ich sag nur ;p weil wenn man nach einer spezifischen Mod fragt wirkt es komisch ![]()
Beiträge von blackfisch
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Alles anzeigen
class MainBackground: life_RscPicture
{
idc = -1;
colorbackground[] = 0.0.0.0;
colortext[] = 1.1.1.1;
text = "images/spawn.png";
x = -0.0140624999999996 * safezoneW + safezoneX;
y = 0.0147492625368732 * safezoneH + safezoneY;
w = 1.01822916666667 * safezoneW;
h = 0.993117010816124 * safezoneH;
tooltipcolortext[] = 1.1.1.1;
tooltipcolorbox[] = 1.1.1.1;
tooltipcolorshade[] = 0.0.0.0.65;
};falsch von vorne bis hinten
Code
Alles anzeigenclass MainBackground: life_RscPicture { idc = -1; colorbackground[] = {0,0,0,0}; colortext[] = {1,1,1,1}; text = "images/spawn.png"; x = -0.0140624999999996 * safezoneW + safezoneX; y = 0.0147492625368732 * safezoneH + safezoneY; w = 1.01822916666667 * safezoneW; h = 0.993117010816124 * safezoneH; tooltipcolortext[] = {1,1,1,1}; tooltipcolorbox[] = {1,1,1,1}; tooltipcolorshade[] = {0,0,0,0.65}; }; -
Warum ausgerechnet mit denen von Red? Klingt mir fast als wölltest du nur an die Mod kommen... (zumal das auf Grund der Sicherung von Red sowieso nicht gehen würde ^^)
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Spoiler anzeigen
#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;
_backpack = "";
for "_i" from 0 to 1 step 0 do {
waitUntil {backpack player != _backpack};
_backpack = backpack player;
if(playerSide in [west,independent]) then {(unitBackpack player) setObjectTextureGlobal [0,""];};
};
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 != _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;
};
So sollte das an sich klappen
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Installier dir Infistar als Cheatschutz auf deinem Server und die Spieler haben keine Möglichkeit auf den Server zu connecten!
erzähl mir noch so einen bitte....Ich schließe mich Lucian an - Mods signieren und verifySignatures sowie BE Filter sind der richtige Schritt
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zeig mal deine fn_survival.sqf und das Tut ist fehlerhaft wie ich grade sah xD
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[_curObject] call life_fnc_fn_RUPInteractionMenu;
das eine fn_ ist zu viel und ist die Datei in der Funtions.hpp eingetragen?
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Code
case (side _x isEqualTo independent): { format ["[%1] %2",switch (_x getVariable ["medlevel",0]) do { case 2: {"F-FW"}; case 3: {"F-TF"}; case 4: {"F-SF"}; case 5: {"F-GF"}; case 6: {"F-ZF"}; case 7: {"F-WF"}; default {"F-A"}; },_x getVariable ["realname",name _x]]};und in die fn_initMedic.sqf ans Ende: player setVariable ["medlevel",call life_mediclevel,true];
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Das funktioniert definitiv in der 4.4r4 wenn man nix falsch macht :p
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pbo entpacken -> ändern -> neu packen
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Code
Alles anzeigen... }; class DynMarket { file = "\life_server\Functions\DynMarket"; class calculatePrices {}; class config {}; class getUpdate {}; class HandleDB {}; class playerLogged {}; class sleeper {}; }; class TON_System { ...Nein. Die Dynmarket muss schon in die class ton_system mit rein... -> config.txt
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config.cpp bitte mal
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bräuchtest du ein Script, dass quasi abwartet bis Restart ist, dann einmal bei jeden speichern lässt und dann den Shutdown Command ausführt.
-> https://community.bistudio.com/wiki/remoteExec
-> https://community.bistudio.com/wiki/serverCommand
-> https://community.bistudio.com/wiki/uisleep
Sollte helfen
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kurz und knackig: Ohne irgendwelche Scripts dafür zu schreiben gar nicht
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4.4r3 ist Vorgänger zu 4.4r4 == 5.0.0 -> Das läuft definitiv :p
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Suchst du, findest du
-> Altis Life SelbstmordJacke Einfügen -
fuel_station1 = nearestObjects[getMarkerPos "fuelshop_1", ["Land_fs_feed_F","Land_FuelStation_01_pump_F","Land_FuelStation_02_pump_F"], 50]; damit sollte es gehen