Hey^^
Wir sind noch im Aufbau aber ihr könnt ja gerne mal vorbeischauen
Alles wichtige in diesem Thread
Schön, dass du den Weg zu NodeZone.net gefunden hast! Aktuell bist du nicht angemeldet und kannst deshalb nur eingeschränkt auf unsere Community zugreifen. Um alle Funktionen freizuschalten, spannende Inhalte zu entdecken und dich aktiv einzubringen, registriere dich jetzt kostenlos oder melde dich mit deinem Account an.
Hey^^
Wir sind noch im Aufbau aber ihr könnt ja gerne mal vorbeischauen
Alles wichtige in diesem Thread
Rene Lerchberg Einmal RPT Log
Hey^^
Ich habe momentan folgendes Problem:
Beim connecten bekomme ich den Fehler "Line 45 (oder so) Member already defined".
Hier einmal die Datei, die den Fehler verursacht:
"agb.hpp" im Dialog Ordner.
class agb
{
idd = 32154;
name = "agb";
movingEnable = false;
enableSimulation = false;
class controlsBackground
{
class RscTitleBackground : Life_RscText
{
colorBackground[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.3843])", "(profilenamespace getvariable ['GUI_BCG_RGB_G',0.7019])", "(profilenamespace getvariable ['GUI_BCG_RGB_B',0.8862])", "(profilenamespace getvariable ['GUI_BCG_RGB_A',0.7])"};
idc = -1;
x = 0.0875;
y = 0.06;
w = 0.825;
h = 0.04;
};
class RscBackground : Life_RscText
{
colorBackground[] = {0.31,0.31,0.31,1};
idc = -1;
x = 0.0875;
y = 0.12;
w = 0.825;
h = 0.82;
};
class RscTitleText : Life_RscTitle
{
colorBackground[] = {0, 0, 0, 0};
idc = -1;
text = "Auszug aus dem Regelwerk:";
x = 0.0875;
y = 0.06;
w = 0.825;
h = 0.04;
class Attributes
{
align = "center";
};
};
class RsclolStatus : Life_RscStructuredText
{
idc = -1;
colorBackground[] = {0, 0, 0, 0};
sizeEx = 0.0001;
text = "<t size = '0.8'>Folgendes ist ohne Ausnahmen zu beachten<br / >§1 Jegliche Form des Betruges durch Cheating oder Bug-Using (Glitching) ist untersagt<br / >§2 Aussagen, die Beleidigungen, Rassismus, Sexismus, Politik oder Ähnliches enthalten, sind zu unterlassen<br / >§3 Jegliche Interaktion mit einem anderen Spieler MUSS zwingend im Rollenspiel stattfinden. Dazu zählen Feuergefechte, Geldtransfere, Diebstähle und alles andere.<br / ><br / >§4 Im sogenannten Side-Chat darf kein Roleplay geführt werden.<br / ><br / >Das vollständige Regelwerk ist im Forum einzusehen<br / ></t> <t font ='PuristaBold' size='0.9'>Um auf unserem Server zu spielen, musst du das Regelwerk lesen und akzeptieren.</t>";
x = 0.1125;
y = 0.16;
w = 0.775;
h = 0.66;
};
};
class Controls
{
class naz : Life_RscButtonMenu
{
idc = -1;
text = "Nicht Akzeptieren";
colorBackground[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.3843])", "(profilenamespace getvariable ['GUI_BCG_RGB_G',0.7019])", "(profilenamespace getvariable ['GUI_BCG_RGB_B',0.8862])", "(profilenamespace getvariable ['GUI_BCG_RGB_A',0.7])"};
onButtonClick = "closeDialog 0;";
x = 0.1075;
y = 0.88;
w = 0.3;
h = 0.04;
class Attributes
{
align = "center";
};
};
class az : Life_RscButtonMenu
{
idc = -1;
text = "Akzeptieren";
colorBackground[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.3843])", "(profilenamespace getvariable ['GUI_BCG_RGB_G',0.7019])", "(profilenamespace getvariable ['GUI_BCG_RGB_B',0.8862])", "(profilenamespace getvariable ['GUI_BCG_RGB_A',0.7])"};
onButtonClick = "rulesok = true; closeDialog 0;";
x = 0.5825;
y = 0.88;
w = 0.3;
h = 0.04;
class Attributes
{
align = "center";
};
};
};
};
Alles anzeigen
Kann mir da jemand helfen?
Kuchenplatte aufgrund der Tatsache, dass das Fahrzeugcrafting ja ein kostenpflichtiger Dienst ist, und der Freund der mir das Script zukommen lies, die Emailadresse mit der er den Dienst erworben hat, nicht mehr weiß, kann ich das Script selbstverständlich nicht auf meinem Server nutzen. Da schien mir ein neuer Thread sinnvoll
Hey^^
Ich habe momentan das Problem, dass sich Items nicht craften lassen beziehungsweise die Felder einfach leer sind (bis auf das I-Toolkit).
Ich hänge einmal meine Config.cpp an. Wer mehr Infos braucht, gerne melden
/*
File: config.cpp
Author: B4v4r!4n_Str!k3r ([email protected])
Licence: THIS FILE AND EXTRACTS OF IT IS THE MINDSET OF CATIONSTUDIO
AND ONLY AUTHORIZED PEOPLE/SERVERS ARE ALLOWED TO USE IT.
Description: Master config for crafting system.
*/
#include "dialog\craft.hpp"
class Cation_Crafting {
version = 5; // version 3.x -> 3 | 4.0 - 4.3 -> 4 | version 4.4+ -> 5
duration = 0.3; //Dauer im Craftingvorgang für 1% in s (Mögliche Werte zwischen 0.1 und 10)
//Texte
Craftingmenu = "Crafting-Menü";
CraftStats = "Herstellbare Dinge";
CraftingMaterials = "Benötigte Materialien";
CraftButton = "Craft it!";
Close = "Schließen";
Craft = "Craft";
NoMaterial = "Dir fehlen die Materialien!";
Process = "Du hast folgendes hergestellt:";
Process_Stay = "Bleibe im Radius von 10 Metern!";
NotificationBackpack = "Du besitzt schon einen Rucksack.";
NotificationVest = "Du besitzt bereits eine Weste!";
NotificationUnifrom = "Du trägst schon Kleidung!";
SelectItemFirst = "Du musst zuerst einen Gegenstand auswählen!";
NothingNeeded = "Es wird nichts benötigt!";
NoRoom = "Du hast nicht genug Platz für den Gegenstand.";
Veh_Block = "Ein Fahrzeug blockiert gerade den Spawnpunkt";
NoSpawnpoint = "Kein Spawnpoint verfügbar";
Color = "Farbe";
category[] = { //Kategorien
{
"lmg", //Variable
"Maschinengewehre", //Text
{"arifle_MX_SW_F","",{"ovs",1,"iron_refined",40},"","",0},
{"arifle_MX_SW_khk_F","",{"ovs",1,"iron_refined",40},"","",0}
}, //Komma
{
"pistol", //Variable
"Pistolen", //Text
{"hgun_ACPC2_F","",{"iron_refined",25},"","",0},
{"hgun_P07_khk_F","",{"iron_refined",30},"","",0},
{"hgun_P07_F","",{"iron_refined",30},"","",0},
{"hgun_Pistol_heavy_01_F","",{"iron_refined",35},"","",0},
{"hgun_Pistol_heavy_02_F","",{"iron_refined",35},"","",0},
{"hgun_Pistol_01_F","",{"iron_refined",25},"","",0},
{"hgun_Rook40_F","",{"iron_refined",25},"","",0}
}, //Komma
{
"ar", //Variable
"Sturmgewehre", //Text
{"arifle_Katiba_F","",{"ovs",125},"","",0},
{"arifle_Mk20_F","",{"ovs",125},"","",0},
{"arifle_Mk20C_F","",{"ovs",125},"","",0},
{"arifle_MXC_F","",{"ovs",125},"","",0},
{"arifle_MX_F","",{"ovs",125},"","",0},
{"arifle_MX_SW_F","",{"ovs",125},"","",0},
{"arifle_MXM_F","",{"ovs",125},"","",0},
{"arifle_MXC_Black_F","",{"ovs",125},"","",0},
{"arifle_MX_Black_F","",{"ovs",125},"","",0},
{"arifle_MXM_Black_F","",{"ovs",125},"","",0},
{"arifle_SDAR_F","",{"ovs",125},"","",0},
{"arifle_TRG21_F","",{"ovs",125},"","",0},
{"arifle_TRG20_F","",{"ovs",125},"","",0},
{"arifle_AK12_F","",{"ovs",125},"","",0},
{"arifle_AK12_GL_F","",{"ovs",125},"","",0},
{"arifle_AKM_F","",{"ovs",125},"","",0},
{"arifle_AKM_FL_F","",{"ovs",125},"","",0},
{"arifle_AKS_F","",{"ovs",125},"","",0},
{"arifle_ARX_blk_F","",{"ovs",125},"","",0},
{"arifle_ARX_ghex_F","",{"ovs",125},"","",0},
{"arifle_ARX_hex_F","",{"ovs",125},"","",0},
{"arifle_CTAR_blk_F","",{"ovs",125},"","",0},
{"arifle_CTAR_hex_F","",{"ovs",125},"","",0},
{"arifle_CTAR_ghex_F","",{"ovs",125},"","",0},
{"arifle_CTAR_GL_blk_F","",{"ovs",125},"","",0},
{"arifle_CTAR_GL_hex_F","",{"ovs",125},"","",0},
{"arifle_CTAR_GL_ghex_F","",{"ovs",125},"","",0},
{"arifle_CTARS_blk_F","",{"ovs",125},"","",0},
{"arifle_CTARS_hex_F","",{"ovs",125},"","",0},
{"arifle_CTARS_ghex_F","",{"ovs",125},"","",0},
{"arifle_SPAR_01_blk_F","",{"ovs",125},"","",0},
{"arifle_SPAR_01_khk_F","",{"ovs",125},"","",0},
{"arifle_SPAR_01_snd_F","",{"ovs",125},"","",0},
{"arifle_SPAR_01_GL_blk_F","",{"ovs",125},"","",0},
{"arifle_SPAR_01_GL_khk_F","",{"ovs",125},"","",0},
{"arifle_SPAR_01_GL_snd_F","",{"ovs",125},"","",0},
{"arifle_SPAR_02_blk_F","",{"ovs",125},"","",0},
{"arifle_SPAR_02_khk_F","",{"ovs",125},"","",0},
{"arifle_SPAR_02_snd_F","",{"ovs",125},"","",0}
}, //Komma
{
"mp", //Variable
"Maschinenpistolen", //Text
{"hgun_PDW2000_F","",{"ovs",125},"","",0},
{"SMG_01_F","",{"ovs",125},"","",0},
{"SMG_02_F","",{"ovs",125},"","",0},
{"SMG_05_F","",{"ovs",125},"","",0}
},
{
"uniform",// Kommen noch mehr keine angst also bitte hier nix ändern
"Uniformen",
{"U_B_GhillieSuit","",{"ovs",125},"","",0},
{"U_O_GhillieSuit","",{"ovs",125},"","",0},
{"U_I_GhillieSuit","",{"ovs",125},"","",0},
{"U_B_FullGhillie_lsh","",{"ovs",145},"","",0},
{"U_B_FullGhillie_sard","",{"ovs",145},"","",0},
{"U_B_FullGhillie_ard","",{"ovs",145},"","",0},
{"U_O_FullGhillie_lsh","",{"ovs",145},"","",0},
{"U_O_FullGhillie_sard","",{"ovs",145},"","",0},
{"U_O_FullGhillie_ard","",{"ovs",145},"","",0},
{"U_I_FullGhillie_lsh","",{"ovs",145},"","",0},
{"U_I_FullGhillie_sard","",{"ovs",145},"","",0},
{"U_I_FullGhillie_ard","",{"ovs",145},"","",0},
{"U_I_Wetsuit","",{"ovs",145},"","",0}
},
{
"backpack",// Kommen noch mehr keine angst
"Rucksäcke",
{"B_Bergen_tna_F","",{"ovs",145},"","",0}
},
{
"vest",// Kommen noch mehr keine angst
"Vesten",
{"V_TacVestIR_blk","",{"ovs",145},"","",0}
},
{
"scope",// Alle Scope die ich gefunden habe sind dabei
"Scope",
{"optic_Arco","",{"ovs",1},"","",1},
{"optic_Hamr","",{"ovs",1},"","",1},
{"optic_Aco","",{"ovs",1},"","",1},
{"optic_ACO_grn","",{"ovs",1},"","",1},
{"optic_Aco_smg","",{"ovs",1},"","",1},
{"optic_ACO_grn_smg","",{"ovs",1},"","",1},
{"optic_Holosight","",{"ovs",1},"","",1},
{"optic_Holosight_smg","",{"ovs",1},"","",1},
{"optic_SOS","",{"ovs",1},"","",1},
{"optic_MRCO","",{"ovs",1},"","",1},
{"optic_NVS","",{"ovs",1},"","",1},
{"optic_Nightstalker","",{"ovs",1},"","",1},
{"optic_tws","",{"ovs",1},"","",1},
{"optic_tws_mg","",{"ovs",1},"","",1},
{"optic_DMS","",{"ovs",1},"","",1},
{"optic_Yorris","",{"ovs",1},"","",1},
{"optic_MRD","",{"ovs",1},"","",1},
{"optic_LRPS","",{"ovs",1},"","",1},
{"optic_AMS","",{"ovs",1},"","",1},
{"optic_AMS_khk","",{"ovs",1},"","",1},
{"optic_AMS_snd","",{"ovs",1},"","",1},
{"optic_KHS_blk","",{"ovs",1},"","",1},
{"optic_KHS_hex","",{"ovs",1},"","",1},
{"optic_KHS_old","",{"ovs",1},"","",1},
{"optic_KHS_tan","",{"ovs",1},"","",1},
{"optic_Arco_blk_F","",{"ovs",1},"","",1},
{"optic_Arco_ghex_F","",{"ovs",1},"","",1},
{"optic_DMS_ghex_F","",{"ovs",1},"","",1},
{"optic_Hamr_khk_F","",{"ovs",1},"","",1},
{"optic_ERCO_blk_F","",{"ovs",1},"","",1},
{"optic_ERCO_khk_F","",{"ovs",1},"","",1},
{"optic_ERCO_snd_F","",{"ovs",1},"","",1},
{"optic_SOS_khk_F","",{"ovs",1},"","",1},
{"optic_LRPS_tna_F","",{"ovs",1},"","",1},
{"optic_LRPS_ghex_F","",{"ovs",1},"","",1},
{"optic_Holosight_blk_F","",{"ovs",1},"","",1},
{"optic_Holosight_khk_F","",{"ovs",1},"","",1},
{"optic_Holosight_smg_blk_F","",{"ovs",1},"","",1},
{"optic_Holosight_smg_khk_F","",{"ovs",1},"","",1}
},
{
"flashlight", // Alle flashlight die ich gefunden habe sind dabei
"Flashlight",
{"acc_flashlight","",{"ovs",1},"","",1},
{"acc_flashlight_smg_01","",{"ovs",1},"","",1},
{"acc_flashlight_pistol","",{"ovs",1},"","",1}
},
{
"laser", // Alle laser die ich gefunden habe sind dabei
"Laser",
{"acc_pointer_IR","",{"ovs",1},"","",1}
},
{
"schalldaempfer", // Alle schalldaempfer die ich gefunden habe sind dabei
"Schalldämpfer",
{"muzzle_snds_H","",{"ovs",1},"","",1},
{"muzzle_snds_L","",{"ovs",1},"","",1},
{"muzzle_snds_M","",{"ovs",1},"","",1},
{"muzzle_snds_B","",{"ovs",1},"","",1},
{"muzzle_snds_H_MG","",{"ovs",1},"","",1},
{"muzzle_snds_acp","",{"ovs",1},"","",1},
{"muzzle_snds_H_SW","",{"ovs",1},"","",1},
{"muzzle_snds_338_black","",{"ovs",1},"","",1},
{"muzzle_snds_338_green","",{"ovs",1},"","",1},
{"muzzle_snds_338_sand","",{"ovs",1},"","",1},
{"muzzle_snds_93mmg","",{"ovs",1},"","",1},
{"muzzle_snds_93mmg_tan","",{"ovs",1},"","",1},
{"muzzle_snds_H_khk_F","",{"ovs",1},"","",1},
{"muzzle_snds_H_snd_F","",{"ovs",1},"","",1},
{"muzzle_snds_m_khk_F","",{"ovs",1},"","",1},
{"muzzle_snds_m_snd_F","",{"ovs",1},"","",1},
{"muzzle_snds_58_blk_F","",{"ovs",1},"","",1},
{"muzzle_snds_58_wdm_F","",{"ovs",1},"","",1},
{"muzzle_snds_58_ghex_F","",{"ovs",1},"","",1},
{"muzzle_snds_58_hex_F","",{"ovs",1},"","",1},
{"muzzle_snds_B_khk_F","",{"ovs",1},"","",1},
{"muzzle_snds_B_snd_F","",{"ovs",1},"","",1},
{"muzzle_snds_65_TI_blk_F","",{"ovs",1},"","",1},
{"muzzle_snds_65_TI_hex_F","",{"ovs",1},"","",1},
{"muzzle_snds_65_TI_ghex_F","",{"ovs",1},"","",1},
{"muzzle_snds_H_MG_blk_F","",{"ovs",1},"","",1},
{" muzzle_snds_H_MG_khk_F","",{"ovs",1},"","",1}
},
{
"testkiste", // will gern testen ob man die auf den lkw laden kann
"Testkiste",
{"C_supplyCrate_F","",{"ovs",1},"","",1},
{"CargoNet_01_box_F","",{"ovs",1},"","",1},
{"I_CargoNet_01_ammo_F","",{"ovs",1},"","",1}
},
{
"item", // bitte preise lassen für ein tag ps den minedetector weiß nicht ob wir bei rebellen minen einfügen wollen
"Items",
{"ItemWatch","",{"ovs",1},"","",1},
{"ItemCompass","",{"ovs",1},"","",1},
{"ItemGPS","",{"ovs",1},"","",1},
{"ItemRadio","",{"ovs",1},"","",1},
{"ItemMap","",{"ovs",1},"","",1},
{"C_UavTerminal","",{"ovs",1},"","",1},
{"Binocular","",{"ovs",1},"","",1},
{"Rangefinder","",{"ovs",1},"","",1},
{"NVGoggles","",{"ovs",1},"","",1},
{"NVGoggles_OPFOR","",{"ovs",1},"","",1},
{"NVGoggles_INDEP","",{"ovs",1},"","",1},
{"Integrated_NVG_F","",{"ovs",1},"","",1},
{"Integrated_NVG_TI_0_F","",{"ovs",1},"","",1},
{"Integrated_NVG_TI_1_F","",{"ovs",1},"","",1},
{"FirstAidKit","",{"ovs",1},"","",1},
{"ToolKit","",{"ovs",1},"","",1}
} //Kein Komma bei letzten
};
craftingStations[] = { //verfügbare Kategorien an verschiedenen Crafting Stationen
{
"craftingWeapons", //Variablenname
"craftPointWeapon", //Name des Spawnmarkers auf der Map (muss in der mission.sqm vorhanden seinen)
{"pistol", "mp", "ar", "lmg", "sr", "item"} //Variablennamen der verfügbaren Kategorien
}, //Komma
{
"craftingItems", //Variablenname
"craftPointWeapon", //Name des Spawnmarkers auf der Map (muss in der mission.sqm vorhanden seinen)
{"item", "uniform", "backpack"} //Variablennamen der verfügbaren Kategorien
},
{
"craftingClothes", //Variablenname
"craftingClothesMarker", //Name des Spawnmarkers auf der Map (muss in der mission.sqm vorhanden seinen)
{"uniform","backpack","vest"} //Variablennamen der verfügbaren Kategorien
} //Kein Komma bei letzten
};
};
Alles anzeigen
Hallo @all
ich habe mich nun einmal rangesetzt und alles überarbeitet.
Inzwischen hat sich auch einiges getan, bei uns bezüglich des Servers.
Ich würde euch, sofern es euch interessiert, bitten einmal einen Blick auf diese Vorstellung zu riskieren
Schonmal im Vorraus vielen Dank für Kritik!
AvirexDE Kuchenplatte Danke, wird aber nicht mehr benötigt. Habe alles nochmal gründlichst entfernt von Maverick und werde mich die Tage mal da melden und denen noch ein paar Fragen stellen, zum Beispiel kann man den Database Command nicht ausführen etc.
Trotzdem danke an alle für die Hilfe
EDIT: Etliche Backups der Mission und der Datenbank wiederhergestellt, funktioniert immer noch nicht.
Ich weiß wirklich nicht mehr weiter
So, habe jetzt mal den Talent-Tree von Maverick komplett entfernt, leider funktioniert es immer noch nicht... Einmal meine Logs
nflug Ja, der Fehler war schon davor vorhanden, aber gut dass dir das aufgefallen ist, danke!
Leider besteht das Problem mit dem Freeze bei 1% immer noch...
Achja, hier noch die Logs
Hey^^
Ich habe heute das Talent System von Mavericks Applications inklusive deren "Framework" installiert.
Nur leider hängt es beim Verarbeiten nun bei 1%...
Hier die geänderte Datei (fn_processAction.sqf):
#include "..\..\script_macros.hpp"
/*
File: fn_processAction.sqf
Author: Bryan "Tonic" Boardwine
Modified : NiiRoZz
Description:
Master handling for processing an item.
NiiRoZz : Added multiprocess
*/
private ["_vendor","_type","_itemInfo","_oldItem","_newItemWeight","_newItem","_oldItemWeight","_cost","_upp","_hasLicense","_itemName","_oldVal","_ui","_progress","_pgText","_cP","_materialsRequired","_materialsGiven","_noLicenseCost","_text","_filter","_totalConversions","_minimumConversions"];
_vendor = [_this,0,objNull,[objNull]] call BIS_fnc_param;
_type = [_this,3,"",[""]] call BIS_fnc_param;
//Error check
if (isNull _vendor || _type isEqualTo "" || (player distance _vendor > 10)) exitWith {};
life_action_inUse = true;//Lock out other actions during processing.
if (isClass (missionConfigFile >> "ProcessAction" >> _type)) then {
_filter = false;
_materialsRequired = M_CONFIG(getArray,"ProcessAction",_type,"MaterialsReq");
_materialsGiven = M_CONFIG(getArray,"ProcessAction",_type,"MaterialsGive");
_noLicenseCost = M_CONFIG(getNumber,"ProcessAction",_type,"NoLicenseCost");
_text = M_CONFIG(getText,"ProcessAction",_type,"Text");
} else {_filter = true;};
if (_filter) exitWith {life_action_inUse = false;};
_itemInfo = [_materialsRequired,_materialsGiven,_noLicenseCost,(localize format ["%1",_text])];
if (count _itemInfo isEqualTo 0) exitWith {life_action_inUse = false;};
//Setup vars.
_oldItem = _itemInfo select 0;
_newItem = _itemInfo select 1;
_cost = _itemInfo select 2;
_upp = _itemInfo select 3;
_exit = false;
if (count _oldItem isEqualTo 0) exitWith {life_action_inUse = false;};
_totalConversions = [];
{
_var = ITEM_VALUE(_x select 0);
if (_var isEqualTo 0) exitWith {_exit = true;};
if (_var < (_x select 1)) exitWith {_exit = true;};
_totalConversions pushBack (floor (_var/(_x select 1)));
} forEach _oldItem;
if (_exit) exitWith {life_is_processing = false; hint localize "STR_NOTF_NotEnoughItemProcess"; life_action_inUse = false;};
if (_vendor in [mari_processor,coke_processor,heroin_processor]) then {
_hasLicense = true;
} else {
_hasLicense = LICENSE_VALUE(_type,"civ");
};
_cost = _cost * (count _oldItem);
_minimumConversions = _totalConversions call BIS_fnc_lowestNum;
_oldItemWeight = 0;
{
_weight = ([_x select 0] call life_fnc_itemWeight) * (_x select 1);
_oldItemWeight = _oldItemWeight + _weight;
} count _oldItem;
_newItemWeight = 0;
{
_weight = ([_x select 0] call life_fnc_itemWeight) * (_x select 1);
_newItemWeight = _newItemWeight + _weight;
} count _newItem;
_exit = false;
if (_newItemWeight > _oldItemWeight) then {
_netChange = _newItemWeight - _oldItemWeight;
_freeSpace = life_maxWeight - life_carryWeight;
if (_freeSpace < _netChange) exitWith {_exit = true;};
private _estConversions = floor(_freeSpace / _netChange);
if (_estConversions < _minimumConversions) then {
_minimumConversions = _estConversions;
};
};
if (_exit) exitWith {hint localize "STR_Process_Weight"; life_is_processing = false; life_action_inUse = false;};
//Setup our progress bar.
disableSerialization;
"progressBar" cutRsc ["life_progress","PLAIN"];
_ui = uiNamespace getVariable "life_progress";
_progress = _ui displayCtrl 38201;
_pgText = _ui displayCtrl 38202;
_pgText ctrlSetText format ["%2 (1%1)...","%",_upp];
_progress progressSetPosition 0.01;
_cP = 0.01;
life_is_processing = true;
if (_hasLicense) then {
for "_i" from 0 to 1 step 0 do {
uiSleep 0.28;
_cP = _cP + 0.01 * (missionNamespace getVariable
[mav_ttm_var_processMultiplier", 1]));
_progress progressSetPosition _cP;
_pgText ctrlSetText format ["%3 (%1%2)...",round(_cP * 100),"%",_upp];
if (_cP >= 1) exitWith {};
if (player distance _vendor > 10) exitWith {};
};
if (player distance _vendor > 10) exitWith {hint localize "STR_Process_Stay"; "progressBar" cutText ["","PLAIN"]; life_is_processing = false; life_action_inUse = false;};
{
[false,(_x select 0),((_x select 1)*(_minimumConversions))] call life_fnc_handleInv;
} count _oldItem;
{
[true,(_x select 0),((_x select 1)*(_minimumConversions))] call life_fnc_handleInv;
} count _newItem;
"progressBar" cutText ["","PLAIN"];
if (_minimumConversions isEqualTo (_totalConversions call BIS_fnc_lowestNum)) then {hint localize "STR_NOTF_ItemProcess";} else {hint localize "STR_Process_Partial";};
life_is_processing = false; life_action_inUse = false;
["ItemProcessed"] spawn mav_ttm_fnc_addExp;
} else {
if (CASH < _cost) exitWith {hint format [localize "STR_Process_License",[_cost] call life_fnc_numberText]; "progressBar" cutText ["","PLAIN"]; life_is_processing = false; life_action_inUse = false;};
for "_i" from 0 to 1 step 0 do {
uiSleep 0.9;
_cP = _cP + 0.01;
_progress progressSetPosition _cP;
_pgText ctrlSetText format ["%3 (%1%2)...",round(_cP * 100),"%",_upp];
if (_cP >= 1) exitWith {};
if (player distance _vendor > 10) exitWith {};
};
if (player distance _vendor > 10) exitWith {hint localize "STR_Process_Stay"; "progressBar" cutText ["","PLAIN"]; life_is_processing = false; life_action_inUse = false;};
if (CASH < _cost) exitWith {hint format [localize "STR_Process_License",[_cost] call life_fnc_numberText]; "progressBar" cutText ["","PLAIN"]; life_is_processing = false; life_action_inUse = false;};
{
[false,(_x select 0),((_x select 1)*(_minimumConversions))] call life_fnc_handleInv;
} count _oldItem;
{
[true,(_x select 0),((_x select 1)*(_minimumConversions))] call life_fnc_handleInv;
} count _newItem;
"progressBar" cutText ["","PLAIN"];
if (_minimumConversions isEqualTo (_totalConversions call BIS_fnc_lowestNum)) then {hint localize "STR_NOTF_ItemProcess";} else {hint localize "STR_Process_Partial";};
CASH = CASH - _cost;
[0] call SOCK_fnc_updatePartial;
life_is_processing = false;
life_action_inUse = false;
["ItemProcessed"] spawn mav_ttm_fnc_addExp;
};
Alles anzeigen
Hoffe dass mir jemand helfen kann
moeck Okay, habe einfach die "fn_gather.sqf" aus einem deiner älteren Beiträge genommen, ich hänge sie auch hier nochmal an.
Das Problem wurde erfolgreich gelöst \/
so habe wieder inet
hier mal die geänderte gather
moeck Mhm... Gerade hat alles funktioniert, ich hab mal deine ausprobiert und jz kann ich nicht mehr farmen
moeck Ist immer noch dasselbe, farmen kann ich. Wenn ich aber zu weit runter gehe, nicht mehr.
Könnte man das nicht damit lösen, dass ich den Marker einfach weiter unten spawnen lasse?
moeck Ja, der Marker ist auch direkt auf dem Wrack. Aber man kann nur weit oben farmen, sobald man tiefer runter geht nicht mehr.
Ich möchte aber, dass man nur farmen kann, wenn man mindestens so und so viele Meter unter Wasser ist, also bei dem Wrack halt
moeck Ähm... Hehe
Es lag am Marker, hatte vergessen den zu verschieben
Nun kann ich da zwar farmen aber... nur bis 2 Meter unter der Wasseroberfläche.
Kann man noch iwie einstellen dass man nur beim Wrack farmen kann?
moeck Kein Problem^^
moeck Sorry für die verpätete Antwort, funktioniert leider immer noch nicht
Hey^^
Da ich momentan viel an unserem Server bastle und mir hin und wieder auch spontan eine Idee kommt, was man noch so hinzufügen könnte, habe ich ein kleines Giftscript erstellt.
Dieses ist bei den Mafiosi kaufbar und getarnt als "Whiskey". Ist mit Sicherheit nichts Besonderes, aber ich dachte, es interessiert vlt. jemanden
Anmerkung: Das ist mein erstes Tutorial hier, also bitte nicht schlagen wenn ich mich ein bisschen blöd anstelle
Ich setze vorraus, dass jeder selbstständig Einträge in der Stringtabelle vornimmt.
Schritt 1
vItem in "Config_vItems.hpp" eintragen
class gift {
variable = "gift";
displayName = "STR_Item_Gift";
weight = 3;
buyPrice = 1250000;
sellPrice = -1;
illegal = true;
edible = -1;
icon = "icons\gift.paa";
};
Preis natürlich individuell anpassbar.
Ich empfehle, das Item "Whiskey" (ja, mit den Anführungszeichen) zu nennen.
Icon und Sound sind angehängt
Schritt 2
vItem in der "fn_useItem.sqf" deklarieren
Schritt 3
"fn_gift.sqf" in core\items erstellen
/*
----------------------------------------------|
Author: [O.V.S] Sneaky
Description: Ein Gift getarnt als Whiskey.
----------------------------------------------|
*/
closeDialog 0;
[false,"gift",1] call life_fnc_handleInv; //Item aus Inventar entfernen
if(isNil "life_drug") then {life_drug = 0;}; // Vorrausgesetzt man hat das System, sonst einfach entfernen
life_drug = life_drug + 1;
player say3D "Drink_sound"; //Codeline natürlich entfernen, insofern ihr keinen Sound habt
hintC "Der Whiskey schmeckt ein wenig bitter...";
enableCamShake true;
addCamShake [10, 3, 25];
sleep 3;
resetCamShake;
sleep 600; //Zeit in Sekunden, bis das Gift wirkt
titleText [localize "STR_MISC_Poisoned","BLACK OUT"]; //In die Stringtabelle eintragen
player playMoveNow "Incapacitated";
sleep 30; //Zeit in Sekunden, bis der Spieler stirbt
player setDamage 1; //Spieler töten
Alles anzeigen
Schritt 4
Funktion in der "Functions.hpp" unter "Items" eintragen
class gift {};
Das war's auch schon.
Das Gift ist hauptsächlich für's Roleplay gedacht, gerade deshalb steht es bei uns auch den Mafiosi zur Verfügung
Ich hoffe ich konnte euch ein wenig weiterhelfen.
Das Script darf man selbstverständlich nach eigenen Belieben anpassen und verändern!