Beiträge von GenApophis
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Hallo @Avirex,
also ich habe lange Zeit phpBB verwendet, und bin dann auf Burning Board umgestiegen.
Ich kann beides empfehlen, wobei Burning Board wesentlich komfotrtabler ist^^ -
Hi Miteinander,
ich möchte bei mir auf dem Server für den Toten einen Musik Titel abspielen der wieder verschwindet wenn er wiederbelebt wird, komme aber gerade nicht auf die richtige lösung...
Ich hätte es an die Variable Revive gehängt, da die ja Teoretisch nur da ist wenn der Spieler tot ist...
Ist das so möglich oder gibt es da ne bessere lösung??? -
Hi @blackfisch,
hier noch ein kleiner Zusatz den es nur für die 3.1.4.8 gab, den ich für meinen Server auf die 4.4r3 umgeschrieben habe:
Bitte darauf achten das ich ein Custom Nachrichten System verwende, das müsst ihr in der fn_randomEvent.sqf auf eure vorlieben anpassen!!!in der fn_config.sqf kam die Zeile 21 dazu:
Code: fn_config.sqf
Alles anzeigen/* ##################### DYNAMIC MARKET SCRIPT ##################### ### AUTHOR: RYAN TT. ### ### STEAM: www.steamcommunity.com/id/ryanthett ### ### ### ### DISCLAIMER: THIS SCRIPT CAN BE USED ON EVERY SERVER ONLY ### ### WITH THIS HEADER / NOTIFICATION ### ################################################################# */ // ███████████████████████████████████████████████████████████████████████ // █████████████████ DYNAMIC MARKET BASIC CONFIGURATION ██████████████████ // ███████████████████████████████████████████████████████████████████████ DYNMARKET_Serveruptime = 05; // Serveruptime after restart in hours DYNMARKET_UseExternalDatabase = true; // Should the script use the External Database? DYNMARKET_PriceUpdateInterval = 01; // After how many minutes should the price be updated? DYNMARKET_CreateBackups = true; // Should the server save write the prices regulary into the Database? If false, it will save the prices before Server-restart? DYNMARKET_CreateBackupInterval = 03; // After how many updates (PriceUpdateIntervals) should the prices be saved into the Database? DYNMARKET_UserNotification = true; // Should the user be informed with a hint whenever the prices got updated? DYNMARKET_createRandomEvents = true; // Should random events appear that influence the market? // █████████████████ USER NOTIFICATION TEXTS █████████████████ DYNMARKET_UserNotification_Text = [ "Your prices have been updated!", "The new prices are being calculated by the server..." ]; // █████████████████ ITEM GROUP CONFIGURATION █████████████████ DYNMARKET_Items_Groups = [ ["Legal", [ ["apple",-1,10,50], ["peach",-1,30,100] ], 0.5 ], ["Illegal", [ /*["peach",-1,30,100]*/ ], 0.5 ] ]; // █████████████████ ALL SELLABLE ITEMS █████████████████ DYNMARKET_Items_ToTrack = [ ["apple",25], ["peach",50], ["tbacon",125], ["donuts",130], ["rabbit_raw",150], ["rabbit",170], ["ornate_raw",190], ["ornate",190], ["mackerel_raw",190], ["mackerel",190], ["tuna_raw",190], ["tuna",190], ["mullet_raw",190], ["mullet",200], ["catshark_raw",200], ["catshark",200], ["turtle_soup",200], ["hen_raw",200], ["hen",200], ["rooster_raw",210], ["sheep_raw",210], ["sheep",155], ["goat_raw",155], ["goat",300], ["redgull",1500], ["coffee",10], ["waterBottle",10], ["pickaxe",350], ["fuelFull",500], ["spikeStrip",1200], ["lockpick",75], ["goldbar",95000], ["blastingcharge",35000], ["boltcutter",7500], ["defusekit",2500], ["storagesmall",75000], ["storagebig",15000], ["oil_processed",1200], ["copper_refined",1700], ["iron_refined",1650], ["salt_refined",1850], ["glass",1450], ["diamond_cut",2530], ["cement",2350], ["heroin_processed",5000], ["marijuana",5250], ["cocaine_processed",5300] ]; //███████████████████████████████████████████████████████████████████████ //██████████████████ DO NOT MODIFY THE FOLLOWING CODE! ██████████████████ //███████████████████████████████████████████████████████████████████████ DYNMARKET_Items_CurrentPriceArr = []; DYNMARKET_sellarraycopy = DYNMARKET_Items_ToTrack; DYNMARKET_Serveruptime = (DYNMARKET_Serveruptime * 3600) - 300; { _currentArray = _x; DYNMARKET_Items_CurrentPriceArr pushBack [_currentArray select 0,_currentArray select 1,0]; } forEach DYNMARKET_Items_ToTrack; publicVariable "DYNMARKET_UserNotification"; publicVariable "DYNMARKET_UserNotification_Text"; if (DYNMARKET_UseExternalDatabase) then {[1] call TON_fnc_HandleDB;}; DYNMARKET_UpdateCount = 0; if (DYNMARKET_UseExternalDatabase) then { [] spawn { sleep DYNMARKET_Serveruptime; diag_log "### DYNMARKET >> CURRENT PRICES ARE BEING WRITTEN TO THE DATABASE ###"; diag_log "### DYNMARKET >> AS PLANNED, AWAITING RESULT... ###"; [0] call TON_fnc_HandleDB; }; }; sleep 5; [] call TON_fnc_sleeper;
dann bei der fn_calculatePrices.sqf die Zeile 127 hinzu:
Code: fn_calculateprices.sqf
Alles anzeigen/* ##################### DYNAMIC MARKET SCRIPT ##################### ### AUTHOR: RYAN TT. ### ### STEAM: www.steamcommunity.com/id/ryanthett ### ### ### ### DISCLAIMER: THIS SCRIPT CAN BE USED ON EVERY SERVER ONLY ### ### WITH THIS HEADER / NOTIFICATION ### ################################################################# */ _tempArrayHolder = DYNMARKET_Items_CurrentPriceArr; { _itemName = _x select 0; _itemLastPrice = _x select 1; _itemAmountSold = _x select 2; _itemPricePerUnit = 0; _itemPriceMin = 0; _itemPriceMax = 0; _itemGroupName = ""; _itemFactorOfGroup = 0; _exit = false; if (_itemAmountSold>0) then { { if (!_exit) then { _GROUParray = _x; _itemGroupName = _GROUParray select 0; _GROUPITEMSarray = _GROUParray select 1; _itemFactorOfGroup = _GROUParray select 2; { _ITEMSarray = _x; _curITEMname = _ITEMSarray select 0; _curITEMpriceperunit = _ITEMSarray select 1; _curITEMmin = _ITEMSarray select 2; _curITEMmax = _ITEMSarray select 3; if (_curITEMname==_itemName) then { _exit = true; _itemPricePerUnit = _curITEMpriceperunit; _itemPriceMin = _curITEMmin; _itemPriceMax = _curITEMmax; }; } forEach _GROUPITEMSarray; }; } forEach DYNMARKET_Items_Groups; //ADJUST THE PRICES { _GROUParray = _x; _GROUPNAME = _GROUParray select 0; _GROUPITEMSarray = _GROUParray select 1; if (_itemGroupName==_GROUPNAME) then { { _ITEMSarray = _x; _curITEMname = _ITEMSarray select 0; _curITEMpriceperunit = _ITEMSarray select 1; _curITEMmin = _ITEMSarray select 2; _curITEMmax = _ITEMSarray select 3; if (_curITEMname==_itemName) then { // Find old price _curItemOldPrice = 0; { _curItemName2 = _x select 0; _curItemPrice2 = _x select 1; _curItemAmountSold2 = _x select 2; if (_curItemName2==_curITEMname) then { _curItemOldPrice = _curItemPrice2; }; } forEach DYNMARKET_Items_CurrentPriceArr; // Calculate new own price _NEWPRICE = _curItemOldPrice-(_itemAmountSold*(_curItemOldPrice/2000)*_itemFactorOfGroup); if (_NEWPRICE<_curITEMmin) then {_NEWPRICE=_curITEMmin}; if (_NEWPRICE>_curITEMmax) then {_NEWPRICE=_curITEMmax}; _index = -1; { _index = _index + 1; _curItemName3 = _x select 0; _curItemPrice3 = _x select 1; _curItemAmountSold3 = _x select 2; if (_curItemName3==_curITEMname) then { DYNMARKET_Items_CurrentPriceArr set [_index,[_curITEMname,_NEWPRICE,0]]; }; } forEach DYNMARKET_Items_CurrentPriceArr; } else { // Calculate new price _index = -1; { _index = _index + 1; _curItemName3 = _x select 0; _curItemPrice3 = _x select 1; _curItemAmountSold3 = _x select 2; if (_curItemName3==_curITEMname) then { _NEWPRICE = _curItemPrice3+(_itemAmountSold*(_curItemPrice3/1000)*_itemFactorOfGroup); if (_NEWPRICE<_curITEMmin) then {_NEWPRICE=_curITEMmin}; if (_NEWPRICE>_curITEMmax) then {_NEWPRICE=_curITEMmax}; DYNMARKET_Items_CurrentPriceArr set [_index,[_curITEMname,_NEWPRICE,_curItemAmountSold3]]; }; } forEach DYNMARKET_Items_CurrentPriceArr; }; } forEach _GROUPITEMSarray; }; } forEach DYNMARKET_Items_Groups; }; } forEach DYNMARKET_Items_CurrentPriceArr; DYNMARKET_Items_CurrentPriceArr = _tempArrayHolder; //[1,DYNMARKET_Items_CurrentPriceArr] remoteExecCall ["life_fnc_update",2]; // Translate to sell_array { _itemName = _x select 0; _itemNewPrice = _x select 1; _index = -1; { _index = _index + 1; _curItemName = _x select 0; if (_curItemName==_itemName) then { DYNMARKET_sellarraycopy set [_index,[_itemName,_itemNewPrice]]; }; } forEach DYNMARKET_sellarraycopy; } forEach DYNMARKET_Items_CurrentPriceArr; if (DYNMARKET_createRandomEvents) then {DYNMARKET_waitForEvent = false;[] spawn TON_fnc_randomEvent; waitUntil {DYNMARKET_waitForEvent};}; [1,DYNMARKET_sellarraycopy] remoteExecCall ["life_fnc_update",-2];
und zu guter letzt natürlich noch folgende Datei komplett einbinden (config.cpp und speicherort):
Code: fn_randomEvent.sqf
Alles anzeigen/* ##################### DYNAMIC MARKET SCRIPT ##################### ### AUTHOR: RYAN TT. ### ### STEAM: www.steamcommunity.com/id/ryanthett ### ### ### ### DISCLAIMER: THIS SCRIPT CAN BE USED ON EVERY SERVER ONLY ### ### WITH THIS HEADER / NOTIFICATION ### ################################################################# */ // In this file you can configure random events DYNMARKET_chance = 10; // Chance for a random event to happen DYNMARKET_Events = [ ["Ein Öl Tanker ist gesunken wodurch die Ölpreise gestiegen sind!",["oil_processed"],-1], // -1 MEANS CHANGE PRICE TO MAX, -2 TO MIN, OR A VALUE TO WHICH THE PRICE BE CHANGED TO ["Die Bürger scheinen Gesünder zu leben und mehr Obst zu essen, dadurch ist die Nachfrage nach Obst gestiegen!",["apple","peach"],150] ]; _random = floor(random 100)+1; if (_random>DYNMARKET_chance) exitWith {DYNMARKET_waitForEvent = true;}; _eventCount = count DYNMARKET_Events; _randomEventID = floor(random _eventCount); _eventToHappen = DYNMARKET_Events select _randomEventID; // Create the event _eventMessage = _eventToHappen select 0; _eventItems = _eventToHappen select 1; _eventToPrice = _eventToHappen select 2; { _itemName = _x; _itemNewPrice = 0; _index = -1; { _index = _index + 1; if (_x select 0 == _itemName) then { if (_eventToPrice==-1) then { { { if (_x select 0 == _itemName) then {_itemNewPrice = _x select 2;}; } forEach (_x select 1); } forEach DYNMARKET_Items_Groups; DYNMARKET_sellarraycopy set [_index,[_x select 0,_itemNewPrice]]; DYNMARKET_Items_CurrentPriceArr set [_index,[_x select 0,_itemNewPrice,0]]; } else { if (_eventToPrice==-2) then { { { if (_x select 0 == _itemName) then {_itemNewPrice = _x select 3;}; } forEach (_x select 1); } forEach DYNMARKET_Items_Groups; DYNMARKET_sellarraycopy set [_index,[_x select 0,_itemNewPrice]]; DYNMARKET_Items_CurrentPriceArr set [_index,[_x select 0,_itemNewPrice,0]]; } else { DYNMARKET_sellarraycopy set [_index,[_x select 0,_eventToPrice]]; DYNMARKET_Items_CurrentPriceArr set [_index,[_x select 0,_eventToPrice,0]]; }; }; }; } forEach DYNMARKET_sellarraycopy; } forEach _eventItems; DYNMARKET_waitForEvent = true; sleep 2; diag_log "### DYNMARKET >> Event semd to be startet errorless ###"; diag_log " %1 ", _eventMessage; //[[0,_eventMessage],"life_fnc_broadcast",true,false] spawn life_fnc_MP; //[0,_eventMessage,true] remoteExecCall ["life_fnc_broadcast",-2]; _text = _eventMessage; _title = "MARKT ALARM"; _color = "pink"; [_text,_title,_color] remoteExec ["MSG_fnc_handle",civilian];
Ich hoffe jemand hat da seinen Spaß dran -
Also jetzt ohne hier blöd zu kommen, das gibt es kostenlos von Mikero.
Das heißt pboProject. Das encrypted die Mission. Wollte ich nur sagen.
Das geht auch: ( Ich hoffe ich darf das posten )
Spoiler anzeigen
Das kennt schon der ganze Erdball und die Mondmänchen....
Das ist ja ganz nett, aber recht einfachzu öffnen wenn du weißt wonach du suchen musst und bei dem von Mavericks ist das nicht ganz so einfach.
Ich persönlich nutze Mavericks jetzt schon fast seit Release wenn ich mich richtig errinnere und muss sagen das mitlererweile ein paar bei mir waaren und gefragt haben ob sie ein paar meiner verbautenScripts haben können, obwohl ja viele, aber nicht alle, davon auch hier zu finden sind^^
Also ich denke es scheint ganz gut zu funktoinieren^^
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Hi, jup das ist die einzige Datei,
ich habe sie halt auf meine Systeme angepasst (Notification System, etc) -
Hi Miteinander,
ich habe hier mal eine kleinigkeit gefunden und wollte mal fragen wer von euch das schon verwendet, was für Erfahrungen ihr damit gemacht habt und wo genau ihr die Datei aufruft^^Ich hoffe es platzen jetzt nicht gleich ein paar Köpfe #Mindblow
Code: fn_randomEvent.sqf
Alles anzeigen/* ##################### DYNAMIC MARKET SCRIPT ##################### ### AUTHOR: RYAN TT. ### ### STEAM: www.steamcommunity.com/id/ryanthett ### ### ### ### DISCLAIMER: THIS SCRIPT CAN BE USED ON EVERY SERVER ONLY ### ### WITH THIS HEADER / NOTIFICATION ### ################################################################# */ // In this file you can configure random events DYNMARKET_chance = 98; // Chance for a random event to happen DYNMARKET_Events = [ ["Ein Öl Tanker ist gesunken wodurch die Ölpreise gestiegen sind!",["oil_processed"],-1], // -1 MEANS CHANGE PRICE TO MAX, -2 TO MIN, OR A VALUE TO WHICH THE PRICE BE CHANGED TO ["Die Bürger scheinen Gesünder zu leben und mehr Obst zu essen, dadurch ist die Nachfrage nach Obst gestiegen!",["apple","peach"],150], ["Die Polizei hat eine großangelekte Razia durchgeführt und die Drogenfelden Zerstört wodurch die Preise gesunken sind",["heroin_processed""marijuana","med_marijuana","cocaine_processed"],-2], ["Die Nachfrage zu Fischen ist gestiegen",["salema","ornate","mackerel","tuna","mullet","catshark"],-1], ["Ein Schmucksammler ist in Altis angekommen und kauft jeden Schmuk beim Juwelen Händler auf",["jewelry"],-1] ]; _random = floor(random 100)+1; if (_random>DYNMARKET_chance) exitWith {DYNMARKET_waitForEvent = true;}; _eventCount = count DYNMARKET_Events; _randomEventID = floor(random _eventCount); _eventToHappen = DYNMARKET_Events select _randomEventID; // Create the event _eventMessage = _eventToHappen select 0; _eventItems = _eventToHappen select 1; _eventToPrice = _eventToHappen select 2; { _itemName = _x; _itemNewPrice = 0; _index = -1; { _index = _index + 1; if (_x select 0 == _itemName) then { if (_eventToPrice==-1) then { { { if (_x select 0 == _itemName) then {_itemNewPrice = _x select 2;}; } forEach (_x select 1); } forEach DYNMARKET_Items_Groups; DYNMARKET_sellarraycopy set [_index,[_x select 0,_itemNewPrice]]; DYNMARKET_Items_CurrentPriceArr set [_index,[_x select 0,_itemNewPrice,0]]; } else { if (_eventToPrice==-2) then { { { if (_x select 0 == _itemName) then {_itemNewPrice = _x select 3;}; } forEach (_x select 1); } forEach DYNMARKET_Items_Groups; DYNMARKET_sellarraycopy set [_index,[_x select 0,_itemNewPrice]]; DYNMARKET_Items_CurrentPriceArr set [_index,[_x select 0,_itemNewPrice,0]]; } else { DYNMARKET_sellarraycopy set [_index,[_x select 0,_eventToPrice]]; DYNMARKET_Items_CurrentPriceArr set [_index,[_x select 0,_eventToPrice,0]]; }; }; }; } forEach DYNMARKET_sellarraycopy; } forEach _eventItems; DYNMARKET_waitForEvent = true; sleep 2; diag_log "### DYNMARKET >> Event gestartet ###"; diag_log "%1",_eventMessage; //[[0,_eventMessage],"life_fnc_broadcast",true,false] spawn life_fnc_MP; //[0,_eventMessage,true] remoteExecCall ["life_fnc_broadcast",-2]; _text = _eventMessage; _title = "MARKT ALARM"; _color = "pink"; [_text,_title,_color] remoteExec ["MSG_fnc_handle",civilian];
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Ich habe in meiner infiStar_config.sqf in der Zeile 146 nichts mit Keydown stehen.
Kannst du vlt die komplette Zeile schicken die man nicht braucht?
MfG
Hi,
welche Version von InfiSTAR benutzt du?
Mal versucht nach 'Keydown' zu suchen?Die funktion die du suchst ist folgende:
/* Revert Map EH */ _RMEH = ...Ich hoffe das hat dir geholfen
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Eben
- und wenn ich Bock auf ein Server habe dann nehme ich auch ein Modpack von 25 GB in Kauf
Jo-Ghurt, 25GB sind dann schon bisschen hart XD
Bei mir in der Mission sind das meiste die Skin's XD -
Ich sehe da auch kein Problem drinne, nur es gibt halt User die sich über 18mb (beschweren) und sagen es wäre zu viel...
Naja, das könnten Briten sein, ich als brite beschwere mich auch gerne, egal über was XD
dann haben sie Pech gehabt
- ne gute Mission hat halt seine Mb
Da gebe ich dir absolut recht, gute Mission hat halt etwas Volumen,
meine aktuelle Mission hat auch knapp 33MB -
hi Miteinander,
aktuell benutze ich für die Supporter und Admins auf meinem Server Teilweiße auch Cyberworks, allerdings sind wir dabei uns von Cyberworks zu trennen aufgrund der vielen Probleme die es dort gibt...
Ich würde allerdings empfehlen die neueste Version von Cyberworks aus dem Github vom entwikler zu ziehen,
dass müsste er sein: Cyberbyte-Studios GitHubMoin,
ich hab mir das ganze mal durchgelesen und hab da ne frage zu da ich mir etwas unsicher bin und ungerne meine DB zerschießen will
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Kann man das Supporter Tool in eine schon vorhandene Datenbank mit Spielern integrieren oder muss man dafür zwingend eine neue DB anlegen?
Ja, Cyberworks kannst du einfach in die normale Altis Life Datenbank einbinden, es wird sich ein paar Tabellen erstellen und das wars dann auch schon.
Es geht alles bis auf das editieren von Spielern, egal was ich ändern will sei es Cop/Medic Rang ,Geld etc.
Der Datenbankbenutzer hat die nötigen Rechte deswegen weis ich nicht wirklich weiter.Dieses Problem haben wir bei uns auch, wir haben auch keine uns passende Lösung gefunden.
Hallo,
Ich habe das alles auf einem Webserver installiert, nun die Frage wie bekomme ich Zugriff auf die Datenbank des Arma 3 Servers?
Na über einen User dem du Bearbeitungsrechte auf die Datenbank von Altis life gibst.
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Hi,
für alle die das Speerzonen System mit infiSTAR nutzen wollen, aktuell ist es so das infiStar ja die EnterTaste im allgemeinen auf der Map blockiert.
Ich habe mich damit mal etwas beschäftigt und folgendes herausgefunden:Wenn ihr in Zeile 146 der Datei infiSTAR_config.sqf die Option 'KeyDown' entfernt, wird das nichtmehr blockert, allerdings ist das natürlich mit einem gewissen "Risiko" (bewust in anführungsstrichen) verbunden, da ihr damit die Enter Taste im allgemeinen freigebt.
Ich hoffe ich konnte damit jemandem hekfen.
Nicht erschrecken, ich habe die Datei für den Post unten etwas abgeschnitten, also bitte nicht einfach Copy&Paste machen
Code: infiSTAR_config.sqf
Alles anzeigen/* File: infiSTAR_config.sqf Author: Chris(tian) "infiSTAR" Lorenzen Contact: [email protected] Description: Arma AntiHack & AdminTools - infiSTAR.de ON LINUX YOU NEED THIS PARAMETER: -profiles */ /* "serverCommandPassword" is serverCommandPassword - in your servers config.cfg if your config.cfg does not have serverCommandPassword yet, simply add it in a new line: serverCommandPassword = "changeme"; This is VERY IMPORTANT as it is needed to KICK & BAN people. */ _serverCommandPassword = 'SERVERCOMMANDPASSWORT'; /* "_passwordAdmin" is passwordAdmin - in your servers config.cfg, needed for servercommands from client This is used to be able to use the "login" function ingame. Will log you in as Arma "Admin". */ _passwordAdmin = 'ADMINPASSWORD'; /* _serverCommandPassword and _passwordAdmin should always be different passwords or it could cause problems! */ /* _MOD can be 'Epoch', 'AltisLife', 'KOTH', 'WASTELAND' or 'Other'. You have to set the mod you run manually e.g. _MOD = 'KOTH'; */ _MOD = 'AltisLife'; /* "_OPEN_ADMIN_MENU_KEY": Key to open the menu (google DIK_KeyCodes (0x44 is F10)) */ _OPEN_ADMIN_MENU_KEY = 0x44; /* What ESCAPE Menu shows */ _ESCMNUTOP = 'GA-Gaming'; _ESCMNUBOT = 'Willkommen auf dem GA-Gaming Server'; _BRIEFING_MSG = false; /* use mission briefing message: if "_BRIEFING_MSG = false;" then the message will be replaced by infiSTAR */ /* shows RESTART IN X MINS */ _USE_RESTART_TIMER = false; /* true or false */ _RESTART_TIME_IN_M = 240; /* restart time in minutes */ _SHOW_TIMER_IN_MIN = [1,2,3,5,10]; /* minutes before restart, when message is shown */ /* The following 3 options can be disabled by putting the value to -1. For example "_TGV = -1;" */ /* Terrain Grid Value */ _TGV = 35; /* 50, 25, 12.5 */ /* if set to 50 grass will be very low for better client FPS.. default is 25 ~35 is good performance and grass :) */ /* ViewDistance Value */ _VDV = 2000; /* ObjectViewDistance */ _VOV = 2000; /* "_LogAdminActions": Sends actions done by each admin to the server to log it to the .txt file and .rpt file + sends it back to all other admins. */ _LogAdminActions = true; /* true or false */ _enableIngameLogs = true; /* true or false */ /* Use infiSTAR Tild (CommandingMenu) */ _useTildMenu = false; /* true or false */ /* "_startAsNormal": if you add admin UIDs in here as well, they will start as almost "normal" player instead of with admin menu and such. */ _startAsNormal = [ '0','0','0' ]; /* if one of the admins with the UIDs in "_startAsNormal" uses the !admin command to login as admin, it will be announced to ANYONE on the server if "_announce_adminstate_changed" is true. */ _announce_adminstate_changed = false; /* true or false */ _use_html_load_on_adminmenu = true; /* default and recommended is TRUE. infiSTAR updates and news are announced in the top right corner when you open the AdminMenu if this is true! */ _adminUIDandAccess = [ [ ['UID1','UID2','UID3','...'], // Admins with UIDs in this Array have their Access defined in the array below. [ 'Teleport On Map Click','Teleport - Target To Me','Teleport - Me To Target','Teleport In Facing Direction (10m steps)', 'spectating','AdminConsole','Delete Vehicle','FlyUp','EjectTarget','ToggleVehLock','UpgradeBuilding','ShowGear', 'HealSelf','HealRepairNear','AddAmmoSelf','AdminStart','AdminLog','Freeze Target','UnFreeze Target', '==== Loadouts ====','==== WeatherLord ====','==== Base Deleter ====','==== VirtualItems ====', '==== Weapons ====','==== Magazines ====','==== Bags ====','==== Vehicles ====','==== Objects ====','==== AltisLife Money ====', 'Remove Gear','Revive','Heal','Restore','Move In My Vehicle','Move In Target Vehicle','Parachute Target', 'Spawn UAV','Spawn Cloak','Spawn Sapper','Spawn SapperB','Eject','Eject Crew','Kill','Explode','MineField (around target)','Zeus','Force Disconnect', 'Kick (Silent)','Kick (Announce)','Ban (Silent)','Ban (Announce)', 'Default Epoch Player ESP','Default Epoch Vehicle ESP','infiSTAR Player ESP 1', 'infiSTAR Player ESP 2','infiSTAR Dead ESP','infiSTAR AI ESP', 'infiSTAR LockBox ESP','infiSTAR Shelf ESP','infiSTAR PlotPole ESP','Fake Epoch group to nearest PlotPole', 'infiSTAR MapIcons','PlotPole Marker','Vehicle Marker','Construction Marker','LockBox Marker','DeadPlayer Marker', 'God Mode','Vehicle God Mode','Lower Terrain','Vehboost','UnlimAmmo','noRecoil','FastFire','Stealth / Invisible', 'Disable Announces','Show FPS','Give All Licenses','Call EMP','Mass Message','DayTime','NightTime','Add / Remove Crypto', 'Spawn Epoch-Box','Spawn Support-Box1','Spawn Support-Box2','Spawn Support-Box3', 'Spawn Ammo','showinfo','Login as Arma Admin','BIS FreeRoam Cam (works with ESP)','FreeRoam Cam (does not work with ESP)', 'Request Steam Name','Dump unique client variables','Restrain','Unrestrain','Arsenal' // Adds Arsenal to the mousewheel actions if you press "," on the Numpad! ] ] ]; /* ********************************************************************************* */ /* many checks should be set to true instead of false. */ /* These are just diabled because the average user doesn't read this file.. */ /* ********************************************************************************* */ /* Items Added Check */ _IAC = true; /* true or false */ /* checks if Items are being added unrightful! */ /* Local Vehicle Check */ _LVC = true; /* true or false */ /* unitRecoil checks */ _URC = true; /* true or false */ /* checks unitRecoilCoefficient and resets default unitRecoilCoefficient */ /* Notification check */ _UNC = false; /* true or false */ /* _UNC = false; on AltisLife! - showNotification check */ /* Use MPInterrupt check*/ _UMP = false; /* true or false */ /* Check BTTNs on D49 */ _B49 = false; /* true or false */ /* will announce: BadButton on 49 */ /* whitelist for _B49 */ _excludedButtons = []; /* Will Kick for BadButton XYZ if a customnized button is not white-listed here. Example: _excludedButtons = [1010]; */ /* Check Actions Plr */ _CAP = false; /* true or false */ /* "Actions: xxx/xxx possible scroll menu hack (or you added custom actions..)" */ /* Remove Actions Plr */ _OAP = false; /* true or false */ /* Remove ALL Actions on Player Object: (mousewheel actions) needs to be false for AltisLife for e.g. gathering */ /* Remove Actions Objs */ _OAO = false; /* true or false */ /* Remove ALL Actions on Objects near Player: (mousewheel actions) needs to be false when using e.g. IgiLoad */ /* Check Attached Objs */ _CAO = false; /* true or false */ /* needs to be false when using e.g. IgiLoad */ /* Use Anti Teleport */ _UAT = false; /* true or false */ /* might need to be set to false on other mods than Epoch! */ /* Chat-Vote Day/Night */ _VDN = false; /* true or false */ /* Check Vision Mode */ _CVM = false; /* true or false */ /* check view distance */ _CVD = false; /* true or false */ /* if the viewdistance is not 1600 - ban. */ /* check cameraOn */ _CCO = false; /* true or false */ /* needs to be false for UAV drones and such things.. */ /* Revert onEachFrame */ _REF = false; /* true or false */ /* AltisLife uses this for PlayerTags - so it should be _REF = false; on AltisLife */ /* Map Icon Check */ _MIC = false; /* true or false */ /* Needs to be false on some WasteLand versions */ /* Remove All Mines */ _RAM = false; /* true or false */ /* Remove All UAVs */ _RUS = false; /* true or false */ /* onEachFrame function */ _rOEF = {}; /* this needs to be CODE */ /* custom HandleDamage */ _CHD = {}; /* this needs to be CODE */ /* Revert allowDamage */ _RAD = false; /* true or false */ /* if you have safezones using "player allowDamage false;" or similar.. set _RAD = false; */ /* Revert HandleDamage */ _RHD = false; /* true or false */ /* Needs to be false for Paintball script */ /* EH_Draw3D check */ _C3D = false; /* true or false */ /* announces: "EH_Draw3D x should be y" */ /* MouseMoving EH check */ _MOH = false; /* true or false */ /* announces: "MouseMoving EventHandler added" - needs to be disabled for UAV scripts and such.. */ /* MouseButton EH check */ _MBC = false; /* true or false */ /* announces: "MouseButton EventHandler added" */ /* Revert MouseButton */ _RMB = false; /* true or false */ /* false with Task Force Radio ? */ /* Revert KeyUp */ _RUK = false; /* true or false */ /* recommended: true Removes custom KeyUps and sets back the default ones (false with Task Force Radio ?) */ /* Revert KeyDown */ _RDK = false; /* true or false */ /* recommended: true Removes custom KeyDowns and sets back the default ones (false with Task Force Radio ?) */ /* Check Keybinds */ _CKB = false; /* true or false */ /* recommended: true _RKB needs to be true! Checks Keybinds, if it finds added ones it shows: "KeyBinds added %1 should be %2" */ /* check MapSingleClick */ _OMC = false; /* true or false */ /* announces: "MapSingleClick modified", if modification is found - NEEDS _MBC to be true! */ /* Remove Hit Handler */ _REH = false; /* true or false */ /* Needs to be false for Paintball script */ /* Revert InventoryOpen */ _RIO = true; /* true or false */ /* AltisLife only: Sets the custom InventoryOpened Handler */ /* Revert Killed EH */ _RKH = false; /* true or false */ /* "" Respawn Handler */ _RRH = false; /* true or false */ /* Needs to be false for some custom loadout scripts */ /* Revert Map EH */ _RMEH = ['MouseButtonDblClick','MouseButtonClick','MouseButtonDown','MouseButtonUp','MouseZChanged','MouseHolding','KeyUp']; /* Do not change EH_Fired at all! */ _NO_EHF = false; /*true or false */ /* obviously needs to be false if settings below are supposed to be used! */ /* Use EH_Fired check */ _EHF = false; /* true or false */ /* Some mods revert the EventHandlers by default and can cause problems with this check. Tested on Epoch and AltisLife. */ /* custom _EHF Function */ _customFiredEventhandler = ''; /* CODE OR STRING */ /* check for RscDisplayArsenal */ _checkRscDisplayArsenal = true; /* true or false */ /* this needs to be CODE Example: _customOnPlayerConnected = { params['_id','_uid','_name','_jip','_owner']; diag_log format['%1(%2) connected!',_name,_uid]; }; */ _customOnPlayerConnected = {}; /* ------- SOME EPOCH ONLY FUNCTIONS - BELOW ------- */ /* Check Crypto */ _CCT = false; /* true or false */ /* When a players Crypto is smaller than 0 or bigger than 250000, the player gets banned (not possible with default epoch) /* Use CombatLog checks */ _CLG = true; /* true or false */ /* "PLAYERNAME CombatLogged GPS X/Y find the dead body!" /* Use Anti Glitch */ _UAG = true; /* true or false */ /* a try to stop glitching through walls on Doors/Walls */ /* Use Anti Wall Look */ _AWL = false; /* true or false */ /* *experimental* a try to stop people from watching through Epoch Doors/Walls */ /* MPHit Log */ _MPH = true; /* true or false */ /* will create a A3_MPHIT.txt file where logs hits on players */ /* Token Check */ _TOC = false; /* true or false */ /* checks if a player got a token after a certain amount of time (trigger message: PlayerConnected %1 seconds ago but did not Request a Token!) */ /* ------- SOME EPOCH ONLY FUNCTIONS - ABOVE ------- */ /* *** ROPING OPTIONS *** */ /* "_KFR" and "_RVR" can run together (both be true) but it is recommended to have both options to false and use "_RPR" with "true" state. That will allow players to Lift but they won't be able to drop cars full of people anywhere */ /* "_KFR": Will not allow any Rope attached to Vehicle Player - Needs to be false for some "towing" scripts.. */ _KFR = false; /* true or false */ /* "_RVR": Will delete any Rope attached to Vehicle Player and close ones - Needs to be false for some "towing" scripts.. */ _RVR = false; /* true or false */ /* "_RPR": Will only delete Ropes if the roped object has a crew! */ _RPR = false; /* true or false */ /* "_EpochIndestructible": Make Epoch Buildings indestructible on ServerStart! */ _EpochIndestructible = false; /* CommandingMenu Check */ _CMC = true; /* true or false */ /* Close ALL CMD-Menus */ _KCM = true; /* true or false */ /* Just closes All Commandingmenus (ignores the white-list below) */ /* _cMenu: if '_CMC = true;' then this array holds the ALLOWED Commanding Menus */ _cMenu = [ '', 'RscMainMenu','RscMoveHigh','#WATCH','#WATCH0','RscWatchDir','RscWatchMoveDir','#GETIN','#RscStatus','RscCallSupport','#ACTION', 'RscCombatMode','RscFormations','RscTeam','RscSelectTeam','RscReply','#User:BIS_Menu_GroupCommunication','#CUSTOM_RADIO', 'RscRadio','RscGroupRootMenu','RscMenuReply','RscMenuStatus','#User:BIS_fnc_addCommMenuItem_menu','RscMenuMove','RscMenuFormations' ]; /* Check Global Markers */ _CGM = false; /* true or false */ /* you may need to disable this check for A.I. Missions - or whitelist the used Markers in the _aLocalM Array beneath */ /* Check Local Markers */ _CLM = false; /* true or false */ /* false if you do not want LocalMarker to be checked. */ /* Use _aLocalM array */ _UMW = false; /* true or false */ /* use allowed marker array from below (for example AltisLife uses house_ and others in there) or A.I. Missions */ /* _aLocalM: if '_CLM' && _UMW - this array of names will be allowed */ _aLocalM = [ 'sek_','_marker','marker_','house_','_dead_marker','_gpstracker','cop','Marker200', 'SEM_','Plane','Bandit','Strange' ]; /* _badIDDsToKick will be checked before _badIDDsToClose, _badIDDsToClose will be checked before _allowedIDDs */ /* _badIDDsToKick: Forbidden Idds that will get you Kicked by the AH */ _badIDDsToKick = [-1337,133,167,1340,1341,1342,1343,1344,1345,1346,1347]; /* _badIDDsToClose: Forbidden Idds that will get closed by the AH */
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Meinen Kommentar bitte löschen, hatte Gehirndurchfall!!!
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Dieser Fehler ist mir bewusst, was hat der jetzt mit meiner eigentlichen Frage zu tun @Dukes52? -
Alles klar, sind angehängt, aber da steht nix drinnen...
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Hi,
ich habe das Script bei mir installiert, alles funktoiniert soweit schon, allerdings wenn die Civ's eine Nachricht senden sehen das die Cop's nicht, wie kann ich denn das einstellen, ich check es gerade irgendwie nicht! -
Nada soll dann jeder zugrif haben sobald das einmal geschafft wurde, deswegendachte ich ja an eine Server-Variable^^
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Guten Morgen liebe Community,
ich bin aktuell dabei ein Skript zu schreiben was nach erfolgreichem abschluss einen Shop öffnen, das ist soweit eigentlich schon fertig, ichhabe nur gerade am letzten step einen Hänger:Wie kann ich den Shop öffnen lassen mit einer Server Variable???
Ich hätte das so gemacht:
Codethis addAction [localize"STR_CIV_SECRET_REB",life_fnc_vehicleShopMenu,["",civilian,"reb_car_1","civ","Geheim Shop"],playerSide isEqualTo civilian && {getVariable ["ScriptDone",true]}];
Ist das so richtig bzw kann ich die Variable besser einbinden??? -
Es ist aber nicht der Sinn, dass dauernd alle Ideeen und Skins geklaut werden. Darum muß man sich leider absichern.Leider wird in der Com mehr geklaut als sonst was und wenn man was dagegen sagt, dann wird man nurnoch getrollt und teilweise sogar bedroht-
Also die Com hat sich soo verändert, leider traurig.True Story Bro!
Ich nutze den ObfuSQF'ler jetzt auch schon etwas länger (fast seit dem Release) und bin echt zufrieden.
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Guten Morgen,
das ist ja das Problem, das "Windowstaste Menü" taucht nur bei der kleinen Seitentür nicht auf, bei den Toren schon!!!
in der fn_actionkeyhandler.sqf steht es richtig drinnen....Zu sehen in der Zeile 64
Hier die Datei:Code: fn_actionkeyhandler.sqf
Alles anzeigen#include "..\..\script_macros.hpp" /* File: fn_actionKeyHandler.sqf Author: Bryan "Tonic" Boardwine Description: Master action key handler, handles requests for picking up various items and interacting with other players (Cops = Cop Menu for unrestrain,escort,stop escort, arrest (if near cop hq), etc). */ private["_curObject","_isWater","_CrateModelNames","_crate","_fish","_animal","_whatIsIt","_handle"]; _curObject = cursorObject; if (life_action_inUse) exitWith {}; //Action is in use, exit to prevent spamming. if (life_interrupted) exitWith {life_interrupted = false;}; _isWater = surfaceIsWater (visiblePositionASL player); if (player getVariable["isEscorting",false]) exitWith { [] call life_fnc_copInteractionMenu; }; if (LIFE_SETTINGS(getNumber,"global_ATM") isEqualTo 1) then{ //Check if the player is near an ATM. if ((call life_fnc_nearATM) && {!dialog}) exitWith { [] call life_fnc_atmMenu; }; }; 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 [[20894.3,19226.3,0],"Land_Dome_Big_F"]) == _curObject || (nearestObject [[20894.3,19226.3,0],"Land_Research_HQ_F"]) == _curObject || (nearestObject [[19613.3,14108.7,-0.200001],"Land_i_Barracks_V1_F"]) == _curObject || (nearestObject [[19626.7,14081.3,0],"Land_Dome_Small_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; }; //Check if it's a dead body. if (_curObject isKindOf "Man" && !(_curObject isKindOf "Animal") && {!alive _curObject} && !(_curObject getVariable["Revive",false]) && {playerSide in [west,independent]}) exitWith { //Hotfix code by ins0 if (((playerSide isEqualTo west && {(LIFE_SETTINGS(getNumber,"revive_cops") isEqualTo 1)}) || playerSide isEqualTo independent)) then { if (life_inv_defibrillator > 0) then { [_curObject] call life_fnc_revivePlayer; }; }; }; //If target is a player then check if we can use the cop menu. if (isPlayer _curObject && _curObject isKindOf "Man") then { if ((_curObject getVariable ["restrained",false]) && !dialog && playerSide isEqualTo west) then { [_curObject] call life_fnc_copInteractionMenu; }; if ((_curObject getVariable ["restrained",false]) && !dialog && playerSide isEqualTo civilian) then { [_curObject] call life_fnc_civInteractionMenu; }; if (!dialog && playerSide isEqualTo independent) then { [_curObject] call life_fnc_medInteractionMenu; }; } else { //OK, it wasn't a player so what is it? private["_isVehicle","_miscItems","_money","_list"]; _list = ["landVehicle","Ship","Air"]; _isVehicle = if (KINDOF_ARRAY(_curObject,_list)) then {true} else {false}; _miscItems = ["Land_BottlePlastic_V1_F","Land_TacticalBacon_F","Land_Can_V3_F","Land_CanisterFuel_F","Land_Suitcase_F","Land_HumanSkull_F"]; //It's a vehicle! open the vehicle interaction key! if (_isVehicle) then { if (!dialog) then { if (player distance _curObject < ((boundingBox _curObject select 1) select 0)+2 && (!(player getVariable ["restrained",false])) && (!(player getVariable ["playerSurrender",false])) && !life_isknocked && !life_istazed) then { [_curObject] call life_fnc_vInteractionMenu; }; }; } else { //OK, it wasn't a vehicle so let's see what else it could be? if ((typeOf _curObject) in _miscItems) then { [_curObject,player,false] remoteExecCall ["TON_fnc_pickupAction",RSERV]; } else { //It wasn't a misc item so is it money? if ((typeOf _curObject) isEqualTo "Land_Money_F" && {!(_curObject getVariable ["inUse",false])}) then { [_curObject,player,true] remoteExecCall ["TON_fnc_pickupAction",RSERV]; }; }; }; };