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    [TUTORIAL] Rucksäcke unsichtbar machen (Cop/Medics)

      • Altis Life
    • Exodoos
    • 17. September 2016 um 23:09
    • Julian
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      • 19. April 2018 um 16:31
      • #61
      Zitat von johinator1
      1. if (backpack player isEqualTo "B_Carryall_cbr") then {
      2. (backpackContainer player) setObjectTextureGlobal[0,""];
      3. };
      4. };


      wo soll ich den einfügen also einfach ganz unten ne zeile frei lassen und muss der nicht ordentlich formatiert werden also ca so

      1. ///////if (backpack player isEqualTo "B_Carryall_cbr") then {
      2. ////(backpackContainer player) setObjectTextureGlobal[0,""];
      3. //};
      4. /};

      oder so ? ( ohen das Zeichen / )

      Code
      case independent: {
              if (uniform player isEqualTo "U_Rangemaster") then {
                  player setObjectTextureGlobal [0, "textures\medic_uniform.jpg"];
              };
                                                  Rucksack Name
                                                      |
                                                      |
              if (backpack player isEqualTo "B_Carryall_cbr") then {
                   (backpackContainer player) setObjectTextureGlobal[0,""];
              };
          
          };
      Alles anzeigen

      Bitte sehr :)

      einfach bei independent hinzu fügen :)

      Mit freundlichen Grüßen,

      Julian


      Bitte erst Denken und dann Fragen


      Hier lesen: das Heilige Buch der Arma3 Scripter

    • Kuchenplatte
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      • 19. April 2018 um 16:59
      • #62
      Zitat von johinator1

      Hey mach das einfach in die fn_initCop.sqf

      [] spawn {

      while{true} do {

      waitUntil {backpack player == "B_Bergen_tna_F"};

      if(playerSide isEqualTo west) then {

      (unitBackpack player) setObjectTextureGlobal [0,""];

      };

      waitUntil {backpack player == "B_Bergen_tna_F"};

      };

      };


      Und der Rucksack B_Bergen_tna_F ist unsichbar wenn du das bei den Medics auch machen möchtest musst du diesen Befehl nehmen :

      [] spawn {

      while{true} do {

      waitUntil {backpack player == "B_Bergen_tna_F"};

      if(playerSide isEqualTo independent) then {

      (unitBackpack player) setObjectTextureGlobal [0,""];

      };

      waitUntil {backpack player == "B_Bergen_tna_F"};

      };

      };

      Externer link administrativ entfernt

      Getestet in der Version ArmA3 Altis Life 5.0.0

      Alles anzeigen

      hallo johinator1 da du neu in dieser Community bist gebe ich dir einen Hinweis und benutze bitte die Code oder Spoilerfunktion - dann haben wir alle was von :)

      Danke und Willkommen.

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

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      195.201.148.155:2302

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    • johinator1
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      • 20. April 2018 um 11:02
      • #63

      Also so oder wie ?

      Spoiler anzeigen

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

      /*

      File: fn_playerSkins.sqf

      Author: Daniel Stuart

      Description:

      Sets skins for players by their side and uniform.

      */

      private ["_skinName"];

      switch (playerSide) do {

      case civilian: {

      if (LIFE_SETTINGS(getNumber,"civ_skins") isEqualTo 1) then {

      if (uniform player isEqualTo "U_C_Poloshirt_blue") then {

      player setObjectTextureGlobal [0, "textures\civilian_uniform_1.jpg"];

      };

      if (uniform player isEqualTo "U_C_Poloshirt_burgundy") then {

      player setObjectTextureGlobal [0, "textures\civilian_uniform_2.jpg"];

      };

      if (uniform player isEqualTo "U_C_Poloshirt_stripped") then {

      player setObjectTextureGlobal [0, "textures\civilian_uniform_3.jpg"];

      };

      if (uniform player isEqualTo "U_C_Poloshirt_tricolour") then {

      player setObjectTextureGlobal [0, "textures\civilian_uniform_4.jpg"];

      };

      if (uniform player isEqualTo "U_C_Poloshirt_salmon") then {

      player setObjectTextureGlobal [0, "textures\civilian_uniform_5.jpg"];

      };

      if (uniform player isEqualTo "U_C_Poloshirt_redwhite") then {

      player setObjectTextureGlobal [0, "textures\civilian_uniform_6.jpg"];

      };

      if (uniform player isEqualTo "U_C_Commoner1_1") then {

      player setObjectTextureGlobal [0, "textures\civilian_uniform_7.jpg"];

      };

      };

      };

      case west: {

      if (uniform player isEqualTo "U_Rangemaster") then {

      _skinName = "textures\cop_uniform.jpg";

      if (LIFE_SETTINGS(getNumber,"cop_extendedSkins") isEqualTo 1) then {

      if (FETCH_CONST(life_coplevel) >= 1) then {

      _skinName = ["textures\cop_uniform_",(FETCH_CONST(life_coplevel)),".jpg"] joinString "";

      };

      };

      player setObjectTextureGlobal [0, _skinName];

      };

      };

      case independent: {

      if (uniform player isEqualTo "U_Rangemaster") then {

      player setObjectTextureGlobal [0, "textures\medic_uniform.jpg"];

      };

      if (backpack player isEqualTo "B_Carryall_cbr") then {

      (backpackContainer player) setObjectTextureGlobal[0,""];

      };

      };

      Einmal editiert, zuletzt von johinator1 (20. April 2018 um 13:32)

    • johinator1
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      • 20. April 2018 um 16:52
      • #64
      Zitat von Julian
      Code
      case independent: {
              if (uniform player isEqualTo "U_Rangemaster") then {
                  player setObjectTextureGlobal [0, "textures\medic_uniform.jpg"];
              };
                                                  Rucksack Name
                                                      |
                                                      |
              if (backpack player isEqualTo "B_Carryall_cbr") then {
                   (backpackContainer player) setObjectTextureGlobal[0,""];
              };
          
          };
      Alles anzeigen

      Bitte sehr :)

      einfach bei independent hinzu fügen :)

      Also so oder wie ?

      Spoiler anzeigen

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

      /*

      File: fn_playerSkins.sqf

      Author: Daniel Stuart

      Description:

      Sets skins for players by their side and uniform.

      */

      private ["_skinName"];

      switch (playerSide) do {

      case civilian: {

      if (LIFE_SETTINGS(getNumber,"civ_skins") isEqualTo 1) then {

      if (uniform player isEqualTo "U_C_Poloshirt_blue") then {

      player setObjectTextureGlobal [0, "textures\civilian_uniform_1.jpg"];

      };

      if (uniform player isEqualTo "U_C_Poloshirt_burgundy") then {

      player setObjectTextureGlobal [0, "textures\civilian_uniform_2.jpg"];

      };

      if (uniform player isEqualTo "U_C_Poloshirt_stripped") then {

      player setObjectTextureGlobal [0, "textures\civilian_uniform_3.jpg"];

      };

      if (uniform player isEqualTo "U_C_Poloshirt_tricolour") then {

      player setObjectTextureGlobal [0, "textures\civilian_uniform_4.jpg"];

      };

      if (uniform player isEqualTo "U_C_Poloshirt_salmon") then {

      player setObjectTextureGlobal [0, "textures\civilian_uniform_5.jpg"];

      };

      if (uniform player isEqualTo "U_C_Poloshirt_redwhite") then {

      player setObjectTextureGlobal [0, "textures\civilian_uniform_6.jpg"];

      };

      if (uniform player isEqualTo "U_C_Commoner1_1") then {

      player setObjectTextureGlobal [0, "textures\civilian_uniform_7.jpg"];

      };

      };

      };

      case west: {

      if (uniform player isEqualTo "U_Rangemaster") then {

      _skinName = "textures\cop_uniform.jpg";

      if (LIFE_SETTINGS(getNumber,"cop_extendedSkins") isEqualTo 1) then {

      if (FETCH_CONST(life_coplevel) >= 1) then {

      _skinName = ["textures\cop_uniform_",(FETCH_CONST(life_coplevel)),".jpg"] joinString "";

      };

      };

      player setObjectTextureGlobal [0, _skinName];

      };

      };

      case independent: {

      if (uniform player isEqualTo "U_Rangemaster") then {

      player setObjectTextureGlobal [0, "textures\medic_uniform.jpg"];

      };

      if (backpack player isEqualTo "B_Carryall_cbr") then {

      (backpackContainer player) setObjectTextureGlobal[0,""];

      };

      };

    • Julian
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      • 20. April 2018 um 19:52
      • #65
      Zitat von johinator1

      Also so oder wie ?

      Spoiler anzeigen

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

      /*

      File: fn_playerSkins.sqf

      Author: Daniel Stuart

      Description:

      Sets skins for players by their side and uniform.

      */

      private ["_skinName"];

      switch (playerSide) do {

      case civilian: {

      if (LIFE_SETTINGS(getNumber,"civ_skins") isEqualTo 1) then {

      if (uniform player isEqualTo "U_C_Poloshirt_blue") then {

      player setObjectTextureGlobal [0, "textures\civilian_uniform_1.jpg"];

      };

      if (uniform player isEqualTo "U_C_Poloshirt_burgundy") then {

      player setObjectTextureGlobal [0, "textures\civilian_uniform_2.jpg"];

      };

      if (uniform player isEqualTo "U_C_Poloshirt_stripped") then {

      player setObjectTextureGlobal [0, "textures\civilian_uniform_3.jpg"];

      };

      if (uniform player isEqualTo "U_C_Poloshirt_tricolour") then {

      player setObjectTextureGlobal [0, "textures\civilian_uniform_4.jpg"];

      };

      if (uniform player isEqualTo "U_C_Poloshirt_salmon") then {

      player setObjectTextureGlobal [0, "textures\civilian_uniform_5.jpg"];

      };

      if (uniform player isEqualTo "U_C_Poloshirt_redwhite") then {

      player setObjectTextureGlobal [0, "textures\civilian_uniform_6.jpg"];

      };

      if (uniform player isEqualTo "U_C_Commoner1_1") then {

      player setObjectTextureGlobal [0, "textures\civilian_uniform_7.jpg"];

      };

      };

      };

      case west: {

      if (uniform player isEqualTo "U_Rangemaster") then {

      _skinName = "textures\cop_uniform.jpg";

      if (LIFE_SETTINGS(getNumber,"cop_extendedSkins") isEqualTo 1) then {

      if (FETCH_CONST(life_coplevel) >= 1) then {

      _skinName = ["textures\cop_uniform_",(FETCH_CONST(life_coplevel)),".jpg"] joinString "";

      };

      };

      player setObjectTextureGlobal [0, _skinName];

      };

      };

      case independent: {

      if (uniform player isEqualTo "U_Rangemaster") then {

      player setObjectTextureGlobal [0, "textures\medic_uniform.jpg"];

      };

      if (backpack player isEqualTo "B_Carryall_cbr") then {

      (backpackContainer player) setObjectTextureGlobal[0,""];

      };

      };

      Alles anzeigen

      Teste es doch einfach sieht aber gut aus :D

      Mit freundlichen Grüßen,

      Julian


      Bitte erst Denken und dann Fragen


      Hier lesen: das Heilige Buch der Arma3 Scripter

    • Kventhe
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      • 16. Januar 2019 um 23:46
      • #66
      Zitat von Wolfskin

      im Anhang die passende "fn_survival.sqf" (Standard mit unsichtbaren Rucksäcken für Cop/Medics ) für die v5.0.0 aktuelle Framework von heute!

      man brauch auch nur die "fn_survival.sqf" ändern, nicht die initcop etc!

      hat so weit geklappt allerdings hab ich jetzt das problem das der Vitemspace any beträgt und somit weder rennen kann noch items kaufen kann könnte mir ja jmd helfen

      vielen Dank im vorraus

      Code
      #include "..\script_macros.hpp"
      /*
          File: fn_survival.sqf
          Author: Bryan "Tonic" Boardwine
      
          Description:
          All survival? things merged into one thread.
      */
      private ["_fnc_food","_fnc_water","_foodTime","_waterTime","_bp","_walkDis","_lastPos","_curPos"];
      _fnc_food =  {
          if (life_hunger < 2) then {player setDamage 1; hint localize "STR_NOTF_EatMSG_Death";}
          else
          {
              life_hunger = life_hunger - 10;
              [] call life_fnc_hudUpdate;
              if (life_hunger < 2) then {player setDamage 1; hint localize "STR_NOTF_EatMSG_Death";};
              switch (life_hunger) do {
                  case 30: {hint localize "STR_NOTF_EatMSG_1";};
                  case 20: {hint localize "STR_NOTF_EatMSG_2";};
                  case 10: {
                      hint localize "STR_NOTF_EatMSG_3";
                      if (LIFE_SETTINGS(getNumber,"enable_fatigue") isEqualTo 1) then {player setFatigue 1;};
                  };
              };
          };
      };
      
      _fnc_water = {
          if (life_thirst < 2) then {player setDamage 1; hint localize "STR_NOTF_DrinkMSG_Death";}
          else
          {
              life_thirst = life_thirst - 10;
              [] call life_fnc_hudUpdate;
              if (life_thirst < 2) then {player setDamage 1; hint localize "STR_NOTF_DrinkMSG_Death";};
              switch (life_thirst) do  {
                  case 30: {hint localize "STR_NOTF_DrinkMSG_1";};
                  case 20: {
                      hint localize "STR_NOTF_DrinkMSG_2";
                      if (LIFE_SETTINGS(getNumber,"enable_fatigue") isEqualTo 1) then {player setFatigue 1;};
                  };
                  case 10: {
                      hint localize "STR_NOTF_DrinkMSG_3";
                      if (LIFE_SETTINGS(getNumber,"enable_fatigue") isEqualTo 1) then {player setFatigue 1;};
                  };
              };
          };
      };
      
      //Setup the time-based variables.
      _foodTime = time;
      _waterTime = time;
      _walkDis = 0;
      _bp = "";
      _lastPos = visiblePosition player;
      _lastPos = (_lastPos select 0) + (_lastPos select 1);
      _lastState = vehicle player;
      
      for "_i" from 0 to 1 step 0 do {
          /* Thirst / Hunger adjustment that is time based */
          if ((time - _waterTime) > 600) then {[] call _fnc_water; _waterTime = time;};
          if ((time - _foodTime) > 850) then {[] call _fnc_food; _foodTime = time;};
      
          /* Adjustment of carrying capacity based on backpack changes */
          if (backpack player isEqualTo "") then {
              life_maxWeight = LIFE_SETTINGS(getNumber,"total_maxWeight");
              _bp = backpack player;
          } else {
              if (!(backpack player isEqualTo "") && {!(backpack player isEqualTo _bp)}) then {
                  _bp = backpack player;
                  life_maxWeight = LIFE_SETTINGS(getNumber,"total_maxWeight") + round(FETCH_CONFIG2(getNumber,"CfgVehicles",_bp,"maximumload") / 4);
              };
          };
      
          /* Check if the player's state changed? */
          if (vehicle player != _lastState || {!alive player}) then {
              [] call life_fnc_updateViewDistance;
              _lastState = vehicle player;
          };
      
          /* Check if the weight has changed and the player is carrying to much */
          if (life_carryWeight > life_maxWeight && {!isForcedWalk player}) then {
              player forceWalk true;
              if (LIFE_SETTINGS(getNumber,"enable_fatigue") isEqualTo 1) then {player setFatigue 1;};
              hint localize "STR_NOTF_MaxWeight";
          } else {
              if (isForcedWalk player) then {
                  player forceWalk false;
              };
          };
      
          /* Travelling distance to decrease thirst/hunger which is captured every second so the distance is actually greater then 650 */
          if (!alive player) then {_walkDis = 0;} else {
              _curPos = visiblePosition player;
              _curPos = (_curPos select 0) + (_curPos select 1);
              if (!(_curPos isEqualTo _lastPos) && {(isNull objectParent player)}) then {
                  _walkDis = _walkDis + 1;
                  if (_walkDis isEqualTo 650) then {
                      _walkDis = 0;
                      life_thirst = life_thirst - 5;
                      life_hunger = life_hunger - 5;
                      [] call life_fnc_hudUpdate;
                  };
              };
              _lastPos = visiblePosition player;
              _lastPos = (_lastPos select 0) + (_lastPos select 1);
          };
          uiSleep 1;
          [] spawn
          {
              private["_bp","_load","_cfg"];
              while{true} do
              {
                  waitUntil {backpack player != ""};
                  _bp = backpack player;
                  _cfg = getNumber(configFile >> "CfgVehicles" >> (backpack player) >> "maximumload");
                  _load = round(_cfg / 8);
                  life_maxWeight = life_maxWeightT + _load;
                  if(playerSide isEqualTo west) then {(unitBackpack player) setObjectTextureGlobal [0,""];}; // <---- Sac invisible chez les flics
                  if(playerSide isEqualTo independent) then {(unitBackpack player) setObjectTextureGlobal [0,""];}; // <----- Sac Invisible chez les Medics
                  waitUntil {backpack player != _bp};
                  if(backpack player isEqualTo "") then 
                  {
                      life_maxWeight = life_maxWeightT;
                  };
              };
          };
      };
      Alles anzeigen
    • Rene Lerchberg
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      • 21. Januar 2019 um 11:14
      • #67
      Zitat von Kventhe

      hat so weit geklappt allerdings hab ich jetzt das problem das der Vitemspace any beträgt und somit weder rennen kann noch items kaufen kann könnte mir ja jmd helfen

      vielen Dank im vorraus

      Code
      #include "..\script_macros.hpp"
      /*
          File: fn_survival.sqf
          Author: Bryan "Tonic" Boardwine
      
          Description:
          All survival? things merged into one thread.
      */
      private ["_fnc_food","_fnc_water","_foodTime","_waterTime","_bp","_walkDis","_lastPos","_curPos"];
      _fnc_food =  {
          if (life_hunger < 2) then {player setDamage 1; hint localize "STR_NOTF_EatMSG_Death";}
          else
          {
              life_hunger = life_hunger - 10;
              [] call life_fnc_hudUpdate;
              if (life_hunger < 2) then {player setDamage 1; hint localize "STR_NOTF_EatMSG_Death";};
              switch (life_hunger) do {
                  case 30: {hint localize "STR_NOTF_EatMSG_1";};
                  case 20: {hint localize "STR_NOTF_EatMSG_2";};
                  case 10: {
                      hint localize "STR_NOTF_EatMSG_3";
                      if (LIFE_SETTINGS(getNumber,"enable_fatigue") isEqualTo 1) then {player setFatigue 1;};
                  };
              };
          };
      };
      
      _fnc_water = {
          if (life_thirst < 2) then {player setDamage 1; hint localize "STR_NOTF_DrinkMSG_Death";}
          else
          {
              life_thirst = life_thirst - 10;
              [] call life_fnc_hudUpdate;
              if (life_thirst < 2) then {player setDamage 1; hint localize "STR_NOTF_DrinkMSG_Death";};
              switch (life_thirst) do  {
                  case 30: {hint localize "STR_NOTF_DrinkMSG_1";};
                  case 20: {
                      hint localize "STR_NOTF_DrinkMSG_2";
                      if (LIFE_SETTINGS(getNumber,"enable_fatigue") isEqualTo 1) then {player setFatigue 1;};
                  };
                  case 10: {
                      hint localize "STR_NOTF_DrinkMSG_3";
                      if (LIFE_SETTINGS(getNumber,"enable_fatigue") isEqualTo 1) then {player setFatigue 1;};
                  };
              };
          };
      };
      
      //Setup the time-based variables.
      _foodTime = time;
      _waterTime = time;
      _walkDis = 0;
      _bp = "";
      _lastPos = visiblePosition player;
      _lastPos = (_lastPos select 0) + (_lastPos select 1);
      _lastState = vehicle player;
      
      for "_i" from 0 to 1 step 0 do {
          /* Thirst / Hunger adjustment that is time based */
          if ((time - _waterTime) > 600) then {[] call _fnc_water; _waterTime = time;};
          if ((time - _foodTime) > 850) then {[] call _fnc_food; _foodTime = time;};
      
          /* Adjustment of carrying capacity based on backpack changes */
          if (backpack player isEqualTo "") then {
              life_maxWeight = LIFE_SETTINGS(getNumber,"total_maxWeight");
              _bp = backpack player;
          } else {
              if (!(backpack player isEqualTo "") && {!(backpack player isEqualTo _bp)}) then {
                  _bp = backpack player;
                  life_maxWeight = LIFE_SETTINGS(getNumber,"total_maxWeight") + round(FETCH_CONFIG2(getNumber,"CfgVehicles",_bp,"maximumload") / 4);
              };
          };
      
          /* Check if the player's state changed? */
          if (vehicle player != _lastState || {!alive player}) then {
              [] call life_fnc_updateViewDistance;
              _lastState = vehicle player;
          };
      
          /* Check if the weight has changed and the player is carrying to much */
          if (life_carryWeight > life_maxWeight && {!isForcedWalk player}) then {
              player forceWalk true;
              if (LIFE_SETTINGS(getNumber,"enable_fatigue") isEqualTo 1) then {player setFatigue 1;};
              hint localize "STR_NOTF_MaxWeight";
          } else {
              if (isForcedWalk player) then {
                  player forceWalk false;
              };
          };
      
          /* Travelling distance to decrease thirst/hunger which is captured every second so the distance is actually greater then 650 */
          if (!alive player) then {_walkDis = 0;} else {
              _curPos = visiblePosition player;
              _curPos = (_curPos select 0) + (_curPos select 1);
              if (!(_curPos isEqualTo _lastPos) && {(isNull objectParent player)}) then {
                  _walkDis = _walkDis + 1;
                  if (_walkDis isEqualTo 650) then {
                      _walkDis = 0;
                      life_thirst = life_thirst - 5;
                      life_hunger = life_hunger - 5;
                      [] call life_fnc_hudUpdate;
                  };
              };
              _lastPos = visiblePosition player;
              _lastPos = (_lastPos select 0) + (_lastPos select 1);
          };
          uiSleep 1;
          [] spawn
          {
              private["_bp","_load","_cfg"];
              while{true} do
              {
                  waitUntil {backpack player != ""};
                  _bp = backpack player;
                  _cfg = getNumber(configFile >> "CfgVehicles" >> (backpack player) >> "maximumload");
                  _load = round(_cfg / 8);
                  life_maxWeight = life_maxWeightT + _load;
                  if(playerSide isEqualTo west) then {(unitBackpack player) setObjectTextureGlobal [0,""];}; // <---- Sac invisible chez les flics
                  if(playerSide isEqualTo independent) then {(unitBackpack player) setObjectTextureGlobal [0,""];}; // <----- Sac Invisible chez les Medics
                  waitUntil {backpack player != _bp};
                  if(backpack player isEqualTo "") then 
                  {
                      life_maxWeight = life_maxWeightT;
                  };
              };
          };
      };
      Alles anzeigen

      kannst du mal dennöog ran hängen

      Mit Freundlichen Grüßen

      Rene Lerchberg

      "Einzigartigkeit entsteht durch Perfektion"

      The-Programmer.com (Support & Translation)

    • Kventhe
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      • 21. Januar 2019 um 16:15
      • #68
      Zitat von Rene Lerchberg

      kannst du mal dennöog ran hängen

      den was

    • BlueType
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      • 21. Januar 2019 um 16:20
      • #69
      Zitat von Kventhe

      den was

      Log sowie Client Log wenn du aufm Server warst.. Danke

      MFG ƁLƱΣƬΨƤΣ™

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      • 21. Januar 2019 um 16:23
      • #70

      bitte schön

      Dateien

      arma3server_2019-01-16_22-57-36.rpt 181,94 kB – 122 Downloads arma3_x64_2019-01-16_22-01-16.rpt 4,7 MB – 129 Downloads
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      • 21. Januar 2019 um 16:35
      • #71
      Zitat von Bluetype

      Log sowie Client Log wenn du aufm Server warst.. Danke

      danke :D

      Mit Freundlichen Grüßen

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      • 21. Januar 2019 um 19:58
      • #72

      -servermod=@extDB3;@life_server

      -mod=@em_buildings;@arma_3_custom_buildings_original;@police_medic_uniform_mod;@ivory_cars;@apalon_vehicle;@T5_Pack;@allesiocar;@CUP_Weapons;@umh_renault_master_samu;@police;@infiSTAR_A3;@CBA_A3;@ace;@task_force_radio

      Bitte so abändern. :)

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