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    1. Nodezone.net Community
    2. Mitglieder
    3. Lucifer Lucius

    Beiträge von Lucifer Lucius

    • türen nicht verschlossen

      • Lucifer Lucius
      • 12. Mai 2018 um 19:42

      #Close

    • türen nicht verschlossen

      • Lucifer Lucius
      • 12. Mai 2018 um 19:42

      Danke jetzt klappt alles vielen vielen dank euch beiden Marius1773 und B4v4r!4n_Str!k3r

    • türen nicht verschlossen

      • Lucifer Lucius
      • 12. Mai 2018 um 19:17

      ok danke

    • türen nicht verschlossen

      • Lucifer Lucius
      • 12. Mai 2018 um 19:14

      woher weißst du das ? ich fühle mich dumm

    • türen nicht verschlossen

      • Lucifer Lucius
      • 12. Mai 2018 um 19:10

      ich habe sie mit hint format["%1",getpos player]gefunden also müsste passen

      überprüfe es aber gleich nochmal

    • türen nicht verschlossen

      • Lucifer Lucius
      • 12. Mai 2018 um 18:58

      aber warum funktioniert es den nicht ?

    • türen nicht verschlossen

      • Lucifer Lucius
      • 12. Mai 2018 um 18:55

      aber bei satz eins ändert sich doch nichts oder ?

    • türen nicht verschlossen

      • Lucifer Lucius
      • 12. Mai 2018 um 18:39

      Hi nn ich weiß ich nerver en letzter zeit ein bisschen, und ich hoffe das es erstmal der letzte post ist von fragen. Aber ich habe das problem das ich meine bank verschoben habe hab auch alles eingetragen aber meine türen (bis auf eine im büro gebäude die erste glass tür rechte seite) sind nicht verschlossen ich habe schon öfters den fehler in post gesehen aber nie eine richtige antwort und zwar ich benutze die gebäude (Land_Offices_01_V1_F und Land_FuelStation_01_shop_F) und habe version 4.4.4

      meine datei

      life_server/init

      Code
      /* Setup the federal reserve building(s) */
      _dome = nearestObject [[5887.8,8676.25,0.00143433],"Land_FuelSatation_01_shop_F"];
      _rsb = nearestObject [[5887.8,8676.25,0.00143433],"Land_Offices_01_V1_F"];
      
      for "_i" from 1 to 3 do {_dome setVariable[format["bis_disabled_Door_%1",_i],1,true]; _dome animate [format["Door_%1_rot",_i],0];};
      _dome setVariable["locked",true,true];
      _rsb setVariable["locked",true,true];
      _rsb setVariable["bis_disabled_Door_1",1,true];
      _dome allowDamage false;
      _rsb allowDamage false;

      ich bin mir nicht zu 100% sicher aber ich glaube es liegt an der animation wäre nett wen mir jemand helfen könnte

      Bin dankbar für jede antwort

      Ps ich weiß ich hatte ein anderes thema aber da habe ich mich komplet falsch ausgedrückt

    • bank türen sind nicht verschlossen

      • Lucifer Lucius
      • 12. Mai 2018 um 17:07

      #close

    • bank türen sind nicht verschlossen

      • Lucifer Lucius
      • 11. Mai 2018 um 21:20

      ok ich glaube ich habe den fehler gefunden

      Code
      /* Setup the federal reserve building(s) */
      _dome = nearestObject [[5887.8,8676.25,0.00143433],"Land_FuelSatation_01_shop_F"];
      _rsb = nearestObject [[5887.8,8676.25,0.00143433],"Land_Offices_01_V1_F"];
      for "_i" from 1 to 3 do {_dome setVariable[format["bis_disabled_Door_%1",_i],1,true]; _dome animate [format["Door_%1_rot",_i],0];};
      _dome setVariable["locked",true,true];
      _rsb setVariable["locked",true,true];
      _rsb setVariable["bis_disabled_Door_1",1,true];
      _dome allowDamage false;
      _rsb allowDamage false;

      ich glaube das es an der animation liegt also

      Code
      _dome animate [format["Door_%1_rot",_i],0];};

      und

      Code
      _rsb setVariable["bis_disabled_Door_1",1,true];

      weiß jemad wie ich heraus finde welche animation mein haus hat ?

    • Tankstellen haben keine interaction mehr

      • Lucifer Lucius
      • 11. Mai 2018 um 19:40

      ok danke jetzt klappt alles und noch mal sry wahr ein bisschen dum grade eben

    • Tankstellen haben keine interaction mehr

      • Lucifer Lucius
      • 11. Mai 2018 um 19:30

      oh habe mein fehler schon selber bemerkt haha sry

    • Tankstellen haben keine interaction mehr

      • Lucifer Lucius
      • 11. Mai 2018 um 19:22

      in mein logs steht jetzt nur eine uhr zeit

    • Tankstellen haben keine interaction mehr

      • Lucifer Lucius
      • 11. Mai 2018 um 18:56

      wo kucke ich die logs vom editor ?

    • Tankstellen haben keine interaction mehr

      • Lucifer Lucius
      • 11. Mai 2018 um 18:50

      Marius1773 habe ich jetzt gemacht aber mir werden die positionene nicht angezeigt

    • bank türen sind nicht verschlossen

      • Lucifer Lucius
      • 11. Mai 2018 um 11:31

      Bearbeitet

    • Tankstellen haben keine interaction mehr

      • Lucifer Lucius
      • 11. Mai 2018 um 10:59

      Ok danke

    • Tankstellen haben keine interaction mehr

      • Lucifer Lucius
      • 11. Mai 2018 um 08:54

      Ja aber Malden hat leider ganz viele Tankstellen die ander class Name haben muss ich die den einfach mit nem kommer trennen also [Land_A_FuelStation_Feed,Malden tanke] so ?

      Und Deuch den command kriege ich die Position?

    • Tankstellen haben keine interaction mehr

      • Lucifer Lucius
      • 10. Mai 2018 um 22:42

      Hi nn ich habe das problem seid ich von altis auf malden gewechselt bin das ich nicht merh mit der tankstelle inter argieren kann benutze 4.4.4 und in den logs steht nichts hat jemand ne lösung ?

    • bank türen sind nicht verschlossen

      • Lucifer Lucius
      • 10. Mai 2018 um 20:07

      Edit:

      Hi nn ich habe im moment auf dem server das problem das sich meine bank türen nicht verschlissen

      meine dateien

      fn_blastingcharge.sqf

      Code
      #include "..\..\script_macros.hpp"
      /*
          File: fn_blastingCharge.sqf
          Author: Bryan "Tonic" Boardwine
      
          Description:
          Blasting charge is used for the federal reserve vault and nothing  more.. Yet.
      */
      private["_vault","_handle"];
      _vault = param [0,ObjNull,[ObjNull]];
      
      if (isNull _vault) exitWith {}; //Bad object
      if (typeOf _vault != "Land_CargoBox_V1_F") exitWith {hint localize "STR_ISTR_Blast_VaultOnly"};
      if (_vault getVariable ["chargeplaced",false]) exitWith {hint localize "STR_ISTR_Blast_AlreadyPlaced"};
      if (_vault getVariable ["safe_open",false]) exitWith {hint localize "STR_ISTR_Blast_AlreadyOpen"};
      if (west countSide playableUnits < (LIFE_SETTINGS(getNumber,"minimum_cops"))) exitWith {
           hint format [localize "STR_Civ_NotEnoughCops",(LIFE_SETTINGS(getNumber,"minimum_cops"))]
      };
      if ((nearestObject [[5887.8,8676.25,0.00143433],"Land_Offices_01_V1_F"]) getVariable ["locked",true]) exitWith {hint localize "STR_ISTR_Blast_Exploit"};
      if (!([false,"blastingcharge",1] call life_fnc_handleInv)) exitWith {}; //Error?
      
      _vault setVariable ["chargeplaced",true,true];
      [0,"STR_ISTR_Blast_Placed"] remoteExecCall ["life_fnc_broadcast",west];
      hint localize "STR_ISTR_Blast_KeepOff";
      _handle = [] spawn life_fnc_demoChargeTimer;
      [] remoteExec ["life_fnc_demoChargeTimer",west];
      
      waitUntil {scriptDone _handle};
      sleep 0.9;
      if (!(fed_bank getVariable["chargeplaced",false])) exitWith {hint localize "STR_ISTR_Blast_Disarmed"};
      
      _bomb = "Bo_GBU12_LGB_MI10" createVehicle [getPosATL fed_bank select 0, getPosATL fed_bank select 1, (getPosATL fed_bank select 2)+0.5];
      fed_bank setVariable ["chargeplaced",false,true];
      fed_bank setVariable ["safe_open",true,true];
      
      hint localize "STR_ISTR_Blast_Opened";
      Alles anzeigen

      fn_boltcutter.sqf

      Code
      #include "..\..\script_macros.hpp"
      /*
          File: fn_boltcutter.sqf
          Author: Bryan "Tonic" Boardwine
      
          Description:
          Breaks the lock on a single door (Closet door to the player).
      */
      private["_building","_door","_doors","_cpRate","_title","_progressBar","_titleText","_cp","_ui"];
      _building = param [0,ObjNull,[ObjNull]];
      
      if (isNull _building) exitWith {};
      if (!(_building isKindOf "House_F")) exitWith {hint localize "STR_ISTR_Bolt_NotNear";};
      if (((nearestObject [[5887.8,8676.25,0.00143433],"Land_FuelSatation_01_shop_F"]) == _building || (nearestObject [[5887.8,8676.25,0.00143433],"Land_Offices_01_V1_F"]) == _building) && (west countSide playableUnits < (LIFE_SETTINGS(getNumber,"minimum_cops")))) exitWith {
          hint format [localize "STR_Civ_NotEnoughCops",(LIFE_SETTINGS(getNumber,"minimum_cops"))]
      };
      if ((typeOf _building) == "Land_Offices_01_V1_F" && (nearestObject [[5887.8,8676.25,0.00143433],"Land_FuelSatation_01_shop_F"]) getVariable ["locked",true]) exitWith {hint localize "STR_ISTR_Bolt_Exploit"};
      if (isNil "life_boltcutter_uses") then {life_boltcutter_uses = 0;};
      
      _doors = FETCH_CONFIG2(getNumber,"CfgVehicles",(typeOf _building),"numberOfDoors");
      _door = 0;
      //Find the nearest door
      for "_i" from 1 to _doors do {
          _selPos = _building selectionPosition format["Door_%1_trigger",_i];
          _worldSpace = _building modelToWorld _selPos;
              if (player distance _worldSpace < 5) exitWith {_door = _i;};
      };
      if (_door isEqualTo 0) exitWith {hint localize "STR_Cop_NotaDoor"}; //Not near a door to be broken into.
      if ((_building getVariable [format["bis_disabled_Door_%1",_door],0]) isEqualTo 0) exitWith {hint localize "STR_House_Raid_DoorUnlocked"};
      
      if ((nearestObject [[5887.8,8676.25,0.00143433],"Land_FuelSatation_01_shop_F"]) == _building || (nearestObject [[5887.8,8676.25,0.00143433],"Land_Offices_01_V1_F"]) == _building) then {
          [[1,2],"STR_ISTR_Bolt_AlertFed",true,[]] remoteExecCall ["life_fnc_broadcast",RCLIENT];
      } else {
          [0,"STR_ISTR_Bolt_AlertHouse",true,[profileName]] remoteExecCall ["life_fnc_broadcast",RCLIENT];
      };
      
      life_action_inUse = true;
      //Setup the progress bar
      disableSerialization;
      _title = localize "STR_ISTR_Bolt_Process";
      5 cutRsc ["life_progress","PLAIN"];
      _ui = uiNamespace getVariable "life_progress";
      _progressBar = _ui displayCtrl 38201;
      _titleText = _ui displayCtrl 38202;
      _titleText ctrlSetText format["%2 (1%1)...","%",_title];
      _progressBar progressSetPosition 0.01;
      _cP = 0.01;
      
      switch (typeOf _building) do {
          case "Land_FuelSatation_01_shop_F": {_cpRate = 0.003;};
          case "Land_Offices_01_V1_F": {_cpRate = 0.0015;};
          default {_cpRate = 0.08;}
      };
      
      for "_i" from 0 to 1 step 0 do {
          if (animationState player != "AinvPknlMstpSnonWnonDnon_medic_1") then {
              [player,"AinvPknlMstpSnonWnonDnon_medic_1",true] remoteExecCall ["life_fnc_animSync",RCLIENT];
              player switchMove "AinvPknlMstpSnonWnonDnon_medic_1";
              player playMoveNow "AinvPknlMstpSnonWnonDnon_medic_1";
          };
          sleep 0.26;
          if (isNull _ui) then {
              5 cutRsc ["life_progress","PLAIN"];
              _ui = uiNamespace getVariable "life_progress";
              _progressBar = _ui displayCtrl 38201;
              _titleText = _ui displayCtrl 38202;
          };
          _cP = _cP + _cpRate;
          _progressBar progressSetPosition _cP;
          _titleText ctrlSetText format["%3 (%1%2)...",round(_cP * 100),"%",_title];
          if (_cP >= 1 || !alive player) exitWith {};
          if (life_istazed) exitWith {}; //Tazed
          if (life_isknocked) exitWith {}; //Knocked
          if (life_interrupted) exitWith {};
      };
      
      //Kill the UI display and check for various states
      5 cutText ["","PLAIN"];
      player playActionNow "stop";
      if (!alive player || life_istazed || life_isknocked) exitWith {life_action_inUse = false;};
      if (player getVariable["restrained",false]) exitWith {life_action_inUse = false;};
      if (life_interrupted) exitWith {life_interrupted = false; titleText[localize "STR_NOTF_ActionCancel","PLAIN"]; life_action_inUse = false;};
      life_boltcutter_uses = life_boltcutter_uses + 1;
      life_action_inUse = false;
      
      if (life_boltcutter_uses >= 5) then {
          [false,"boltcutter",1] call life_fnc_handleInv;
          life_boltcutter_uses = 0;
      };
      
      _building setVariable [format["bis_disabled_Door_%1",_door],0,true]; //Unlock the door.
      _building setVariable["locked",false,true];
      
      if (life_HC_isActive) then {
          [getPlayerUID player,profileName,"459"] remoteExecCall ["HC_fnc_wantedAdd",HC_Life];
      } else {
          [getPlayerUID player,profileName,"459"] remoteExecCall ["life_fnc_wantedAdd",RSERV];
      };
      Alles anzeigen

      Fn_actionKeyHandler.sqf

      Code
      Fn_actionKeyHandler.sqf
      
      if (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;
                  };
              };
          } 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;
                  };
              };
          };
      };
      
      if ((_curObject isKindOf "B_supplyCrate_F" || _curObject isKindOf "Box_IND_Grenades_F") && {player distance _curObject < 3} ) exitWith {
          if (alive _curObject) then {
              [_curObject] call life_fnc_containerMenu;
          };
      };
      
      if (_curObject isKindOf "House_F" && {player distance _curObject < 12} || ((nearestObject [[5887.8,8676.25,0.00143433],"Land_FuelSatation_01_shop_F"]) == _curObject || (nearestObject [[5887.8,8676.25,0.00143433],"Land_Offices_01_V1_F"]) == _curObject)) exitWith {
          [_curObject] call life_fnc_houseMenu;
      };
      
      if (dialog) exitWith {}; //Don't bother when a dialog is open.
      if (vehicle player != player) exitWith {}; //He's in a vehicle, cancel!
      life_action_inUse = true;
      
      //Temp fail safe.
      [] spawn {
          sleep 60;
          life_action_inUse = false;
      };
      Alles anzeigen

      fn_houseMenu.sqf

      Code
      #include "..\..\script_macros.hpp"
      /*
          File: fn_houseMenu.sqf
          Author: Bryan "Tonic" Boardwine
      
          Description:
          Building interaction menu
      */
      #define Btn1 37450
      #define Btn2 37451
      #define Btn3 37452
      #define Btn4 37453
      #define Btn5 37454
      #define Btn6 37455
      #define Btn7 37456
      #define Btn8 37457
      #define Title 37401
      
      private["_display","_curTarget","_Btn1","_Btn2","_Btn3","_Btn4","_Btn5","_Btn6","_Btn7","_Btn8"];
      disableSerialization;
      _curTarget = param [0,ObjNull,[ObjNull]];
      if (isNull _curTarget) exitWith {}; //Bad target
      _houseCfg = [(typeOf _curTarget)] call life_fnc_houseConfig;
      if (count _houseCfg isEqualTo 0 && playerSide isEqualTo civilian) exitWith {};
      
      if (!dialog) then {
          createDialog "pInteraction_Menu";
      };
      
      _Btn1 = CONTROL(37400,Btn1);
      _Btn2 = CONTROL(37400,Btn2);
      _Btn3 = CONTROL(37400,Btn3);
      _Btn4 = CONTROL(37400,Btn4);
      _Btn5 = CONTROL(37400,Btn5);
      _Btn6 = CONTROL(37400,Btn6);
      _Btn7 = CONTROL(37400,Btn7);
      _Btn8 = CONTROL(37400,Btn8);
      {_x ctrlShow false;} forEach [_Btn1,_Btn2,_Btn3,_Btn4,_Btn5,_Btn6,_Btn7,_Btn8];
      
      life_pInact_curTarget = _curTarget;
      if (_curTarget isKindOf "House_F" && playerSide isEqualTo west) exitWith {
          if ((nearestObject [[5887.8,8676.25,0.00143433],"Land_FuelSatation_01_shop_F"]) == _curTarget || (nearestObject [[5887.8,8676.25,0.00143433],"Land_Offices_01_V1_F"]) == _curTarget) then {
      Alles anzeigen

      life_server/init

      Code
      #include "script_macros.hpp"
      /*
          File: init.sqf
          Author: Bryan "Tonic" Boardwine
      
          Edit: Nanou for HeadlessClient optimization.
          Please read support for more informations.
      
          Description:
          Initialize the server and required systems.
      */
      private["_dome","_rsb","_timeStamp"];
      DB_Async_Active = false;
      DB_Async_ExtraLock = false;
      life_server_isReady = false;
      life_server_extDB_notLoaded = "";
      serv_sv_use = [];
      publicVariable "life_server_isReady";
      life_save_civilian_position = if (LIFE_SETTINGS(getNumber,"save_civilian_position") isEqualTo 0) then {false} else {true};
      fn_whoDoneit = compile preprocessFileLineNumbers "\life_server\Functions\Systems\fn_whoDoneit.sqf";
      
      /*
          Prepare the headless client.
      */
      life_HC_isActive = false;
      publicVariable "life_HC_isActive";
      HC_Life = false;
      publicVariable "HC_Life";
      
      if (EXTDB_SETTING(getNumber,"HeadlessSupport") isEqualTo 1) then {
          [] execVM "\life_server\initHC.sqf";
      };
      
      /*
          Prepare extDB before starting the initialization process
          for the server.
      */
      
      if (isNil {uiNamespace getVariable "life_sql_id"}) then {
          life_sql_id = round(random(9999));
          CONSTVAR(life_sql_id);
          uiNamespace setVariable ["life_sql_id",life_sql_id];
              try {
              _result = EXTDB format["9:ADD_DATABASE:%1",EXTDB_SETTING(getText,"DatabaseName")];
              if (!(_result isEqualTo "[1]")) then {throw "extDB2: Error with Database Connection"};
              _result = EXTDB format["9:ADD_DATABASE_PROTOCOL:%2:SQL_RAW_V2:%1:ADD_QUOTES",FETCH_CONST(life_sql_id),EXTDB_SETTING(getText,"DatabaseName")];
              if (!(_result isEqualTo "[1]")) then {throw "extDB2: Error with Database Connection"};
          } catch {
              diag_log _exception;
              life_server_extDB_notLoaded = [true, _exception];
          };
          publicVariable "life_server_extDB_notLoaded";
          if (life_server_extDB_notLoaded isEqualType []) exitWith {};
          EXTDB "9:LOCK";
          diag_log "extDB2: Connected to Database";
      } else {
          life_sql_id = uiNamespace getVariable "life_sql_id";
          CONSTVAR(life_sql_id);
          diag_log "extDB2: Still Connected to Database";
      };
      
      if (life_server_extDB_notLoaded isEqualType []) exitWith {};
      
      /* Run stored procedures for SQL side cleanup */
      ["CALL resetLifeVehicles",1] call DB_fnc_asyncCall;
      ["CALL deleteDeadVehicles",1] call DB_fnc_asyncCall;
      ["CALL deleteOldHouses",1] call DB_fnc_asyncCall;
      ["CALL deleteOldGangs",1] call DB_fnc_asyncCall;
      
      _timeStamp = diag_tickTime;
      diag_log "----------------------------------------------------------------------------------------------------";
      diag_log "---------------------------------- Starting Altis Life Server Init ---------------------------------";
      diag_log "------------------------------------------ Version 4.4r4 -------------------------------------------";
      diag_log "----------------------------------------------------------------------------------------------------";
      
      if (LIFE_SETTINGS(getNumber,"save_civilian_position_restart") isEqualTo 1) then {
          [] spawn {
              _query = "UPDATE players SET civ_alive = '0' WHERE civ_alive = '1'";
              [_query,1] call DB_fnc_asyncCall;
          };
      };
      
      /* Map-based server side initialization. */
      master_group attachTo[bank_obj,[0,0,0]];
      
      {
          _hs = createVehicle ["Land_Hospital_main_F", [0,0,0], [], 0, "NONE"];
          _hs setDir (markerDir _x);
          _hs setPosATL (getMarkerPos _x);
          _var = createVehicle ["Land_Hospital_side1_F", [0,0,0], [], 0, "NONE"];
          _var attachTo [_hs, [4.69775,32.6045,-0.1125]];
          detach _var;
          _var = createVehicle ["Land_Hospital_side2_F", [0,0,0], [], 0, "NONE"];
          _var attachTo [_hs, [-28.0336,-10.0317,0.0889387]];
          detach _var;
      } forEach ["hospital_2","hospital_3"];
      
      {
          if (!isPlayer _x) then {
              _npc = _x;
              {
                  if (_x != "") then {
                      _npc removeWeapon _x;
                  };
              } forEach [primaryWeapon _npc,secondaryWeapon _npc,handgunWeapon _npc];
          };
      } forEach allUnits;
      
      [8,true,12] execFSM "\life_server\FSM\timeModule.fsm";
      
      life_adminLevel = 0;
      life_medicLevel = 0;
      life_copLevel = 0;
      CONST(JxMxE_PublishVehicle,"false");
      
      /* Setup radio channels for west/independent/civilian */
      life_radio_west = radioChannelCreate [[0, 0.95, 1, 0.8], "Side Channel", "%UNIT_NAME", []];
      life_radio_civ = radioChannelCreate [[0, 0.95, 1, 0.8], "Side Channel", "%UNIT_NAME", []];
      life_radio_indep = radioChannelCreate [[0, 0.95, 1, 0.8], "Side Channel", "%UNIT_NAME", []];
      
      /* Set the amount of gold in the federal reserve at mission start */
      fed_bank setVariable ["safe",count playableUnits,true];
      [] spawn TON_fnc_federalUpdate;
      
      /* Event handler for disconnecting players */
      addMissionEventHandler ["HandleDisconnect",{_this call TON_fnc_clientDisconnect; false;}];
      [] call compile PreProcessFileLineNumbers "\life_server\functions.sqf";
      
      /* Set OwnerID players for Headless Client */
      TON_fnc_requestClientID =
      {
          (_this select 1) setVariable ["life_clientID", owner (_this select 1), true];
      };
      "life_fnc_RequestClientId" addPublicVariableEventHandler TON_fnc_requestClientID;
      
      /* Event handler for logs */
      "money_log" addPublicVariableEventHandler {diag_log (_this select 1)};
      "advanced_log" addPublicVariableEventHandler {diag_log (_this select 1)};
      
      /* Miscellaneous mission-required stuff */
      life_wanted_list = [];
      
      cleanupFSM = [] execFSM "\life_server\FSM\cleanup.fsm";
      
      [] spawn TON_fnc_initHouses;
      cleanup = [] spawn TON_fnc_cleanup;
      
      TON_fnc_playtime_values = [];
      TON_fnc_playtime_values_request = [];
      
      //Just incase the Headless Client connects before anyone else
      publicVariable "TON_fnc_playtime_values";
      publicVariable "TON_fnc_playtime_values_request";
      
      
      /* Setup the federal reserve building(s) */
      _dome = nearestObject [[5887.8,8676.25,0.00143433],"Land_FuelSatation_01_shop_F"];
      _rsb = nearestObject [[5887.8,8676.25,0.00143433],"Land_Offices_01_V1_F"];
      
      for "_i" from 1 to 3 do {_dome setVariable[format["bis_disabled_Door_%1",_i],1,true]; _dome animate [format["Door_%1_rot",_i],0];};
      _dome setVariable["locked",true,true];
      _rsb setVariable["locked",true,true];
      _rsb setVariable["bis_disabled_Door_1",1,true];
      _dome allowDamage false;
      _rsb allowDamage false;
      
      /* Tell clients that the server is ready and is accepting queries */
      life_server_isReady = true;
      publicVariable "life_server_isReady";
      
      /* Initialize hunting zone(s) */
      aiSpawn = ["hunting_zone",30] spawn TON_fnc_huntingZone;
      
      // We create the attachment point to be used for objects to attachTo load virtually in vehicles.
      life_attachment_point = "Land_HelipadEmpty_F" createVehicle [0,0,0];
      life_attachment_point setPosASL [0,0,0];
      life_attachment_point setVectorDirAndUp [[0,1,0], [0,0,1]];
      
      // Sharing the point of attachment with all players.
      publicVariable "life_attachment_point";
      
      life_cop_calls = [];
      publicVariable "life_cop_calls";
      
      life_med_calls = [];
      publicVariable "life_med_calls";
      
      diag_log "----------------------------------------------------------------------------------------------------";
      diag_log format["               End of Altis Life Server Init :: Total Execution Time %1 seconds ",(diag_tickTime) - _timeStamp];
      diag_log "----------------------------------------------------------------------------------------------------";
      Alles anzeigen

      Ich wollte es so machen das man erst durch haus x muss um zu haus y zu kommen wo den der tresor steht aber jetzt sind einfach keine türen abgeschlossen

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