Vielen Dank ich hoffe es hat funktioniert, wenn nicht melde ich mich nochmal!
Kann geschlossen werden.
Beiträge von Roby
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Moin!
Ich habe meine Altis Life map im 3D Editor bearbeitet. Nachdem ich sie aufm Server geklatscht habe, sah ich, dass es noch Public Slots bei den Cops gab, also schnell die mission.sqm überarbeitet und aus den Public, Whitelisted gemacht.
Wie? ganz simpel den namen von Public zu Whitelisted geändert, dass sieht jetzt ungefähr so aus :Spoiler anzeigen
dataType="Object";
class PositionInfo
{
position[]={8573.1602,96.894371,25159.443};
angles[]={0.18067499,4.9885011,6.1861577};
};
side="West";
flags=6;
class Attributes
{
skill=0.60000002;
init="removeBackpack this; removeAllWeapons this;";
name="cop_1";
description="WhiteListed - Cop 10";
isPlayable=1;
};
id=767;
type="B_medic_F";
};
class Item1
{
dataType="Object";
class PositionInfo
{
position[]={8578.1602,96.640274,25157.795};
angles[]={0.25311917,4.98035,6.111557};
};
side="West";
flags=4;
class Attributes
{
skill=0.60000002;
init="removeBackpack this; removeAllWeapons this;";
name="cop_2";
description="WhiteListed - Cop 10";
isPlayable=1;
};
id=768;
type="B_medic_F";
};
class Item2
{
dataType="Object";
class PositionInfo
{
position[]={8568.1602,97.88295,25157.795};
angles[]={0.15475227,4.8629417,6.1571898};
};
side="West";
flags=4;
class Attributes
{
skill=0.60000002;
init="removeBackpack this; removeAllWeapons this;";
name="cop_3";
description="WhiteListed - Cop 10";
isPlayable=1;
};
id=769;
type="B_medic_F";
};
class Item3
{
dataType="Object";
class PositionInfo
{
position[]={8583.1602,96.375931,25155.059};
angles[]={0.25311893,4.98035,6.0793886};
};
side="West";
flags=4;
class Attributes
{
skill=0.60000002;
init="removeBackpack this; removeAllWeapons this;";
name="cop_4";
description="WhiteListed - Cop 10";
isPlayable=1;
};
id=770;
type="B_medic_F";
};
class Item4
{
dataType="Object";
class PositionInfo
{
position[]={8563.1602,98.913971,25155.059};
angles[]={0.11153574,4.98035,6.172967};
};
side="West";
flags=4;
class Attributes
{
skill=0.60000002;
init="removeBackpack this; removeAllWeapons this;";
name="cop_5";
description="WhiteListed - Cop 10";
isPlayable=1;
};
id=771;
type="B_medic_F";
};
class Item5
{
dataType="Object";
class PositionInfo
{
position[]={8588.1602,95.419128,25150.516};
angles[]={0.015994642,4.98035,6.0819468};
};
side="West";
flags=4;
class Attributes
{
skill=0.60000002;
init="removeBackpack this; removeAllWeapons this;";
name="cop_6";
description="WhiteListed - Cop 10";
isPlayable=1;
};
id=772;
type="B_medic_F";
};
class Item6
{
dataType="Object";
class PositionInfo
{
position[]={8558.1602,100.72285,25150.516};
angles[]={0.2630899,4.98035,6.2232571};
};
side="West";
flags=4;
class Attributes
{
skill=0.60000002;
init="removeBackpack this; removeAllWeapons this;";
name="cop_7";
description="WhiteListed - Cop 7";
isPlayable=1;
};
id=773;
type="B_medic_F";
atlOffset=-7.6293945e-006;
};
class Item7
{
dataType="Object";
class PositionInfo
{
position[]={8573.1602,96.885338,25159.494};
angles[]={0.18067499,4.98035,6.1861577};
};
side="West";
flags=4;
class Attributes
{
skill=0.60000002;
init="removeBackpack this; removeAllWeapons this;";
name="cop_8";
description="WhiteListed - Cop 8";
isPlayable=1;
};
id=774;
type="B_medic_F";
};
class Item8
{
dataType="Object";
class PositionInfo
{
position[]={8573.1602,96.885338,25159.494};
angles[]={0.18067499,4.98035,6.1861577};
};
side="West";
flags=4;
class Attributes
{
skill=0.60000002;
init="removeBackpack this; removeAllWeapons this;";
name="cop_9";
description="WhiteListed - Cop 9";
isPlayable=1;
};
id=775;
type="B_medic_F";
};
class Item9
{
dataType="Object";
class PositionInfo
{
position[]={8578.1602,96.636009,25157.811};
angles[]={0.25311917,4.98035,6.111557};
};
side="West";
flags=4;
class Attributes
{
skill=0.60000002;
init="removeBackpack this; removeAllWeapons this;";
name="cop_10";
description="WhiteListed - Cop 10";
isPlayable=1;
};
id=776;
type="B_medic_F";
};
class Item10
{
dataType="Object";
class PositionInfo
{
position[]={8568.1602,97.880379,25157.811};
angles[]={0.15475227,4.98035,6.1571898};
};
side="West";
flags=4;
class Attributes
{
skill=0.60000002;
init="removeBackpack this; removeAllWeapons this;";
name="cop_11";
description="WhiteListed - Cop 11";
isPlayable=1;
};
id=777;
type="B_medic_F";
};
class Item11
{
dataType="Object";
class PositionInfo
{
position[]={8583.1602,96.369293,25155.084};
angles[]={0.25311893,4.98035,6.0793886};
};
side="West";
flags=4;
class Attributes
{
skill=0.60000002;
init="removeBackpack this; removeAllWeapons this;";
name="cop_12";
description="WhiteListed - Cop 12";
isPlayable=1;
};
id=778;
type="B_medic_F";
};
class Item12
{
dataType="Object";
class PositionInfo
{
position[]={8563.1602,98.911095,25155.084};
angles[]={0.11153574,4.98035,6.172967};
};
side="West";
flags=4;
class Attributes
{
skill=0.60000002;
init="removeBackpack this; removeAllWeapons this;";
name="cop_13";
description="WhiteListed - Cop 13";
isPlayable=1;
};
id=779;
type="B_medic_F";
};
class Item13
{
dataType="Object";
class PositionInfo
{
position[]={8588.1602,95.418488,25150.557};
angles[]={0.015994642,5.1804867,6.0819468};
};
side="West";
flags=4;
class Attributes
{
skill=0.60000002;
init="removeBackpack this; removeAllWeapons this;";
name="cop_14";
description="WhiteListed - Cop 14";
isPlayable=1;
};
id=780;
type="B_medic_F";
};
class Item14
{
dataType="Object";
class PositionInfo
{
position[]={8558.1602,100.71201,25150.557};
angles[]={0.2630899,4.98035,6.2232571};
};
side="West";
flags=4;
class Attributes
{
skill=0.60000002;
init="removeBackpack this; removeAllWeapons this;";
name="cop_15";
description="WhiteListed - Cop 15";
isPlayable=1;
};
id=781;
type="B_medic_F";
atlOffset=7.6293945e-006;
};
class Item15
{
dataType="Object";
class PositionInfo
{
position[]={8593.1602,94.469971,25145.607};
angles[]={0.011995304,4.98035,6.0819468};
};
side="West";
flags=4;
class Attributes
{
skill=0.60000002;
init="removeBackpack this; removeAllWeapons this;";
name="cop_16";
description="WhiteListed - Cop 16";
isPlayable=1;
};
id=782;
type="B_medic_F";
};
class Item16
{
dataType="Object";
class PositionInfo
{
position[]={8573.1602,96.885338,25159.494};
angles[]={0.18067499,4.98035,6.1861577};
};
side="West";
flags=4;
class Attributes
{
skill=0.60000002;
init="removeBackpack this; removeAllWeapons this;";
name="cop_17";
description="WhiteListed - Cop 17";
isPlayable=1;
};
id=783;
type="B_medic_F";
};
class Item17
{
dataType="Object";
class PositionInfo
{
position[]={8573.1602,96.885338,25159.494};
angles[]={0.18067499,4.98035,6.1861577};
};
side="West";
flags=4;
class Attributes
{
skill=0.60000002;
init="removeBackpack this; removeAllWeapons this;";
name="cop_18";
description="WhiteListed - Cop 18";
isPlayable=1;
};
id=784;
type="B_medic_F";
};
class Item18
{
dataType="Object";
class PositionInfo
{
position[]={8568.1602,97.880379,25157.811};
angles[]={0.15475227,4.98035,6.1571898};
};
side="West";
flags=4;
class Attributes
{
skill=0.60000002;
init="removeBackpack this; removeAllWeapons this;";
name="cop_19";
description="WhiteListed - Cop 19";
isPlayable=1;
};
id=785;
type="B_medic_F";
};
};
class Attributes
{
};
id=766;
};Obwohl dort Whitelisted steht, können Fremde Spieler sich einfach als Polizisten einloggen und rumlaufen.
Muss man mehr als nur die Mission.sqm bearbeiten? Oder hätte ich das bevor ich die map mit´n 3d edtior bearbeitet habe, machen müssen?
An der Datenbank sollte es nicht liegen da alle Normal eingetragen werden, und die Slots die von anfang an Whitelisted sind, sind auch wirklich Whitelisted und man kommt nicht rein.Ich Weiß nicht ob ein RPT- Log gebraucht wird, wenn ja, einfach schreiben.
Danke im Voraus!
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Code
class HIERFAHRZEUGCLASSNAME { vItemSpace = 123; //T-Inventar Platz storageFee[] = { 0, 0, 1500, 0 }; //Wieviel es kostet das fahrzeug auszuparken garageSell[] = { 0, 0, 5000, 0 }; //Wieviel man bekommt wenn man dieses Fahrzeug verkauft, insurance = 2500; //Keine Ahnung mehr chopShop = 12500; //Bin ich grad zublöd das wort zufinden das mir nicht einfällt :D textures[] = {}; };
man muss natürlich das Fahrzeug überall in der Datei eintragen (Durch Lesen dann sieht man auch was was ist)
Haha ich bin so doof danke
xD
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Hast du bei den Fahrzeugen denn eine Platzmenge angegeben?
Und ist es bei allen?
//Edit
Musst du nicht die Platzmenge in der Config_Vehicle angeben?
Und wo in der Config_Vehicle?
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Moinsen,
Auf mein Altis Life server haben die Mod fahrzeuge kein "T" Inventarplatz!
Im Shop steht Beim kofferraumplatz "any".
Ich habe die Datei fn_vehicleWeightCfg.sqf bearbeitet es sieht so aus:Spoiler anzeigen
#include "..\..\script_macros.hpp"
/*
File: fn_vehicleWeightCfg.sqf
Author: Bryan "Tonic" Boardwine
Description:
Master configuration for vehicle weight.
*/
private["_className","_classNameLife","_weight"];
_className = [_this,0,"",[""]] call BIS_fnc_param;
_classNameLife = _className;
if(!isClass (missionConfigFile >> CONFIG_LIFE_VEHICLES >> _classNameLife)) then {
_classNameLife = "Default"; //Use Default class if it doesn't exist
diag_log format["%1: LifeCfgVehicles class doesn't exist",_className];
};
_weight = M_CONFIG(getNumber,CONFIG_LIFE_VEHICLES,_classNameLife,"vItemSpace");if(isNil "_weight") then {_weight = -1;};
_weight;case "cl3_golf_mk2_black": {100;};
case "cl3_golf_mk2_blue": {100;};
case "cl3_golf_mk2_burgundy": {100;};
case "cl3_golf_mk2_dark_green": {100;};
case "cl3_polo_gti_black": {100;};
case "cl3_polo_gti_blue": {100;};
case "cl3_polo_gti_burgundy": {100;};
case "cl3_polo_gti_dark_green": {100;};
case "cl3_polo_gti_gold": {100;};
case "cl3_insignia_black": {100;};
case "cl3_insignia_blue": {100;};
case "cl3_insignia_burgundy": {100;};
case "cl3_insignia_dark_green": {100;};
case "cl3_insignia_gold": {100;};
case "cl3_transit_black": {100;};
case "cl3_transit_blue": {100;};
case "cl3_transit_burgundy": {100;};
case "cl3_transit_dark_green": {100;};
case "cl3_transit_gold": {100;};
case "cl3_impreza_road_black": {100;};
case "cl3_impreza_road_blue": {100;};
case "cl3_impreza_road_burgundy": {100;};
case "cl3_impreza_road_dark_green": {100;};
case "cl3_impreza_road_gold": {100;};
case "cl3_impreza_rally_black": {100;};
case "cl3_impreza_road_blue": {100;};
case "cl3_impreza_road_burgundy": {100;};
case "cl3_impreza_road_dark_green": {100;};
case "cl3_impreza_road_gold": {100;};
case "cl3_impreza_rally_black": {100;};
case "cl3_impreza_rally_blue": {100;};
case "cl3_impreza_rally_burgundy": {100;};
case "cl3_impreza_rally_dark_green": {100;};
case "cl3_impreza_rally_gold": {100;};
case "cl3_range_rover_aqua": {100;};
case "cl3_range_rover_black": {100;};
case "cl3_range_rover_blue": {100;};
case "cl3_range_rover_burgundy": {100;};
case "cl3_range_rover_dark_green": {100;};
case "cl3_range_rover_silver": {100;};
case "cl3_range_rover_gold": {100;};
case "cl3_carrera_gt_aqua": {100;};
case "cl3_carrera_gt_black": {100;};
case "cl3_carrera_gt_blue": {100;};
case "cl3_carrera_gt_burgundy": {100;};
case "cl3_carrera_gt_dark_green": {100;};
case "cl3_carrera_gt_silver": {100;};
case "cl3_carrera_gt_gold": {100;};
case "A3L_CVBlack": {100;};
case "A3L_CVBlue": {100;};
case "A3L_CVGrey": {100;};
case "A3L_CVRed": {100;};
case "A3L_CVBlack": {100;};
case "A3L_CVWhite": {100;};
case "cl3_reventon_aqua": {100;};
case "cl3_reventon_2tone5": {100;};
case "cl3_reventon_2tone4": {100;};
case "cl3_reventon_2tone3": {100;};
case "cl3_reventon_2tone2": {100;};
case "cl3_reventon_2tone1": {100;};
case "cl3_reventon_black": {100;};
case "cl3_reventon_blue": {100;};
case "cl3_reventon_burgundy": {100;};
case "cl3_reventon_dark_green": {100;};
case "cl3_reventon_silver": {100;};
case "cl3_murcielago_aqua": {100;};
case "cl3_murcielago_2tone5": {100;};
case "cl3_murcielago_2tone4": {100;};
case "cl3_murcielago_2tone3": {100;};
case "cl3_murcielago_2tone2": {100;};
case "cl3_murcielago_2tone1": {100;};
case "cl3_murcielago_black": {100;};
case "cl3_murcielago_blue": {100;};
case "cl3_murcielago_burgundy": {100;};
case "cl3_lamborghini_gt1_aqua": {100;};
case "cl3_lamborghini_gt1_2tone5": {100;};
case "cl3_lamborghini_gt1_2tone4": {100;};
case "cl3_lamborghini_gt1_2tone3": {100;};
case "cl3_lamborghini_gt1_2tone2": {100;};
case "cl3_lamborghini_gt1_2tone1": {100;};
case "cl3_lamborghini_gt1_black": {100;};
case "cl3_lamborghini_gt1_blue": {100;};
case "cl3_lamborghini_gt1_burgundy": {100;};
case "cl3_lamborghini_gt1_dark_green": {100;};
case "cl3_aventador_lp7004_aqua": {100;};
case "cl3_aventador_lp7004_2tone5": {100;};
case "cl3_aventador_lp7004_2tone4": {100;};
case "cl3_aventador_lp7004_2tone3": {100;};
case "cl3_aventador_lp7004_2tone2": {100;};
case "cl3_aventador_lp7004_2tone1": {100;};
case "cl3_aventador_lp7004_black": {100;};
case "cl3_aventador_lp7004_blue": {100;};
case "cl3_aventador_lp7004_burgundy": {100;};
case "cl3_aventador_lp7004_dark_green": {100;};
case "A3L_SuburbanBlack": {100;};
case "A3L_SuburbanBlue": {100;};
case "A3L_SuburbanRed": {100;};
case "A3L_SuburbanWhite": {100;};
case "A3L_F350Black": {100;};
case "A3L_F350Red": {100;};
case "A3L_F350Blue": {100;};
case "A3L_F350White": {100;};
case "A3L_PuntoBlack": {100;};
case "A3L_PuntoBlue": {100;};
case "A3L_PuntoGrey": {100;};
case "A3L_PuntoRed": {100;};
case "A3L_F350Orange": {100;};
default {100};Ich weiß nicht ob es stimmt was ich da gemacht habe.
Also falls jemand ne Idee hat freue ich mich wenn ihr helfen könnt
MfG Roby
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Was hat es behoben?
fn_weaponShopbuySell.sqf überarbeitet!
Code
Alles anzeigen#include "..\..\script_macros.hpp" /* File: fn_weaponShopBuySell.sqf Author: Bryan "Tonic" Boardwine Description: Master handling of the weapon shop for buying / selling an item. */ disableSerialization; private["_price","_item","_itemInfo","_bad"]; if((lbCurSel 38403) == -1) exitWith {hint localize "STR_Shop_Weapon_NoSelect"}; _price = lbValue[38403,(lbCurSel 38403)]; if(isNil "_price") then {_price = 0;}; _item = lbData[38403,(lbCurSel 38403)]; _itemInfo = [_item] call life_fnc_fetchCfgDetails; _bad = ""; if((_itemInfo select 6) != "CfgVehicles") then { if((_itemInfo select 4) in [4096,131072]) then { if(!(player canAdd _item) && (uiNamespace getVariable["Weapon_Shop_Filter",0]) != 1) exitWith {_bad = (localize "STR_NOTF_NoRoom")}; }; }; if(_bad != "") exitWith {hint _bad}; if((uiNamespace getVariable["Weapon_Shop_Filter",0]) == 1) then { ADD(CASH,_price); [_item,false] call life_fnc_handleItem; hint parseText format[localize "STR_Shop_Weapon_Sold",_itemInfo select 1,[_price] call life_fnc_numberText]; [nil,(uiNamespace getVariable["Weapon_Shop_Filter",0])] call life_fnc_weaponShopFilter; //Update the menu. } else { private["_hideout"]; _hideout = (nearestObjects[getPosATL player,["Land_u_Barracks_V2_F","Land_i_Barracks_V2_F"],25]) select 0; if(!isNil "_hideout" && {!isNil {grpPlayer getVariable "gang_bank"}} && {(grpPlayer getVariable "gang_bank") >= _price}) then { _action = [ format[(localize "STR_Shop_Virt_Gang_FundsMSG")+ "<br/><br/>" +(localize "STR_Shop_Virt_Gang_Funds")+ " <t color='#8cff9b'>$%1</t><br/>" +(localize "STR_Shop_Virt_YourFunds")+ " <t color='#8cff9b'>$%2</t>", [(grpPlayer getVariable "gang_bank")] call life_fnc_numberText, [CASH] call life_fnc_numberText ], localize "STR_Shop_Virt_YourorGang", localize "STR_Shop_Virt_UI_GangFunds", localize "STR_Shop_Virt_UI_YourCash" ] call BIS_fnc_guiMessage; if(_action) then { hint parseText format[localize "STR_Shop_Weapon_BoughtGang",_itemInfo select 1,[_price] call life_fnc_numberText]; _funds = grpPlayer getVariable "gang_bank"; _funds = _funds - _price; grpPlayer setVariable["gang_bank",_funds,true]; [_item,true,false,false,true] spawn life_fnc_handleItem; [1,grpPlayer] remoteExecCall ["TON_fnc_updateGang",RSERV]; } else { if(_price > CASH) exitWith {hint localize "STR_NOTF_NotEnoughMoney"}; hint parseText format[localize "STR_Shop_Weapon_BoughtItem",_itemInfo select 1,[_price] call life_fnc_numberText]; SUB(CASH,_price); [_item,true,false,false,true] spawn life_fnc_handleItem; }; } else { if(_price > CASH) exitWith {hint localize "STR_NOTF_NotEnoughMoney"}; hint parseText format[localize "STR_Shop_Weapon_BoughtItem",_itemInfo select 1,[_price] call life_fnc_numberText]; CASH = CASH - _price; [_item,true,false,false,true] spawn life_fnc_handleItem; }; }; [] call life_fnc_saveGear;
-
Moin @Roby,
steht was in den RPTs bzw in den Client seitigen RPTs oder passiert etwas wenn du showscripterrors an machst?
MfG AzoniHat sich erledigt danke
-
Moin @Roby,
steht was in den RPTs bzw in den Client seitigen RPTs oder passiert etwas wenn du showscripterrors an machst?
MfG AzoniNein kein Eintrag im RPT log! habe grad duchgeschaut
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was habe ich falsch gemacht es geht immer noch nicht
Code
Alles anzeigen#include "..\..\script_macros.hpp" /* Author: Bryan "Tonic" Boardwine Description Main gear handling functionality. */ private["_item","_details","_bool","_ispack","_items","_isgun","_ongun","_override","_toUniform","_toVest","_preview","_acecheck"]; _item = [_this,0,"",[""]] call BIS_fnc_param; _bool = [_this,1,false,[false]] call BIS_fnc_param; _ispack = [_this,2,false,[false]] call BIS_fnc_param; _ongun = [_this,3,false,[false]] call BIS_fnc_param; _override = [_this,4,false,[false]] call BIS_fnc_param; _toUniform = [_this,5,false,[false]] call BIS_fnc_param; //Manual override to send items specifically to a uniform. _toVest = [_this,6,false,[false]] call BIS_fnc_param; //Manual override to send items specifically to a vest _preview = [_this,7,false,[false]] call BIS_fnc_param; _acecheck = ["ACE_atropine","ACE_morphine","ACE_epinephrine","ACE_fieldDressing","ACE_elasticBandage","ACE_quikclot","ACE_bodyBag","ACE_CableTie","ACE_packingBandage","ACE_EarPlugs","ACE_tourniquet","ACE_surgicalKit","ACE_wirecutter"]; //Some checks if(EQUAL(_item,"")) exitWith {}; _isgun = false; _details = [_item] call life_fnc_fetchCfgDetails; if(EQUAL(count _details,0)) exitWith {}; if(_bool) then { switch((_details select 6)) do { case CONFIG_GLASSES: { if(_toUniform) exitWith {player addItemToUniform _item;}; if(_toVest) exitWith {player addItemToVest _item;}; if(_ispack) then { player addItemToBackpack _item; } else { if(_override) then { player addItem _item; } else { if(!(EQUAL(goggles player,""))) then { removeGoggles player; }; player addGoggles _item; }; }; }; case CONFIG_VEHICLES: { if(!(EQUAL(backpack player,""))) then { _items = (backpackItems player); removeBackpack player; }; player addBackpack _item; clearAllItemsFromBackpack player; if(!isNil {_items}) then { {[_x,true,true,false,true] call life_fnc_handleItem; } foreach _items; }; }; case CONFIG_MAGAZINES: { if(_toUniform) exitWith {player addItemToUniform _item;}; if(_toVest) exitWith {player addItemToVest _item;}; if(_ispack) exitWith {player addItemToBackpack _item;}; player addMagazine _item; }; case CONFIG_WEAPONS: { //New addition if(_toUniform) exitWith {player addItemToUniform _item;}; if(_toVest) exitWith {player addItemToVest _item;}; if(_ispack) exitWith {player addItemToBackpack _item;}; if((SEL(_details,4)) in [1,2,4,5,4096]) then { if(EQUAL(SEL(_details,4),4096)) then { if(EQUAL(SEL(_details,5),-1)) then { if(_item in _acecheck) then{player addItem _item;}; _isgun = true; }; } else { _isgun = true; }; }; if(_isgun) then { //if(!_ispack && _override) exitWith {}; //It was in the vest/uniform, try to close to prevent it overriding stuff... (Actual weapon and not an item) if(EQUAL(_item,"MineDetector")) then { player addItem _item; } else { player addWeapon _item; }; } else { switch(SEL(_details,5)) do { case 0: { if(_ispack) then { player addItemToBackpack _item; } else { if(_override) then { player addItem _item; } else { if(_item in (assignedItems player)) then { player addItem _item; } else { player addItem _item; player assignItem _item; }; }; }; }; case 605: { if(_ispack) then{ player addItemToBackpack _item; } else { if(_override) then { player addItem _item; } else { if(EQUAL(headGear player,_item) && {!_preview}) then { player addItem _item; } else { if(!(EQUAL(headGear player,""))) then {removeHeadGear player;}; player addHeadGear _item; }; }; }; }; case 801: { if(_ispack) then { player addItemToBackpack _item; } else { if(_override) then { player addItem _item; } else { if(player isKindOf "Civilian") then { if(EQUAL(uniform player,_item) && {!_preview}) then { player addItem _item; } else { if(!(EQUAL(uniform player,""))) then { _items = uniformItems player; removeUniform player; }; player addUniform _item; if(!isNil "_items") then { {player addItemToUniform _x} foreach _items; }; }; } else { if(!(EQUAL(uniform player,""))) then { _items = uniformItems player; removeUniform player; }; if(!(player isUniformAllowed _item)) then { player forceAddUniform _item; } else { player addUniform _item; }; if(!isNil "_items") then { {player addItemToUniform _x} foreach _items; }; }; }; }; }; case 701: { if(_ispack) then { player addItemToBackpack _item; } else { if(_override) then{ player addItem _item; } else { if(EQUAL(vest player,_item) && {!_preview}) then { player addItem _item; } else { if(!(EQUAL(vest player,""))) then { _items = vestItems player; removeVest player; }; player addVest _item; if(!isNil {_items}) then { {[_x,true,false,false,true] spawn life_fnc_handleItem;} foreach _items; }; }; }; }; }; case 201: { if(_ispack) then { player addItemToBackpack _item; } else { private "_type"; _type = [_item,201] call life_fnc_accType; if(_ongun) then { switch (_type) do { case 1: { player addPrimaryWeaponItem _item; }; case 2: { player addSecondaryWeaponItem _item; }; case 3: { player addHandgunItem _item; }; }; } else { if(_override) then { player addItem _item; } else { private["_wepItems","_action","_slotTaken"]; _wepItems = switch(_type) do {case 1:{RIFLE_ITEMS}; case 2:{secondaryWeaponItems player}; case 3:{PISTOL_ITEMS}; default {["","",""]};}; _slotTaken = false; if(!(EQUAL(SEL(_wepItems,2),""))) then {_slotTaken = true;}; if(_slotTaken) then { _action = [localize "STR_MISC_AttachmentMSG",localize "STR_MISC_Attachment",localize "STR_MISC_Weapon",localize "STR_MISC_Inventory"] call BIS_fnc_guiMessage; if(_action) then { switch(_type) do { case 1: {player addPrimaryWeaponItem _item;}; case 2: {player addSecondaryWeaponItem _item;}; case 3: {player addHandgunItem _item;}; default {player addItem _item;}; }; } else { player addItem _item; //Add it to any available container }; } else { switch(_type) do { case 1: {player addPrimaryWeaponItem _item;}; case 2: {player addSecondaryWeaponItem _item;}; case 3: {player addHandgunItem _item;}; default {player addItem _item;}; }; }; }; }; }; }; case 301: { if(_ispack) then { player addItemToBackpack _item; } else { private "_type"; _type = [_item,301] call life_fnc_accType; if(_ongun) then { switch (_type) do { case 1: { player addPrimaryWeaponItem _item; }; case 2: { player addSecondaryWeaponItem _item; }; case 3: { player addHandgunItem _item; }; }; } else { if(_override) then { player addItem _item; } else { private["_wepItems","_action","_slotTaken"]; _wepItems = switch(_type) do {case 1:{RIFLE_ITEMS}; case 2:{secondaryWeaponItems player}; case 3:{PISTOL_ITEMS}; default {["","",""]};}; _slotTaken = false; if(!(EQUAL(SEL(_wepItems,1),""))) then {_slotTaken = true;}; if(_slotTaken) then { _action = [localize "STR_MISC_AttachmentMSG",localize "STR_MISC_Attachment",localize "STR_MISC_Weapon",localize "STR_MISC_Inventory"] call BIS_fnc_guiMessage; if(_action) then { switch(_type) do { case 1: {player addPrimaryWeaponItem _item;}; case 2: {player addSecondaryWeaponItem _item;}; case 3: {player addHandgunItem _item;}; default {player addItem _item;}; }; } else { player addItem _item; //Add it to any available container }; } else { switch(_type) do { case 1: {player addPrimaryWeaponItem _item;}; case 2: {player addSecondaryWeaponItem _item;}; case 3: {player addHandgunItem _item;}; default {player addItem _item;}; }; }; }; }; }; }; case 101:{ if(_ispack) then { player addItemToBackpack _item; } else { private "_type"; _type = [_item,101] call life_fnc_accType; if(_ongun) then { switch (_type) do { case 1: { player addPrimaryWeaponItem _item; }; case 2: { player addSecondaryWeaponItem _item; }; case 3: { player addHandgunItem _item; }; }; } else { if(_override) then { player addItem _item; } else { private["_wepItems","_action","_slotTaken"]; _wepItems = switch(_type) do {case 1:{RIFLE_ITEMS}; case 2:{secondaryWeaponItems player}; case 3:{PISTOL_ITEMS}; default {["","",""]};}; _slotTaken = false; if(!(EQUAL(SEL(_wepItems,0),""))) then {_slotTaken = true;}; if(_slotTaken) then { _action = [localize "STR_MISC_AttachmentMSG",localize "STR_MISC_Attachment",localize "STR_MISC_Weapon",localize "STR_MISC_Inventory"] call BIS_fnc_guiMessage; if(_action) then { switch(_type) do { case 1: {player addPrimaryWeaponItem _item;}; case 2: {player addSecondaryWeaponItem _item;}; case 3: {player addHandgunItem _item;}; default {player addItem _item;}; }; } else { player addItem _item; //Add it to any available container }; } else { switch(_type) do { case 1: {player addPrimaryWeaponItem _item;}; case 2: {player addSecondaryWeaponItem _item;}; case 3: {player addHandgunItem _item;}; default {player addItem _item;}; }; }; }; }; }; }; case 621: { if(_ispack) then { player addItemToBackpack _item; } else { if(_override) then { player addItem _item; } else { player addItem _item; player assignItem _item; }; }; }; case 616: { if(_ispack) then { player addItemToBackpack _item; } else { if(_override) then { player addItem _item; } else { player addItem _item; player assignItem _item; }; }; }; default { if(_ispack) then { player addItemToBackpack _item; } else { player addItem _item; }; }; }; }; }; }; } else { switch(SEL(_details,6)) do { case CONFIG_VEHICLES: { removeBackpack player; }; case CONFIG_MAGAZINES: { player removeMagazine _item; }; case CONFIG_GLASSES: { if(EQUAL(_item,goggles player)) then { removeGoggles player; } else { player removeItem _item; }; }; case CONFIG_WEAPONS: { if(SEL(_details,4) in [1,2,4,5,4096]) then { if(EQUAL(SEL(_details,4),4096)) then { if(EQUAL(SEL(_details,5),1)) then { _isgun = true; }; } else { _isgun = true; }; }; if(_isgun) then { switch(true) do { case (EQUAL(RIFLE,_item)) : {_ispack = false;}; case (EQUAL(LAUNCHER,_item)) : {_ispack = false;}; case (EQUAL(PISTOL,_item)) : {_ispack = false;}; case (_item in assignedItems player) : {_ispack = false;}; default {_ispack = true;}; }; if(_item == "MineDetector") then { player removeItem _item; } else { //Lovely code provided by [OCB]Dash private "_tmpfunction"; _tmpfunction = { private["_tWeapons","_tWeaponCount"]; switch(true) do { case (_this in (uniformItems player)): { _tWeapons = (getWeaponCargo (uniformContainer player)) select 0; _tWeaponCount = (getWeaponCargo (uniformContainer player)) select 1; clearWeaponCargo (uniformContainer player); { _numVestWeps = _tWeaponCount select _forEachIndex; if(_x == _this) then { _numVestWeps = _numVestWeps - 1; }; (uniformContainer player) addWeaponCargo [ _x,_numVestWeps]; }forEach _tWeapons; }; case (_this in (vestItems player)): { _tWeapons = (getWeaponCargo (vestContainer player)) select 0; _tWeaponCount = (getWeaponCargo (vestContainer player)) select 1; clearWeaponCargo (vestContainer player); { _numVestWeps = _tWeaponCount select _forEachIndex; if(_x == _this) then { _numVestWeps = _numVestWeps - 1; }; (vestContainer player) addWeaponCargo [ _x,_numVestWeps]; }forEach _tWeapons; }; case (_this in (backpackItems player)): { _tWeapons = (getWeaponCargo (backpackContainer player)) select 0; _tWeaponCount = (getWeaponCargo (backpackContainer player)) select 1; clearWeaponCargo (backpackContainer player); { _numVestWeps = _tWeaponCount select _forEachIndex; if(_x == _this) then { _numVestWeps = _numVestWeps - 1; }; (backpackContainer player) addWeaponCargo [ _x,_numVestWeps]; }forEach _tWeapons; }; }; }; if(_ispack) then { _item call _tmpfunction; } else { switch(true) do { case (_item in (uniformItems player)): {_item call _tmpfunction;}; case (_item in (vestItems player)) : {_item call _tmpfunction;}; case (_item in (backpackItems player)) : {_item call _tmpfunction;}; default {player removeWeapon _item;}; }; }; }; } else { switch(SEL(_details,5)) do { case 0: {player unassignItem _item; player removeItem _item;}; case 605: {if(EQUAL(headGear player,_item)) then {removeHeadgear player} else {player removeItem _item};}; case 801: {if(EQUAL(uniform player,_item)) then {removeUniform player} else {player removeItem _item};}; case 701: {if(EQUAL(vest player,_item)) then {removeVest player} else {player removeItem _item};}; case 621: {player unassignItem _item; player removeItem _item;}; case 616: {player unassignItem _item; player removeItem _item;}; default { switch (true) do { case (_item in RIFLE_ITEMS) : {player removePrimaryWeaponItem _item;}; case (_item in PISTOL_ITEMS) : {player removeHandgunItem _item;}; default {player removeItem _item;}; }; }; }; }; }; }; };
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Hallo Gamer,
seitdem der 3D EDEN Editor draußen ist, kann man nicht die Altis Life Map bearbeiten (Zumindest in der v 4.4) da es immer zu dieser Fehlermeldung kommt, die im Chat gespammt wird wenn man versucht zu connecten:
"Error Loading Mission" das zu beheben ist ganz simpel!Im 3D editor gibt es links eine Spalte, wo aufgezählt wird was alles gesetzt worden ist!
Danach scrollt ihr nach unten bis ihr zu Markers kommt, drückt aufm Pfeil, und löscht die marker die gleich heißen
ACHTUNG: NUR DIE SACHEN DIE IN KLAMMERN STEHEN SIND WICHTIG.
BSP: Car (car1_2) & Carshop (car1_2) dann muss 1 davon gelöscht werden!Ich hoffe ich konnte euch helfen falls fragen bestehen einfach unten reinschreiben^^!
MfG Roby!
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im 3d editor, gibt es in altis life ein marker oder mehrere die gleich heißen, die müssen gelöscht werden ^^!
ich kann auch gerne ein TUT machen -
Hat sich erledigt funkt jetzt!
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die map neu im 3D editor gebaut
du meinst einfach ne neue map mit 3d editor erstellt, oder einfach die mission.sqm importiert und dann editiert?
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3d
und wie habt ihr dass dann zum laufen gebracht?
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mhhh das problem hatten wir auch und haben dan einfach eine neu Map gemacht das würde mir jetzt nur einfallen glaube der Konvert geht noch nicht wirklich reibungslos
Habt ihr dann die map in 3d oder 2d editor gemacht`?
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Ich meinte damit dass ich es ausprobiert habe mit der alten map und es funktioniert hat, ich habe nie an deiner erfahrung gezweilfelt, und wenn ja dann tut es mir leid
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Die fehlermeldungen von den addOns sind anscheinend nicht schlimm, ich habe jetzt ein backup von der mission.sqm reingemacht und es funktioniert wieder, d.h es liegt am 3D Eden EDITOR.
Ne Idee?
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Hat nicht geklappt ... die [lexicon]startparameter[/lexicon] sind jetzt so : "-mod=@extDB2;@life_server;@RageLife"
immer noch der gleiche fehler...
Config:`position´array does not have 2 entries.
Error loading mission.
Error loading mission.
Error loading mission.wird immer in den chat gespammt wenn mann versucht die missionsdatei runterzuladen ....
neuer RPT log im anhang
*EDIT*
Das Backup von der MAP funktioniert aber seitdem ich die Map mit´n 3D editor editiert habe anschließend in den multiplayer exportiert habe und dann einfach die mission.sqm genommen habe und eingefügt habe in mein altis life ordner geht das ganze nicht mehr ..... & die mission.sqm ist nicht mehr mit notepad ++ editierbar -
Danke Frau Merkel, ich liebe sie
[modclose][/modclose]
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Hallo,
Ich habe versucht einen arma3 server mit der mod Altis life zu erstellen, alles schön und gut, bis ich versuche zu connecten!
Ich komme auf die Karte drücke auf Weiter, und dann kommt ein schwarzer Bildschirm wo drauf steht 'Setting UP Client Please Wait'
Ich benutze Extdb2 & TadstRPT LOG:
Spoiler anzeigen
=====================================================================
Starting mission:
Mission file: Altis_Life
Mission world: Altis
Mission directory: mpmissions\Altis_Life.Altis\
Attempt to override final function - bis_functions_list
Attempt to override final function - bis_functions_listpreinit
Attempt to override final function - bis_functions_listpostinit
Attempt to override final function - bis_functions_listrecompile
Attempt to override final function - bis_fnc_missiontaskslocal
Attempt to override final function - bis_fnc_missionconversationslocal
Attempt to override final function - bis_fnc_missionflow
MovesType CfgGesturesMale load time 755 ms
MovesType CfgMovesMaleSdr load time 6401 ms
No speaker given for Teshi Azikiwe
No speaker given for Katungi Sesse-Seko
No speaker given for Katungi Azikiwe
No speaker given for Gillis Griffiths
No speaker given for Kwame Awolowo
No speaker given for Lin Wu
soldier[B_diver_F]:Some of magazines weren't stored in soldier Vest or Uniform?
No speaker given for Ian Lee
No speaker given for Max Robertson
No speaker given for Jack Jones
No speaker given for Alfie Young
No speaker given for Kofi Ibori
No speaker given for George Bennett
No speaker given for Shawn Martinez
No speaker given for Joseph Smith
No speaker given for Pan Ng
No speaker given for Kong Il
No speaker given for Oliver Taylor
No speaker given for Thomas Morgan
No speaker given for Harry Faulkner
No speaker given for Kuang Lee
No speaker given for Luke Halliwell
No speaker given for Sean Abbey
No speaker given for Conor Stewart
soldier[B_diver_F]:Some of magazines weren't stored in soldier Vest or Uniform?
No speaker given for Tyler Moore
No speaker given for Davu Tinibu
No speaker given for Keith MacDonald
No speaker given for Geoff Faulkner
No speaker given for Toby Lewis
No speaker given for Charlie Wood
No speaker given for Jack Campbell
Wrong vertex mapping for person collision geometry found in a3\characters_f_epc\civil\c_nikos_aged.p3d. Selection 1c not found
Wrong vertex mapping for person collision geometry found in a3\characters_f_epc\civil\c_nikos_aged.p3d. Selection 2c not found
Wrong vertex mapping for person collision geometry found in a3\characters_f_epc\civil\c_nikos_aged.p3d. Selection 3c not found
Wrong vertex mapping for person collision geometry found in a3\characters_f_epc\civil\c_nikos_aged.p3d. Selection 4c not found
Wrong vertex mapping for person collision geometry found in a3\characters_f_epc\civil\c_nikos_aged.p3d. Selection 5c not found
Wrong vertex mapping for person collision geometry found in a3\characters_f_epc\civil\c_nikos_aged.p3d. Selection 6c not found
Wrong vertex mapping for person collision geometry found in a3\characters_f_epc\civil\c_nikos_aged.p3d. Selection 7c not found
Wrong vertex mapping for person collision geometry found in a3\characters_f_epc\civil\c_nikos_aged.p3d. Selection 8c not found
Wrong geometry convex component mapping for person collision geometry found in a3\characters_f_epc\civil\c_nikos_aged.p3d. Convex component number 3. not found
No speaker given for Anthis Verga
No speaker given for Achilleas Vidales
No speaker given for Evripidis Mastori
No speaker given for Kostis Kanelloupou
No speaker given for Achilleas Haikias
No speaker given for Dimitiros Savalas
No speaker given for Dimitiros Petridis
No speaker given for Gekas Dimitriadis
No speaker given for Janos Mylonaki
No speaker given for Vangelis Haikias
No speaker given for Giorgos Savalas
No speaker given for Rosi Melidoni
No speaker given for Kostas Kanelloupou
No speaker given for Arion Manetta
No speaker given for Sotiris Baros
No speaker given for Achilleas Xenakis
No speaker given for Lafteris Petridis
No speaker given for Angelos Lagos
No speaker given for Kostas Vidales
No speaker given for Janos Stanis
No speaker given for Kyriakos Isofidou
No speaker given for Vasilis Oikonomopulu
No speaker given for Evripidis Strambopoulos
Strange convex component322 in a3\structures_f\research\dome_big_f.p3d:geometryFire
Strange convex component327 in a3\structures_f\research\dome_big_f.p3d:geometryFire
Error: Object(2 : 96) not found
c:\w\stable\futura\lib\network\networkserver.cpp NetworkServer::OnClientStateChanged:NOT IMPLEMENTED - briefing!
"extDB2: Error with Database Connection"
Mission id: cb1e839fbc564b742ce296488af591b732d047cfIm RPT LOG steht am ende "extDB2: Error with Database Connection" aber ich weiß nicht wie ich das beheben soll!
EXTDB2 LOG:
Spoiler anzeigen
extDB2: Version: 66
extDB2: https://github.com/Torndeco/extDB2
extDB2: Windows Version
Message: All development for extDB2 is done on a Linux Dedicated Server
Message: If you would like to Donate to extDB2 Development
Message: https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=2SUEFTGABTAM2
Message: Also leave a message if there is any particular feature you would like to see added.
Message: Thanks for all the people that have donated.
Message: Torndeco: 20/02/15extDB2: Found [lexicon]extdb[/lexicon]-conf.ini
extDB2: Detected 8 Cores, Setting up 6 Worker Threads[20:42:46:192126 +02:00] [Thread 7664] extDB2: No Config Option Found: ArmaLife
Falls jemand ne Idee hat einfach unten Reinschreiben, Danke schon im Vorraus
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