Einfach mal checken wo ihr auf der Blacklist seid, und löschen lassen, dann sollte das nimmer in den Spam gehen
Beiträge von Turbar Redhorst
-
-
da seid ihr auf ner Blacklist kann das am Handy aber nicht prüfen.
-
-
Bei mir funktioniert nun soweit alles bis auf die StatusBar. hat vielleicht jemand nen Tipp? benutze die 4.4r3
Funktions:
Code
Alles anzeigenclass stripDownPlayer {}; class tazeSound {}; class teleport {}; class whereAmI {}; class AAN {}; class postNewsBroadcast {}; class initPayChecks {}; }; class RageCore { file = "core\ragecore"; class initIntro {}; }; class Gangs { file = "core\gangs"; class createGang {}; class gangCreated {}; class gangDisband {}; class gangDisbanded {}; class gangInvite {}; class gangInvitePlayer {};
Description:
Code
Alles anzeigenclass RscTitles { #include "dialog\progress.hpp" #include "dialog\hud_nameTags.hpp" #include "dialog\hud_stats.hpp" #include "core\idcard\idcard_show.hpp" #include "dialog\statusBar.hpp" class RageCoreintro { idd = -1; duration = 6; class controls { class ExampleControl { idc = -1; type = 0; style = 2192; x = 0.125; y = 0.125; h = 0.75; w = 0.75; font = "EtelkaNarrowMediumPro"; sizeEx = 0.05; colorBackground[] = {1,1,1,0}; colorText[] = {1,1,1,1}; text = "textures\koenig.paa"; lineSpacing = 1; }; }; }; }; class CfgFunctions {
SpawnConfirm:
Code
Alles anzeigen/* File: fn_spawnConfirm.sqf Author: Bryan "Tonic" Boardwine Description: Spawns the player where he selected. */ private["_spCfg","_sp","_spawnPos"]; closeDialog 0; cutText ["","BLACK IN"]; if (life_spawn_point isEqualTo []) then { private["_sp","_spCfg"]; _spCfg = [playerSide] call life_fnc_spawnPointCfg; _sp = _spCfg select 0; if (playerSide isEqualTo civilian) then { if (isNil {(call compile format["%1",_sp select 0])}) then { player setPos (getMarkerPos (_sp select 0)); } else { _spawnPos = (call compile format["%1",_sp select 0]) call BIS_fnc_selectRandom; _spawnPos = _spawnPos buildingPos 0; player setPos _spawnPos; }; } else { player setPos (getMarkerPos (_sp select 0)); }; titleText[format["%2 %1",_sp select 1,localize "STR_Spawn_Spawned"],"BLACK IN"]; } else { if (playerSide isEqualTo civilian) then { if (isNil {(call compile format["%1",life_spawn_point select 0])}) then { if (["house",life_spawn_point select 0] call BIS_fnc_inString) then { private["_bPos","_house","_pos"]; _house = nearestObjects [getMarkerPos (life_spawn_point select 0),["House_F"],10] select 0; _bPos = [_house] call life_fnc_getBuildingPositions; if (_bPos isEqualTo []) exitWith { player setPos (getMarkerPos (life_spawn_point select 0)); }; {_bPos = _bPos - [(_house buildingPos _x)];} forEach (_house getVariable ["slots",[]]); _pos = _bPos call BIS_fnc_selectRandom; player setPosATL _pos; } else { player setPos (getMarkerPos (life_spawn_point select 0)); }; } else { _spawnPos = (call compile format["%1", life_spawn_point select 0]) call BIS_fnc_selectRandom; _spawnPos = _spawnPos buildingPos 0; player setPos _spawnPos; }; } else { player setPos (getMarkerPos (life_spawn_point select 0)); }; titleText[format["%2 %1",life_spawn_point select 1,localize "STR_Spawn_Spawned"],"BLACK IN"]; }; // if (life_firstSpawn) then { // life_firstSpawn = false; // [] call life_fnc_welcomeNotification; // }; [] spawn { cutText ["","BLACK IN"]; if(life_firstSpawn) then { private["_handle"]; _handle = [] spawn life_fnc_initIntro; waitUntil {scriptDone _handle}; life_firstSpawn = false; [] call life_fnc_hudSetup; [] call life_fnc_playerSkins; }; };
rpt is sauber!
Vielen Dank schonmal!!
nox Vielen Dank für das coole Intro, wertet den Server unheimlich auf!!!
-
Mit einer eigenen Lizenz?
Hab ne eigene Windows Server Lizenz, damit spare ich mir die 20 Euro monatlich Lizenzkosten
-
Kann mich über Webtropia nicht beschweren, allerdings ist das aufspielen von Windows mit ner eigenen Lizenz bissel kagge ansonsten läuft alles bestens!
-
Zeig mal deine Beconfig und den Startparameter
-
Probier mal % Statt localhost einzutragen
-
bin jetzt wirklich am Verzweifeln nach zig. Stunden Fehlersuche! Hab schon mehrere Lizenzen gemacht und immer hat das funktioniert! Nur dieses Mal nicht.
Vielleicht findet einer von Euch den Fehler:
1. Lizenz wird nicht im Shop angezeigt- die Car und Air schon
Codeinit="this enableSimulation false; this allowDamage false; this addAction[format[""%1 ($%2)"",localize (getText(missionConfigFile >> ""Licenses"" >> ""farm"" >> ""displayName"")), [(getNumber(missionConfigFile >> ""Licenses"" >> ""farm"" >> ""price""))] call life_fnc_numberText],life_fnc_buyLicense,""farm"",0,false,false,"""",' !license_scots_farm && playerSide isEqualTo east ']; this addAction[format[""%1 ($%2)"",localize (getText(missionConfigFile >> ""Licenses"" >> ""scotsAir"" >> ""displayName"")), [(getNumber(missionConfigFile >> ""Licenses"" >> ""scotsAir"" >> ""price""))] call life_fnc_numberText],life_fnc_buyLicense,""scotsAir"",0,false,false,"""",' !license_scots_scotsAir && playerSide isEqualTo east ']; this addAction[format[""%1 ($%2)"",localize (getText(missionConfigFile >> ""Licenses"" >> ""scotsCar"" >> ""displayName"")), [(getNumber(missionConfigFile >> ""Licenses"" >> ""scotsCar"" >> ""price""))] call life_fnc_numberText],life_fnc_buyLicense,""scotsCar"",0,false,false,"""",' !license_scots_scotsCar && playerSide isEqualTo east '];
die Licenses.hpp
Code
Alles anzeigen//SCOTS Licenses class scotsAir { variable = "scotsAir"; displayName = "STR_License_Pilot"; price = 15000; illegal = false; side = "scots"; }; class scotsCar { variable = "scotsCar"; displayName = "STR_License_Driver"; price = 10000; illegal = false; side = "scots"; }; class farm { variable = "farm"; displayName = "STR_License_farm"; price = 10000; illegal = false; side = "scots,"; };
Stringtable Eintrag
Code
Alles anzeigen<Key ID="STR_License_farm"> <Original>SCOTS farming License</Original> <Czech></Czech> <Spanish></Spanish> <Russian></Russian> <German>SCOTS Farmlizenz</German> <French></French> <Italian></Italian> <Portuguese></Portuguese> <Polish></Polish> </Key>
2. Die Lizenz soll nun zusätzlich zur civ Lizenz bei den Verarbeitern abgefragt werden. Habe das folgendermaßen probiert, nun wird aber leider weder civ noch opfor abgefragt
Codeinit="this enableSimulation false; this allowDamage false; this addAction[localize""STR_Process_gas"",life_fnc_processAction,""gas"",0,false,false,"""",' life_inv_gasu > 0 && !life_is_processing && !life_action_inUse']; this addAction[format[""%1 ($%2)"",localize (getText(missionConfigFile >> ""Licenses"" >> ""gas"" >> ""displayName"")), [(getNumber(missionConfigFile >> ""Licenses"" >> ""gas"" >> ""price""))] call life_fnc_numberText],life_fnc_buyLicense,""gas"",0,false,false,"""",' !license_civ_gas || license_scots_farm && (playerSide in [civilian,east])'];"; description="Gasveredelung";
Sammeln und verarbeiten ohne Lizenz funktioniert aber halt extrem langsam.
Vielen Dank im Voraus!!!!!
-
Naja, wenn die Rebellen z.B. Opfor sind sollten die ja farmen können!
Bei uns ist es die weltbeste Sicherheitsfirma!!
-
Hallo zusammen,
ich doktere nun schon ewig an dem Problem rum, wie ich den Opfor die selben Lizenzen beim Processor verkaufen kann wie den Civ.
Opfor geht zum Verarbeiter, --> zahlt und bekommt die Lizenz,--> kann schnell verarbeiten.
wo muss ich die Opfor mit reinschreiben?
Kann mir da evtl. jemand helfen?
Codeclass furniture { variable = "furniture"; displayName = "STR_License_Furniture"; price = 45000; illegal = false; side = "civ,"; };
Codeinit="this enableSimulation false; this allowDamage false; this addAction[localize""STR_Process_furniture"",life_fnc_processAction,""furniture"",0,false,false,"""",' life_inv_woodprocessed > 0 && !life_is_processing && !life_action_inUse']; this addAction[format[""%1 ($%2)"",localize (getText(missionConfigFile >> ""Licenses"" >> ""furniture"" >> ""displayName"")), [(getNumber(missionConfigFile >> ""Licenses"" >> ""furniture"" >> ""price""))] call life_fnc_numberText],life_fnc_buyLicense,""furniture"",0,false,false,"""",' !license_civ_furniture && playerSide isEqualTo civilian '];"; disableSimulation=1;
Vielen Dank im Voraus!!
-
hab die fn_actionKeyHandler.sqf mal folgendermaßen geändert, das alleine reicht leider nicht!
Code
Alles anzeigenif (isNull _curObject) exitWith { if (_isWater) then { _fish = (nearestObjects[player,(LIFE_SETTINGS(getArray,"animaltypes_fish")),3]) select 0; if (!isNil "_fish") then { if (!alive _fish) then { [_fish] call life_fnc_catchFish; }; }; //--------------Im Wasser Start-------------- private "_handle"; if (playerSide isEqualTo civilian && !life_action_gathering) then { _whatIsIt = [] call life_fnc_whereAmI; if (life_action_gathering) exitWith {}; //Action is in use, exit to prevent spamming. switch (_whatIsIt) do { case "mine" : { _handle = [] spawn life_fnc_mine }; default { _handle = [] spawn life_fnc_gather }; }; life_action_gathering = true; waitUntil {scriptDone _handle}; life_action_gathering = false; }; //--------------Im Wasser End---------------- } else { _animal = (nearestObjects[player,(LIFE_SETTINGS(getArray,"animaltypes_hunting")),3]) select 0; if (!isNil "_animal") then { if (!alive _animal) then { [_animal] call life_fnc_gutAnimal; }; } else { private "_handle"; if (playerSide isEqualTo civilian && !life_action_gathering) then { _whatIsIt = [] call life_fnc_whereAmI; if (life_action_gathering) exitWith {}; //Action is in use, exit to prevent spamming. switch (_whatIsIt) do { case "mine" : { _handle = [] spawn life_fnc_mine }; default { _handle = [] spawn life_fnc_gather }; }; life_action_gathering = true; waitUntil {scriptDone _handle}; life_action_gathering = false; }; }; }; };
-
Gehen die anderen denn überhaupt ?
versuch mal die einzielt zu definiert als test ob es dann geht versuch wer es wertJa, gehen auch so... hab den Marker von der Bohrinsel mal nach Kavala geschoben, dort kann ich prima abbauen! Scheint tatsächlich nur an der Höhe zu liegen
Hab auch mal versucht den Plattformen die Variable gas_field_... zu geben, hat leider nicht geklappt
-
Code
Alles anzeigenclass CfgGather { zoneSize = 30; class Resources { class apple { amount = 5; zones[] = { "apple_1", "apple_2", "apple_3", "apple_4" }; item = ""; }; class peach { amount = 5; zones[] = { "peaches_1", "peaches_2", "peaches_3", "peaches_4" }; item = ""; }; class heroin_unprocessed { amount = 3; zones[] = { "heroin_1" }; item = ""; }; class cocaine_unprocessed { amount = 3; zones[] = { "cocaine_1" }; item = ""; }; class cannabis { amount = 3; zones[] = { "weed_1" }; item = ""; }; }; /* 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"}; }; class iron_unrefined { amount = 2; zones[] = { "iron_mine" }; item = "pickaxe"; mined[] = { "iron_unrefined" }; }; class salt_unrefined { amount = 2; zones[] = { "salt_mine" }; item = "pickaxe"; mined[] = { "salt_unrefined" }; }; class sand { amount = 2; zones[] = { "sand_mine" }; item = "pickaxe"; mined[] = { "sand" }; }; class diamond_uncut { amount = 2; zones[] = { "diamond_mine" }; item = "pickaxe"; mined[] = { "diamond_uncut" }; }; class rock { amount = 2; zones[] = { "rock_quarry" }; item = "pickaxe"; mined[] = { "rock" }; }; class oil_unprocessed { amount = 2; zones[] = { "oil_field_1", "oil_field_2" }; item = "pickaxe"; mined[] = { "oil_unprocessed" }; }; class gasu { amount = 2; zones[] = { "gas_field_1" }; item = "pickaxe"; mined[] = { "gasu" }; }; }; };
Die Size ist nur einmal am Anfang definiert
-
-
-
Versuch mal den Marker als Eclipse zu setzen ..
EDIT: nein was war bullshit ...zeig mal den Ausschnitt aus deiner Config
Welche Config meinst?
-
Hallo Zusammen,
mache gerade eine Farmroute auf einer Bohrinsel. Mein Problem: Der Marker passt in der Höhe nicht, somit kann nicht abgebaut werden. In Kavala am Marktplatz funktioniert das bestens, der is auf Null.
Hab nun schon das unsichtbare Helipad probiert usw. komme nicht auf die Lösung!
Wäre toll wenn mir da jemand helfen kann!
Beste Grüße
Daniel
-
hast du dem era_admin alle relevanten Rechte zugewiesen?
-
extDB wird bei exile im ExileServer gestartet, daher kein externes extDB2 im Parameter.
Ok, wusste ich nicht! aber warum wird die .exe 6 mal aufgerufen?