box_F":
      	{
      		_lightleft lightAttachObject [_vehicle, [-0.8,-0.2,1.4]];
      	};
      	case "C_Van_01_transport_F":
      	{
      		_lightleft lightAttachObject [_vehicle, [-0.8,0,0.75]];
      	};
      	case "O_Truck_02_Ammo_F":
      	{
      		_lightleft lightAttachObject [_vehicle, [-0.98,1.75,1.55]];
      	};
      	case "B_Truck_01_transport_F":	{
      		_lightleft lightAttachObject [_vehicle, [-1.2, 4.85, -0.45]];
      	};
      	case "O_Truck_03_repair_F":
      	{
      		_lightleft lightAttachObject [_vehicle,[-0.85,3.1,1.05]];
      	};
      	case "I_MRAP_03_gmg_F":
      	{
      		_lightleft lightAttachObject [_vehicle, [-0.6, 1.0, -0.22]];
      	};
      	case "C_SUV_01_F":
      	{
      		_lightleft lightAttachObject [_vehicle, [-0.4, 2.3, -0.55]];
      	};
      
      
      
      };
      
      
      
      
      _lightleft setLightAttenuation [0.181, 0, 1000, 130]; 
      _lightleft setLightIntensity 10;
      _lightleft setLightFlareSize 0.38;
      _lightleft setLightFlareMaxDistance 150;
      _lightleft setLightUseFlare true;
      
      
      
      
      _lightright = "#lightpoint" createVehicle getpos _vehicle;   
      sleep 0.2;
      _lightright setLightColor _lightBlue; 
      _lightright setLightBrightness 0.2;  
      _lightright setLightAmbient _ambient; 
      
      
      
      
      switch (typeOf _vehicle) do
      {
      	case "C_Offroad_01_F":
      	{
      		_lightright lightAttachObject [_vehicle, [0.37, 0.0, 0.56]];
      	};
      	case "C_Offroad_01_repair_F":
      	{
      		_lightright lightAttachObject [_vehicle, [0.37, 0.0, 0.56]];
      	};
      	case "C_Van_01_box_F":
      	{											
      		_lightright lightAttachObject [_vehicle, [0.8,-0.2,1.4]];
      	};
      	case "C_Van_01_transport_F":
      	{											
      		_lightright lightAttachObject [_vehicle, [0.8,0,0.75]];
      	};
      	case "O_Truck_02_Ammo_F":
      	{
      		_lightright lightAttachObject [_vehicle, [0.98,1.75,1.55]];
      	};
      	case "B_Truck_01_transport_F":	{
      		_lightright lightAttachObject [_vehicle, [1.25, 4.85, -0.45]];
      	};
      	case "O_Truck_03_repair_F":
      	{
      		_lightright lightAttachObject [_vehicle, [0.85,3.1,1.05]];
      	};
      	case "I_MRAP_03_gmg_F":
      	{
      		_lightright lightAttachObject [_vehicle, [0.6, 1.0, -0.22]];
      	};
      	case "C_SUV_01_F":
      	{
      		_lightright lightAttachObject [_vehicle, [0.4, 2.3, -0.52]];
      	};
      
      };
      
      _lightright setLightAttenuation [0.181, 0, 1000, 130]; 
      _lightright setLightIntensity 10;
      _lightright setLightFlareSize 0.38;
      _lightright setLightFlareMaxDistance 150;
      _lightright setLightUseFlare true;
      
      
      
      
      //ARE YOU ALL HAPPY?!?!?!?!?!?!?!?!?%#?@WGD?TGD?BN?ZDHBFD?GA
      _lightleft setLightDayLight true;
      _lightright setLightDayLight true;
      
      
      
      
      _leftRed = true;  
      while{ (alive _vehicle)} do  
      {  
      	if(!(_vehicle getVariable "lights")) exitWith {};
      	if(_leftRed) then  
      	{  
      		_leftRed = false;  
      		_lightright setLightBrightness 0.0;  
      		sleep 0.05;
      		_lightleft setLightBrightness _brightness;  
      	}  
      		else  
      	{  
      		_leftRed = true;  
      		_lightleft setLightBrightness 0.0;  
      		sleep 0.05;
      		_lightright setLightBrightness _brightness;  
      	};  
      	sleep (_this select 1);  
      };  
      deleteVehicle _lightleft;
      deleteVehicle _lightright;
      Alles anzeigen
      Code
      /*
      	Author: Bryan "Tonic" Boardwine
      
      	Description:
      	Start playing the siren for medics.
      
      	*NOTE I DO NOT HAVE A SOUND FOR THIS BUT I"M LEAVING THE CODE HERE FOR OTHER PEOPLE TO ADD IT*.
      */
      
      
      
      
      
      
      
      private["_vehicle"];
      _vehicle = [_this,0,ObjNull,[ObjNull]] call BIS_fnc_param;
      
      
      
      
      if(isNull _vehicle) exitWith {};
      if(isNil {_vehicle getVariable "siren"}) exitWith {};
      
      
      
      
      while {true} do
      {
      	if(!(_vehicle getVariable "siren")) exitWith {};
      	if(count (crew (_vehicle)) == 0) then {_vehicle setVariable["siren",false,true]};
      	if(!alive _vehicle) exitWith {};
      	if(isNull _vehicle) exitWith {};
      	_vehicle say3D "MedicSirenLong";
      	uiSleep 4.5;
      	if(!(_vehicle getVariable "siren")) exitWith {};
      };
      Alles anzeigen

      Beste Grüße,

      euer LimnosLife Team.

      _______________________________________________

      Dein Kontakt zu uns:

      E-Mail: [email protected]

      TS3: ts.limnoslife.eu

      Arma: server.limnoslife.eu
      Webseite: limnoslife.eu

    • SBuserhy
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      • 3. Oktober 2015 um 18:38
      • #10

      fn_keyhandler.sqf case 38

      Spoiler anzeigen


      if(playerSide == west) then {
      [vehicle player] call life_fnc_sirenLights;
      } else {
      [vehicle player] call life_fnc_sirenLights;
      };
      _handled = true;
      };

      mach mal so

      Spoiler anzeigen


      if(playerSide == west) then {
      [vehicle player] call life_fnc_sirenLights;
      } else {
      [vehicle player] call life_fnc_medicLights;
      };
      _handled = true;

      ausprobieren, lernen, weiterentwickeln, verbessern :gamer:

      kein Support per PM | schnelle Fehleranalyse >> RPT log Filter

    • perx
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      • 3. Oktober 2015 um 18:48
      • #11

      same, jetzt geht gar kein blaulicht mehr bei den medics :D

      Beste Grüße,

      euer LimnosLife Team.

      _______________________________________________

      Dein Kontakt zu uns:

      E-Mail: [email protected]

      TS3: ts.limnoslife.eu

      Arma: server.limnoslife.eu
      Webseite: limnoslife.eu

    • SBuserhy
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      • 3. Oktober 2015 um 18:51
      • #12

      ja, ich hatte mich vertippt, schau nochmal in den letzten post call life_fnc_medicLights

      ausprobieren, lernen, weiterentwickeln, verbessern :gamer:

      kein Support per PM | schnelle Fehleranalyse >> RPT log Filter

    • SBuserhy
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      • 3. Oktober 2015 um 19:07
      • #13

      nur mal so am Rande....

      Du willst die Medic Blaulichter einstellen OK

      die Änderungen an den Dateien hauen soweit hin auch OK

      aber warum zum Geier postest du die fn_copLights.sqf und hast darin die Fahrzeuge wie "C_Van_01_box_F" sollen deine Cops den Truck Boxer haben? Ich glaube nicht oder?


      Du hast die Änderungen in der falschen Datei gemacht.


      in core/medical/ mußt du es ändern


      und nicht in


      core/cops/

      ausprobieren, lernen, weiterentwickeln, verbessern :gamer:

      kein Support per PM | schnelle Fehleranalyse >> RPT log Filter

    • perx
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      • 3. Oktober 2015 um 19:13
      • #14

      das ist nicht die coplights, ist nur so in der datei angegeben ist aber unter MedicLights im medical ordner.

      Beste Grüße,

      euer LimnosLife Team.

      _______________________________________________

      Dein Kontakt zu uns:

      E-Mail: [email protected]

      TS3: ts.limnoslife.eu

      Arma: server.limnoslife.eu
      Webseite: limnoslife.eu

    • Mr.Eko
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      • 20. März 2016 um 11:16
      • #15

      Ist doch egal, ob er den Van auch bei den Cops einstellt oder nicht. Man kann schließlich auch Cop Skins für den Van erstellen :P

      Ich habe dasselbe Problem...Im keyHandler sind der Truck-Box und der Zamak eingetragen, doch die Lichter schalten sich bei denen nicht ein. Bei allen anderen Medic Fahrzeugen gehen sie. Ebenso das Quad bei den Cops, bei dem die Lichter sich nicht aktivieren. Die richtigen Koordinaten habe ich aus einem anderen Tut.

    • perx
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      • 20. März 2016 um 13:45
      • #16

      Das Topic ist 6 Monate alt....

      Beste Grüße,

      euer LimnosLife Team.

      _______________________________________________

      Dein Kontakt zu uns:

      E-Mail: [email protected]

      TS3: ts.limnoslife.eu

      Arma: server.limnoslife.eu
      Webseite: limnoslife.eu

    • Mr.Eko
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      • 20. März 2016 um 14:23
      • #17

      Für mich ist das Problem aber aktuell ;)

    • Tass
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      • 20. März 2016 um 15:01
      • #18

      die fahezeuge sind in der life_server/Functions/Systems/fn_spawnVehicle.sqf
      auch eingetragen ?

      Ich bin keine Signatur... ich putz hier nur ;d

    • Mr.Eko
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      • 21. März 2016 um 10:20
      • #19

      Ja, sind sie. Ich habe die gleiche Liste drin wie in der keyHandler und in den sirenLights, copLights und medicLights

    • SirFluffyVonKitten
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      • 21. März 2016 um 10:24
      • #20

      Wenn du Sealdrop benutzt kannst du die Mediclights ignorieren. Die Blaulichter werden bei den Medics auch über die Coplights aufgerufen.

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