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    1. Nodezone.net Community
    2. Mitglieder
    3. Kraftwerk

    Beiträge von Kraftwerk

    • [Vorstellung] KraftwerkRP Back!!

      • Kraftwerk
      • 13. April 2020 um 11:03

      Kraftwerk-Banner-Web.jpg


      UPDATE 13.04.2020

      -> Steuersystem eingefügt

      -> Regierungssystem eingefügt

      -> Zurückverfolgbar von Telefonnummern für Leitstelle der Polizei, Justiz sowie Rettungsdienst

      -> Möglichkeit Kartenmarkierungen auszublenden

      -> Neues Farmingsystem eingebunden ( Testphase )

    • [Vorstellung] KraftwerkRP Back!!

      • Kraftwerk
      • 13. April 2020 um 08:20
      Zitat von Samlixmda

      Moin,

      Ich habe es mir durchgelesen und bin interessiert.

      Ich würde gerne mal mit jmd sprechen und vlt ins Gespräch kommen bezüglich der Justiz da Ich und ein Kollege, beide in diesem Metier wissend, lust hätten dortig ansässig zu werden.

      Sehr gern, melde dich doch einfach mal in der nächsten Zeit im Teamspeak ( ts.kw-rp.de ) dann kommen wir sicherlich ins Gespräch und finden eine Lösung.

    • [Vorstellung] KraftwerkRP Back!!

      • Kraftwerk
      • 12. April 2020 um 23:23

      Kraftwerk-Banner-Web.jpg

      Kraftwerk Roleplay

      Guten Tag liebe Native Network Community,

      wir sind KraftwerkRP ein Hardcore basierter Arma 3 Modded Roleplay Server.

      Wir haben jede Menge Aufgaben und Ideen, die wir umsetzten möchten, aber dafür brauchen wir Verstärkung, im Bereich Support, Modding und mehr.

      Unser Server spielt momentan auf der Map Havenborn.

      WAS WIR BIETEN:

      • Ein gutes Regelwerk mit regelmäßigen Updates.
      • Realistisches Gesetzbuch.
      • Eigener Server Launcher.
      • Tuning Werkstatt (Skins können angepasst werden). [Coming Soon]
      • Mod Fahrzeuge.
      • Gutes und flexibles Team.

      FUNKTIONEN DIE NICHT JEDER HAT:

      • (Polizei Verwaltungssystem [Coming Soon])
      • Medic Verwaltungssystem
      • Abseilen vom Heli und Gebäuden
      • Shops auf ACE (Teilweise)
      • Erweiterung von ACE
      • Verschiedene kleinere Jobs
      • Tuning Shop [Coming Soon]
      • Alarmanlagen System
      Spoiler anzeigen

      Es gibt deutlich mehr Features wie zum Beispiel ein Handy und so weiter, ich glaube die Sachen, die mittlerweile Standard sind, müssen wir glaube ich nicht mehr nennen.

      Fraktionen:

      • Polizei Havenborn
        • Zoll
        • LKA
          • MEK
          • SEK
        • Kripo
        • Verk Überwachung
      • Justiz Havenborn
      • Havenborn Rote Kreuz - HRK
        • Wasserrettung
        • Nofallseelsorge
        • Bergrettung
        • Lufrettung
        • KatSchutz
      • Kraftwerk Automobil Club - KWAC
        • Flugstaffel

      Für mehr Infos oder Teilnahme am Projekt, dann melde dich doch auf dem Teamspeak [ kw-rp ] oder schau dir unsere Webseite [ https://kw-rp.de ], Wiki, Forum [ Coming ]

      Kontakt

      Teamspeak: ts.kw-rp.de

      Webseite: kw-rp.de

      Forum: forum.kw-rp.de [ Coming ]

      Wiki: wiki.kw-rp.de

      MFg: Team - Kraftwerk Roleplay

      bei Fragen einfach los schreiben


    • ACE Medic Request bei 15 Minuten Bewusstlosigkeit

      • Kraftwerk
      • 12. April 2020 um 11:20

      Hier der Clientlog

      Dateien

      arma3_x64_2020-04-04_19-35-42.rpt 1,07 MB – 118 Downloads
    • ACE Medic Request bei 15 Minuten Bewusstlosigkeit

      • Kraftwerk
      • 5. April 2020 um 10:29
      Zitat von BlueType

      Entweder mal den Log mit meiner Version posten oder ich kann dir auch nicht mehr helfen. Bei mir funktioniert es ohne Macken

      Hast du was gefunden?

    • ACE Medic Request bei 15 Minuten Bewusstlosigkeit

      • Kraftwerk
      • 4. April 2020 um 16:20

      Hier ist die Log Datei

      Dateien

      arma3server_2020-04-04_17-06-55.rpt 459,47 kB – 154 Downloads
    • ACE Medic Request bei 15 Minuten Bewusstlosigkeit

      • Kraftwerk
      • 4. April 2020 um 12:43
      Zitat von BlueType

      Entweder mal den Log mit meiner Version posten oder ich kann dir auch nicht mehr helfen. Bei mir funktioniert es ohne Macken

      Schicke ich dir heute Abend, bin auf Arbeit

    • ACE Medic Request bei 15 Minuten Bewusstlosigkeit

      • Kraftwerk
      • 3. April 2020 um 22:32

      In der Function ist es auch siehe class functions

      Code
      class Socket_Reciever {
          tag = "SOCK";
          class SQL_Socket {
              file = "core\session";
              class dataQuery {};
              class insertPlayerInfo {};
              class requestReceived {};
              class syncData {};
              class updatePartial {};
              class updateRequest {};
          };
      };
      
      class SpyGlass {
          tag = "SPY";
          class Functions {
              file = "SpyGlass";
              class cookieJar{};
              class notifyAdmins{};
              class observe{};
          };
      };
      
      class Life_Client_Core {
          tag = "life";
      
          class Master_Directory {
              file = "core";
              class initCiv {};
              class initCop {};
              class initMedic {};
              class initKwac {};
              class setupActions {};
              class setupEVH {};
              class survival {};
              class welcomeNotification {};
          };
      
          class Market {
              file = "core\market";
              class openMarketView {};
              class refreshMarketView {};
              class marketShortView {};
              class marketBuy {};
              class marketSell {};
              class marketGetBuyPrice {};
              class marketGetSellPrice {};
              class marketconfiguration {};
              class marketReset {};
              class marketChange {};
              class marketGetRow {};
              class marketGetPriceRow {};
              class marketSetPriceRow {};
          };
      
          class Actions {
              file = "core\actions";
              class arrestAction {};
              class buyLicense {};
              class captureHideout {};
              class catchFish {};
              class dpFinish {};
              class dropFishingNet {};
              class escortAction {};
              class gather {};
              class getDPMission {};
              class gutAnimal {};
              class healHospital {};
              class impoundAction {};
              class mine {};
              class newsBroadcast {};
              class packupSpikes {};
              class pickupItem {};
              class pickupMoney {};
              class postBail {};
              class processAction {};
              class pulloutAction {};
              class putInCar {};
              class removeContainer {};
              class repairTruck {};
              class restrainAction {};
              class robAction {};
              class searchAction {};
              class searchVehAction {};
              class seizePlayerAction {};
              class serviceChopper {};
              class stopEscorting {};
              class storeVehicle {};
              class surrender {};
              class ticketAction {};
              class unrestrain {};
              class blackjack {};
          };
      
          class Admin {
              file = "core\admin";
              class adminCompensate {};
              class adminDebugCon {};
              class adminFreeze {};
              class admingetID {};
              class adminGodMode {};
              class adminid {};
              class admininfo {};
              class adminMarkers {};
              class adminMenu {};
              class adminQuery {};
              class adminSpectate {};
              class adminTeleport {};
              class adminTpHere {};
          };
      
          class Event {
              file = "core\functions";
              class castGlobalScreenMSG {};
              class wrackEvent {};
              class lootEvent {};
          };
      
          class anstrich {
              file = "core\repaint";
              class RepaintMenu;
              class Repaintcolor;
              class RepaintVehicle; 
          };
      
          class Civilian {
              file = "core\civilian";
              class civLoadout {};
              class civMarkers {};
              class demoChargeTimer {};
              class freezePlayer {};
              class jail {};
              class jailMe {};
              class knockedOut {};
              class knockoutAction {};
              class removeLicenses {};
              class robPerson {};
              class robReceive {};
              class tazed {};
              class civInteractionMenu {};
              class passeportCiv {};
              class civPasseport {};
          };
      
          class Config {
              file = "core\config";
              class houseConfig {};
              class itemWeight {};
              class vehicleAnimate {};
              class vehicleWeightCfg {};
          };
      
          class Cop {
              file = "core\cop";
              class bountyReceive {};
              class containerInvSearch {};
              class copInteractionMenu {};
              class copLights {};
              class copLoadout {};
              class copMarkers {};
              class copSearch {};
              class copSiren {};
              class rpSiren {};
              class doorAnimate {};
              class fedCamDisplay {};
              class licenseCheck {};
              class licensesRead {};
              class questionDealer {};
              class radar {};
              class repairDoor {};
              class restrain {};
              class searchClient {};
              class seizeClient {};
              class sirenLights {};
              class spikeStripEffect {};
              class ticketGive {};
              class ticketPaid {};
              class ticketPay {};
              class ticketPrompt {};
              class vehInvSearch {};
              class wantedGrab {};
              class alkoholdrugtester {};
              class markeCop {};
              class copMarke {};
          };
      
          class Dialog_Controls {
              file = "dialog\function";
              class bankDeposit {};
              class bankTransfer {};
              class bankWithdraw {};
              class displayHandler {};
              class gangDeposit {};
              class gangWithdraw {};
              class garageLBChange {};
              class impoundMenu {};
              class progressBar {};
              class safeFix {};
              class safeInventory {};
              class safeOpen {};
              class safeTake {};
              class sellGarage {};
              class setMapPosition {};
              class spawnConfirm {};
              class spawnMenu {};
              class spawnPointCfg {};
              class spawnPointSelected {};
              class unimpound {};
              class vehicleGarage {};
              class wireTransfer {};
          };
      
          class CopPlaceables    {  
              file = "core\cop\placeables";  
              class placeablesInit {};  
              class placeablesMenu {};  
              class placeablesRemoveAll {};  
              class placeablePlace {};  
              class placeableCancel {};  
              class placeablesPlaceComplete {};  
          };
      
          class Scripts    {  
              file = "scripts";  
              class nos {};
              class boostNitro {};
          };
      
          class Functions {
              file = "core\functions";
              class AAN {};
              class accType {};
              class actionKeyHandler {};
              class animSync {};
              class calWeightDiff {};
              class clearVehicleAmmo {};
              class dropItems {};
              class escInterupt {};
              class fetchCfgDetails {};
              class fetchDeadGear {};
              class fetchVehInfo {};
              class isDamaged {};
              class giveDiff {};
              class handleDamage {};
              class handleInv {};
              class handleItem {};
              class hideObj {};
              class hudSetup {};
              class hudUpdate {};
              class inventoryClosed {};
              class inventoryOpened {};
              class isUIDActive {};
              class keyHandler {};
              class loadDeadGear {};
              class loadGear {};
              class nearATM {};
              class nearestDoor {};
              class nearUnits {};
              class numberText {};
              class onFired {};
              class onTakeItem {};
              class playerSkins {};
              class playerTags {};
              class postNewsBroadcast {};
              class pullOutVeh {};
              class pushObject {};
              class receiveItem {};
              class receiveMoney {};
              class revealObjects {};
              class saveGear {};
              class searchPosEmpty {};
              class simDisable {};
              class stripDownPlayer {};
              class tazeSound {};
              class teleport {};
              class whereAmI {};
              class robstore {};
              class robATM {};
              class animation {};
              class deathmessage {};
              class radArea {};
              class loggedOut {};
              class randomRound {};
              class lockCell {};
              class equipGear {};
              class sitDown {};
              class standUp {};
              class ace_callMedic {};
          };
      
          class Gangs {
              file = "core\gangs";
              class createGang {};
              class gangCreated {};
              class gangDisband {};
              class gangDisbanded {};
              class gangInvite {};
              class gangInvitePlayer {};
              class gangKick {};
              class gangLeave {};
              class gangMenu {};
              class gangNewLeader {};
              class gangUpgrade {};
              class initGang {};
          };
      
          class Housing {
              file = "core\housing";
              class buyHouse {};
              class buyHouseGarage {};
              class containerMenu {};
              class copBreakDoor {};
              class copHouseOwner {};
              class garageRefund {};
              class getBuildingPositions {};
              class houseMenu {};
              class initHouses {};
              class lightHouse {};
              class lightHouseAction {};
              class lockHouse {};
              class lockupHouse {};
              class placeContainer {};
              class PlayerInBuilding {};
              class raidHouse {};
              class sellHouse {};
              class sellHouseGarage {};
          };
      
          class Items {
              file = "core\items";
              class blastingCharge {};
              class boltcutter {};
              class defuseKit {};
              class flashbang {};
              class jerrycanRefuel {};
              class jerryRefuel {};
              class lockpick {};
              class placestorage {};
              class spikeStrip {};
              class storageBox {};
              class weed {};
              class cocaine {};
              class whiskey {};
              class lsd {};
              class gift {};
          };
          
          class Kwac { 
              file = "core\kwac"; 
              class kwacLoadout {}; 
              class kwacMarkers {}; 
          };
          class Medical_System {
              file = "core\medical";
              class deathScreen {};
              class medicLights {};
              class medicLoadout {};
              class medicMarkers {};
              class medicRequest {};
              class medicSiren {};
              class medicSirenLights {};
              class onPlayerKilled {};
              class onPlayerRespawn {};
              class requestMedic {};
              class respawned {};
              class revived {};
              class revivePlayer {};
              class markeMed {};
              class medMarke {};
              class medInteractionMenu {};
          };
      
          class Network {
              file = "core\functions\network";
              class broadcast {};
              class corpse {};
              class jumpFnc {};
              class say3D {};
              class setFuel {};
              class soundDevice {};
          };
      
          class Player_Menu {
              file = "core\pmenu";
              class cellphone {};
              class giveItem {};
              class giveMoney {};
              class keyDrop {};
              class keyGive {};
              class keyMenu {};
              class p_openMenu {};
              class p_updateMenu {};
              class pardon {};
              class removeItem {};
              class s_onChar {};
              class s_onCheckedChange {};
              class s_onSliderChange {};
              class settingsMenu {};
              class updateViewDistance {};
              class useItem {};
              class wantedAddP {};
              class wantedInfo {};
              class wantedList {};
              class wantedMenu {};
          };
      
          class Shops {
              file = "core\shops";
              class atmMenu {};
              class buyClothes {};
              class changeClothes {};
              class chopShopMenu {};
              class chopShopSelection {};
              class chopShopSell {};
              class clothingFilter {};
              class clothingMenu {};
              class fuelLBchange {};
              class fuelStatOpen {};
              class levelCheck {};
              class vehicleShop3DPreview {};
              class vehicleShopBuy {};
              class vehicleShopEnd3DPreview {};
              class vehicleShopInit3DPreview {};
              class vehicleShopLBChange {};
              class vehicleShopMenu {};
              class virt_buy {};
              class virt_menu {};
              class virt_sell {};
              class virt_sellAll {};
              class virt_update {};
              class weaponShopAccs {};
              class weaponShopBuySell {};
              class weaponShopFilter {};
              class weaponShopMags {};
              class weaponShopMenu {};
              class weaponShopSelection {};
              class slotmachine {};
              class slotSpin {};
          };
      
          class Vehicle {
              file = "core\vehicle";
              class addVehicle2Chain {};
              class colorVehicle {};
              class deviceMine {};
              class FuelRefuelcar {};
              class fuelStore {};
              class fuelSupply {};
              class lockVehicle {};
              class openInventory {};
              class vehiclecolor3DRefresh {};
              class vehicleOwners {};
              class vehicleWeight {};
              class vehInventory {};
              class vehStoreItem {};
              class vehTakeItem {};
              class vInteractionMenu {};
          };
      };
      Alles anzeigen
    • ACE Medic Request bei 15 Minuten Bewusstlosigkeit

      • Kraftwerk
      • 3. April 2020 um 18:57
      Zitat von BlueType

      Auch als Function eingetragen?

      Ja

      C
      #define F(NAME,TARGET) class NAME { \
          allowedTargets = TARGET; \
      };
      
      #define ANYONE 0
      #define CLIENT 1
      #define SERVER 2
      #define HC HC_Life
      
      class CfgRemoteExec {
          class Functions {
              mode = 1;
              jip = 0;
      
      #include "cation\cation_remoteExec.cpp"
      #include "The-Programmer\theprogrammer_remoteExec_master.cpp"
              /* Client only functions */
              F(life_fnc_AAN,CLIENT)
              F(life_fnc_addVehicle2Chain,CLIENT)
              F(life_fnc_adminID,CLIENT)
              F(life_fnc_adminInfo,CLIENT)
              F(life_fnc_bountyReceive,CLIENT)
              F(life_fnc_copLights,CLIENT)
              F(life_fnc_copSearch,CLIENT)
              F(life_fnc_copSiren,CLIENT)
              F(life_fnc_rpSiren,CLIENT) // RP SIRENE
              F(life_fnc_freezePlayer,CLIENT)
              F(life_fnc_gangCreated,CLIENT)
              F(life_fnc_gangDisbanded,CLIENT)
              F(life_fnc_gangInvite,CLIENT)
              F(life_fnc_garageRefund,CLIENT)
              F(life_fnc_giveDiff,CLIENT)
              F(life_fnc_hideObj,CLIENT)
              F(life_fnc_impoundMenu,CLIENT)
              F(life_fnc_jail,CLIENT)
              F(life_fnc_jailMe,CLIENT)
              F(life_fnc_knockedOut,CLIENT)
              F(life_fnc_licenseCheck,CLIENT)
              F(life_fnc_licensesRead,CLIENT)
              F(life_fnc_lightHouse,CLIENT)
              F(life_fnc_mediclights,CLIENT)
              F(life_fnc_medicRequest,CLIENT)
              F(life_fnc_medicSiren,CLIENT)
              F(life_fnc_moveIn,CLIENT)
              F(life_fnc_pickupItem,CLIENT)
              F(life_fnc_pickupMoney,CLIENT)
              F(life_fnc_receiveItem,CLIENT)
              F(life_fnc_receiveMoney,CLIENT)
              F(life_fnc_removeLicenses,CLIENT)
              F(life_fnc_restrain,CLIENT)
              F(life_fnc_revived,CLIENT)
              F(life_fnc_robPerson,CLIENT)
              F(life_fnc_robReceive,CLIENT)
              F(life_fnc_searchClient,CLIENT)
              F(life_fnc_seizeClient,CLIENT)
              F(life_fnc_soundDevice,CLIENT)
              F(life_fnc_spikeStripEffect,CLIENT)
              F(life_fnc_tazeSound,CLIENT)
              F(life_fnc_ticketPaid,CLIENT)
              F(life_fnc_ticketPrompt,CLIENT)
              F(life_fnc_vehicleAnimate,CLIENT)
              F(life_fnc_wantedList,CLIENT)
              F(life_fnc_wireTransfer,CLIENT)
              F(SOCK_fnc_dataQuery,CLIENT)
              F(SOCK_fnc_insertPlayerInfo,CLIENT)
              F(SOCK_fnc_requestReceived,CLIENT)
              F(SOCK_fnc_updateRequest,CLIENT)
              F(TON_fnc_clientGangKick,CLIENT)
              F(TON_fnc_clientGangLeader,CLIENT)
              F(TON_fnc_clientGangLeft,CLIENT)
              F(TON_fnc_clientGetKey,CLIENT)
              F(TON_fnc_clientMessage,CLIENT)
              F(TON_fnc_player_query,CLIENT)
              F(life_fnc_deathmessage,CLIENT)
              F(life_fnc_passeportCiv,CLIENT)
              F(life_fnc_markeCop,CLIENT)
              F(life_fnc_markeMed,CLIENT)
              F(life_fnc_radArea,CLIENT)
              F(life_fnc_update,CLIENT)
              F(life_fnc_alkoholdrugtester,CLIENT)
              F(MAC_fnc_switchMove,CLIENT)
              F(Delta_S_fnc_Sirene_say3d,CLIENT)
      
              /* Server only functions */
              F(BIS_fnc_execVM,SERVER)
              F(DB_fnc_insertRequest,SERVER)
              F(DB_fnc_queryRequest,SERVER)
              F(DB_fnc_updatePartial,SERVER)
              F(DB_fnc_updateRequest,SERVER)
              F(life_fnc_jailSys,SERVER)
              F(life_fnc_wantedAdd,SERVER)
              F(life_fnc_wantedBounty,SERVER)
              F(life_fnc_wantedCrimes,SERVER)
              F(life_fnc_wantedFetch,SERVER)
              F(life_fnc_wantedProfUpdate,SERVER)
              F(life_fnc_wantedRemove,SERVER)
              F(SPY_fnc_cookieJar,SERVER)
              F(SPY_fnc_observe,SERVER)
              F(TON_fnc_addContainer,SERVER)
              F(TON_fnc_addHouse,SERVER)
              F(TON_fnc_chopShopSell,SERVER)
              F(TON_fnc_cleanupRequest,SERVER)
              F(TON_fnc_deleteDBContainer,SERVER)
              F(TON_fnc_getID,SERVER)
              F(TON_fnc_getVehicles,SERVER)
              F(TON_fnc_insertGang,SERVER)
              F(TON_fnc_keyManagement,SERVER)
              F(TON_fnc_manageSC,SERVER)
              F(TON_fnc_pickupAction,SERVER)
              F(TON_fnc_removeGang,SERVER)
              F(TON_fnc_sellHouse,SERVER)
              F(TON_fnc_sellHouseContainer,SERVER)
              F(TON_fnc_setObjVar,SERVER)
              F(TON_fnc_spawnVehicle,SERVER)
              F(TON_fnc_spikeStrip,SERVER)
              F(TON_fnc_updateGang,SERVER)
              F(TON_fnc_updateHouseContainers,SERVER)
              F(TON_fnc_updateHouseTrunk,SERVER)
              F(TON_fnc_vehicleCreate,SERVER)
              F(TON_fnc_vehicleDelete,SERVER)
              F(TON_fnc_vehicleStore,SERVER)
              F(TON_fnc_vehicleUpdate,SERVER)
              F(TON_fnc_handleBlastingCharge,SERVER)
              F(TON_fnc_houseGarage,SERVER)
              F(TON_fnc_playerLogged,SERVER)
              F(TON_fnc_getUpdate,SERVER)
              F(TON_fnc_changePrice,SERVER)
      
              /* HeadlessClient only functions */
              F(HC_fnc_addContainer,HC)
              F(HC_fnc_addHouse,HC)
              F(HC_fnc_chopShopSell,HC)
              F(HC_fnc_deleteDBContainer,HC)
              F(HC_fnc_getVehicles,HC)
              F(HC_fnc_houseGarage,HC)
              F(HC_fnc_insertGang,HC)
              F(HC_fnc_insertRequest,HC)
              F(HC_fnc_insertVehicle,HC)
              F(HC_fnc_jailSys,HC)
              F(HC_fnc_keyManagement,HC)
              F(HC_fnc_queryRequest,HC)
              F(HC_fnc_removeGang,HC)
              F(HC_fnc_sellHouse,HC)
              F(HC_fnc_sellHouseContainer,HC)
              F(HC_fnc_spawnVehicle,HC)
              F(HC_fnc_spikeStrip,HC)
              F(HC_fnc_updateGang,HC)
              F(HC_fnc_updateHouseContainers,HC)
              F(HC_fnc_updateHouseTrunk,HC)
              F(HC_fnc_updatePartial,HC)
              F(HC_fnc_updateRequest,HC)
              F(HC_fnc_vehicleCreate,HC)
              F(HC_fnc_vehicleDelete,HC)
              F(HC_fnc_vehicleStore,HC)
              F(HC_fnc_vehicleUpdate,HC)
              F(HC_fnc_wantedAdd,HC)
              F(HC_fnc_wantedBounty,HC)
              F(HC_fnc_wantedCrimes,HC)
              F(HC_fnc_wantedFetch,HC)
              F(HC_fnc_wantedProfUpdate,HC)
              F(HC_fnc_wantedRemove,HC)
      
              /* Functions for everyone */
              F(BIS_fnc_effectKilledAirDestruction,ANYONE)
              F(BIS_fnc_effectKilledSecondaries,ANYONE)
              F(life_fnc_animSync,ANYONE)
              F(life_fnc_broadcast,ANYONE)
              F(life_fnc_colorVehicle,ANYONE)
              F(life_fnc_corpse,ANYONE)
              F(life_fnc_demoChargeTimer,ANYONE)
              F(life_fnc_flashbang,ANYONE)
              F(life_fnc_jumpFnc,ANYONE)
              F(life_fnc_lockVehicle,ANYONE)
              F(life_fnc_pulloutVeh,ANYONE)
              F(life_fnc_say3D,ANYONE)
              F(life_fnc_setFuel,ANYONE)
              F(life_fnc_simDisable,ANYONE)
              F(SPY_fnc_notifyAdmins,ANYONE)
              F(life_fnc_castGlobalScreenMSG,ANYONE)
              F(switchMove,ANYONE)
              F(playMove,ANYONE)
              F(life_fnc_ace_callMedic,ANYONE)
              F(life_fnc_handleInv,ANYONE);
          };
      
          class Commands {
              mode = 1;
              jip = 0;
      
              F(addHandgunItem,ANYONE)
              F(addMagazine,ANYONE)
              F(addPrimaryWeaponItem,ANYONE)
              F(addWeapon,ANYONE)
              F(setFuel,ANYONE)
              F(switchMove,ANYONE)
              F(playMove,ANYONE)
          };
      };
      Alles anzeigen
    • ACE Medic Request bei 15 Minuten Bewusstlosigkeit

      • Kraftwerk
      • 2. April 2020 um 22:09

      Was soll ich denn da Falsch machen wenn ich das genauso mache wie du schreibst:

      core\init.sqf:

      Code
      #include "..\script_macros.hpp"
      /*
          File: init.sqf
          Author: Bryan "Tonic" Boardwine
      
          Description:
          Master client initialization file
      */
      
      private ["_handle","_timeStamp","_extDB_notLoaded"];
      life_firstSpawn = true;
      life_session_completed = false;
      0 cutText[localize "STR_Init_ClientSetup","BLACK FADED"];
      0 cutFadeOut 9999999;
      _timeStamp = diag_tickTime;
      _extDB_notLoaded = "";
      diag_log "----------------------------------------------------------------------------------------------------";
      diag_log "--------------------------------- Starting Altis Life Client Init ----------------------------------";
      diag_log "------------------------------------------ Version 5.0.0 -------------------------------------------";
      diag_log "----------------------------------------------------------------------------------------------------";
      waitUntil {!isNull player && player == player}; //Wait till the player is ready
      [] call compile preprocessFileLineNumbers "core\clientValidator.sqf";
      enableSentences false;
      
      //Setup initial client core functions
      diag_log "::Life Client:: Initialization Variables";
      [] call compile preprocessFileLineNumbers "core\configuration.sqf";
      
      diag_log "::Life Client:: Variables initialized";
      diag_log "::Life Client:: Setting up Eventhandlers";
      [] call life_fnc_setupEVH;
      
      diag_log "::Life Client:: Eventhandlers completed";
      diag_log "::Life Client:: Setting up user actions";
      [] call life_fnc_setupActions;
      
      diag_log "::Life Client:: User actions completed";
      diag_log "::Life Client:: Waiting for server functions to transfer..";
      waitUntil {(!isNil "TON_fnc_clientGangLeader")};
      
      diag_log "::Life Client:: Received server functions.";
      0 cutText [localize "STR_Init_ServerReady","BLACK FADED"];
      0 cutFadeOut 99999999;
      
      diag_log "::Life Client:: Waiting for the server to be ready..";
      waitUntil {!isNil "life_server_isReady"};
      waitUntil {!isNil "life_HC_isActive" && {!isNil "life_server_extDB_notLoaded"}};
      
      if (life_server_extDB_notLoaded) exitWith {
          999999 cutText [localize "STR_Init_ExtdbFail","BLACK FADED"];
          999999 cutFadeOut 99999999;
      };
      
      waitUntil {life_server_isReady};
      [] call SOCK_fnc_dataQuery;
      waitUntil {life_session_completed};
      0 cutText[localize "STR_Init_ClientFinish","BLACK FADED"];
      0 cutFadeOut 9999999;
      
      //diag_log "::Life Client:: Group Base Execution";
      [] spawn life_fnc_escInterupt;
      
      //Set bank amount for new players
      switch (playerSide) do {
          case west: {
              life_paycheck = LIFE_SETTINGS(getNumber,"paycheck_cop");
          };
          case civilian: {
              life_paycheck = LIFE_SETTINGS(getNumber,"paycheck_civ");
          };
          case independent: {
              life_paycheck = LIFE_SETTINGS(getNumber,"paycheck_med");
          };
          case east: { 
              life_paycheck = LIFE_SETTINGS(getNumber,"paycheck_kwac"); 
       };
      };
      
      if (call life_donorlevel < 1) then {
          {
              deleteMarkerLocal _x;
          } forEach ["vip_shop"];
      };
      
      if (call life_adminlevel < 1) then {
          {
              deleteMarkerLocal _x;
          } forEach ["admin_event_npc"];
      };
      
      switch (playerSide) do {
          case west: {
              _handle = [] spawn life_fnc_initCop;
              waitUntil {scriptDone _handle};
          };
          case civilian: {
              //Initialize Civilian Settings
              _handle = [] spawn life_fnc_initCiv;
              waitUntil {scriptDone _handle};
          };
          case independent: {
              //Initialize Medics and blah
              _handle = [] spawn life_fnc_initMedic;
              waitUntil {scriptDone _handle};
          };
          case east: { 
              //Initialize KWAC 
              _handle = [] spawn life_fnc_initKwac; 
              waitUntil {scriptDone _handle}; 
          };
      };
      
      if(playerSide == civilian) then {
          {
              deleteMarkerLocal _x;
          } forEach ["police_boat_1","police_car_3","police_heli_4","police_car_4","atm_marker_2_10","atm_marker_2_11","atm_marker_1_1","atm_marker_19","police_car_5","police_heli_5","atm_marker_2_12"];
      };
      
      if(playerSide == civilian && !license_civ_mafia) then {
          {
              deleteMarkerLocal _x;
          } forEach ["Rebelop_3","civ_gar_1_8","atm_marker_24","marker_250"];
      };
      
      if(playerSide == west) then {
          {
              deleteMarkerLocal _x;
          } forEach ["Rebelop_2","Rebelop_1","Rebelop_3","Dealer_1_3","Dealer_1_4","rifle processing","frosch_process","Weed_p_1","chop_shop_2","cocaine processing","gang_area_2","gang_area_1","gold_bar_dealer"];
      };
      
      if(playerSide == independent) then {
          {
              deleteMarkerLocal _x;
          } forEach ["police_boat_1","police_car_3","police_heli_4","police_car_4","police_car_5","police_heli_5"];
      };
      
      player setVariable ["restrained",false,true];
      player setVariable ["Escorting",false,true];
      player setVariable ["transporting",false,true];
      player setVariable ["playerSurrender",false,true];
      
      diag_log "Past Settings Init";
      [] execFSM "core\fsm\client.fsm";
      
      diag_log "Executing client.fsm";
      waitUntil {!(isNull (findDisplay 46))};
      
      diag_log "Display 46 Found";
      (findDisplay 46) displayAddEventHandler ["KeyDown", "_this call life_fnc_keyHandler"];
      player addRating 99999999;
      
      [player,life_settings_enableSidechannel,playerSide] remoteExecCall ["TON_fnc_manageSC",RSERV];
      0 cutText ["","BLACK IN"];
      [] call life_fnc_hudSetup;
      
      /* Set up frame-by-frame handlers */
      LIFE_ID_PlayerTags = ["LIFE_PlayerTags","onEachFrame","life_fnc_playerTags"] call BIS_fnc_addStackedEventHandler;
      LIFE_ID_RevealObjects = ["LIFE_RevealObjects","onEachFrame","life_fnc_revealObjects"] call BIS_fnc_addStackedEventHandler;
      
      player setVariable ["steam64ID",getPlayerUID player];
      player setVariable ["realname",profileName,true];
      
      life_fnc_moveIn = compileFinal
      "
          life_disable_getIn = false;
          player moveInCargo (_this select 0);
          life_disable_getOut = true;
      ";
      
      life_fnc_RequestClientId = player;
      publicVariableServer "life_fnc_RequestClientId"; //Variable OwnerID for HeadlessClient
      
      [] spawn life_fnc_survival;
      
      [] spawn {
          for "_i" from 0 to 1 step 0 do {
              waitUntil {(!isNull (findDisplay 49)) && {(!isNull (findDisplay 602))}}; // Check if Inventory and ESC dialogs are open
              (findDisplay 49) closeDisplay 2; // Close ESC dialog
              (findDisplay 602) closeDisplay 2; // Close Inventory dialog
          };
      };
      
      CONSTVAR(life_paycheck); //Make the paycheck static.
      if (LIFE_SETTINGS(getNumber,"enable_fatigue") isEqualTo 0) then {player enableFatigue false;};
      
      if (LIFE_SETTINGS(getNumber,"pump_service") isEqualTo 1) then {
          [] execVM "core\fn_setupStationService.sqf";
      };
      
      /*
          https://feedback.bistudio.com/T117205 - disableChannels settings cease to work when leaving/rejoining mission
          Universal workaround for usage in a preInit function. - AgentRev
          Remove if Bohemia actually fixes the issue.
      */
      {
          _x params [["_chan",-1,[0]], ["_noText","false",[""]], ["_noVoice","false",[""]]];
      
          _noText = [false,true] select ((["false","true"] find toLower _noText) max 0);
          _noVoice = [false,true] select ((["false","true"] find toLower _noVoice) max 0);
      
          _chan enableChannel [!_noText, !_noVoice];
      
      } forEach getArray (missionConfigFile >> "disableChannels");
      
      if (life_HC_isActive) then {
          [getPlayerUID player,player getVariable ["realname",name player]] remoteExec ["HC_fnc_wantedProfUpdate",HC_Life];
      } else {
          [getPlayerUID player,player getVariable ["realname",name player]] remoteExec ["life_fnc_wantedProfUpdate",RSERV];
      };
      
      life_hideoutBuildings = [];
      {
          private _building = nearestBuilding getMarkerPos _x;
          life_hideoutBuildings pushBack _building;
          false
      } count ["gang_area_1","gang_area_2"];
      
      DYNAMICMARKET_boughtItems = [];
      ["ace_unconscious", life_fnc_ace_callMedic ] call CBA_fnc_addEventHandler;
      [player] remoteExec ["TON_fnc_playerLogged",RSERV];
      
      diag_log "----------------------------------------------------------------------------------------------------";
      diag_log format ["               End of Altis Life Client Init :: Total Execution Time %1 seconds ",(diag_tickTime) - _timeStamp];
      diag_log "----------------------------------------------------------------------------------------------------";
      
      [] spawn theprogrammer_core_fnc_clientInit;
      Alles anzeigen

      core/functions/fn_ace_callMedic.sqf:

      Code
      private _unconsciousTime = time;
      private _unconsciousQuest = false;
      while {player getVariable ["ACE_isUnconscious", false]} do {
       if (((time - _unconsciousTime) > (15*60)) && !_unconsciousQuest) then {
       _unconsciousQuest = true;
       private _action = [
       "Du warst nun 15 Minuten Bewusstlos, möchtest du dein Leben beenden?",
       "Der Himmel",
       "Ja",
       "Nein"
       ] call BIS_fnc_guiMessage;
       if(_action) then {
       player setdamage 1;
       } else {
       ["Ich benötige einen Mediziner (Dringend!)","**********",2,(mapGridPosition player)] remoteExec ["max_phone_fnc_clientMessage",-2];
       hint format [(["STR_SEND_TO_MEDS","Max_Settings_Phone","Phone_Localization"] call theprogrammer_core_fnc_localize),"Ich benötige einen Mediziner"];
       if ((getNumber (missionConfigFile >> "Max_Settings_Phone" >> "calls_management_script_enable")) isEqualTo 1) then {
       maxence_waiting_med_calls pushBack [(name player),(position player),"Ich benötige einen Mediziner (Dringend!)",servertime,"",player,0];
       publicVariable "maxence_waiting_med_calls";
       };
       };
       };
      };
      Alles anzeigen
    • ACE Medic Request bei 15 Minuten Bewusstlosigkeit

      • Kraftwerk
      • 2. April 2020 um 19:33

      Klappt leider immernoch nicht.

      Zitat von BlueType

      Function Erstellen Namens "ace_callMedic". Wo und in welchen Ordner ist mir komplette Latte

      Code: In die core/init.sqf
      ["ace_unconscious", life_fnc_ace_callMedic ] call CBA_fnc_addEventHandler;
      Code: die Datei fn_ace_callMedic
      private _unconsciousTime = time;
      private _unconsciousQuest = false;
      
      while {player getVariable ["ACE_isUnconscious", false]} do {
          if (((time - _unconsciousTime) > (15*60)) && !_unconsciousQuest) then {
              _unconsciousQuest = true;
              private _action = [
              "Du warst nun 15 Minuten Bewusstlos, möchtest du dein Leben beenden?",
              "Der Himmel",
              "Ja",
              "Nein"
              ] call BIS_fnc_guiMessage;
      
              if(_action) then {
                  player setdamage 1;
              } else {
                  ["Ich benötige einen Mediziner (Dringend!)","**********",2,(mapGridPosition player)] remoteExec ["max_phone_fnc_clientMessage",-2];
                  hint format [(["STR_SEND_TO_MEDS","Max_Settings_Phone","Phone_Localization"] call theprogrammer_core_fnc_localize),"Ich benötige einen Mediziner"];
      
                  if ((getNumber (missionConfigFile >> "Max_Settings_Phone" >> "calls_management_script_enable")) isEqualTo 1) then {
                      maxence_waiting_med_calls pushBack [(name player),(position player),"Ich benötige einen Mediziner (Dringend!)",servertime,"",player,0];
                      publicVariable "maxence_waiting_med_calls";
                  };
              };
          };
      };
      Alles anzeigen


      Sonst noch fragen? Kann ich dir sonst noch etwas vorkauen? :)

    • ACE Medic Request bei 15 Minuten Bewusstlosigkeit

      • Kraftwerk
      • 2. April 2020 um 16:22
      Zitat von Billig
      Code
      if(player getVariable ["ACE_isUnconscious", false]) then {
       if ([_isUnconscious] isEqualTo false) then {
       _unconsciousTime = time;
       _isUnconscious = true;
       _unconsciousQuest = false;
       };
       if (((time - _unconsciousTime) > (15*60)) && !_unconsciousQuest) then {
       _unconsciousQuest = true;
       private _action = [
       "Du warst nun 15 Minuten Bewusstlos, möchtest du dein Leben beenden?",
       "Der Himmel",
       "Ja",
       "Nein"
       ] call BIS_fnc_guiMessage;
       if(_action) then {
       player setdamage 1;
       _isUnconscious = false;
       } else {
       [1] spawn max_callsmanage_fnc_deathMessage;
       _isUnconscious = false; 
       };
       };
      } else {
       _isUnconscious = false;
       _unconsciousQuest = false;
      };
      Alles anzeigen

      Probiere mal

      Leider immernoch nicht

    • ACE Medic Request bei 15 Minuten Bewusstlosigkeit

      • Kraftwerk
      • 2. April 2020 um 14:48

      In der Log datei kommt nun kein Fehler mehr davon, jedoch aber auch nicht die anzeige ingame

    • Zählen bis 1.000.000

      • Kraftwerk
      • 2. April 2020 um 11:27

      575

    • ACE Medic Request bei 15 Minuten Bewusstlosigkeit

      • Kraftwerk
      • 2. April 2020 um 11:08
      Zitat von 3picFAIL

      Was ist denn da passiert? Prüf mal bitte nach, dass sich hier keine komischen Zeichen eingeschlichen haben. Ich habe kein 3/4 eingetragen.

      VG

      So sieht der Fehler bei mir im Notepad++ aus (Siehe Bildanhang)

      Und ich habe es so gemacht wie du geschrieben hast:

      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;
      private["_isUnconscious", "_unconsciousTime", "_unconsciousQuest"];
      _isUnconscious = false;
      _unconsciousQuest= false;
      _unconsciousTime = time;
      
      for "_i" from 0 to 1 step 0 do {
       /* Thirst / Hunger adjustment that is time based */
       if ((time - _waterTime) > 600) then {[] call _fnc_water; _waterTime = time;};
       if ((time - _foodTime) > 850) 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}) 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) 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);
       };
       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_maxWeightT + _load;
       waitUntil {backpack player != _bp};
       if(backpack player == "") then 
       {
       life_maxWeight = life_maxWeightT;
       };
       };
      };
      
      [] call life_fnc_playerTags;
      [player, uniform player] call life_fnc_equipGear;
      [] execVM "fullScreenNightVision.sqf";
      
      
      if(player getVariable ["ACE_isUnconscious", false]) then {
          if(!_isUnconscious) then {
              _unconsciousTime = time;
              _isUnconscious = true;
              _unconsciousQuest = false;
          };
      
          if (((time - _unconsciousTime) > (15*60)) && !_unconsciousQuest) then {
              _unconsciousQuest = true;
      
              private _action = [
                  "Du warst nun 15 Minuten Bewusstlos, möchtest du dein Leben beenden?",
                  "Der Himmel",
                  "Ja",
                  "Nein"
                  ] call BIS_fnc_guiMessage;
      
              if(_action) then {
                  player setdamage 1;
                  _isUnconscious = false;
              } else {
                  [1] spawn max_callsmanage_fnc_deathMessage;
                  _isUnconscious = false;           
              };
          };
      } else {
          _isUnconscious = false;
          _unconsciousQuest = false;
      };
       uiSleep 1;
      Alles anzeigen

      Bilder

      • Unbenannt.PNG
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    • ACE Medic Request bei 15 Minuten Bewusstlosigkeit

      • Kraftwerk
      • 2. April 2020 um 10:08

      in der core/init.sqf oder der normalen?

    • ACE Medic Request bei 15 Minuten Bewusstlosigkeit

      • Kraftwerk
      • 2. April 2020 um 10:04

      Und wie muss ich das da jetzt machen?

    • ACE Medic Request bei 15 Minuten Bewusstlosigkeit

      • Kraftwerk
      • 2. April 2020 um 08:30
      Zitat von BlueType

      Wieso mach ihr das nicht mit dem Ace EventHandler sondern mit ner Hässligen Schleife?

      Hast du eine bessere Möglichkeit wie es funktioniert?

    • ACE Medic Request bei 15 Minuten Bewusstlosigkeit

      • Kraftwerk
      • 2. April 2020 um 00:36
      Zitat von 3picFAIL

      Was ist denn da passiert? Prüf mal bitte nach, dass sich hier keine komischen Zeichen eingeschlichen haben. Ich habe kein 3/4 eingetragen.

      VG

      Das Zeigt Notpad++ bei mir zumindest an das Zeichen, im Script selbst ist der Fehler mit 3/4 jedoch nicht

    • ACE Medic Request bei 15 Minuten Bewusstlosigkeit

      • Kraftwerk
      • 1. April 2020 um 22:24
      Code
      22:19:19 Error in expression <le ["ACE_isUnconscious", false]) then {
         if(!_isUnconscious) then {
         ¾
      22:19:19   Error position: <   if(!_isUnconscious) then {
         ¾
      22:19:19   Error Invalid number in expression
      22:19:19 File core\fn_survival.sqf [life_fnc_survival]..., line 200
      22:19:19 Error in expression <le ["ACE_isUnconscious", false]) then {
         if(!_isUnconscious) then {
         ¾
      22:19:19   Error position: <   if(!_isUnconscious) then {
         ¾
      22:19:19   Error Invalid number in expression
      22:19:19 File core\fn_survival.sqf [life_fnc_survival]..., line 200
      Alles anzeigen
      Code
      #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;
      private["_isUnconscious", "_unconsciousTime", "_unconsciousQuest"];
      _isUnconscious = false;
      _unconsciousQuest= false;
      _unconsciousTime = time;
      
      for "_i" from 0 to 1 step 0 do {
       /* Thirst / Hunger adjustment that is time based */
       if ((time - _waterTime) > 600) then {[] call _fnc_water; _waterTime = time;};
       if ((time - _foodTime) > 850) 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}) 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) 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);
       };
       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_maxWeightT + _load;
       waitUntil {backpack player != _bp};
       if(backpack player == "") then 
       {
       life_maxWeight = life_maxWeightT;
       };
       };
      };
      
      [] call life_fnc_playerTags;
      [player, uniform player] call life_fnc_equipGear;
      [] execVM "fullScreenNightVision.sqf";
      
      
      if(player getVariable ["ACE_isUnconscious", false]) then {
          if(!_isUnconscious) then {
              _unconsciousTime = time;
              _isUnconscious = true;
              _unconsciousQuest = false;
          };
      
          if (((time - _unconsciousTime) > (15*60)) && !_unconsciousQuest) then {
              _unconsciousQuest = true;
      
              private _action = [
                  "Du warst nun 15 Minuten Bewusstlos, möchtest du dein Leben beenden?",
                  "Der Himmel",
                  "Ja",
                  "Nein"
                  ] call BIS_fnc_guiMessage;
      
              if(_action) then {
                  player setdamage 1;
                  _isUnconscious = false;
              } else {
                  [1] spawn max_callsmanage_fnc_deathMessage;
       [2] spawn max_callsmanage_fnc_deathMessage;
                  _isUnconscious = false;           
              };
          };
      } else {
          _isUnconscious = false;
          _unconsciousQuest = false;
      };
       uiSleep 1;
      Alles anzeigen

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