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    3. GalaxyBeast

    Beiträge von GalaxyBeast

    • Kann Fahrzeug nicht einparken

      • GalaxyBeast
      • 3. Mai 2019 um 16:19

      Bei mir werden keine server logs erstellt aus irgend ein Grund

      Dateien

      Arma3_x64_2019-05-03_14-36-53.rpt 103,31 kB – 139 Downloads
    • Kann Fahrzeug nicht einparken

      • GalaxyBeast
      • 3. Mai 2019 um 15:42

      Hallo,


      Ich habe eine Server Datei von mein alten Server, auf ein Windows ROOT gemacht allerdings habe ich auch schon paar Configs verändert.

      Jetzt zum Problem
      Wenn ich Fahrzeuge Kaufe kann ich sie nicht mehr einparken dort steht immer kein NPC Fahrzeug in der Nähe. Ich habe schon in Google und so gesucht aber war zu Blöd etwas zu finden und wenn ich etwas gefunden hatte waren es alles nur Moddet Fahrzeuge.

    • Spawnen mir einer Lizenz

      • GalaxyBeast
      • 30. April 2019 um 23:41

      1. Geh in deine "Config_Licenses" erstelle dort deine Lizenz bei mir sieht es jetzt so aus (Hab einfach mal den Namen von deiner Lizenz genommen)

      Hier ist deine Lizenz jetzt etwas weiter unten mit bei

      /*

      * class:

      * variable = Variable Name

      * displayName = License Name

      * price = License Price

      * illegal = Illegal License

      * side = side indicator

      */

      class Licenses {

      //Civilian Licenses

      class driver {

      variable = "driver";

      displayName = "STR_License_Driver";

      price = 500;

      illegal = false;

      side = "civ";

      };

      class boat {

      variable = "boat";

      displayName = "STR_License_Boat";

      price = 1000;

      illegal = false;

      side = "civ";

      };

      class pilot {

      variable = "pilot";

      displayName = "STR_License_Pilot";

      price = 25000;

      illegal = false;

      side = "civ";

      };

      class trucking {

      variable = "trucking";

      displayName = "STR_License_Truck";

      price = 20000;

      illegal = false;

      side = "civ";

      };

      class gun {

      variable = "gun";

      displayName = "STR_License_Firearm";

      price = 10000;

      illegal = false;

      side = "civ";

      };

      class dive {

      variable = "dive";

      displayName = "STR_License_Diving";

      price = 2000;

      illegal = false;

      side = "civ";

      };

      class home {

      variable = "home";

      displayName = "STR_License_Home";

      price = 75000;

      illegal = false;

      side = "civ";

      };

      //Processing Licenses

      class oil {

      variable = "oil";

      displayName = "STR_License_Oil";

      price = 10000;

      illegal = false;

      side = "civ";

      };

      class diamond {

      variable = "diamond";

      displayName = "STR_License_Diamond";

      price = 35000;

      illegal = false;

      side = "civ";

      };

      class salt {

      variable = "salt";

      displayName = "STR_License_Salt";

      price = 12000;

      illegal = false;

      side = "civ";

      };

      class sand {

      variable = "sand";

      displayName = "STR_License_Sand";

      price = 14500;

      illegal = false;

      side = "civ";

      };

      class iron {

      variable = "iron";

      displayName = "STR_License_Iron";

      price = 9500;

      illegal = false;

      side = "civ";

      };

      class copper {

      variable = "copper";

      displayName = "STR_License_Copper";

      price = 8000;

      illegal = false;

      side = "civ";

      };

      class cement {

      variable = "cement";

      displayName = "STR_License_Cement";

      price = 6500;

      illegal = false;

      side = "civ";

      };

      class medmarijuana {

      variable = "medmarijuana";

      displayName = "STR_License_Medmarijuana";

      price = 15000;

      illegal = false;

      side = "civ";

      };

      //Illegal Licenses

      class cocaine {

      variable = "cocaine";

      displayName = "STR_License_Cocaine";

      price = 30000;

      illegal = true;

      side = "civ";

      };

      class heroin {

      variable = "heroin";

      displayName = "STR_License_Heroin";

      price = 25000;

      illegal = true;

      side = "civ";

      };

      class marijuana {

      variable = "marijuana";

      displayName = "STR_License_Marijuana";

      price = 19500;

      illegal = true;

      side = "civ";

      };

      class rebel {

      variable = "rebel";

      displayName = "STR_License_Rebel";

      price = 75000;

      illegal = true;

      side = "civ";

      };

      //Cop Licenses

      class cAir {

      variable = "cAir";

      displayName = "STR_License_Pilot";

      price = 15000;

      illegal = false;

      side = "cop";

      };

      class cg {

      variable = "cg";

      displayName = "STR_License_CG";

      price = 8000;

      illegal = false;

      side = "cop";

      };


      //Gang Licenses

      class tuv { //Hier ist dein Lizenz!!!

      variable = "tuv";

      displayName = "STR_License_tuv";

      price = 10000;

      illegal = false;

      side = "civ";

      };

      //Medic Licenses

      class mAir {

      variable = "mAir";

      displayName = "STR_License_Pilot";

      price = 15000;

      illegal = false;

      side = "med";

      };

      };

      2. Geh in deine "Config_SpawnPoints"

      Weiter unten ist nun dein Spawn in der Config eingetragen

      /*

      * Format:

      * 3: STRING (Conditions) - Must return boolean :

      * String can contain any amount of conditions, aslong as the entire

      * string returns a boolean. This allows you to check any levels, licenses etc,

      * in any combination. For example:

      * "call life_coplevel && license_civ_someLicense"

      * This will also let you call any other function.

      *

      */

      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 = $STR_SP_Reb_N;

      spawnMarker = "Rebelop";

      icon = "\a3\ui_f\data\map\MapControl\bunker_ca.paa";

      conditions = "license_civ_rebel";

      };

      class RebelS {

      displayName = $STR_SP_Reb_S;

      spawnMarker = "Rebelop_1";

      icon = "\a3\ui_f\data\map\MapControl\bunker_ca.paa";

      conditions = "license_civ_rebel";

      };

      class RebelE {

      displayName = $STR_SP_Reb_E;

      spawnMarker = "Rebelop_2";

      icon = "\a3\ui_f\data\map\MapControl\bunker_ca.paa";

      conditions = "license_civ_rebel";

      };

      class tuv {

      displayName = "tuv";

      spawnMarker = "tuv_spawn_1";

      icon = "\a3\ui_f\data\map\MapControl\bunker_ca.paa";

      conditions = "license_civ_tuv";

      };

      };

      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 = $STR_MAR_Police_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 = $STR_MAR_Highway_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 = $STR_SP_EMS_Kav;

      spawnMarker = "medic_spawn_1";

      icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa";

      conditions = "";

      };

      class Athira {

      displayName = $STR_SP_EMS_Ath;

      spawnMarker = "medic_spawn_2";

      icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa";

      conditions = "";

      };

      class Pyrgos {

      displayName = $STR_SP_EMS_Pyr;

      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 = $STR_SP_Reb_NW;

      spawnMarker = "Rebelop";

      icon = "\a3\ui_f\data\map\MapControl\bunker_ca.paa";

      conditions = "license_civ_rebel";

      };

      class RebelS {

      displayName = $STR_SP_Reb_S;

      spawnMarker = "Rebelop_1";

      icon = "\a3\ui_f\data\map\MapControl\bunker_ca.paa";

      conditions = "license_civ_rebel";

      };

      class RebelNE {

      displayName = $STR_SP_Reb_NE;

      spawnMarker = "Rebelop_2";

      icon = "\a3\ui_f\data\map\MapControl\bunker_ca.paa";

      conditions = "license_civ_rebel";

      };

      };

      class Cop {

      class NAirport {

      displayName = $STR_SP_Cop_Air_N;

      spawnMarker = "cop_spawn_1";

      icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";

      conditions = "";

      };

      class SWAirport {

      displayName = $STR_SP_Cop_Air_SW;

      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 = $STR_MAR_Police_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 = $STR_MAR_Highway_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 = $STR_SP_EMS_SE;

      spawnMarker = "medic_spawn_1";

      icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa";

      conditions = "";

      };

      class TanoukaHospital {

      displayName = $STR_SP_EMS_Tan;

      spawnMarker = "medic_spawn_2";

      icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa";

      conditions = "";

      };

      class NEAirportHospital {

      displayName = $STR_SP_EMS_NEair;

      spawnMarker = "medic_spawn_3";

      icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa";

      conditions = "";

      };

      };

      };

      };



      Nun muss du in den Editor gehen am besten ein andern Spawn Kopieren den einfach umbenennen in "tuv_spawn_1"

      falls du weiter fragen hast melde dich sonst kann ich auch morgen zu dir mal in TeamSpeak kommen und es dir besser erklären beim schreiben habe ich immer paar probleme.

    • Server Fehler

      • GalaxyBeast
      • 22. April 2019 um 05:25

      Hey Leute bei mir kommt seit letzte Restart der Fehler sobald ich als Zivi Join will als Cop kann ich ohne Probleme joinen, und ich wollte mal fragen ob einer Helfen könnte

      Dateien

      Arma3_x64_2019-04-22_05-02-47.rpt 70,65 kB – 145 Downloads arma3server_2019-04-22_05-03-13.rpt 62,68 kB – 127 Downloads
    • Blaulicht bei Fahrzeugen geht nicht

      • GalaxyBeast
      • 14. Februar 2019 um 17:28

      Schön Guten Tag ich wollte bei einigen Fahrzeugen Blaulicht hinzufügen nur ich weiß nicht ob ich alle 100% Richtig habe.

      Ich habe bisher immer nur "fn_copLights und fn_sirenLight " geändernt aber wenn ich beim Ifrit beispiels weiße Blaulicht an machen will geht es nicht.

      fn_copLights

      /*

      File: fn_copLights.sqf

      Author: IxDeShina / shattered

      */

      private ["_veh","_lightRed","_lightWhite","_lightBlue","_lightsOn","_brightnessHigh","_brightnessLow","_attach","_leftLights","_rightLights","_type","_attenuation"];

      _veh = (_this select 0);

      _type = typeOf _veh;

      _sun = (sunOrMoon < 1);

      if (isNil "_veh" || isNull _veh || !(_veh getVariable "lights")) exitWith {};

      _lightRed = [0, 0, 255];

      _lightWhite = [255, 255, 255];

      _lightBlue = [0, 0, 255];

      if (_sun) then

      {

      _brightnessLow = 0;

      _brightnessHigh = 10;

      _attenuation = [0.001, 3000, 0, 125000];

      } else {

      _brightnessLow = 0;

      _brightnessHigh = 60;

      _attenuation = [0.001, 3000, 0, 500000];

      };

      _flashes = 3;

      _flashOn = 0.1;

      _flashOff = 0.001;

      _leftLights = [];

      _rightLights = [];

      _attach =

      {

      _isLight = _this select 0;

      _color = _this select 1;

      _position = _this select 2;

      _light = "#lightpoint" createVehicleLocal getPos _veh;

      _light setLightBrightness 0;

      _light setLightAmbient [0,0,0];

      _light setLightAttenuation _attenuation;

      _light setLightIntensity 1000;

      _light setLightFlareSize 1;

      _light setLightFlareMaxDistance 150;

      _light setLightUseFlare true;

      _light setLightDayLight true;

      switch (_color) do

      {

      case "red": { _light setLightColor _lightRed; };

      case "white": { _light setLightColor _lightWhite; };

      case "blue": { _light setLightColor _lightBlue; };

      };

      if (_isLight) then

      {

      _leftLights pushBack [_light, _position];

      } else {

      _rightLights pushBack [_light, _position];

      };

      _light lightAttachObject [_veh, _position];

      };

      switch (_type) do

      {

      case "C_Offroad_01_F":

      {

      [false, "red", [-0.44, 0, 0.525]] call _attach;

      [true, "blue", [0.345, 0, 0.525]] call _attach;

      [false, "red", [0.575, -2.95, -0.77]] call _attach;

      [true, "blue", [-0.645, -2.95, -0.77]] call _attach;

      [false, "white", [0.61, 2.2825, -0.355]] call _attach;

      [true, "white", [-0.695, 2.2825, -0.355]] call _attach;

      };

      case "C_SUV_01_F":

      {

      [false, "red", [-0.39, 2.28, -0.52]] call _attach;

      [true, "blue", [0.38, 2.28, -0.52]] call _attach;

      [false, "red", [-0.86, -2.75, -0.18]] call _attach;

      [true, "blue", [0.86, -2.75, -0.18]] call _attach;

      [false, "white", [0.8, 1.95, -0.48]] call _attach;

      [true, "white", [-0.8, 1.95, -0.48]] call _attach;

      };

      case "C_Hatchback_01_sport_F":

      {

      [false, "red", [-0.03, -0, 0.2]] call _attach;

      [true, "blue", [-0.03, -0, 0.2]] call _attach;

      [false, "red", [-0.8, -2.25, -0.3]] call _attach;

      [true, "blue", [0.78, -2.25, -0.3]] call _attach;

      [false, "white", [0.75, 1.615, -0.52]] call _attach;

      [true, "white", [-0.8, 1.615, -0.525]] call _attach;

      };

      case "C_Hatchback_01_F":

      {

      [false, "red", [-0.03, -0, 0.2]] call _attach;

      [true, "blue", [-0.03, -0, 0.2]] call _attach;

      [false, "red", [-0.8, -2.25, -0.3]] call _attach;

      [true, "blue", [0.78, -2.25, -0.3]] call _attach;

      [false, "white", [0.75, 1.615, -0.52]] call _attach;

      [true, "white", [-0.8, 1.615, -0.525]] call _attach;

      };

      case "B_MRAP_01_F":

      {

      [false, "red", [-0.85, -0.9, 0.6]] call _attach;

      [true, "blue", [0.85, -0.9, 0.6]] call _attach;

      [true, "red", [-0.93, -2.8, 0.6]] call _attach;

      [false, "blue", [0.93, -2.8, 0.6]] call _attach;

      [true, "white", [-0.85, 1.475, -0.75]] call _attach;

      [false, "white", [0.85, 1.475, -0.75]] call _attach;

      };

      case "I_MRAP_03_F":

      {

      [true, "red", [-0.87, 2.2, -0.75]] call _attach;

      [false, "blue", [0.87, 2.2, -0.75]] call _attach;

      [false, "blue", [1.10, -0.55, 0.5]] call _attach;

      [true, "red", [-1.10, -0.55, 0.5]] call _attach;

      [false, "white", [-1.05, 2.25, -0.3]] call _attach;

      [true, "white", [1.05, 2.25, -0.3]] call _attach;

      [true, "red", [1.225, -2.845, -0.71]] call _attach;

      [true, "red", [-0.725, -3.15, 0.025]] call _attach;

      [false, "blue", [-1.225, -2.845, -0.7]] call _attach;

      [false, "blue", [0.725, -3.15, 0.025]] call _attach;

      };

      case "O_MRAP_02_F":

      {

      [false, "blue", [1.175, -1.5, 0.365]] call _attach;

      [true, "red", [-1.175, -1.5, 0.365]] call _attach;

      [false, "red", [0.4325, -1.5, 0.6275]] call _attach;

      [true, "blue", [0.4325, -1.5, 0.6275]] call _attach;

      [true, "red", [-0.2, 1.575, -1.125]] call _attach;

      [false, "blue", [0.2, 1.575, -1.125]] call _attach;

      [false, "white", [-0.775, 1.475, -1]] call _attach;

      [true, "white", [0.775, 1.475, -1]] call _attach;

      [true, "red", [0.525, -4.5, -1.3]] call _attach;

      [false, "blue", [-0.525, -4.5, -1.3]] call _attach;

      [true, "red", [-0.4, -4.95, 0.155]] call _attach;

      [false, "blue", [0.4, -4.95, 0.155]] call _attach;

      };

      };

      _lightsOn = true;

      while {(alive _veh)} do

      {

      if (!(_veh getVariable "lights")) exitWith {};

      if (_lightsOn) then

      {

      for [{_i=0}, {_i<_flashes}, {_i=_i+1}] do

      {

      { (_x select 0) setLightBrightness _brightnessHigh; } forEach _leftLights;

      uiSleep _flashOn;

      { (_x select 0) setLightBrightness _brightnessLow; } forEach _leftLights;

      uiSleep _flashOff;

      };

      { (_x select 0) setLightBrightness 0; } forEach _leftLights;

      for [{_i=0}, {_i<_flashes}, {_i=_i+1}] do

      {

      { (_x select 0) setLightBrightness _brightnessHigh; } forEach _rightLights;

      uiSleep _flashOn;

      { (_x select 0) setLightBrightness _brightnessLow; } forEach _rightLights;

      uiSleep _flashOff;

      };

      { (_x select 0) setLightBrightness 0; } forEach _rightLights;

      };

      };

      { deleteVehicle (_x select 0) } foreach _leftLights;

      { deleteVehicle (_x select 0) } foreach _rightLights;

      _leftLights = [];

      _rightLights = [];

      fn_sirenLights

      #include "..\..\script_macros.hpp"

      /*

      File:fn_sirenLights.sqf

      Author: Bryan "Tonic" Boardwine

      Description:

      Lets play a game! Can you guess what it does? I have faith in you, if you can't

      then you have failed me and therefor I lose all faith in humanity.. No pressure.

      */

      private ["_vehicle"];

      _vehicle = param [0,objNull,[objNull]];

      if (isNull _vehicle) exitWith {}; //Bad entry!

      if (!(typeOf _vehicle in ["C_Offroad_01_F","B_MRAP_01_F","C_SUV_01_F","C_Hatchback_01_sport_F","B_Heli_Light_01_F","B_Heli_Transport_01_F"])) exitWith {}; //Last chance check to prevent something from defying humanity and creating a monster.

      _trueorfalse = _vehicle getVariable ["lights",false];

      if (_trueorfalse) then {

      _vehicle setVariable ["lights",false,true];

      } else {

      _vehicle setVariable ["lights",true,true];

      [_vehicle,0.22] remoteExec ["life_fnc_copLights",RCLIENT];

      };

    • [Tutorial] Drogeneffekt mal anders (Chicken Dinner) :D

      • GalaxyBeast
      • 13. Januar 2019 um 01:39

      Kann man Musik dazu machen? sobald man LSD nimmt?

    • Supporter,Moderator, und Admin Tool

      • GalaxyBeast
      • 11. Januar 2019 um 16:13
      Zitat von brandxp1

      SuFu Leute SUUUFUUUUU..... ;(dash;(

      Supporter/Admin/Moderaot im Dienst

      Da war ich auch schon drauf aber hat micht nicht weiter gebracht es wäre schön wenn es einfach eine Kleine Erklärung geben würde wo welcher ortner rein muss (Will das ich über Z Menü auswählen kann ob ich Als Admin,Supp oder mod da stehe)

    • Supporter,Moderator, und Admin Tool

      • GalaxyBeast
      • 10. Januar 2019 um 23:03

      ja ka hatte immer "support tool" eingegeben und nie was gefunden dash

      Okay Danke

    • Supporter,Moderator, und Admin Tool

      • GalaxyBeast
      • 10. Januar 2019 um 22:44

      Weiß jmd wie das Script dafür heißt und wie man das auf sein server macht?

      Bilder

      • fragenn.PNG
        • 3,06 MB
        • 1.650 × 902
        • 541
    • __cur_mp ändern

      • GalaxyBeast
      • 10. Januar 2019 um 12:24

      Okay Danke

    • __cur_mp ändern

      • GalaxyBeast
      • 10. Januar 2019 um 12:18

      Hey ich wollte mal Fragen wo kann ich das ändern das wenn ich vom Server die missions Datei downloade die nicht unter den Namen __cur_mp abgespeichert wird sondern unter meinem eigenen Namen damit nicht immer Alle ihr Arma 3 restarten müssen?

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