Ich habe ein Auto in die Config geschrieben. (MOdded)
Aber selbst wenn ich das ja wieder raushole geht es immer noch nicht
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.
Ich habe ein Auto in die Config geschrieben. (MOdded)
Aber selbst wenn ich das ja wieder raushole geht es immer noch nicht
Hey.
Ich habe das Problem das wenn ich auf meinem Server tod bin das ich dann den Medic zwar rufe aber der Notruf bei ihm nicht ankommt.
In den Logs steht nichts.
Hat einer ne Idee wo dranne das liegen könnte?
Danke es geht
Kann Geschlossen werden
Error in expression <{ hint "Bleibe 5m nahe am ATM!"; };
if !(_kassa) then { _kassa = 1000; };
if (_>
19:30:56 Error position: <!(_kassa) then { _kassa = 1000; };
if (_>
19:30:56 Error !: Typ Zahl, erwartet Bool
19:30:56 File core\functions\fn_atmhack.sqf [life_fnc_atmhack], line 16
Und nun die Datei
private["_robber","_shop","_kassa","_ui","_progress","_pgText","_cP","_rip","_pos"];
_shop = [_this,0,ObjNull,[ObjNull]] call BIS_fnc_param; //The object that has the action attached to it is _this. ,0, is the index of object, ObjNull is the default should there be nothing in the parameter or it's broken
_robber = [_this,1,ObjNull,[ObjNull]] call BIS_fnc_param; //Can you guess? Alright, it's the player, or the "caller". The object is 0, the person activating the object is 1
_kassa = 1000; //The amount the shop has to rob, you could make this a parameter of the call (https://community.bistudio.com/wiki/addAction). Give it a try and post below ;)
_action = [_this,2] call BIS_fnc_param;//Action name
if(side _robber != civilian) exitWith { hint "Du kannst den ATM nicht hacken!"; };
if(_robber distance _shop > 5) exitWith { hint "Bleibe 5m nahe am ATM!"; };
if !(_kassa) then { _kassa = 1000; };
if (_rip) exitWith { hint "Ob du dumm bist??? Es kann nur einer am ATM sein!"; };
if (vehicle player != _robber) exitWith { hint "Raus aus dem scheiß Auto!"; };
if !(alive _robber) exitWith {};
if(!([false,"lappi",1] call life_fnc_handleInv)) exitWith { hint "Du hast kein Laptop!"; };
if (_kassa == 0) exitWith { hint "Kein Geld im ATM!" };
_rip = true;
_kassa = 10 + round(random 10000);
_shop removeAction _action;
_shop switchMove "AmovPercMstpSsurWnonDnon";
_chance = random(100);
if(_chance >= 50) then {[1,format["ALARM! - ATM: %1 wird Gehackt!", _shop]] remoteExec ["life_fnc_broadcast",west]; };
_cops = (west countSide playableUnits);
if(_cops < 2) exitWith{[_vault,-1] remoteExec ["disableSerialization;",2]; hint "Sicherheitsfirma hat dich endeckt und den ATM gesperrt!";};
disableSerialization;
5 cutRsc ["life_progress","PLAIN"];
_ui = uiNameSpace getVariable "life_progress";
_progress = _ui displayCtrl 38201;
_pgText = _ui displayCtrl 38202;
_pgText ctrlSetText format["ATM wird gehackt. Bleibe in der Nähe (10m) (1%1)...","%"];
_progress progressSetPosition 0.01;
_cP = 0.0001;
if(_rip) then
{
while{true} do
{
sleep 3;
_cP = _cP + 0.01;
_progress progressSetPosition _cP;
_pgText ctrlSetText format["ATM wird gehackt. Bleibe in der Nähe (10m) (%1%2)...",round(_cP * 100),"%"];
_Pos = position player; // by ehno: get player pos
_marker = createMarker ["Marker200", _Pos]; //by ehno: Place a Maker on the map
"Marker200" setMarkerColor "ColorRed";
"Marker200" setMarkerText "!ACHTUNG! Hacker am ATM !ACHTUNG!";
"Marker200" setMarkerType "mil_warning";
if(_cP >= 1) exitWith {};
if(_robber distance _shop > 10.5) exitWith { };
if!(alive _robber) exitWith {};
};
if!(alive _robber) exitWith { _rip = false; };
if(_robber distance _shop > 10.5) exitWith { deleteMarker "Marker200"; _shop switchMove ""; hint "Laptop getrennt! - Sicherheitsfirma hat deine IP."; 5 cutText ["","PLAIN"]; _rip = false; };
5 cutText ["","PLAIN"];
titleText[format["Du hast $%1 erhackt, Nun gib Gas bevor die Cops dich sehen!",[_kassa] call life_fnc_numberText],"PLAIN"];
deleteMarker "Marker200"; // by ehno delete maker
life_cash = life_cash + _kassa;
_rip = false;
life_use_atm = false;
sleep (30 + random(180));
life_use_atm = true;
if!(alive _robber) exitWith {};
[getPlayerUID _robber,name _robber,"211"] remoteExec ["life_fnc_wantedAdd",2];
};
sleep 300;
_action = _shop addAction["ATM Hacken",life_fnc_atmhack];
_shop switchMove "";
Alles anzeigen
Also dass ist das Script um ATM "Auszurauben(Also wie Tanke nur das da steht wird gehackt
private["_robber","_shop","_kassa","_ui","_progress","_pgText","_cP","_rip","_pos"];
_shop = [_this,0,ObjNull,[ObjNull]] call BIS_fnc_param; //The object that has the action attached to it is _this. ,0, is the index of object, ObjNull is the default should there be nothing in the parameter or it's broken
_robber = [_this,1,ObjNull,[ObjNull]] call BIS_fnc_param; //Can you guess? Alright, it's the player, or the "caller". The object is 0, the person activating the object is 1
//_kassa = 1000; //The amount the shop has to rob, you could make this a parameter of the call (https://community.bistudio.com/wiki/addAction). Give it a try and post below ;)
_action = [_this,2] call BIS_fnc_param;//Action name
if(side _robber != civilian) exitWith { hint "Du kannst den ATM nicht hacken!" };
if(_robber distance _shop > 5) exitWith { hint "Bleibe 5m nahe am ATM!" };
if !(_kassa) then { _kassa = 1000; };
if (_rip) exitWith { hint "Ob du dumm bist??? Es kann nur einer am ATM sein!" };
if (vehicle player != _robber) exitWith { hint "Raus aus dem scheiß Auto!" };
if !(alive _robber) exitWith {};
if(!([false,"lappi",1] call life_fnc_handleInv)) exitWith {"Du hast kein Laptop"};
if (_kassa == 0) exitWith { hint "Kein Geld im ATM!" };
_rip = true;
_kassa = 10 + round(random 10000);
_shop removeAction _action;
_shop switchMove "AmovPercMstpSsurWnonDnon";
_chance = random(100);
if(_chance >= 50) then {[1,format["ALARM! - ATM: %1 wird Gehackt!", _shop]] remoteExec ["life_fnc_broadcast",west]; };
_cops = (west countSide playableUnits);
if(_cops < 2) exitWith{[_vault,-1] remoteExec ["disableSerialization;",2]; hint "Sicherheitsfirma hat dich endeckt und den ATM gesperrt!";};
disableSerialization;
5 cutRsc ["life_progress","PLAIN"];
_ui = uiNameSpace getVariable "life_progress";
_progress = _ui displayCtrl 38201;
_pgText = _ui displayCtrl 38202;
_pgText ctrlSetText format["ATM wird gehackt. Bleibe in der Nähe (10m) (1%1)...","%"];
_progress progressSetPosition 0.01;
_cP = 0.0001;
if(_rip) then
{
while{true} do
{
sleep 3;
_cP = _cP + 0.01;
_progress progressSetPosition _cP;
_pgText ctrlSetText format["ATM wird gehackt. Bleibe in der Nähe (10m) (%1%2)...",round(_cP * 100),"%"];
_Pos = position player; // by ehno: get player pos
_marker = createMarker ["Marker200", _Pos]; //by ehno: Place a Maker on the map
"Marker200" setMarkerColor "ColorRed";
"Marker200" setMarkerText "!ACHTUNG! Hacker am ATM !ACHTUNG!";
"Marker200" setMarkerType "mil_warning";
if(_cP >= 1) exitWith {};
if(_robber distance _shop > 10.5) exitWith { };
if!(alive _robber) exitWith {};
};
if!(alive _robber) exitWith { _rip = false; };
if(_robber distance _shop > 10.5) exitWith { deleteMarker "Marker200"; _shop switchMove ""; hint "Laptop getrennt! - Sicherheitsfirma hat deine IP."; 5 cutText ["","PLAIN"]; _rip = false; };
5 cutText ["","PLAIN"];
titleText[format["Du hast $%1 erhackt, Nun gib Gas bevor die Cops dich sehen!",[_kassa] call life_fnc_numberText],"PLAIN"];
deleteMarker "Marker200"; // by ehno delete maker
life_cash = life_cash + _kassa;
_rip = false;
life_use_atm = false;
sleep (30 + random(180));
life_use_atm = true;
if!(alive _robber) exitWith {};
[getPlayerUID _robber,name _robber,"211"] remoteExec ["life_fnc_wantedAdd",2];
};
sleep 300;
_action = _shop addAction["ATM Hacken",life_fnc_atmhack];
_shop switchMove "";
Alles anzeigen
Und das ist der Log fehler:
Error in expression < hint "Bleibe 5m nahe am ATM!" };
if !(_kassa) then { _kassa = 1000; };
if (_ri>
19:01:12 Error position: <_kassa) then { _kassa = 1000; };
if (_ri>
19:01:12 Error Nicht definierte Variable in Ausdruck: _kassa
19:01:12 File core\functions\fn_atmhack.sqf [life_fnc_atmhack], line 16
19:01:15 Error in expression < hint "Bleibe 5m nahe am ATM!" };
if !(_kassa) then { _kassa = 1000; };
if (_ri>
19:01:15 Error position: <_kassa) then { _kassa = 1000; };
if (_ri>
19:01:15 Error Nicht definierte Variable in Ausdruck: _kassa
19:01:15 File core\functions\fn_atmhack.sqf [life_fnc_atmhack], line 16
Alles anzeigen
Bin ich hier zu doof oder ist da halt wirklich kein fehler?
Ich hatte das > vergessen. Ohh man ich bin so verpennt in letzter Zeit. Danke euch
Thwma kann Geschlossen werden
Hey,
Kann mir einer sagen wie zum Teufel ich bei den Lizenzen eine Condition mit dem Script setzte das man zb. Erst ab lvl 4 eisenlizenz kaufen kann? Ich bin halt echt am Verzweifel. Egal was ich bisher probierte scheiterte. Selbst Fahrzeuge mit der Condition von bestimmten leveln bekomm ich irgendwie net hin
Also entweder bin ich halt zu dumm den Call zu schreiben oder ich weiß auch nicht. Kann mir da einer helfen?
Hab jetzt in jeder Automod nachgeschaut und in keiner ist dieser Code drinn. Wie stelle ich das auf der Lakeside map ein?
Bedeutet das Jeder Lakeside server in jedem Auto die besagen 1500 Autos immer das Reingeschrieben wurde?
Ich mein Für Modded Fahrzeuge und wo man das dann einstellt
Hey,
Weiß einer von euch wie die Mod heißt die Fahrzeuge langsamer auf Gras oder Offroad Gelände macht?
Wäre nett wenn mir einer sagen könnte wie die heißt
Damke daran lag es
Hey,
In meinem log steht der Fehler
Warning Message: File mpmissions\Project.Lakeside_Countyv2\config\Config_SpawnPoints.hpp, line 374: /CfgSpawnPoints/Lakeside_Countyv2/Lac/: 'Г' encountered instead of '{'
Und die Datei ist:
class CfgSpawnPoints {
class Altis {
class Civilian {
class Kavala {
displayName = "Kavala";
spawnMarker = "civ_spawn_1";
icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";
conditions = "!license_civ_rebel";
};
class Athira {
displayName = "Athira";
spawnMarker = "civ_spawn_3";
icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";
conditions = "";
};
class Pyrgos {
displayName = "Pyrgos";
spawnMarker = "civ_spawn_2";
icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";
conditions = "";
};
class Sofia {
displayName = "Sofia";
spawnMarker = "civ_spawn_4";
icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";
conditions = "";
};
class RebelN {
displayName = "Northern Rebel Base";
spawnMarker = "Rebelop";
icon = "\a3\ui_f\data\map\MapControl\bunker_ca.paa";
conditions = "license_civ_rebel";
};
class RebelS {
displayName = "Southern Rebel Base";
spawnMarker = "Rebelop_1";
icon = "\a3\ui_f\data\map\MapControl\bunker_ca.paa";
conditions = "license_civ_rebel";
};
class RebelE {
displayName = "Eastern Rebel Base";
spawnMarker = "Rebelop_2";
icon = "\a3\ui_f\data\map\MapControl\bunker_ca.paa";
conditions = "license_civ_rebel";
};
};
class Cop {
class Kavala {
displayName = "Kavala HQ";
spawnMarker = "cop_spawn_1";
icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";
conditions = "";
};
class Athira {
displayName = "Athira HQ";
spawnMarker = "cop_spawn_3";
icon = "\a3\ui_f\data\map\MapControl\fuelstation_ca.paa";
conditions = "";
};
class Pyrgos {
displayName = "Pyrgos HQ";
spawnMarker = "cop_spawn_2";
icon = "\a3\ui_f\data\map\GroupIcons\badge_rotate_0_gs.paa";
conditions = "";
};
class Air {
displayName = "Air HQ";
spawnMarker = "cop_spawn_4";
icon = "\a3\ui_f\data\map\Markers\NATO\b_air.paa";
conditions = "call life_coplevel >= 2 && {license_cop_cAir}";
};
class HW {
displayName = "HW Patrol";
spawnMarker = "cop_spawn_5";
icon = "\a3\ui_f\data\map\GroupIcons\badge_rotate_0_gs.paa";
conditions = "call life_coplevel >= 3";
};
};
class Medic {
class Kavala {
displayName = "Kavala Hospital";
spawnMarker = "medic_spawn_1";
icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa";
conditions = "";
};
class Athira {
displayName = "Athira Regional";
spawnMarker = "medic_spawn_2";
icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa";
conditions = "";
};
class Pyrgos {
displayName = "Pyrgos Hospital";
spawnMarker = "medic_spawn_3";
icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa";
conditions = "";
};
};
};
class Tanoa {
class Civilian {
class Georgetown {
displayName = "Georgetown";
spawnMarker = "civ_spawn_1";
icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";
conditions = "!license_civ_rebel";
};
class Balavu {
displayName = "Balavu";
spawnMarker = "civ_spawn_3";
icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";
conditions = "";
};
class Tuvanaka {
displayName = "Tuvanaka";
spawnMarker = "civ_spawn_2";
icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";
conditions = "";
};
class Lijnhaven {
displayName = "Lijnhaven";
spawnMarker = "civ_spawn_4";
icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";
conditions = "";
};
class RebelNW {
displayName = "North Western Rebel Base";
spawnMarker = "Rebelop";
icon = "\a3\ui_f\data\map\MapControl\bunker_ca.paa";
conditions = "license_civ_rebel";
};
class RebelS {
displayName = "Southern Rebel Base";
spawnMarker = "Rebelop_1";
icon = "\a3\ui_f\data\map\MapControl\bunker_ca.paa";
conditions = "license_civ_rebel";
};
class RebelNE {
displayName = "North Eastern Rebel Base";
spawnMarker = "Rebelop_2";
icon = "\a3\ui_f\data\map\MapControl\bunker_ca.paa";
conditions = "license_civ_rebel";
};
};
class Cop {
class NAirport {
displayName = "North Airport HQ";
spawnMarker = "cop_spawn_1";
icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";
conditions = "";
};
class SWAirport {
displayName = "South Western Airport HQ";
spawnMarker = "cop_spawn_3";
icon = "\a3\ui_f\data\map\MapControl\fuelstation_ca.paa";
conditions = "";
};
class GeorgetownHQ {
displayName = "Georgetown HQ";
spawnMarker = "cop_spawn_2";
icon = "\a3\ui_f\data\map\GroupIcons\badge_rotate_0_gs.paa";
conditions = "";
};
class Air {
displayName = "Air HQ";
spawnMarker = "cop_spawn_4";
icon = "\a3\ui_f\data\map\Markers\NATO\b_air.paa";
conditions = "call life_coplevel >= 2 && {license_cop_cAir}";
};
class HW {
displayName = "HW Patrol";
spawnMarker = "cop_spawn_5";
icon = "\a3\ui_f\data\map\GroupIcons\badge_rotate_0_gs.paa";
conditions = "call life_coplevel >= 3";
};
};
class Medic {
class SEHospital {
displayName = "South East Hospital";
spawnMarker = "medic_spawn_1";
icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa";
conditions = "";
};
class TanoukaHospital {
displayName = "Tanouka Regional";
spawnMarker = "medic_spawn_2";
icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa";
conditions = "";
};
class NEAirportHospital {
displayName = "North East Airport Hospital";
spawnMarker = "medic_spawn_3";
icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa";
conditions = "";
};
};
};
class Lakeside_Countyv2 {
class Civilian {
class Lakeside {
displayName = "Lakeside";
spawnMarker = "Lakeside_Spawn";
icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";
conditions = "";
};
class Morrison {
displayName = "Morrison Town";
spawnMarker = "Morison_Spawn";
icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";
conditions = "";
};
class GhostTown {
displayName = "Ghost Town";
spawnMarker = "Ghost_Town";
icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";
conditions = "";
};
class LosD {
displayName = "Los Diablos";
spawnMarker = "Losdiablos_Spawn";
icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";
conditions = "";
};
class Rebel {
displayName = "Rebellen HQ";
spawnMarker = "spawn_Reb_HQ";
icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";
conditions = "license_civ_rebel";
};
class RebelA {
displayName = "Rebellen AP";
spawnMarker = "Rebellen_Spawn_2";
icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";
conditions = "license_civ_rebel";
};
class JustizBase {
displayName = "Justiz";
spawnMarker = "Lakeside_Judi";
icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";
conditions = "license_civ_judikative";
};
class hausmeister {
displayName = "Hausmeister";
spawnMarker = "hausmeister";
icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";
conditions = "license_civ_hausmeister";
};
};
class Cop {
class MorrisonPD {
displayName = "Police Central HQ";
spawnMarker = "cop_Highway";
icon = "\a3\ui_f\data\map\MapControl\fuelstation_ca.paa";
conditions = "";
};
class LakesidePD {
displayName = "Lakeside PoliceHQ";
spawnMarker = "cop_spawn_1";
icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";
conditions = "";
};
class LakesideAHQ {
displayName = "Lakeside AirHQ";
spawnMarker = "cop_spawn_3";
icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";
conditions = "";
};
class LosD {
displayName = "Los Diablo Police HQ";
spawnMarker = "cop_spawn_2";
icon = "\a3\ui_f\data\map\GroupIcons\badge_rotate_0_gs.paa";
conditions = "";
};
class GhostTown {
displayName = "Ghost Town FBI";
spawnMarker = "cop_spawn_4";
icon = "\a3\ui_f\data\map\GroupIcons\badge_rotate_0_gs.paa";
conditions = "";
};
class Jail {
displayName = "Gefängnis";
spawnMarker = "Spawn_Jail";
icon = "\a3\ui_f\data\map\GroupIcons\badge_rotate_0_gs.paa";
conditions = "";
};
};
class Medic {
class CentralMedicHQ {
displayName = "Central Medic HQ";
spawnMarker = "Insel_Medic";
icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa";
conditions = "";
};
class LakesideMed {
displayName = "Lakeside HQ";
spawnMarker = "Lakeside_Medic";
icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa";
conditions = "";
};
class MorissonMed {
displayName = "Hostpital Morisson";
spawnMarker = "spawn_medic_morrison";
icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa";
conditions = "";
};
class LakesideAirHQ {
displayName = "Medic Air HQ";
spawnMarker = "Medic_Air_HQ";
icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa";
conditions = "";
};
};
class Lac {
class lac_spawn_lakeside {
displayName = "LAC HQ";
spawnMarker = "lac_spawn_lakeside_1";
icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa";
conditions = "";
};
class lac_spawn_außenstelle {
displayName = "LAC";
spawnMarker = "lac_spawn_lakeside";
icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa";
conditions = "";
};
};
};
};
Alles anzeigen
Kann mir einer sagen wo dranne das Liegt?
Ich habe das Problem auch. Ist da mittlerweile eine Lösung gefunden worden? Hab selber kein Plan von Ace deswegen frag ich mal
Ging bei mir. Danke
immer noch nicht selbst wenn ich es in jeder Datei einfüge
Ich habe jetzt:
if(license_civ_autohaus) then {
_buyMultiplier = LIFE_SETTINGS(getNumber,"vehicle_purchase_multiplier_autohaus");
};
Aber es funktioniert nicht.
In config master:
/* Vehicle Purchase Prices */
vehicle_purchase_multiplier_CIVILIAN = 1; //Civilian Vehicle Buy Price = Config_Vehicle price * multiplier
vehicle_rental_multiplier_autohaus = .1; //Autohaus Multiplier
vehicle_purchase_multiplier_COP = .1; //Cop Vehicle Buy Price = Config_Vehicle price * multiplier
vehicle_purchase_multiplier_MEDIC = .1; //Medic Vehicle Buy Price = Config_Vehicle price * multiplier
vehicle_purchase_multiplier_OPFOR = .1; // -- NOT IN USE -- Simply left in for east support.
Wie richte ich aber den Multiplier für eine Lizenz hin?