Wenn ich auf Triangulate drücke dann lädt SketchUp unendlich lang
Beiträge von shoXy
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#edit hat sich erledigt
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Wie geht das wenn ich fragen darf?``
Kenne mich nur mit den Basics aus
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Bruh auf ArmaServices das Restrain System für 14,99€ was es im Workshop kostenlos gibt
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Wir haben ein "einzigartiges Konzept" mit dem wir durchstarten wollen, und ja wir benutzen die Karte Malden.
Wir werden denke ich mal nächste Monat mit der Servervorstellung und evtl. Server Trailer fertig sein
Da ich noch nicht weiß wie ich am besten den Trailer umsetzen soll
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Nein, habe immer noch das Problem verstehe echt nicht wie das gehen soll
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Uns macht die Performance sorgen, aber denke mal, wenn man die Objekte in einer SQF packt und der Server die lädt sollte es klappen.
Haben auch eine Autobahn und wie man unter der Brücke sehen kann gibt das da ein Problem mit dem Terrain und der Straße und da es nicht anders möglich ist, kommt da einfach eine Baustelle hin.
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So bin jetzt erst Online gekommen, deswegen konnte ich dir nicht zurück schreiben
Also es MUSS so gehen
[format["Der Spieler %1 hat von %2 - %3 bekommen", _unit, _from, _val],"moneylog"] call A3Log;
Wenn es nicht funktioniert -> Logs nochmal senden und auch wirklich nachschauen ob es in der remoteexec eingetragen worden ist -> Damit die Funktion die Berechtigung bekommt den Befehl auszuführen
#Edit
Vielleicht falsch installiert?
- Download the latest version (See download section for that)
- Extract the @A3Log folder and place it in your server directory
- Go into the @A3Log folder and make sure the the A3Log.dll is not blocked
- Edit the A3Log.ini file to fit your personal need -> Save the file
- Edit your startup file and add @A3Log to your -serverMod / -mod parameter
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Optional: To specify from where the config should be loaded you can define startup a paramter for the arma3server executable with
"-A3Log=Configurations/Mylogs.ini"
(Only paths in your arma3server directory are allowed so in this case you would have a folder called Configurations inside of your serversetup and in that you have the config file called Mylogs.ini) - This feature is WIP - Remove the A3Log_examples.pbo inside @A3Log/addons, once it worked for you and you got example log files
- Done
Du solltest auf der Seite dir auch die Benutzung von A3Log ansehen
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Arma 3 Server updaten
Firewall mal komplett ausschalten
Manuell die BE DLL's herunterladen (Weiß nicht ob es klappen wird)
Mehr fällt mir spontan auch nicht ein
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Wie soll ich das denn umsetzen?
Jedes Objekt nehmen und die Koordinaten rauskopieren und ins Script schreiben
DAS KANN JAHRE DAUERN
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Da es keine Modded Karte ist und wir alle Modded Objekte im EDEN Editor platzieren müssen.
Wir benutzen Malden
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Hallo, wir haben sehr viele Objekte auf der Karte.
Da es keine Modded Karte ist und wir alle Modded Objekte im EDEN Editor platzieren müssen.
Wie sieht es aus mit der Perfomance? Und kann man es irgendwie anders lösen? (Addon, CreateSimpleObject)
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Hallo, wenn ich das Gebäude (durch SketchUp exportiert) in Object Builder importieren möchte kommt folgende Fehlermeldung:
Extra characters on line (maybe more vertices on face, than supported - four) at line: 22
Jetzt ist die Frage wie setze ich die vertices faces fest?
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Funktioniert es mit den Logs?
Und wenn du bei den anderen Tutorials Probleme hast am besten uns Logs senden dann können wir auf Fehlersuche gehen
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Endlich mal jemand der Fahrzeuge KOSTENLOS für die Community zur Verfügung stellt.
Leider haben wir ein deutsches Konzept, daher brauche ich die nicht aber vielleicht ein anderes mal.
Ist das eigentlich normal das der amerikanische RTW immer so lang ist? Sieht irgendwie immer komisch aus
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Du kannst in Häuser keine virtuellen Items lagen, heißt du musst Dir im Supermarkt eine Lagerbox kaufen und im Haus platzieren.
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Hier einmal die fn_weaponShopBuySell.sqf
Spoiler anzeigen
#include "..\..\script_macros.hpp"
/*
File: fn_weaponShopBuySell.sqf
Author: Bryan "Tonic" Boardwine
Description:
Master handling of the weapon shop for buying / selling an item.
*/
disableSerialization;
private ["_price","_item","_itemInfo","_bad"];
if ((lbCurSel 38403) isEqualTo -1) exitWith {hint localize "STR_Shop_Weapon_NoSelect"};
_price = lbValue[38403,(lbCurSel 38403)]; if (isNil "_price") then {_price = 0;};
_item = lbData[38403,(lbCurSel 38403)];
_itemInfo = [_item] call life_fnc_fetchCfgDetails;
_bad = "";
if ((_itemInfo select 6) != "CfgVehicles") then {
if ((_itemInfo select 4) in [4096,131072]) then {
if (!(player canAdd _item) && (uiNamespace getVariable ["Weapon_Shop_Filter",0]) != 1) exitWith {_bad = (localize "STR_NOTF_NoRoom")};
};
};
if (_bad != "") exitWith {hint _bad};
if ((uiNamespace getVariable ["Weapon_Shop_Filter",0]) isEqualTo 1) then {
CASH = CASH + _price;
[_item,false] call life_fnc_handleItem;
hint parseText format [localize "STR_Shop_Weapon_Sold",_itemInfo select 1,[_price] call life_fnc_numberText];
[nil,(uiNamespace getVariable ["Weapon_Shop_Filter",0])] call life_fnc_weaponShopFilter; //Update the menu.
} else {
private _altisArray = ["Land_u_Barracks_V2_F","Land_i_Barracks_V2_F"];
private _tanoaArray = ["Land_School_01_F","Land_Warehouse_03_F","Land_House_Small_02_F"];
private _hideoutObjs = [[["Altis", _altisArray], ["Tanoa", _tanoaArray]]] call TON_fnc_terrainSort;
private _hideout = (nearestObjects[getPosATL player,_hideoutObjs,25]) select 0;
if (!isNil "_hideout" && {!isNil {group player getVariable "gang_bank"}} && {(group player getVariable "gang_bank") >= _price}) then {
_action = [
format [(localize "STR_Shop_Virt_Gang_FundsMSG")+ "<br/><br/>" +(localize "STR_Shop_Virt_Gang_Funds")+ " <t color='#8cff9b'>$%1</t><br/>" +(localize "STR_Shop_Virt_YourFunds")+ " <t color='#8cff9b'>$%2</t>",
[(group player getVariable "gang_bank")] call life_fnc_numberText,
[CASH] call life_fnc_numberText
],
localize "STR_Shop_Virt_YourorGang",
localize "STR_Shop_Virt_UI_GangFunds",
localize "STR_Shop_Virt_UI_YourCash"
] call BIS_fnc_guiMessage;
if (_action) then {
hint parseText format [localize "STR_Shop_Weapon_BoughtGang",_itemInfo select 1,[_price] call life_fnc_numberText];
_funds = group player getVariable "gang_bank";
_funds = _funds - _price;
group player setVariable ["gang_bank",_funds,true];
[_item,true] spawn life_fnc_handleItem;
if (life_HC_isActive) then {
[1,group player] remoteExecCall ["HC_fnc_updateGang",HC_Life];
} else {
[1,group player] remoteExecCall ["TON_fnc_updateGang",RSERV];
};
} else {
if (_price > CASH) exitWith {hint localize "STR_NOTF_NotEnoughMoney"};
hint parseText format [localize "STR_Shop_Weapon_BoughtItem",_itemInfo select 1,[_price] call life_fnc_numberText];
CASH = CASH - _price;
[_item,true] spawn life_fnc_handleItem;
};
} else {
if (_price > CASH) exitWith {hint localize "STR_NOTF_NotEnoughMoney"};
hint parseText format [localize "STR_Shop_Weapon_BoughtItem",_itemInfo select 1,[_price] call life_fnc_numberText];
CASH = CASH - _price;
[_item,true] spawn life_fnc_handleItem;
};
};
[0] call SOCK_fnc_updatePartial;
[] call life_fnc_saveGear;
Und die fn_handleItem.sqf
Spoiler anzeigen
#include "..\..\script_macros.hpp"
/*
File: fn_handleItem.sqf
Author: Bryan "Tonic" Boardwine
Description
Main gear handling functionality.
*/
private ["_item","_details","_bool","_ispack","_items","_isgun","_ongun","_override","_toUniform","_toVest","_preview","_acecheck"];
_item = [_this,0,"",[""]] call BIS_fnc_param;
_bool = [_this,1,false,[false]] call BIS_fnc_param;
_ispack = [_this,2,false,[false]] call BIS_fnc_param;
_ongun = [_this,3,false,[false]] call BIS_fnc_param;
_override = [_this,4,false,[false]] call BIS_fnc_param;
_toUniform = [_this,5,false,[false]] call BIS_fnc_param; //Manual override to send items specifically to a uniform.
_toVest = [_this,6,false,[false]] call BIS_fnc_param; //Manual override to send items specifically to a vest
_preview = [_this,7,false,[false]] call BIS_fnc_param;
_acecheck = ["ACE_atropine","ACE_morphine","ACE_epinephrine","ACE_EarPlugs","ACE_fieldDressing","ACE_elasticBandage","ACE_quikclot","ACE_packingBandage","ACE_salineIV_250","ACE_salineIV_500","ACE_tourniquet","ACE_personalAidKit","ACE_bloodIV_250","ACE_bloodIV_500","ACE_plasmaIV_250","ACE_plasmaIV_500","ACE_surgicalKit"];
//Some checks
if (_item isEqualTo "") exitWith {};
_isgun = false;
_details = [_item] call life_fnc_fetchCfgDetails;
if (count _details isEqualTo 0) exitWith {};
if (_bool) then {
switch (_details select 6) do {
case "CfgGlasses": {
if (_toUniform) exitWith {player addItemToUniform _item;};
if (_toVest) exitWith {player addItemToVest _item;};
if (_ispack) then {
player addItemToBackpack _item;
} else {
if (_override) then {
player addItem _item;
} else {
if (!(goggles player isEqualTo "")) then {
removeGoggles player;
};
player addGoggles _item;
};
};
};
case "CfgVehicles": {
if (!(backpack player isEqualTo "")) then {
_items = (backpackItems player);
removeBackpack player;
};
player addBackpack _item;
clearAllItemsFromBackpack player;
if (!isNil "_items") then {
{[_x,true,true,false,true] call life_fnc_handleItem; } forEach _items;
};
};
case "CfgMagazines": {
if (_toUniform) exitWith {player addItemToUniform _item;};
if (_toVest) exitWith {player addItemToVest _item;};
if (_ispack) exitWith {player addItemToBackpack _item;};
if(_item in _acecheck) then{player addItem _item;};
player addMagazine _item;
};
case "CfgWeapons": {
//New addition
if (_toUniform) exitWith {player addItemToUniform _item;};
if (_toVest) exitWith {player addItemToVest _item;};
if (_ispack) exitWith {player addItemToBackpack _item;};
if(_item in _acecheck) then {player addItem _item;};
if ((_details select 4) in [1,2,4,5,4096]) then {
if ((_details select 4) isEqualTo 4096) then {
if ((_details select 5) isEqualTo -1) then {
_isgun = true;
};
} else {
_isgun = true;
};
};
if (_isgun) then {
if (!_ispack && _override) exitWith {}; //It was in the vest/uniform, try to close to prevent it overriding stuff... (Actual weapon and not an item)
if (_item isEqualTo "MineDetector") then {
player addItem _item;
} else {
player addWeapon _item;
};
} else {
switch (_details select 5) do {
case 0: {
if (_ispack) then {
player addItemToBackpack _item;
} else {
if (_override) then {
player addItem _item;
} else {
if (_item in (assignedItems player)) then {
player addItem _item;
} else {
player linkItem _item;
};
};
};
};
case 605: {
if (_ispack) then{
player addItemToBackpack _item;
} else {
if (_override) then {
player addItem _item;
} else {
if (headgear player isEqualTo _item && {!_preview}) then {
player addItem _item;
} else {
if (!(headgear player isEqualTo "")) then {removeHeadGear player;};
player addHeadGear _item;
};
};
};
};
case 801: {
if (_ispack) then {
player addItemToBackpack _item;
} else {
if (_override) then {
player addItem _item;
} else {
if (player isKindOf "Civilian") then {
if (uniform player isEqualTo _item && {!_preview}) then {
player addItem _item;
} else {
if (!(uniform player isEqualTo "")) then {
_items = uniformItems player;
removeUniform player;
};
player addUniform _item;
if (!isNil "_items") then {
{player addItemToUniform _x} forEach _items;
};
};
} else {
if (!(uniform player isEqualTo "")) then {
_items = uniformItems player;
removeUniform player;
};
if (!(player isUniformAllowed _item)) then {
player forceAddUniform _item;
} else {
player addUniform _item;
};
if (!isNil "_items") then {
{player addItemToUniform _x} forEach _items;
};
};
};
};
};
case 701: {
if (_ispack) then {
player addItemToBackpack _item;
} else {
if (_override) then{
player addItem _item;
} else {
if (vest player isEqualTo _item && {!_preview}) then {
player addItem _item;
} else {
if (!(vest player isEqualTo "")) then {
_items = vestItems player;
removeVest player;
};
player addVest _item;
if (!isNil "_items") then {
{[_x,true,false,false,true] spawn life_fnc_handleItem;} forEach _items;
};
};
};
};
};
case 201: {
if (_ispack) then {
player addItemToBackpack _item;
} else {
private "_type";
_type = [_item,201] call life_fnc_accType;
if (_ongun) then {
switch (_type) do {
case 1: { player addPrimaryWeaponItem _item; };
case 2: { player addSecondaryWeaponItem _item; };
case 3: { player addHandgunItem _item; };
};
} else {
if (_override) then {
player addItem _item;
} else {
private ["_wepItems","_action","_slotTaken"];
_wepItems = switch (_type) do {case 1:{primaryWeaponItems player}; case 2:{secondaryWeaponItems player}; case 3:{handgunItems player}; default {["","",""]};};
_slotTaken = false;
if (!((_wepItems select 2) isEqualTo "")) then {_slotTaken = true;};
if (_slotTaken) then {
_action = [localize "STR_MISC_AttachmentMSG",localize "STR_MISC_Attachment",localize "STR_MISC_Weapon",localize "STR_MISC_Inventory"] call BIS_fnc_guiMessage;
if (_action) then {
switch (_type) do {
case 1: {player addPrimaryWeaponItem _item;};
case 2: {player addSecondaryWeaponItem _item;};
case 3: {player addHandgunItem _item;};
default {player addItem _item;};
};
} else {
player addItem _item; //Add it to any available container
};
} else {
switch (_type) do {
case 1: {player addPrimaryWeaponItem _item;};
case 2: {player addSecondaryWeaponItem _item;};
case 3: {player addHandgunItem _item;};
default {player addItem _item;};
};
};
};
};
};
};
case 301: {
if (_ispack) then {
player addItemToBackpack _item;
} else {
private "_type";
_type = [_item,301] call life_fnc_accType;
if (_ongun) then {
switch (_type) do {
case 1: { player addPrimaryWeaponItem _item; };
case 2: { player addSecondaryWeaponItem _item; };
case 3: { player addHandgunItem _item; };
};
} else {
if (_override) then {
player addItem _item;
} else {
private ["_wepItems","_action","_slotTaken"];
_wepItems = switch (_type) do {case 1:{primaryWeaponItems player}; case 2:{secondaryWeaponItems player}; case 3:{handgunItems player}; default {["","",""]};};
_slotTaken = false;
if (!((_wepItems select 1) isEqualTo "")) then {_slotTaken = true;};
if (_slotTaken) then {
_action = [localize "STR_MISC_AttachmentMSG",localize "STR_MISC_Attachment",localize "STR_MISC_Weapon",localize "STR_MISC_Inventory"] call BIS_fnc_guiMessage;
if (_action) then {
switch (_type) do {
case 1: {player addPrimaryWeaponItem _item;};
case 2: {player addSecondaryWeaponItem _item;};
case 3: {player addHandgunItem _item;};
default {player addItem _item;};
};
} else {
player addItem _item; //Add it to any available container
};
} else {
switch (_type) do {
case 1: {player addPrimaryWeaponItem _item;};
case 2: {player addSecondaryWeaponItem _item;};
case 3: {player addHandgunItem _item;};
default {player addItem _item;};
};
};
};
};
};
};
case 101:{
if (_ispack) then {
player addItemToBackpack _item;
} else {
private "_type";
_type = [_item,101] call life_fnc_accType;
if (_ongun) then {
switch (_type) do {
case 1: { player addPrimaryWeaponItem _item; };
case 2: { player addSecondaryWeaponItem _item; };
case 3: { player addHandgunItem _item; };
};
} else {
if (_override) then {
player addItem _item;
} else {
private ["_wepItems","_action","_slotTaken"];
_wepItems = switch (_type) do {case 1:{primaryWeaponItems player}; case 2:{secondaryWeaponItems player}; case 3:{handgunItems player}; default {["","",""]};};
_slotTaken = false;
if (!((_wepItems select 0) isEqualTo "")) then {_slotTaken = true;};
if (_slotTaken) then {
_action = [localize "STR_MISC_AttachmentMSG",localize "STR_MISC_Attachment",localize "STR_MISC_Weapon",localize "STR_MISC_Inventory"] call BIS_fnc_guiMessage;
if (_action) then {
switch (_type) do {
case 1: {player addPrimaryWeaponItem _item;};
case 2: {player addSecondaryWeaponItem _item;};
case 3: {player addHandgunItem _item;};
default {player addItem _item;};
};
} else {
player addItem _item; //Add it to any available container
};
} else {
switch (_type) do {
case 1: {player addPrimaryWeaponItem _item;};
case 2: {player addSecondaryWeaponItem _item;};
case 3: {player addHandgunItem _item;};
default {player addItem _item;};
};
};
};
};
};
};
case 621: {
if (_ispack) then {
player addItemToBackpack _item;
} else {
if (_override) then {
player addItem _item;
} else {
player linkItem _item;
};
};
};
case 616: {
if (_ispack) then {
player addItemToBackpack _item;
} else {
if (_override) then {
player addItem _item;
} else {
player linkItem _item;
};
};
};
default {
if (_ispack) then {
player addItemToBackpack _item;
} else {
player addItem _item;
};
};
};
};
};
};
} else {
switch (_details select 6) do {
case "CfgVehicles": {
removeBackpack player;
};
case "CfgMagazines": {
player removeMagazine _item;
};
case "CfgGlasses": {
if (_item isEqualTo goggles player) then {
removeGoggles player;
} else {
player removeItem _item;
};
};
case "CfgWeapons": {
if ((_details select 4) in [1,2,4,5,4096]) then {
if ((_details select 4) isEqualTo 4096) then {
if ((_details select 5) isEqualTo 1) then {
_isgun = true;
};
} else {
_isgun = true;
};
};
if (_isgun) then {
switch (true) do {
case (primaryWeapon player isEqualTo _item) : {_ispack = false;};
case (secondaryWeapon player isEqualTo _item) : {_ispack = false;};
case (handgunWeapon player isEqualTo _item) : {_ispack = false;};
case (_item in assignedItems player) : {_ispack = false;};
default {_ispack = true;};
};
if (_item isEqualTo "MineDetector") then {
player removeItem _item;
} else {
//Lovely code provided by [OCB]Dash
private "_tmpfunction";
_tmpfunction = {
private ["_tWeapons","_tWeaponCount"];
switch (true) do {
case (_this in (uniformItems player)): {
_tWeapons = (getWeaponCargo (uniformContainer player)) select 0;
_tWeaponCount = (getWeaponCargo (uniformContainer player)) select 1;
clearWeaponCargo (uniformContainer player);
{
_numVestWeps = _tWeaponCount select _forEachIndex;
if (_x == _this) then
{
_numVestWeps = _numVestWeps - 1;
};
(uniformContainer player) addWeaponCargo [ _x,_numVestWeps];
}forEach _tWeapons;
};
case (_this in (vestItems player)): {
_tWeapons = (getWeaponCargo (vestContainer player)) select 0;
_tWeaponCount = (getWeaponCargo (vestContainer player)) select 1;
clearWeaponCargo (vestContainer player);
{
_numVestWeps = _tWeaponCount select _forEachIndex;
if (_x == _this) then
{
_numVestWeps = _numVestWeps - 1;
};
(vestContainer player) addWeaponCargo [ _x,_numVestWeps];
}forEach _tWeapons;
};
case (_this in (backpackItems player)): {
_tWeapons = (getWeaponCargo (backpackContainer player)) select 0;
_tWeaponCount = (getWeaponCargo (backpackContainer player)) select 1;
clearWeaponCargo (backpackContainer player);
{
_numVestWeps = _tWeaponCount select _forEachIndex;
if (_x == _this) then
{
_numVestWeps = _numVestWeps - 1;
};
(backpackContainer player) addWeaponCargo [ _x,_numVestWeps];
}forEach _tWeapons;
};
};
};
if (_ispack) then {
_item call _tmpfunction;
} else {
switch (true) do {
case (_item in (uniformItems player)): {_item call _tmpfunction;};
case (_item in (vestItems player)) : {_item call _tmpfunction;};
case (_item in (backpackItems player)) : {_item call _tmpfunction;};
default {player removeWeapon _item;};
};
};
};
} else {
switch (_details select 5) do {
case 0: {player unassignItem _item; player removeItem _item;};
case 605: {if (headgear player isEqualTo _item) then {removeHeadgear player} else {player removeItem _item};};
case 801: {if (uniform player isEqualTo _item) then {removeUniform player} else {player removeItem _item};};
case 701: {if (vest player isEqualTo _item) then {removeVest player} else {player removeItem _item};};
case 621: {player unassignItem _item; player removeItem _item;};
case 616: {player unassignItem _item; player removeItem _item;};
default {
switch (true) do {
case (_item in primaryWeaponItems player) : {player removePrimaryWeaponItem _item;};
case (_item in handgunItems player) : {player removeHandgunItem _item;};
default {player removeItem _item;};
};
};
};
};
};
};
};