Beiträge von ___
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schick ma deine config_process, config gather,
"Config_Gather.hpp"
Code
Alles anzeigenclass CfgGather { class Resources { class apple { amount = 5; zones[] = { "apple_1", "apple_2", "apple_3", "apple_4" }; item = ""; zoneSize = 30; }; class peach { amount = 5; zones[] = { "peaches_1", "peaches_2", "peaches_3", "peaches_4" }; item = ""; zoneSize = 30; }; class heroin_unprocessed { amount = 3; zones[] = { "heroin_1" }; item = ""; zoneSize = 30; }; class cocaine_unprocessed { amount = 3; zones[] = { "cocaine_1" }; item = ""; zoneSize = 30; }; class cannabis { amount = 3; zones[] = { "weed_1" }; item = ""; zoneSize = 30; }; class hopfen_unprocessed { amount = 3; zones[] = { "hopfen_1" }; item = ""; zoneSize = 30; }; }; /* This block can be set using percent,if you want players to mine only one resource ,just leave it as it is. Example: class copper_unrefined { amount = 2; zones[] = { "copper_mine" }; item = "pickaxe"; mined[] = { "copper_unrefined" }; This will make players mine only copper_unrefined Now let's go deeper Example 2: class copper_unrefined { amount = 2; zones[] = { "copper_mine" }; item = "pickaxe"; mined[] = { {"copper_unrefined",0,25},{"iron_unrefined",25,95},{"diamond_uncut",95,100} }; }; This will give : 25(±1)% to copper_unrefined; 70(±1)% to iron_unrefined; 5%(±1)% to diamond_uncut; ! Watch Out ! If percents are used,you MUST put more than 1 resource in the mined parameter mined[] = { {"copper_unrefined",0,25} }; NOT OK (But the script will work) mined[] = { {"copper_unrefined",0,45 },{"iron_unrefined",45} }; NOT OK (The script won't work ) mined[] = { {"copper_unrefined",0,45},{"copper_unrefined",80,100} }; NOT OK mined[] = { "copper_unrefined" }; OK mined[] = { {"copper_unrefined",0,35} , { "iron_unrefined" ,35,100 } }; OK */ class Minerals { class copper_unrefined { amount = 2; zones[] = { "copper_mine" }; item = "pickaxe"; mined[] = {"copper_unrefined"}; zoneSize = 30; }; class iron_unrefined { amount = 2; zones[] = { "iron_mine" }; item = "pickaxe"; mined[] = { "iron_unrefined" }; zoneSize = 30; }; class salt_unrefined { amount = 2; zones[] = { "salt_mine" }; item = "pickaxe"; mined[] = { "salt_unrefined" }; zoneSize = 30; }; class sand { amount = 2; zones[] = { "sand_mine" }; item = "pickaxe"; mined[] = { "sand" }; zoneSize = 30; }; class diamond_uncut { amount = 2; zones[] = { "diamond_mine" }; item = "pickaxe"; mined[] = { "diamond_uncut" }; zoneSize = 30; }; class rock { amount = 2; zones[] = { "rock_quarry" }; item = "pickaxe"; mined[] = { "rock" }; zoneSize = 30; }; class oil_unprocessed { amount = 2; zones[] = { "oil_field_1", "oil_field_2" }; item = "pickaxe"; mined[] = { "oil_unprocessed" }; zoneSize = 30; }; }; };
"Config_Process.hpp"
Code
Alles anzeigen/* * class: * MaterialsReq (Needed to process) = Array - Format -> {{"ITEM CLASS",HOWMANY}} * MaterialsGive (Returned items) = Array - Format -> {{"ITEM CLASS",HOWMANY}} * Text (Progess Bar Text) = Localised String * NoLicenseCost (Cost to process w/o license) = Scalar * * Example for multiprocess: * * class Example { * MaterialsReq[] = {{"cocaine_processed",1},{"heroin_processed",1}}; * MaterialsGive[] = {{"diamond_cut",1}}; * Text = "STR_Process_Example"; * //ScrollText = "Process Example"; * NoLicenseCost = 4000; * }; */ class ProcessAction { class oil { MaterialsReq[] = {{"oil_unprocessed",1}}; MaterialsGive[] = {{"oil_processed",1}}; Text = "STR_Process_Oil"; //ScrollText = "Process Oil"; NoLicenseCost = 1200; }; class hopfen { MaterialsReq[] = {{"hopfen_unprocessed",1}}; MaterialsGive[] = {{"hopfen_processed",1}}; Text = "STR_Process_Hopfen"; //ScrollText = "Bier brauen"; NoLicenseCost = 1000; }; class diamond { MaterialsReq[] = {{"diamond_uncut",1}}; MaterialsGive[] = {{"diamond_cut",1}}; Text = "STR_Process_Diamond"; //ScrollText = "Cut Diamonds"; NoLicenseCost = 1350; }; class heroin { MaterialsReq[] = {{"heroin_unprocessed",1}}; MaterialsGive[] = {{"heroin_processed",1}}; Text = "STR_Process_Heroin"; //ScrollText = "Process Heroin"; NoLicenseCost = 1750; }; class copper { MaterialsReq[] = {{"copper_unrefined",1}}; MaterialsGive[] = {{"copper_refined",1}}; Text = "STR_Process_Copper"; //ScrollText = "Refine Copper"; NoLicenseCost = 750; }; class iron { MaterialsReq[] = {{"iron_unrefined",1}}; MaterialsGive[] = {{"iron_refined",1}}; Text = "STR_Process_Iron"; //ScrollText = "Refine Iron"; NoLicenseCost = 1120; }; class sand { MaterialsReq[] = {{"sand",1}}; MaterialsGive[] = {{"glass",1}}; Text = "STR_Process_Sand"; //ScrollText = "Melt Sand into Glass"; NoLicenseCost = 650; }; class salt { MaterialsReq[] = {{"salt_unrefined",1}}; MaterialsGive[] = {{"salt_refined",1}}; Text = "STR_Process_Salt"; //ScrollText = "Refine Salt"; NoLicenseCost = 450; }; class cocaine { MaterialsReq[] = {{"cocaine_unprocessed",1}}; MaterialsGive[] = {{"cocaine_processed",1}}; Text = "STR_Process_Cocaine"; //ScrollText = "Process Cocaine"; NoLicenseCost = 1500; }; class marijuana { MaterialsReq[] = {{"cannabis",1}}; MaterialsGive[] = {{"marijuana",1}}; Text = "STR_Process_Marijuana"; //ScrollText = "Harvest Marijuana"; NoLicenseCost = 500; }; class cement { MaterialsReq[] = {{"rock",1}}; MaterialsGive[] = {{"cement",1}}; Text = "STR_Process_Cement"; //ScrollText = "Mix Cement"; NoLicenseCost = 350; }; };
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Hey^^
Ich habe eine neue Farmingroute in der Version 5.0 hinzugefügt, aber leider kann ich beim Verarbeitungs-NPC (Bierbrauerei) nur die Lizenz kaufen und habe keine Option, das Item "
hopfen_unprocessed" zu verarbeiten. Hier die Init des NPC's:
Codethis enableSimulation false; this allowDamage false; this addAction[localize"STR_Process_Hopfen",life_fnc_processAction,"hopfen",0,false,false,"",' life_inv_hopfenUnrefined > 0 && !life_is_processing && !life_action_inUse']; this addAction[format ["%1 ($%2)",localize (getText(missionConfigFile >> "Licenses" >> "hopfen" >> "displayName")), [(getNumber(missionConfigFile >> "Licenses" >> "hopfen" >> "price"))] call life_fnc_numberText],life_fnc_buyLicense,"hopfen",0,false,false,"",' !license_civ_hopfen && playerSide isEqualTo civilian '];
Weiß jemand, woran das liegen könnte? Farming geht allerdings. Wer noch mehr Informationen benötigt, einfach kurz anfragen. Vielen Dank im Vorraus!
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So wie sich es an hort ist der Fehler wohl in der Config_Gather.hpp
lad mal die mal lieber hoch das man dort nach denn Fehler dort man suchen kannAlles klar, kommt sofort. Aber kann ich die Welcome Notify auch einfach löschen?
Code
Alles anzeigenclass CfgGather { class Resources { class apple { amount = 5; zones[] = { "apple_1", "apple_2", "apple_3", "apple_4" }; item = ""; zoneSize = 30; }; class peach { amount = 5; zones[] = { "peaches_1", "peaches_2", "peaches_3", "peaches_4" }; item = ""; zoneSize = 30; }; class heroin_unprocessed { amount = 3; zones[] = { "heroin_1" }; item = ""; zoneSize = 30; }; class cocaine_unprocessed { amount = 3; zones[] = { "cocaine_1" }; item = ""; zoneSize = 30; }; class cannabis { amount = 3; zones[] = { "weed_1" }; item = ""; zoneSize = 30; }; class hopfen_unprocessed { amount = 3; zones[] = { "hopfen_1" }; item = ""; zoneSize = 30; }; }; /* This block can be set using percent,if you want players to mine only one resource ,just leave it as it is. Example: class copper_unrefined { amount = 2; zones[] = { "copper_mine" }; item = "pickaxe"; mined[] = { "copper_unrefined" }; This will make players mine only copper_unrefined Now let's go deeper Example 2: class copper_unrefined { amount = 2; zones[] = { "copper_mine" }; item = "pickaxe"; mined[] = { {"copper_unrefined",0,25},{"iron_unrefined",25,95},{"diamond_uncut",95,100} }; }; This will give : 25(±1)% to copper_unrefined; 70(±1)% to iron_unrefined; 5%(±1)% to diamond_uncut; ! Watch Out ! If percents are used,you MUST put more than 1 resource in the mined parameter mined[] = { {"copper_unrefined",0,25} }; NOT OK (But the script will work) mined[] = { {"copper_unrefined",0,45 },{"iron_unrefined",45} }; NOT OK (The script won't work ) mined[] = { {"copper_unrefined",0,45},{"copper_unrefined",80,100} }; NOT OK mined[] = { "copper_unrefined" }; OK mined[] = { {"copper_unrefined",0,35} , { "iron_unrefined" ,35,100 } }; OK */ class Minerals { class copper_unrefined { amount = 2; zones[] = { "copper_mine" }; item = "pickaxe"; mined[] = {"copper_unrefined"}; zoneSize = 30; }; class iron_unrefined { amount = 2; zones[] = { "iron_mine" }; item = "pickaxe"; mined[] = { "iron_unrefined" }; zoneSize = 30; }; class salt_unrefined { amount = 2; zones[] = { "salt_mine" }; item = "pickaxe"; mined[] = { "salt_unrefined" }; zoneSize = 30; }; class sand { amount = 2; zones[] = { "sand_mine" }; item = "pickaxe"; mined[] = { "sand" }; zoneSize = 30; }; class diamond_uncut { amount = 2; zones[] = { "diamond_mine" }; item = "pickaxe"; mined[] = { "diamond_uncut" }; zoneSize = 30; }; class rock { amount = 2; zones[] = { "rock_quarry" }; item = "pickaxe"; mined[] = { "rock" }; zoneSize = 30; }; class oil_unprocessed { amount = 2; zones[] = { "oil_field_1", "oil_field_2" }; item = "pickaxe"; mined[] = { "oil_unprocessed" }; zoneSize = 30; }; }; };
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Ne dort auch gleicher Fehler wie oben schon erwähnt
Okay, aber wenn ich das behebe geht das mit den Farmingrouten ja immer noch nicht
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Hier nochmal die richtige Datei:
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Code
Alles anzeigenUnter "Warte auf Support"</a> <br /><br />"; > 12:01:28 Error position: <Warte auf Support"</a> <br /><br />"; > 12:01:28 Error Missing ; 12:01:28 File core\fn_welcomeNotification.sqf [life_fnc_welcomeNotification], line 33 12:01:28 Error in expression <bei der jeweiligen Partei im TS. Unter "Warte auf Support"</a> <br /><br />"; > 12:01:28 Error position: <Warte auf Support"</a> <br /><br />"; > 12:01:28 Error Missing ; 12:01:28 File core\fn_welcomeNotification.sqf [life_fnc_welcomeNotification], line 33
Im Serverlog ist davon nix zu sehen aber trotzdem folgender fehler drinne.
Der connection log ist nicht der client log. Schau dir dazu das tutorial an
[Erklärung|Leitfaden] Arma 3 Logs - Client, Server & extDB Log
Mhmh.... Hab da eingentlich nichts umgestellt bzw. war schon standardmäßig bei den Nitrado Dateien dabei...
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Client und RPT-Log bitte
Einmal beides angehängt (hoffe das ist das richtige xD)
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Hey zusammen^^
Ich habe vor kurzem einen neue Farmroute mittels diesem Tutorial erstellt.
Natürlich anstatt in eine "fn_gathering.hpp" oder so, habe ich das in der neuen Dateiversion "config_Gathering.hpp" usw. eingetragen...
Nur leider lässt sich nun nicht mehr farmen, bei keinem Spot... Weder bei dem neuen, noch bei den alten. Vielen Dank im Vorraus!