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

    Beiträge von Frenzy

    • Respawn Not Working

      • Frenzy
      • 15. Mai 2021 um 17:37
      Zitat von YiertexX

      thats the server log i need the client log from your pc

      The crash file folder of Arma 3 can be quickly accessed with:

      • Press WIN + R to open the run command.
      • Then enter %localappdata%/Arma 3 and confirm

      in this folder is the client log from your user


      check all files with that tutorial [Tutorial] New Life Timer - Tutorials, Downloads & Releases - ArmA 3 - Native-Network.net - deine Next Generation Gameserver- und Gaming Community

      I think I found the problem?

      18:34:32 Warning Message: No entry 'mpmissions\__CUR_MP.Altis\http://description.ext/life_spawn_sel…ew.widthRailWay'.

      Dateien

      Arma3_x64_2021-05-15_18-32-02.rpt 69,22 kB – 136 Downloads
    • Respawn Not Working

      • Frenzy
      • 15. Mai 2021 um 16:54
      Zitat von YiertexX

      15:30:38 Warning Message: Script \life_server\Functions\Systems\fn_logIt.sqf not found

      and pls post the script what you have used for the new life rule timer

      and pls post the client log

      I use this.

      Dateien

      fn_newLifeRule.sqf 953 Byte – 181 Downloads arma3server_x64_2021-05-15_16-46-26.rpt 68,75 kB – 141 Downloads
    • Respawn Not Working

      • Frenzy
      • 15. Mai 2021 um 15:41

      Hello,

      The revival and new life rule timer is not working.

      Bilder

      • 20210515163224_1.jpg
        • 450,54 kB
        • 1.386 × 769
        • 189

      Dateien

      arma3server_x64_2021-05-15_15-30-16.rpt 65,31 kB – 148 Downloads fn_deathScreen.sqf 692 Byte – 161 Downloads fn_onPlayerKilled.sqf 5,2 kB – 164 Downloads fn_onPlayerRespawn.sqf 1,03 kB – 141 Downloads
    • Seatbelt problem.

      • Frenzy
      • 11. Mai 2021 um 21:22
      Zitat von blackfisch
      Code
      if ((vehicle _unit) isKindOf "Car" && (isNull _source || _source isEqualTo _unit)) then
      {
          _damage = if (life_seatbelt) then {_damage = _oldHP + (_damageTaken / 2); else { _damage};
      }

      vs

      Code
      if ((vehicle _unit) isKindOf "Car" && (isNull _source || _source isEqualTo _unit)) then
      {
          _damage = if (life_seatbelt) then {
              private _oldHP = damage _unit;
              private _damageTaken = _damage - _oldHP;
      
              // new HP value = old HP + 50% of damage taken
              _damage = _oldHP + (_damageTaken / 2);
          } else {
              _damage
          };
      }
      Alles anzeigen


      see the difference?

      Yes it is different. And it was easy, but I don't know because I don't understand. Thank you.

    • Seatbelt problem.

      • Frenzy
      • 11. Mai 2021 um 16:12
      Zitat von Marius1773

      Did you put this ontop?

      Code
      private _oldHP = damage _unit;
      private _damageTaken = _damage - _oldHP;
      
      // new HP value = old HP + 50% of damage taken
      _damage = _oldHP + (_damageTaken / 2);

      Noo.

      Code
      if ((vehicle _unit) isKindOf "Car" && (isNull _source || _source isEqualTo _unit)) then
      {
          _damage = if (life_seatbelt) then {_damage = _oldHP + (_damageTaken / 2); else { _damage};
      }

      Am I going to add the edited code here? I set this up. But I set it up wrong

    • Seatbelt problem.

      • Frenzy
      • 11. Mai 2021 um 16:01
      Zitat von Marius1773

      bro.. just search for some easy tutorials and instructions how SQF works.
      They gave you a complete code and you just have to define the variables and dont just copy and paste
      Take a looK. https://community.bistudio.com/wiki/Variables

      I've already added the code shown in my own script. will it be that way? Or what did I do wrong

    • Accessory Store Not Working

      • Frenzy
      • 11. Mai 2021 um 14:06

      Some guns' magazines and attachments do not work.

    • Seatbelt problem.

      • Frenzy
      • 11. Mai 2021 um 14:03
      Zitat von blackfisch

      look at that code. There are variables defined you're missing!

      Code
      if ((vehicle _unit) isKindOf "Car" && (isNull _source || _source isEqualTo _unit)) then
      {
          _damage = if (life_seatbelt) then {_damage = _oldHP + (_damageTaken / 2); else { _damage};
      }

      Can you help me organize this? I'm so confused. I don't know where to add what.

    • Seatbelt problem.

      • Frenzy
      • 11. Mai 2021 um 12:02
      Zitat von blackfisch

      you didn't use the whole code... where did you define _oldHP? where _damageTaken?

      If you don't define variables you can't use them

      Won't it be that way?

      Code
      if ((vehicle _unit) isKindOf "Car" && (isNull _source || _source isEqualTo _unit)) then
      {
          _damage = if (life_seatbelt) then {_damage = _oldHP + (_damageTaken / 2); else { _damage};
      }
    • Seatbelt problem.

      • Frenzy
      • 11. Mai 2021 um 11:19
      Zitat von blackfisch

      Henne already sent you the correct code.

      as I already said - the function needs the damage as return value, not the hp...

      Yes I know. But I want to know how to add. It will still be an error if I add it wrong. Can you check? If I added it wrong, can you fix it?

      Code
      #include "..\..\script_macros.hpp"
      /*
          File: fn_handleDamage.sqf
          Author: Bryan "Tonic" Boardwine
      
          Description:
          Handles damage, specifically for handling the 'tazer' pistol and nothing else.
      */
      params [
          ["_unit",objNull,[objNull]],
          ["_part","",[""]],
          ["_damage",0,[0]],
          ["_source",objNull,[objNull]],
          ["_projectile","",[""]],
          ["_index",0,[0]]
      ];
      
      //Handle the tazer first (Top-Priority).
      if (!isNull _source) then {
          if (_source != _unit) then {
              if (currentWeapon _source in ["hgun_P07_snds_F","arifle_SDAR_F"] && _projectile in ["B_9x21_Ball","B_556x45_dual"]) then {
                  if (side _source isEqualTo west && playerSide isEqualTo civilian) then {
                      _damage = 0;
                      if (alive player && !life_istazed && !life_isknocked && !(_unit getVariable ["restrained",false])) then {
                          private ["_distance"];
                          _distance = 35;
                          if (_projectile == "B_556x45_dual") then {_distance = 100;};
                          if (_unit distance _source < _distance) then {
                              if !(isNull objectParent player) then {
                                  if (typeOf (vehicle player) == "B_Quadbike_01_F") then {
                                      player action ["Eject",vehicle player];
                                      [_unit,_source] spawn life_fnc_tazed;
                                  };
                              } else {
                                  [_unit,_source] spawn life_fnc_tazed;
                              };
                          };
                      };
                  };
      
                  //Temp fix for super tasers on cops.
                  if (side _source isEqualTo west && (playerSide isEqualTo west || playerSide isEqualTo independent)) then {
                      _damage = 0;
                  };
              };
          };
      };
      
      if(!isNull _source) then {
         _isVehicle = if(vehicle _source != _source) then {true} else {false};
         if (_isVehicle) then {
              //_damage = false;
              _unit setDamage 0.0001;
         };
      };
      
      if ((vehicle _unit) isKindOf "Car" && (isNull _source || _source isEqualTo _unit)) then
      {
          _damage = if (life_seatbelt) then {_damage = _oldHP + (_damageTaken / 2); else { _damage};
      }
      
      [] spawn life_fnc_hudUpdate;
      _damage;
      Alles anzeigen
    • Seatbelt problem.

      • Frenzy
      • 10. Mai 2021 um 17:02
      Zitat von blackfisch

      more damage -> less hp

      HP = 1 - Damage

      _damage = _oldHP + (1 - Damage / 2);

      };

      will it be like this?

    • Seatbelt problem.

      • Frenzy
      • 10. Mai 2021 um 11:52
      Zitat von Henne

      The code from Blackfisch ist not correct.

      The - must change to +.

      This is the correct code:

      Code
      private _oldHP = damage _unit;
      private _damageTaken = _damage - _oldHP;
      
      // new HP value = old HP + 50% of damage taken
      _damage = _oldHP + (_damageTaken / 2);

      how so?

    • Accessory Store Not Working

      • Frenzy
      • 10. Mai 2021 um 11:29
      Zitat von TaktischerSpeck

      https://github.com/AsYetUntitled/…Killed.sqf#L116

      https://github.com/AsYetUntitled/…tchDeadGear.sqf

      should be saved, maybe you have an old version of the framework?

      Where should I edit within these two scripts?

    • Accessory Store Not Working

      • Frenzy
      • 10. Mai 2021 um 11:27
      Zitat von badidas

      what version of A3L do you use? the fn_weaponShopAccs.sqf is different on the default 5.0.0 framework. (As seen here)

      also, send your weapons config (config_weapons.hpp)

      fn_weaponShopSelection.sqf < line 83

      _itemArray = [_item] call BIS_fnc_compatibleItems;

      İ have added this code and the accesory section is working. Also, some weapons not work in the magazine.

      Code
      #include "..\..\script_macros.hpp"
      /*
          File: fn_weaponShopSelection.sqf
          Author: Bryan "Tonic" Boardwine
      
          Description:
          Checks the weapon & adds the price tag.
      */
      private ["_control","_index","_shop","_priceTag","_price","_item","_itemArray","_bool"];
      _control = [_this,0,controlNull,[controlNull]] call BIS_fnc_param;
      _index = [_this,1,-1,[0]] call BIS_fnc_param;
      _shop = uiNamespace getVariable ["Weapon_Shop",""];
      if (isNull _control) exitWith {closeDialog 0;}; //Bad data
      if (_index isEqualTo -1) exitWith {}; //Nothing selected
      
      _priceTag = CONTROL(38400,38404);
      
      if ((uiNamespace getVariable ["Weapon_Shop_Filter",0]) isEqualTo 1) then {
          _item = CONTROL_DATAI(_control,_index);
          _itemArray = M_CONFIG(getArray,"WeaponShops",_shop,"items");
          _itemArray append M_CONFIG(getArray,"WeaponShops",_shop,"mags");
          _itemArray append M_CONFIG(getArray,"WeaponShops",_shop,"accs");
          _item = [_item,_itemArray] call TON_fnc_index;
          _price = ((_itemArray select _item) select 3);
          _priceTag ctrlSetStructuredText parseText format ["<t size='0.8'>Price: <t color='#8cff9b'>$%1</t></t>",[(_price)] call life_fnc_numberText];
          _control lbSetValue[_index,_price];
      } else {
          _price = _control lbValue _index;
          _item = CONTROL_DATAI(_control,_index);
          if (_price > CASH) then {
              _priceTag ctrlSetStructuredText parseText format ["<t size='0.8'>Price: <t color='#ff0000'>$%1</t><br/>You lack: <t color='#8cff9b'>$%2</t></t>",[(_price)] call life_fnc_numberText,[(_price - CASH)] call life_fnc_numberText];
          } else {
              _priceTag ctrlSetStructuredText parseText format ["<t size='0.8'>Price: <t color='#8cff9b'>$%1</t></t>",[(_price)] call life_fnc_numberText];
          };
          if ((uiNamespace getVariable ["Weapon_Magazine",0]) isEqualTo 0 && (uiNamespace getVariable ["Weapon_Accessories",0]) isEqualTo 0) then {
                  if (isClass (configFile >> "CfgWeapons" >> _item)) then {
                      //Magazines menu
                      if (isArray (configFile >> "CfgWeapons" >> _item >> "magazines")) then {
                          _itemArray = FETCH_CONFIG2(getArray,"CfgWeapons",_item,"magazines");
                          _bool = false;
                          {
                              _var = _x select 0;
                              _count = {_x == _var} count _itemArray;
                              if (_count > 0) exitWith {_bool = true};
                          } forEach M_CONFIG(getArray,"WeaponShops",_shop,"mags");
                          if (_bool) then {
                              ((findDisplay 38400) displayCtrl 38406) ctrlEnable true;
                          } else {
                              ((findDisplay 38400) displayCtrl 38406) ctrlEnable false;
                          };
                      } else {
                          ((findDisplay 38400) displayCtrl 38406) ctrlEnable false;
                      };
      
                      //Accessories Menu
                      if (isClass (configFile >> "CfgWeapons" >> _item >> "WeaponSlotsInfo")) then {
                          private ["_slotArray"];
                          _itemArray = [];
                          if (isArray (configFile >> "CfgWeapons" >> _item >> "WeaponSlotsInfo" >> "CowsSlot" >> "compatibleItems")) then {
                              _slotArray = FETCH_CONFIG3(getArray,"CfgWeapons",_item,"WeaponSlotsInfo","CowsSlot","compatibleItems");
                              {
                                  _itemArray pushBack _x;
                              } forEach _slotArray;
                          };
                          if (isArray (configFile >> "CfgWeapons" >> _item >> "WeaponSlotsInfo" >> "MuzzleSlot" >> "compatibleItems")) then {
                              _slotArray = FETCH_CONFIG3(getArray,"CfgWeapons",_item,"WeaponSlotsInfo","MuzzleSlot","compatibleItems");
                              {
                                  _itemArray pushBack _x;
                              } forEach _slotArray;
                          };
                          if (isArray (configFile >> "CfgWeapons" >> _item >> "WeaponSlotsInfo" >> "PointerSlot" >> "compatibleItems")) then {
                              _slotArray = FETCH_CONFIG3(getArray,"CfgWeapons",_item,"WeaponSlotsInfo","PointerSlot","compatibleItems");
                              {
                                  _itemArray pushBack _x;
                              } forEach _slotArray;
                          };
                          if (isArray (configFile >> "CfgWeapons" >> _item >> "WeaponSlotsInfo" >> "UnderBarrelSlot" >> "compatibleItems")) then {
                              _slotArray = FETCH_CONFIG3(getArray,"CfgWeapons",_item,"WeaponSlotsInfo","UnderBarrelSlot","compatibleItems");
                              {
                                  _itemArray pushBack _x;
                              } forEach _slotArray;
                          };
                          _itemArray = [_item] call BIS_fnc_compatibleItems;
      
                          _bool = false;
                          {
                              _var = _x select 0;
                              _count = {_x == _var} count _itemArray;
                              if (_count > 0) exitWith {_bool = true};
                          } forEach M_CONFIG(getArray,"WeaponShops",_shop,"accs");
                          if (_bool) then {
                              ((findDisplay 38400) displayCtrl 38407) ctrlEnable true;
                          } else {
                              ((findDisplay 38400) displayCtrl 38407) ctrlEnable false;
                          };
                      } else {
                          ((findDisplay 38400) displayCtrl 38407) ctrlEnable false;
                      };
                  } else {
                  ((findDisplay 38400) displayCtrl 38406) ctrlEnable false;
                  ((findDisplay 38400) displayCtrl 38407) ctrlEnable false;
              };
          };
      };
      Alles anzeigen
      Code
      #include "..\..\script_macros.hpp"
      /*
          File: fn_weaponShopAccs.sqf
          Author: Daniel Stuart
      
          Description:
          Set Weapon Shop in accessories mode
      */
      disableSerialization;
      
      if ((uiNamespace getVariable ["Weapon_Accessories", 0]) isEqualTo 0) then {
          private _weapon = lbData [38403, lbCurSel (38403)];
          private _compatibleItems = _weapon call BIS_fnc_compatibleItems; //Fetch all compatible Items for the weapons.
          uiNamespace setVariable ["Accessories_Array", _compatibleItems];
          uiNamespace setVariable ["Weapon_Accessories", 1];
      } else {
          uiNamespace setVariable ["Weapon_Accessories", 0];
      };
      Alles anzeigen
      Code
      /*
      *    FORMAT:
      *        STRING (Conditions) - Must return boolean :
      *            String can contain any amount of conditions, aslong as the entire
      *            string returns a boolean. This allows you to check any levels, licenses etc,
      *            in any combination. For example:
      *                "call life_coplevel && license_civ_someLicense"
      *            This will also let you call any other function.
      *            
      *
      *    ARRAY FORMAT:
      *        0: STRING (Classname): Item Classname
      *        1: STRING (Nickname): Nickname that will appear purely in the shop dialog
      *        2: SCALAR (Buy price)
      *        3: SCALAR (Sell price): To disable selling, this should be -1
      *        4: STRING (Conditions): Same as above conditions string
      *
      *    Weapon classnames can be found here: https://community.bistudio.com/wiki/Arma_3_CfgWeapons_Weapons
      *    Item classnames can be found here: https://community.bistudio.com/wiki/Arma_3_CfgWeapons_Items
      *
      */
      class WeaponShops {
          //Armory Shops
          class gun {
              name = "Billy Joe's Firearms";
              side = "civ";
              conditions = "license_civ_gun";
              items[] = {
                  { "hgun_Rook40_F", "", 6500, 3250, "" },
                  { "hgun_Pistol_01_F", "", 7000, 3500, "" }, //Apex DLC
                  { "hgun_Pistol_heavy_02_F", "", 9850, 4925, "" },
                  { "hgun_ACPC2_F", "", 11500, 5750, "" },
                  { "SMG_05_F", "", 18000, 9000, "" }, //Apex DLC
                  { "hgun_PDW2000_F", "", 20000, 10000, "" }
              };
              mags[] = {
                  { "16Rnd_9x21_Mag", "", 125, 60, "" },
                  { "6Rnd_45ACP_Cylinder", "", 150, 75, "" },
                  { "9Rnd_45ACP_Mag", "", 200, 100, "" },
                  { "30Rnd_9x21_Mag", "", 250, 125, "" },
                  { "30Rnd_9x21_Mag_SMG_02", "", 250, 125, "" }, //Apex DLC
                  { "10Rnd_9x21_Mag", "", 250, 125, "" } //Apex DLC
              };
              accs[] = {
                  { "optic_ACO_grn_smg", "", 2500, 1250, "" }
              };
          };
      
          class rebel {
              name = "Mohammed's Jihadi Shop";
              side = "civ";
              conditions = "license_civ_rebel";
              items[] = {
                  { "arifle_TRG20_F", "", 25000, 12500, "" },
                  { "arifle_Katiba_F", "", 30000, 15000, "" },
                  { "srifle_DMR_01_F", "", 50000, 25000, "" },
                  { "arifle_SDAR_F", "", 20000, 10000, "" },
                  { "arifle_AK12_F", "", 22000, 11000, "" }, //Apex DLC
                  { "arifle_AKS_F", "", 22000, 11000, "" }, //Apex DLC
                  { "arifle_AKM_F", "", 22000, 11000, "" }, //Apex DLC
                  { "arifle_ARX_blk_F", "", 22000, 11000, "" }, //Apex DLC
                  { "arifle_SPAR_01_blk_F", "", 33000, 16500, "" }, //Apex DLC
                  { "arifle_CTAR_blk_F", "", 30000, 15000, "" } //Apex DLC
              };
              mags[] = {
                  { "30Rnd_556x45_Stanag", "", 300, 150, "" },
                  { "30Rnd_762x39_Mag_F", "", 300, 150, "" }, //Apex DLC
                  { "30Rnd_545x39_Mag_F", "", 300, 150, "" }, //Apex DLC
                  { "30Rnd_65x39_caseless_green", "", 275, 140, "" },
                  { "10Rnd_762x54_Mag", "", 500, 250, "" },
                  { "20Rnd_556x45_UW_mag", "", 125, 60, "" },
                  { "30Rnd_580x42_Mag_F", "", 125, 60, "" } //Apex DLC
              };
              accs[] = {
                  { "optic_ACO_grn", "", 3500, 1750, "" },
                  { "optic_Holosight", "", 3600, 1800, "" },
                  { "optic_Hamr", "", 7500, 3750, "" },
                  { "acc_flashlight", "", 1000, 500, "" }
              };
          };
      
          class gang {
              name = "Hideout Armament";
              side = "civ";
              conditions = "";
              items[] = {
                  { "hgun_Rook40_F", "", 1500, 750, "" },
                  { "hgun_Pistol_heavy_02_F", "", 2500, 1250, "" },
                  { "hgun_ACPC2_F", "", 4500, 2250, "" },
                  { "hgun_PDW2000_F", "", 9500, 4750, "" }
              };
              mags[] = {
                  { "16Rnd_9x21_Mag", "", 125, 60, "" },
                  { "6Rnd_45ACP_Cylinder", "", 150, 75, "" },
                  { "9Rnd_45ACP_Mag", "", 200, 100, "" },
                  { "30Rnd_9x21_Mag", "", 250, 125, "" }
              };
              accs[] = {
                  { "optic_ACO_grn_smg", "", 950, 475, "" }
              };
          };
      
          //Basic Shops
          class genstore {
              name = "Altis General Store";
              side = "civ";
              conditions = "";
              items[] = {
                  { "Binocular", "", 150, 75, "" },
                  { "ItemGPS", "", 100, 50, "" },
                  { "ItemMap", "", 50, 25, "" },
                  { "ItemCompass", "", 50, 25, "" },
                  { "ItemWatch", "", 50, 25, "" },
                  { "FirstAidKit", "", 150, 75, "" },
                  { "NVGoggles", "", 2000, 1000, "" },
                  { "Chemlight_red", "", 300, 150, "" },
                  { "Chemlight_yellow", "", 300, 150, "" },
                  { "Chemlight_green", "", 300, 150, "" },
                  { "Chemlight_blue", "", 300, 150, "" }
              };
              mags[] = {};
              accs[] = {};
          };
      
          class f_station_store {
              name = "Altis Fuel Station Store";
              side = "";
              conditions = "";
              items[] = {
                  { "Binocular", "", 750, 75, "" },
                  { "ItemGPS", "", 500, 50, "" },
                  { "ItemMap", "", 250, 25, "" },
                  { "ItemCompass", "", 250, 25, "" },
                  { "ItemWatch", "", 250, 25, "" },
                  { "FirstAidKit", "", 750, 75, "" },
                  { "NVGoggles", "", 10000, 1000, "" },
                  { "Chemlight_red", "", 1500, 150, "" },
                  { "Chemlight_yellow", "", 1500, 150, "" },
                  { "Chemlight_green", "", 1500, 150, "" },
                  { "Chemlight_blue", "", 1500, 150, "" }
              };
              mags[] = {};
              accs[] = {};
          };
      
          //Cop Shops
          class cop_basic {
              name = "Altis Cop Shop";
              side = "cop";
              conditions = "";
              items[] = {
                  { "Binocular", "", 150, 75, "" },
                  { "ItemGPS", "", 100, 50, "" },
                  { "FirstAidKit", "", 150, 75, "" },
                  { "NVGoggles", "", 2000, 1000, "" },
                  { "HandGrenade_Stone", $STR_W_items_Flashbang, 1700, 850, "" },
                  { "hgun_P07_snds_F", $STR_W_items_StunPistol, 2000, 1000, "" },
                  { "arifle_SDAR_F", $STR_W_items_TaserRifle, 20000, 10000, "" },
                  { "hgun_P07_F", "", 7500, 3750, "" },
                  { "hgun_P07_khk_F", "", 7500, 3750, "" }, //Apex DLC
                  { "hgun_Pistol_heavy_01_F", "", 9500, 4750, "call life_coplevel >= 1" },
                  { "SMG_02_ACO_F", "", 30000, 15000, "call life_coplevel >= 2" },
                  { "arifle_MX_F", "", 35000, 17500, "call life_coplevel >= 2" },
                  { "hgun_ACPC2_F", "", 17500, 8750, "call life_coplevel >= 3" },
                  { "arifle_MXC_F", "", 30000, 15000, "call life_coplevel >= 3" },
                  { "srifle_DMR_07_blk_F", "", 32000, 16000, "call life_coplevel >= 3" } //Apex DLC Sniper
              };
              mags[] = {
                  { "16Rnd_9x21_Mag", "", 125, 60, "" },
                  { "20Rnd_556x45_UW_mag", $STR_W_mags_TaserRifle, 125, 60, "" },
                  { "11Rnd_45ACP_Mag", "", 130, 65, "call life_coplevel >= 1" },
                  { "30Rnd_65x39_caseless_mag", "", 130, 65, "call life_coplevel >= 2" },
                  { "30Rnd_9x21_Mag", "", 250, 125, "call life_coplevel >= 2" },
                  { "9Rnd_45ACP_Mag", "", 200, 100, "call life_coplevel >= 3" },
                  { "20Rnd_650x39_Cased_Mag_F", "", 200, 100, "call life_coplevel >= 3" } //Apex DLC
              };
              accs[] = {
                  { "muzzle_snds_L", "", 650, 325, "" },
                  { "optic_MRD", "", 2750, 1375, "call life_coplevel >= 1" },
                  { "acc_flashlight", "", 750, 375, "call life_coplevel >= 2" },
                  { "optic_Holosight", "", 1200, 600, "call life_coplevel >= 2" },
                  { "optic_Arco", "", 2500, 1250, "call life_coplevel >= 2" },
                  { "muzzle_snds_H", "", 2750, 1375, "call life_coplevel >= 2" }
              };
          };
      
          //Medic Shops
          class med_basic {
              name = "store";
              side = "med";
              conditions = "";
              items[] = {
                  { "ItemGPS", "", 100, 50, "" },
                  { "Binocular", "", 150, 75, "" },
                  { "FirstAidKit", "", 150, 75, "" },
                  { "NVGoggles", "", 1200, 600, "" }
              };
              mags[] = {};
              accs[] = {};
          };
      };
      Alles anzeigen

      The magazines and accessories of some weapons are still not working.

      config_weapons.hpp

      Code
      /*
      *    FORMAT:
      *        STRING (Conditions) - Must return boolean :
      *            String can contain any amount of conditions, aslong as the entire
      *            string returns a boolean. This allows you to check any levels, licenses etc,
      *            in any combination. For example:
      *                "call life_coplevel && license_civ_someLicense"
      *            This will also let you call any other function.
      *            
      *
      *    ARRAY FORMAT:
      *        0: STRING (Classname): Item Classname
      *        1: STRING (Nickname): Nickname that will appear purely in the shop dialog
      *        2: SCALAR (Buy price)
      *        3: SCALAR (Sell price): To disable selling, this should be -1
      *        4: STRING (Conditions): Same as above conditions string
      *
      *    Weapon classnames can be found here: https://community.bistudio.com/wiki/Arma_3_CfgWeapons_Weapons
      *    Item classnames can be found here: https://community.bistudio.com/wiki/Arma_3_CfgWeapons_Items
      *
      */
      class WeaponShops {
          //Armory Shops
          class gun {
              name = "Billy Joe's Firearms";
              side = "civ";
              conditions = "license_civ_gun";
              items[] = {
                  { "hgun_Rook40_F", "", 6500, 3250, "" },
                  { "hgun_Pistol_01_F", "", 7000, 3500, "" }, //Apex DLC
                  { "hgun_Pistol_heavy_02_F", "", 9850, 4925, "" },
                  { "hgun_ACPC2_F", "", 11500, 5750, "" },
                  { "SMG_05_F", "", 18000, 9000, "" }, //Apex DLC
                  { "hgun_PDW2000_F", "", 20000, 10000, "" }
              };
              mags[] = {
                  { "16Rnd_9x21_Mag", "", 125, 60, "" },
                  { "6Rnd_45ACP_Cylinder", "", 150, 75, "" },
                  { "9Rnd_45ACP_Mag", "", 200, 100, "" },
                  { "30Rnd_9x21_Mag", "", 250, 125, "" },
                  { "30Rnd_9x21_Mag_SMG_02", "", 250, 125, "" }, //Apex DLC
                  { "10Rnd_9x21_Mag", "", 250, 125, "" } //Apex DLC
              };
              accs[] = {
                  { "optic_ACO_grn_smg", "", 2500, 1250, "" }
              };
          };
      
          class rebel {
              name = "Mohammed's Jihadi Shop";
              side = "civ";
              conditions = "license_civ_rebel";
              items[] = {
                  { "arifle_TRG20_F", "", 25000, 12500, "" },
                  { "arifle_Katiba_F", "", 30000, 15000, "" },
                  { "srifle_DMR_01_F", "", 50000, 25000, "" },
                  { "arifle_SDAR_F", "", 20000, 10000, "" },
                  { "arifle_AK12_F", "", 22000, 11000, "" }, //Apex DLC
                  { "arifle_AKS_F", "", 22000, 11000, "" }, //Apex DLC
                  { "arifle_AKM_F", "", 22000, 11000, "" }, //Apex DLC
                  { "arifle_ARX_blk_F", "", 22000, 11000, "" }, //Apex DLC
                  { "arifle_SPAR_01_blk_F", "", 33000, 16500, "" }, //Apex DLC
                  { "arifle_CTAR_blk_F", "", 30000, 15000, "" } //Apex DLC
              };
              mags[] = {
                  { "30Rnd_556x45_Stanag", "", 300, 150, "" },
                  { "30Rnd_762x39_Mag_F", "", 300, 150, "" }, //Apex DLC
                  { "30Rnd_545x39_Mag_F", "", 300, 150, "" }, //Apex DLC
                  { "30Rnd_65x39_caseless_green", "", 275, 140, "" },
                  { "10Rnd_762x54_Mag", "", 500, 250, "" },
                  { "20Rnd_556x45_UW_mag", "", 125, 60, "" },
                  { "30Rnd_580x42_Mag_F", "", 125, 60, "" } //Apex DLC
              };
              accs[] = {
                  { "optic_ACO_grn", "", 3500, 1750, "" },
                  { "optic_Holosight", "", 3600, 1800, "" },
                  { "optic_Hamr", "", 7500, 3750, "" },
                  { "acc_flashlight", "", 1000, 500, "" }
              };
          };
      
          class gang {
              name = "Hideout Armament";
              side = "civ";
              conditions = "";
              items[] = {
                  { "hgun_Rook40_F", "", 1500, 750, "" },
                  { "hgun_Pistol_heavy_02_F", "", 2500, 1250, "" },
                  { "hgun_ACPC2_F", "", 4500, 2250, "" },
                  { "hgun_PDW2000_F", "", 9500, 4750, "" }
              };
              mags[] = {
                  { "16Rnd_9x21_Mag", "", 125, 60, "" },
                  { "6Rnd_45ACP_Cylinder", "", 150, 75, "" },
                  { "9Rnd_45ACP_Mag", "", 200, 100, "" },
                  { "30Rnd_9x21_Mag", "", 250, 125, "" }
              };
              accs[] = {
                  { "optic_ACO_grn_smg", "", 950, 475, "" }
              };
          };
      
          //Basic Shops
          class genstore {
              name = "Altis General Store";
              side = "civ";
              conditions = "";
              items[] = {
                  { "Binocular", "", 150, 75, "" },
                  { "ItemGPS", "", 100, 50, "" },
                  { "ItemMap", "", 50, 25, "" },
                  { "ItemCompass", "", 50, 25, "" },
                  { "ItemWatch", "", 50, 25, "" },
                  { "FirstAidKit", "", 150, 75, "" },
                  { "NVGoggles", "", 2000, 1000, "" },
                  { "Chemlight_red", "", 300, 150, "" },
                  { "Chemlight_yellow", "", 300, 150, "" },
                  { "Chemlight_green", "", 300, 150, "" },
                  { "Chemlight_blue", "", 300, 150, "" }
              };
              mags[] = {};
              accs[] = {};
          };
      
          class f_station_store {
              name = "Altis Fuel Station Store";
              side = "";
              conditions = "";
              items[] = {
                  { "Binocular", "", 750, 75, "" },
                  { "ItemGPS", "", 500, 50, "" },
                  { "ItemMap", "", 250, 25, "" },
                  { "ItemCompass", "", 250, 25, "" },
                  { "ItemWatch", "", 250, 25, "" },
                  { "FirstAidKit", "", 750, 75, "" },
                  { "NVGoggles", "", 10000, 1000, "" },
                  { "Chemlight_red", "", 1500, 150, "" },
                  { "Chemlight_yellow", "", 1500, 150, "" },
                  { "Chemlight_green", "", 1500, 150, "" },
                  { "Chemlight_blue", "", 1500, 150, "" }
              };
              mags[] = {};
              accs[] = {};
          };
      
          //Cop Shops
          class cop_basic {
              name = "Altis Cop Shop";
              side = "cop";
              conditions = "";
              items[] = {
                  { "Binocular", "", 150, 75, "" },
                  { "ItemGPS", "", 100, 50, "" },
                  { "FirstAidKit", "", 150, 75, "" },
                  { "NVGoggles", "", 2000, 1000, "" },
                  { "HandGrenade_Stone", $STR_W_items_Flashbang, 1700, 850, "" },
                  { "hgun_P07_snds_F", $STR_W_items_StunPistol, 2000, 1000, "" },
                  { "arifle_SDAR_F", $STR_W_items_TaserRifle, 20000, 10000, "" },
                  { "hgun_P07_F", "", 7500, 3750, "" },
                  { "hgun_P07_khk_F", "", 7500, 3750, "" }, //Apex DLC
                  { "hgun_Pistol_heavy_01_F", "", 9500, 4750, "call life_coplevel >= 1" },
                  { "SMG_02_ACO_F", "", 30000, 15000, "call life_coplevel >= 2" },
                  { "arifle_MX_F", "", 35000, 17500, "call life_coplevel >= 2" },
                  { "hgun_ACPC2_F", "", 17500, 8750, "call life_coplevel >= 3" },
                  { "arifle_MXC_F", "", 30000, 15000, "call life_coplevel >= 3" },
                  { "srifle_DMR_07_blk_F", "", 32000, 16000, "call life_coplevel >= 3" } //Apex DLC Sniper
              };
              mags[] = {
                  { "16Rnd_9x21_Mag", "", 125, 60, "" },
                  { "20Rnd_556x45_UW_mag", $STR_W_mags_TaserRifle, 125, 60, "" },
                  { "11Rnd_45ACP_Mag", "", 130, 65, "call life_coplevel >= 1" },
                  { "30Rnd_65x39_caseless_mag", "", 130, 65, "call life_coplevel >= 2" },
                  { "30Rnd_9x21_Mag", "", 250, 125, "call life_coplevel >= 2" },
                  { "9Rnd_45ACP_Mag", "", 200, 100, "call life_coplevel >= 3" },
                  { "20Rnd_650x39_Cased_Mag_F", "", 200, 100, "call life_coplevel >= 3" } //Apex DLC
              };
              accs[] = {
                  { "muzzle_snds_L", "", 650, 325, "" },
                  { "optic_MRD", "", 2750, 1375, "call life_coplevel >= 1" },
                  { "acc_flashlight", "", 750, 375, "call life_coplevel >= 2" },
                  { "optic_Holosight", "", 1200, 600, "call life_coplevel >= 2" },
                  { "optic_Arco", "", 2500, 1250, "call life_coplevel >= 2" },
                  { "muzzle_snds_H", "", 2750, 1375, "call life_coplevel >= 2" }
              };
          };
      
          //Medic Shops
          class med_basic {
              name = "store";
              side = "med";
              conditions = "";
              items[] = {
                  { "ItemGPS", "", 100, 50, "" },
                  { "Binocular", "", 150, 75, "" },
                  { "FirstAidKit", "", 150, 75, "" },
                  { "NVGoggles", "", 1200, 600, "" }
              };
              mags[] = {};
              accs[] = {};
          };
      };
      Alles anzeigen
    • Seatbelt problem.

      • Frenzy
      • 10. Mai 2021 um 00:52
      Zitat von blackfisch

      could you provide server & client logfiles of this issue?

      I guess this is the file you said

      Dateien

      arma3server_2021-05-10_01-44-06.rpt 70,13 kB – 113 Downloads
    • Central Bank

      • Frenzy
      • 10. Mai 2021 um 00:33
      Zitat von TaktischerSpeck

      yes, it should work.

      Did u want to get rid of all the locked doors?
      There is the vaulthouse (where the safe is) and the dome around the vault house, currently both is unlocked

      Yes I wanted to remove all locks. I did it this way. the dome locks unlocked but tells me to open the doors again.

    • Accessory Store Not Working

      • Frenzy
      • 10. Mai 2021 um 00:29

      Hello,

      I had to add all attachments to my weapon shop itself because the accessories tab stopped working. Also, when someone dies and gets revived all the attachments get deleted. I studied these two scripts but could not find the problem.

      Code
      #include "..\..\script_macros.hpp"
      /*
          File: fn_weaponShopAccs.sqf
          Author: Daniel Stuart
      
          Description:
          Set Weapon Shop in accessories mode
      */
      disableSerialization;
      
      if ((uiNamespace getVariable ["Weapon_Accessories",0]) isEqualTo 0) then {
          private ["_weapon","_slotArray","_weaponArray"];
          _weapon = lbData[38403,lbCurSel (38403)];
          _slotArray = [];
          _weaponArray = [];
      
          if (isArray (configFile >> "CfgWeapons" >> _weapon >> "WeaponSlotsInfo" >> "CowsSlot" >> "compatibleItems")) then {
              _slotArray = FETCH_CONFIG3(getArray,"CfgWeapons",_weapon,"WeaponSlotsInfo","CowsSlot","compatibleItems");
              {
                  _weaponArray pushBack _x;
              } forEach _slotArray;
          };
          if (isArray (configFile >> "CfgWeapons" >> _weapon >> "WeaponSlotsInfo" >> "MuzzleSlot" >> "compatibleItems")) then {
              _slotArray = FETCH_CONFIG3(getArray,"CfgWeapons",_weapon,"WeaponSlotsInfo","MuzzleSlot","compatibleItems");
              {
                  _weaponArray pushBack _x;
              } forEach _slotArray;
          };
          if (isArray (configFile >> "CfgWeapons" >> _weapon >> "WeaponSlotsInfo" >> "PointerSlot" >> "compatibleItems")) then {
              _slotArray = FETCH_CONFIG3(getArray,"CfgWeapons",_weapon,"WeaponSlotsInfo","PointerSlot","compatibleItems");
              {
                  _weaponArray pushBack _x;
              } forEach _slotArray;
          };
          if (isArray (configFile >> "CfgWeapons" >> _weapon >> "WeaponSlotsInfo" >> "UnderBarrelSlot" >> "compatibleItems")) then {
              _slotArray = FETCH_CONFIG3(getArray,"CfgWeapons",_weapon,"WeaponSlotsInfo","UnderBarrelSlot","compatibleItems");
              {
                  _weaponArray pushBack _x;
              } forEach _slotArray;
          };
          uiNamespace setVariable ["Accessories_Array",_weaponArray];
          uiNamespace setVariable ["Weapon_Accessories",1];
      } else {
          uiNamespace setVariable ["Weapon_Accessories",0];
      };
      Alles anzeigen
      Code
      #include "..\..\script_macros.hpp"
      /*
          File: fn_weaponShopSelection.sqf
          Author: Bryan "Tonic" Boardwine
      
          Description:
          Checks the weapon & adds the price tag.
      */
      private ["_control","_index","_shop","_priceTag","_price","_item","_itemArray","_bool"];
      _control = [_this,0,controlNull,[controlNull]] call BIS_fnc_param;
      _index = [_this,1,-1,[0]] call BIS_fnc_param;
      _shop = uiNamespace getVariable ["Weapon_Shop",""];
      if (isNull _control) exitWith {closeDialog 0;}; //Bad data
      if (_index isEqualTo -1) exitWith {}; //Nothing selected
      
      _priceTag = CONTROL(38400,38404);
      
      if ((uiNamespace getVariable ["Weapon_Shop_Filter",0]) isEqualTo 1) then {
          _item = CONTROL_DATAI(_control,_index);
          _itemArray = M_CONFIG(getArray,"WeaponShops",_shop,"items");
          _item = [_item,_itemArray] call TON_fnc_index;
          _price = ((_itemArray select _item) select 3);
          _priceTag ctrlSetStructuredText parseText format ["<t size='0.8'>Price: <t color='#8cff9b'>$%1</t></t>",[(_price)] call life_fnc_numberText];
          _control lbSetValue[_index,_price];
      } else {
          _price = _control lbValue _index;
          _item = CONTROL_DATAI(_control,_index);
          if (_price > CASH) then {
              _priceTag ctrlSetStructuredText parseText format ["<t size='0.8'>Price: <t color='#ff0000'>$%1</t><br/>You lack: <t color='#8cff9b'>$%2</t></t>",[(_price)] call life_fnc_numberText,[(_price - CASH)] call life_fnc_numberText];
          } else {
              _priceTag ctrlSetStructuredText parseText format ["<t size='0.8'>Price: <t color='#8cff9b'>$%1</t></t>",[(_price)] call life_fnc_numberText];
          };
          if ((uiNamespace getVariable ["Weapon_Magazine",0]) isEqualTo 0 && (uiNamespace getVariable ["Weapon_Accessories",0]) isEqualTo 0) then {
                  if (isClass (configFile >> "CfgWeapons" >> _item)) then {
                      //Magazines menu
                      if (isArray (configFile >> "CfgWeapons" >> _item >> "magazines")) then {
                          _itemArray = FETCH_CONFIG2(getArray,"CfgWeapons",_item,"magazines");
                          _bool = false;
                          {
                              _var = _x select 0;
                              _count = {_x == _var} count _itemArray;
                              if (_count > 0) exitWith {_bool = true};
                          } forEach M_CONFIG(getArray,"WeaponShops",_shop,"mags");
                          if (_bool) then {
                              ((findDisplay 38400) displayCtrl 38406) ctrlEnable true;
                          } else {
                              ((findDisplay 38400) displayCtrl 38406) ctrlEnable false;
                          };
                      } else {
                          ((findDisplay 38400) displayCtrl 38406) ctrlEnable false;
                      };
      
                      //Accessories Menu
                      if (isClass (configFile >> "CfgWeapons" >> _item >> "WeaponSlotsInfo")) then {
                          private ["_slotArray"];
                          _itemArray = [];
                          if (isArray (configFile >> "CfgWeapons" >> _item >> "WeaponSlotsInfo" >> "CowsSlot" >> "compatibleItems")) then {
                              _slotArray = FETCH_CONFIG3(getArray,"CfgWeapons",_item,"WeaponSlotsInfo","CowsSlot","compatibleItems");
                              {
                                  _itemArray pushBack _x;
                              } forEach _slotArray;
                          };
                          if (isArray (configFile >> "CfgWeapons" >> _item >> "WeaponSlotsInfo" >> "MuzzleSlot" >> "compatibleItems")) then {
                              _slotArray = FETCH_CONFIG3(getArray,"CfgWeapons",_item,"WeaponSlotsInfo","MuzzleSlot","compatibleItems");
                              {
                                  _itemArray pushBack _x;
                              } forEach _slotArray;
                          };
                          if (isArray (configFile >> "CfgWeapons" >> _item >> "WeaponSlotsInfo" >> "PointerSlot" >> "compatibleItems")) then {
                              _slotArray = FETCH_CONFIG3(getArray,"CfgWeapons",_item,"WeaponSlotsInfo","PointerSlot","compatibleItems");
                              {
                                  _itemArray pushBack _x;
                              } forEach _slotArray;
                          };
                          if (isArray (configFile >> "CfgWeapons" >> _item >> "WeaponSlotsInfo" >> "UnderBarrelSlot" >> "compatibleItems")) then {
                              _slotArray = FETCH_CONFIG3(getArray,"CfgWeapons",_item,"WeaponSlotsInfo","UnderBarrelSlot","compatibleItems");
                              {
                                  _itemArray pushBack _x;
                              } forEach _slotArray;
                          };
      
                          _bool = false;
                          {
                              _var = _x select 0;
                              _count = {_x == _var} count _itemArray;
                              if (_count > 0) exitWith {_bool = true};
                          } forEach M_CONFIG(getArray,"WeaponShops",_shop,"accs");
                          if (_bool) then {
                              ((findDisplay 38400) displayCtrl 38407) ctrlEnable true;
                          } else {
                              ((findDisplay 38400) displayCtrl 38407) ctrlEnable false;
                          };
                      } else {
                          ((findDisplay 38400) displayCtrl 38407) ctrlEnable false;
                      };
                  } else {
                  ((findDisplay 38400) displayCtrl 38406) ctrlEnable false;
                  ((findDisplay 38400) displayCtrl 38407) ctrlEnable false;
              };
          };
      };
      Alles anzeigen

      Bilder

      • ddd.jpg
        • 88,94 kB
        • 370 × 769
        • 259
    • Seatbelt problem.

      • Frenzy
      • 8. Mai 2021 um 19:09
      Zitat von blackfisch

      wrong TaktischerSpeck

      The code itself is flawed.

      Return value of Damage EH is total new damage. Lower means less damage, so if you divide damage in half that doesn't mean "player gets half the damage" but "player gains 50% of his current HP value"

      if you want the player to receive half the damage you need to adapt your code like this (broken down to sub-statements for better understanding):

      C
      private _oldHP = damage _unit;
      private _damageTaken = _damage - _oldHP;
      
      // new HP value = old HP - 50% of damage taken

      This problem still persists did not fix. It was working very well before , :(

    • Zentralbank

      • Frenzy
      • 8. Mai 2021 um 17:46

      Can anyone help? I could not adjust :(

    • Central Bank

      • Frenzy
      • 8. Mai 2021 um 12:55
      Zitat von TaktischerSpeck

      your server / client log with the bugs would help

      could u send us your code where you lock the doors?

      hey man . I guess I took care of the problem. I just arranged it that way. I did not uninstall or delete anything. I made the true ones false.

      seems to be working? would it be that way?

      life_server\init.sqf

      Code
      /* Setup the federal reserve building(s) */
      private _vaultHouse = [[["Altis", "Land_Research_house_V1_F"], ["Tanoa", "Land_Medevac_house_V1_F"]]] call TON_fnc_terrainSort;
      private _altisArray = [16019.5,16952.9,0];
      private _tanoaArray = [11074.2,11501.5,0.00137329];
      private _pos = [[["Altis", _altisArray], ["Tanoa", _tanoaArray]]] call TON_fnc_terrainSort;
      
      _dome = nearestObject [_pos,"Land_Dome_Big_F"];
      _rsb = nearestObject [_pos,_vaultHouse];
      
      for "_i" from 1 to 3 do {_dome setVariable [format ["bis_disabled_Door_%1",_i],1,false]; _dome animateSource [format ["Door_%1_source", _i], 0];};
      _dome setVariable ["locked",false,false];
      _rsb setVariable ["locked",false,false];
      _rsb setVariable ["bis_disabled_Door_1",1,false];
      _dome allowDamage false;
      _rsb allowDamage false;
      Alles anzeigen

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