1. Dashboard
  2. Forum
    1. Unerledigte Themen
  3. Downloads
  4. Galerie
    1. Alben
  5. Toolbox
    1. Passwort Generator
    2. Portchecker
  6. Mitglieder
    1. Mitgliedersuche
    2. Benutzer online
    3. Trophäen
    4. Team
Do: 17 Juli 2025
  • Anmelden oder registrieren
  • Suche
Alles
  • Alles
  • Artikel
  • Forum
  • Dateien
  • Seiten
  • Bilder
  • Erweiterte Suche

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.

Anmelden oder registrieren
    1. Nodezone.net Community
    2. Mitglieder
    3. bigmonk

    Beiträge von bigmonk

    • Server startet nicht mehr nach Update

      • bigmonk
      • 29. Oktober 2019 um 22:19

      das wars mehr kommt da nicht

    • Server startet nicht mehr nach Update

      • bigmonk
      • 29. Oktober 2019 um 22:11

      Hier die neue Log

      Dateien

      arma3server_x64_2019-10-29_22-04-11.rpt 63,33 kB – 169 Downloads
    • Server startet nicht mehr nach Update

      • bigmonk
      • 29. Oktober 2019 um 22:06

      Habs Korrigiert funktioniert immer noch nicht :(

    • Server startet nicht mehr nach Update

      • bigmonk
      • 29. Oktober 2019 um 21:37

      Hier bitte sehr

      Dateien

      arma3server_x64_2019-10-29_21-35-03.rpt 64,91 kB – 188 Downloads
    • Server startet nicht mehr nach Update

      • bigmonk
      • 29. Oktober 2019 um 19:31

      Einen wunderschönen,

      Ich habe das Problem das ich meinen Server auf die Neuste Arma Version geupgraded habe nun startet jedoch der Server nicht mehr ich bekomme direkt beim Start angezeigt battleye initialization failed

      MFG

    • arma 3 bank ausrauben 5 cops ändern

      • bigmonk
      • 30. Mai 2019 um 21:42

      Hey,

      Ich bräuchte deine Altis Life Version damit ich dir helfen kann.

      Wie schon Saturin78 gesagt hat ist es in der 5.0 in der config_master

      Mit Freundlichen Gr´üßen

      bigmonk

    • Langstrecken Funkgerät unsichtbar machen.

      • bigmonk
      • 24. Mai 2019 um 18:56
      Zitat von NiceKype

      Das ist aber nur sinnvoll wenn er für alle das Funkgerät unsichtbar machen möchte. Wenn er aber das FUnkgerät nur bei z.B. Cops unsichtbar machen möchte ist das keine gute Lösung ;)

      Das ist leider so nicht korrekt, ich kann einstellen welches Funkgerät unsichtbar sein soll.

      Zudem haben die Cops, Medics andere Funkgeräte wie die Zivilisten :)

      Liebe Grüße.

    • Langstrecken Funkgerät unsichtbar machen.

      • bigmonk
      • 24. Mai 2019 um 16:53

      Ok, also es ist für jeden Unsichtbar der ihn auf hat oder muss es jeder selbst einstellen?

      Und wo finde ich die Datei?

    • Langstrecken Funkgerät unsichtbar machen.

      • bigmonk
      • 24. Mai 2019 um 16:48
      Zitat von Titus

      Hey Bigmok,

      mach es einfach in der config von task_force_radio_items , des ist viel einfacher als in der Mission nach meiner Meinung.


      class tf_anprc155_coyote: tf_anprc155

      {

      author = "Raspu, Gandi, Nkey";

      displayName = "AN/PRC 155 Coyote";

      descriptionShort = "AN/PRC 155 Coyote long range radio 20km";

      hiddenSelections[] = {"camo"};

      hiddenSelectionsTextures[] = {""};

      };

      Da habe ich es schon rausgenommen, wenn du es selbst wissen willst wie das geht.

      zB

      class tf_mr3000: TFAR_Bag_Base

      {

      author = "Raspu, Gandi, Nkey";

      displayName = "MR3000";

      descriptionShort = "MR3000 long range radio 20km";

      picture = "\task_force_radio_items\mr3000\mr3000_icon.paa";

      scope = 2;

      scopeCurator = 2;

      maximumLoad = 160;

      mass = 160;

      model = "\task_force_radio_items\models\clf_nicecomm2_prc117g";

      hiddenSelections[] = {"camo"};

      hiddenSelectionsTextures[] = {"\task_force_radio_items\models\data\clf_nicecomm2_csat_multi_co.paa"}; Must du den Code dadrin einfach löschen.

      tf_encryptionCode = "tf_east_radio_code";

      tf_dialog = "mr3000_radio_dialog";

      tf_subtype = "digital_lr";

      };

      Alles anzeigen

      Wo finde ich dies und ist das dann auch auf dem Server für alle?

    • Langstrecken Funkgerät unsichtbar machen.

      • bigmonk
      • 24. Mai 2019 um 16:10
      Zitat von NiceKype

      Zum einen, vergiss nicht dass ich auch schon eine mögliche Lösung geschrieben habe ^^

      Zum zweiten würde ich dir dringend von Tadst abraten. Das Tool ist eher zum testen aber nicht für einen wirklichen online Server gut.

      Und in den Logs kann ich zumindest keinen Fehler entdecken

      Ich kenne jedoch keine anderen Server Tools als TADST

    • Langstrecken Funkgerät unsichtbar machen.

      • bigmonk
      • 24. Mai 2019 um 14:54
      Zitat von NiceKype

      Also zum einen kann hier keiner hellsehen. Welche Life Version nutzt du, vllt Logs anhängen?

      Was ich aber jetzt schon sagen kann:

      Das unterste sollte ja für alle Rucksäcke der Fraktion diese "unsichtbar" machen. Das funktioniert aber nur wenn die Textur Option auf 0 steht und nicht auf 1 also:

      Code
      if(playerSide == west) then {(unitBackpack player) setObjectTextureGlobal [0,""];};

      Und auch beim spezifischen Rucksack bringt es nicht wirklich was die units auszutauschen.

      Also sollte das so funktionieren:

      Code
      if(playerSide == civilian) && if ((backpack player) == "tf_anprc155_coyote") then {
                      (unitbackpack player) setObjectTextureGlobal [0,""];
      };

      Natürlich solltest du da die Fraktion beachten und die Rucksack IDs.

      Alles anzeigen

      Hier sind die Logs

      Dateien

      arma3server_x64_2019-05-24_14-48-14.rpt 127,78 kB – 111 Downloads
    • Langstrecken Funkgerät unsichtbar machen.

      • bigmonk
      • 24. Mai 2019 um 14:40

      Heyho,

      Ich habe versucht das Langstrecken Funkgerät unsichtbar zu machen.

      Ich habe mir auch schon ein Tut angesehen habe auch das gemacht was ich machen sollte jedoch geht es nicht.

      Code: fn_survival.sqf
      #include "..\script_macros.hpp"
      /*
          File: fn_survival.sqf
          Author: Bryan "Tonic" Boardwine
      
          Description:
          All survival? things merged into one thread.
      */
      private ["_fnc_food","_fnc_water","_foodTime","_waterTime","_bp","_walkDis","_lastPos","_curPos"];
      _fnc_food =  {
          if (life_hunger < 2) then {player setDamage 1; hint localize "STR_NOTF_EatMSG_Death";}
          else
          {
              life_hunger = life_hunger - 10;
              [] call life_fnc_hudUpdate;
              if (life_hunger < 2) then {player setDamage 1; hint localize "STR_NOTF_EatMSG_Death";};
              switch (life_hunger) do {
                  case 30: {hint localize "STR_NOTF_EatMSG_1";};
                  case 20: {hint localize "STR_NOTF_EatMSG_2";};
                  case 10: {
                      hint localize "STR_NOTF_EatMSG_3";
                      if (LIFE_SETTINGS(getNumber,"enable_fatigue") isEqualTo 1) then {player setFatigue 1;};
                  };
              };
          };
      };
      
      _fnc_water = {
          if (life_thirst < 2) then {player setDamage 1; hint localize "STR_NOTF_DrinkMSG_Death";}
          else
          {
              life_thirst = life_thirst - 10;
              [] call life_fnc_hudUpdate;
              if (life_thirst < 2) then {player setDamage 1; hint localize "STR_NOTF_DrinkMSG_Death";};
              switch (life_thirst) do  {
                  case 30: {hint localize "STR_NOTF_DrinkMSG_1";};
                  case 20: {
                      hint localize "STR_NOTF_DrinkMSG_2";
                      if (LIFE_SETTINGS(getNumber,"enable_fatigue") isEqualTo 1) then {player setFatigue 1;};
                  };
                  case 10: {
                      hint localize "STR_NOTF_DrinkMSG_3";
                      if (LIFE_SETTINGS(getNumber,"enable_fatigue") isEqualTo 1) then {player setFatigue 1;};
                  };
              };
          };
      };
      
      //Setup the time-based variables.
      _foodTime = time;
      _waterTime = time;
      _walkDis = 0;
      _bp = "";
      _lastPos = visiblePosition player;
      _lastPos = (_lastPos select 0) + (_lastPos select 1);
      _lastState = vehicle player;
      
      for "_i" from 0 to 1 step 0 do {
          /* Thirst / Hunger adjustment that is time based */
          if ((time - _waterTime) > 600 && {!life_god}) then {[] call _fnc_water; _waterTime = time;};
          if ((time - _foodTime) > 850 && {!life_god}) then {[] call _fnc_food; _foodTime = time;};
      
          /* Adjustment of carrying capacity based on backpack changes */
          if (backpack player isEqualTo "") then {
              life_maxWeight = LIFE_SETTINGS(getNumber,"total_maxWeight");
              _bp = backpack player;
          } else {
              if (!(backpack player isEqualTo "") && {!(backpack player isEqualTo _bp)}) then {
                  _bp = backpack player;
                  life_maxWeight = LIFE_SETTINGS(getNumber,"total_maxWeight") + round(FETCH_CONFIG2(getNumber,"CfgVehicles",_bp,"maximumload") / 4);
              };
          };
      
          /* Check if the player's state changed? */
          if (!(vehicle player isEqualTo _lastState) || {!alive player}) then {
              [] call life_fnc_updateViewDistance;
              _lastState = vehicle player;
          };
      
          /* Check if the weight has changed and the player is carrying to much */
          if (life_carryWeight > life_maxWeight && {!isForcedWalk player} && {!life_god}) then {
              player forceWalk true;
              if (LIFE_SETTINGS(getNumber,"enable_fatigue") isEqualTo 1) then {player setFatigue 1;};
              hint localize "STR_NOTF_MaxWeight";
          } else {
              if (isForcedWalk player) then {
                  player forceWalk false;
              };
          };
          
          /* Travelling distance to decrease thirst/hunger which is captured every second so the distance is actually greater then 650 */
          if (!alive player || {life_god}) then {_walkDis = 0;} else {
              _curPos = visiblePosition player;
              _curPos = (_curPos select 0) + (_curPos select 1);
              if (!(_curPos isEqualTo _lastPos) && {(isNull objectParent player)}) then {
                  _walkDis = _walkDis + 1;
                  if (_walkDis isEqualTo 650) then {
                      _walkDis = 0;
                      life_thirst = life_thirst - 5;
                      life_hunger = life_hunger - 5;
                      [] call life_fnc_hudUpdate;
                  };
              };
              _lastPos = visiblePosition player;
              _lastPos = (_lastPos select 0) + (_lastPos select 1);
          };
          if ((unitBackpack _unit) in ["tf_rt1523g","tf_rt1523g_big","tf_rt1523g_black","tf_rt1523g_fabric","tf_rt1523g_green","tf_rt1523g_rhs","tf_rt1523g_sage","tf_anprc155","tf_anprc155_coyote","tf_mr3000","tf_mr3000_multicam","tf_mr3000_rhs"]) then {
          (unitBackpack _unit) setObjectTextureGlobal [0, ""];
          };
          uiSleep 1;
      };
      
      [] spawn
      {
          private["_bp","_load","_cfg"];
          while{true} do
          {
              waitUntil {backpack player != ""};
              _bp = backpack player;
              _cfg = getNumber(configFile >> "CfgVehicles" >> (backpack player) >> "maximumload");
              _load = round(_cfg / 8);
              life_maxWeight = life_maxWeight + _load;
              if(playerSide == west) then {(unitBackpack player) setObjectTextureGlobal [1,""];}; // <---- Sac invisible chez les flics
              if(playerSide == independent) then {(unitBackpack player) setObjectTextureGlobal [1,""];}; // <----- Sac Invisible chez les Medics
              waitUntil {backpack player != _bp};
              if(backpack player == "") then 
              {
                  life_maxWeight = life_maxWeight;
              };
          };
      };
      Alles anzeigen

      EDIT: Zeile 107

    • Wie kann ich dem I Inventar items hinzufügen?

      • bigmonk
      • 23. Mai 2019 um 19:56
      Zitat von HIGHENDMODDING

      ich hab gerade die SQF nicht offen ? ich brauch immer was vor mir. Bin aber derzeit noch im Urlaub. Das ganze ist über die Action Taste 10 belegt. Schau mal nach Case 220 ob es das gibt ?

      Hat sich erledig.

      Schönen Urlaub noch.

    • ACE3 Uniform ist nicht mehr Kaufbar

      • bigmonk
      • 23. Mai 2019 um 19:38
      Zitat von Henne079

      Hast du dir denn mal die Log angeschaut?

      Viele Configfehler:

      Zeilen 838 bis 1154


      Der Fehler den du suchst:

      Code
      Error in expression <rride","_toUniform","_toVest","_preview"_acecheck"];
      _acecheck = ["ACE_adenosine>
        Error position: <_acecheck"];
      _acecheck = ["ACE_adenosine>
        Error Missing ]
      File core\functions\fn_handleItem.sqf [life_fnc_handleItem], line 64

      Sache von paar Sekunden, sollte ein Serveradmin können.

      Da ich nicht weiß was bei dir Zeile 64 ist (das nächste mal in Code-Tags), kann ich dir nicht wirklich helfen.

      Alles anzeigen
      Code
      #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_adenosine","ACE_atropine","ACE_fieldDressing","ACE_elasticBandage","ACE_bloodIV","ACE_bloodIV_250","ACE_bloodIV_500",ACE_CableTie","ACE_salineIV","ACE_salineIV_250","ACE_salineIV_500","ACE_bodyBag","ACE_morphine","ACE_packingBandage","ACE_EarPlugs","ACE_surgicalKit","ACE_personalAidKit","ACE_plasmaIV","ACE_plasmaIV_500","ACE_plasmaIV_250","ACE_quikclot"];
      
      //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;};
      
                  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 {
      Alles anzeigen

      Hier nochmal der Obere Teil

    • ACE3 Uniform ist nicht mehr Kaufbar

      • bigmonk
      • 23. Mai 2019 um 19:00

      Heyho,

      Bei mir sind die Uniformen nicht mehr kaufbar zeit dem ich die ACE Items eingefügt habe...

      Logs sind im Anhang

      fn_handleItem.sqf

      #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"];

      _acecheck = ["ACE_adenosine","ACE_atropine","ACE_fieldDressing","ACE_elasticBandage","ACE_bloodIV","ACE_bloodIV_250","ACE_bloodIV_500",ACE_CableTie","ACE_salineIV","ACE_salineIV_250","ACE_salineIV_500","ACE_bodyBag","ACE_morphine","ACE_packingBandage","ACE_EarPlugs","ACE_surgicalKit","ACE_personalAidKit","ACE_plasmaIV","ACE_plasmaIV_500","ACE_plasmaIV_250","ACE_quikclot"];

      _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;

      //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;};

      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;};

      };

      };

      };

      };

      };

      };

      };

      Dateien

      arma3server_x64_2019-05-23_18-50-57.rpt 122,93 kB – 102 Downloads
    • ACE windows menu deaktivieren

      • bigmonk
      • 23. Mai 2019 um 17:33
      Zitat von PeterMayer

      In der fn_Keyhandler.sqf findest du relativ weit oben (circa Zeile 32) folgendes:

      Code
      //Hotfix for Interaction key not being able to be bound on some operation systems.
      if (!(count (actionKeys "User10") isEqualTo 0) && {(inputAction "User10" > 0)}) exitWith {
          //Interaction key (default is Left Windows, can be mapped via Controls -> Custom -> User Action 10)
          if (!life_action_inUse) then {
              [] spawn {
                  private "_handle";
                  _handle = [] spawn life_fnc_actionKeyHandler;
                  waitUntil {scriptDone _handle};
                  life_action_inUse = false;
              };
          };
          true;
      };
      Alles anzeigen

      Wenn du das entfernst, wird dein Standard Life Windows Menü nicht mehr geöffnet

      Vielen lieben Dank.

    • Wie kann ich dem I Inventar items hinzufügen?

      • bigmonk
      • 23. Mai 2019 um 16:12
      Zitat von HIGHENDMODDING

      in Config_vItems trägst du alle Z Inventar Items ein. Da wo du Waffen und Uniformen einträgst muss das rein ^^ im General Store

      Weißt du vllt auch zufälliger weiße wie ich das Windows menu in der fn_KeyHandler.sqf entferne...:S

    • Wie kann ich dem I Inventar items hinzufügen?

      • bigmonk
      • 23. Mai 2019 um 16:10
      Zitat von HIGHENDMODDING

      in Config_vItems trägst du alle Z Inventar Items ein. Da wo du Waffen und Uniformen einträgst muss das rein ^^ im General Store

      Fail... Ich Idiot :D

    • Wie kann ich dem I Inventar items hinzufügen?

      • bigmonk
      • 23. Mai 2019 um 15:51
      Zitat von zombold

      dann schau mal hier:

      [UPDATE] ACE 3 ITEMS KAUFBAR MACHEN | BY JAY

      Ich habe das bei meinem Server genutzt und es funktioniert einwandfrei.

      Ich bin es nochmal, ich habe es jetzt versucht und habe auch die Item in die Config_vItems eingefügt jedoch bekomme ich im Shop (Altis Markt) jedoch nur die Preise angezeigt.

      Markt Beispiel

      class med_market {

      name = "STR_Shops_Market";

      side = "med";

      conditions = "";

      items[] = { "waterBottle", "rabbit", "apple", "redgull", "tbacon", "toolkit", "fuelFull", "peach", "defibrillator", "lockpick", "ACE_adenosine", "ACE_atropine", "ACE_fieldDresing", "ACE_elasticBandage", "ACE_bloodIV", "ACE_bloodIV_500", "ACE_bloodIV_250", "ACE_salineIV", "ACE_salineIV_500", "ACE_salineIV_250", "ACE_bodyBag", "ACE_morphine", "ACE_packingBandage", "ACE_EarPlugs", "ACE_surgicalKit", "ACE_personalAidKit", "ACE_plasmaIV", "ACE_plasmaIV_500", "ACE_plasmaIV_250", "ACE_quikclot" };


      Spoiler anzeigen

      class ACE_elasticBandage {

      variable = "ACE_elasticBandage";

      displayName = "Bandage (elastic)";

      weight = 2;

      buyPrice = 100;

      sellPrice = 0;

      illegal = false;

      edible = -1;

      icon = "";

      };

    • ACE windows menu deaktivieren

      • bigmonk
      • 23. Mai 2019 um 15:49
      Zitat von PeterMayer

      Du kannst einfach in deiner individuellen Steuerung die Aktion 10 auf eine andere Taste legen. Oder du bearbeitest deinen Keyhandler

      Wo genau muss ich den etwas in der Keyhandler entfernen?

    Registrieren oder Einloggen

    Du bist noch kein Mitglied von NodeZone.net? Registriere dich kostenlos und werde Teil einer großartigen Community!

    Registrieren

    Wichtige Links & Informationen

    Server & Hosting-Ressourcen

      Server Administration & Hosting Basics

      Windows Server Support & Guides

      Linux Server Configuration & Help

      Setting up TeamSpeak 3 & VoIP Servers

      Domains & Web Hosting for Beginners & Professionals

      Cloud Hosting, Docker & Kubernetes Tutorials

    Gameserver & Modding-Ressourcen

      ArmA 3 Tutorials & Script Collection

      Renting & Operating Gameservers

      DayZ Server Management & Help

      FiveM (GTA V) Server & Script Development

      Rust Server Modding & Administration

      Setting up & Optimizing ARK Survival Servers

    NodeZone.net – Deine Community für Gameserver, Server-Hosting & Modding

      NodeZone.net ist dein Forum für Gameserver-Hosting, Rootserver, vServer, Webhosting und Modding. Seit 2015 bietet unsere Community eine zentrale Anlaufstelle für Server-Admins, Gamer und Technikbegeisterte, die sich über Server-Management, Hosting-Lösungen und Spielemodding austauschen möchten.


      Ob Anleitungen für eigene Gameserver, Hilfe bei Root- und vServer-Konfigurationen oder Tipps zu Modding & Scripting – bei uns findest du fundiertes Wissen und praxisnahe Tutorials. Mit einer stetig wachsenden Community findest du hier Antworten auf deine Fragen, Projektpartner und Gleichgesinnte für deine Gaming- und Serverprojekte. Schließe dich NodeZone.net an und werde Teil einer aktiven Community rund um Server-Hosting, Gameserver-Management und Modding-Ressourcen.

    Wer jetzt nicht teilt ist selber Schuld:
    1. Nutzungsbestimmungen
    2. Datenschutzerklärung
    3. Impressum
    4. Urheberrechts- oder Lizenzverstoß melden
  • Trimax Design coded & layout by Gino Zantarelli 2023-2025©
    Community-Software: WoltLab Suite™