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    1. Nodezone.net Community
    2. Mitglieder
    3. David Brooks

    Beiträge von David Brooks

    • Tanoa Zivi Spawns funktionieren nicht!

      • David Brooks
      • 29. Juli 2016 um 18:23

      Generell ist das Porblem folgendes, in deinem Appdata ist der MPMISSIONCACHE und dort ist eine Pbo datei _cur_mp denn einfach mal löschen neu drauf Connecten weil das Problem ist allzeit bekannt das man wenn der Server geupdated wird Arma3 neu starten muss weil ansonsten wie du schon sagtest wieder nach dem Mission Datei Download wieder in die Serverauswahl zurückkehrst =) !

      Also punkto einfach mal in deinm Appdata MissionCache rein und diese besaagte Pbo löschen =)!

    • Tanoa Zivi Spawns funktionieren nicht!

      • David Brooks
      • 29. Juli 2016 um 17:11

      entferne einfach diese Zeilen :

      civ_spawn_1 = nearestObjects[getMarkerPos "civ_spawn_1", ["Land_i_Shop_01_V1_F","Land_i_Shop_01_V2_F","Land_i_Shop_01_V3_F","Land_i_Shop_02_V1_F","Land_i_Shop_02_V2_F","Land_i_Shop_02_V3_F"],250];
      civ_spawn_2 = nearestObjects[getMarkerPos "civ_spawn_2", ["Land_i_Shop_01_V1_F","Land_i_Shop_01_V2_F","Land_i_Shop_01_V3_F","Land_i_Shop_02_V1_F","Land_i_Shop_02_V2_F","Land_i_Shop_02_V3_F"],250];
      civ_spawn_3 = nearestObjects[getMarkerPos "civ_spawn_3", ["Land_i_Shop_01_V1_F","Land_i_Shop_01_V2_F","Land_i_Shop_01_V3_F","Land_i_Shop_02_V1_F","Land_i_Shop_02_V2_F","Land_i_Shop_02_V3_F"],250];
      civ_spawn_4 = nearestObjects[getMarkerPos "civ_spawn_4", ["Land_i_Shop_01_V1_F","Land_i_Shop_01_V2_F","Land_i_Shop_01_V3_F","Land_i_Shop_02_V1_F","Land_i_Shop_02_V2_F","Land_i_Shop_02_V3_F"],250];

      so sollte es gehen, also zumindestens bei mir =)!

    • Lizenz Erstellen Aber wie?

      • David Brooks
      • 28. Juli 2016 um 23:15

      89.163.242.45 bitteschön

    • Lizenz Erstellen Aber wie?

      • David Brooks
      • 28. Juli 2016 um 20:37

      Hör mal dann tut es mir leid dir dies schreiben zu müssen, aber wenn du es nichtmal hinbekommst einen Simplen Code abzutippen dann bist du für das C&P Scripten nicht gemacht ^^ :)
      Ist nicht Böse gemeint aber vielleicht liest du dich erstmal ein wie das so mit dem Scripting geht [Gut gemeinter Rat meinerseits].

      Aber an sonsten kannst du mir auch gerne deine Teamspeak IP geben und dann mache ich dir dies wenn du möchtest =)!

      pump pump pump

    • Lizenz Erstellen Aber wie?

      • David Brooks
      • 28. Juli 2016 um 16:37

      Du musst einmal in die Config_Licenses.hpp und ein neuen Case erstellen wie folgt :

      Spoiler anzeigen

      class einwohner {
      variable = "einwohner";
      displayName = "STR_License_Einwohner";
      price = 250;
      illegal = false;
      side = "civ";
      };

      Dann musst du das ganze noch in die Stringtable einfügen :

      Spoiler anzeigen

      <Key ID="STR_License_Einwohner">
      <Original>Einwohnerurkunde</Original>
      </Key>

      und zu guterletzt noch einen NPC mit Init befehl füttern :

      Spoiler anzeigen

      this addAction[format[""%1 ($%2)"",localize (getText(missionConfigFile >> ""Licenses"" >> ""einwohner"" >> ""displayName"")), [(getNumber(missionConfigFile >> ""Licenses"" >> ""einwohner"" >> ""price""))] call life_fnc_numberText],life_fnc_buyLicense,""einwohner"",0,false,false,"""",' !license_civ_einwohner && playerSide isEqualTo civilian '];


      Ich hoffe damit ist dir dann auch geholfen =)!

    • Lizenzgebundene Spawnpunkte

      • David Brooks
      • 27. Juli 2016 um 13:41

      ^^ upps, deshalb kommt mir der name auch gerade so benannt vor :D :D

    • DynMarket für die 4.4

      • David Brooks
      • 27. Juli 2016 um 13:35

      Eine Frage wie füge ich bei Navicat das neue Table hinzu ?! das letzte mal als ich damit gearbeitet habe ist lange her ^^
      Ich bedanke mich jetzt schonmal für euere Hilfe

    • Lizenzgebundene Spawnpunkte

      • David Brooks
      • 27. Juli 2016 um 13:04

      ja wieso :D ?!
      aber woher kennst du mich
      ^^

    • Lizenzgebundene Spawnpunkte

      • David Brooks
      • 27. Juli 2016 um 03:49

      Vielen Dank Jungs =)!

    • Lizenzgebundene Spawnpunkte

      • David Brooks
      • 27. Juli 2016 um 02:19

      Wie der Titel schon sagt würde ich gerne wissen wie man bei der 4.4 spawnpunkte lizenzgebunden machen kann.
      Ich hoffe jemand weiß dort mehr und hoffe man kann mir bei diesem Problem helfen =)!

    • Wo finde ich STR_MAR_Sergeant_weapon_shop

      • David Brooks
      • 26. Juli 2016 um 01:23

      immer wieder gerne =)!

    • Wo finde ich STR_MAR_Sergeant_weapon_shop

      • David Brooks
      • 26. Juli 2016 um 01:18

      das ganze kannst du in der Stringable abändern =)!

    • Taschenlampen

      • David Brooks
      • 26. Juli 2016 um 00:36

      okay, vielen dank

    • Taschenlampen

      • David Brooks
      • 26. Juli 2016 um 00:18

      das ist ja der Witz das hatte ich ja geändert nur es kommt immer noch ^:/

    • Taschenlampen

      • David Brooks
      • 26. Juli 2016 um 00:06

      ich bekomme die Meldung du kannst das nicht benutzen solang du gefesellt bist obwohl ich nichtmal gefesselt bin ^^

    • DP MISSIONEN FUNKTIONIEREN NICHT

      • David Brooks
      • 25. Juli 2016 um 21:26

      1.hast du auch im Script und auf der Map Kontrolliert ob die Varibalen über einstimmen der jenigen Dp Mission ?!
      2. Welche Arma3 Version nutzt du 3.1.4.8 oder 4.4 ?!

      und die RPT logs wären nicht schlecht weil so eine Fehlerdiagnose durchzuführen recht schwer ist ^^

    • Polizei Loadouts - Ausrüsten auf Knopfdruck

      • David Brooks
      • 23. Juli 2016 um 23:35

      xD ohhhhh man wer lesen kann ist klar im vorteil :D

    • Polizei Loadouts - Ausrüsten auf Knopfdruck

      • David Brooks
      • 23. Juli 2016 um 23:26

      wie legt man den Namen für das Loadout fest ?! irgentwie check ich das nicht ^^

    • Medic Lights funktionieren nicht

      • David Brooks
      • 22. Juli 2016 um 18:33

      Okay hier dann einmal die Dateien :

      Mediclights:

      Spoiler anzeigen

      /*
      File: fn_copLights.sqf
      Author: mindstorm, modified by Adanteh
      Link: http://forums.bistudio.com/showthread.php…s-and-underglow
      Description:
      Adds the light effect to cop vehicles, specifically the offroad.
      */
      Private ["_vehicle","_lightRed","_lightBlue","_lightleft","_lightright","_leftRed"];
      _vehicle = _this select 0;
      if(isNil "_vehicle" OR isNull _vehicle OR !(_vehicle getVariable "lights")) exitWith {};
      _lightRed = [20, 0.1, 0.1];
      _lightBlue = [0.1, 0.1, 20];

      _lightleft = "#lightpoint" createVehicle getpos _vehicle;
      sleep 0.2;
      _lightleft setLightColor _lightRed;
      _lightleft setLightBrightness 0.2;
      _lightleft setLightAmbient [0.1,0.1,1];

      switch (typeOf _vehicle) do
      {
      case "C_Offroad_01_F":
      {
      _lightleft lightAttachObject [_vehicle, [-0.37, 0.0, 0.56]];
      };
      case "B_MRAP_01_F":
      {
      _lightleft lightAttachObject [_vehicle, [-0.37, -1.9, 0.7]];
      };
      case "C_SUV_01_F":
      {
      _lightleft lightAttachObject [_vehicle, [-0.37,-1.2,0.42]];
      };
      case "C_Hatchback_01_sport_F":
      {
      _lightleft lightAttachObject [_vehicle, [-0.35,-0.2,0.25]];
      };
      case "B_Heli_Light_01_F":
      {
      _lightleft lightAttachObject [_vehicle,[-0.37, 0.0, -0.80]];
      };
      case "B_Heli_Transport_01_F":
      {
      _lightleft lightAttachObject [_vehicle, [-0.5, 0.0, 0.81]];
      };
      };

      _lightleft setLightAttenuation [0.181, 0, 1000, 130];
      _lightleft setLightIntensity 10;
      _lightleft setLightFlareSize 0.38;
      _lightleft setLightFlareMaxDistance 150;
      _lightleft setLightUseFlare true;

      _lightright = "#lightpoint" createVehicle getpos _vehicle;
      sleep 0.2;
      _lightright setLightColor _lightBlue;
      _lightright setLightBrightness 0.2;
      _lightright setLightAmbient [0.1,0.1,1];

      switch (typeOf _vehicle) do
      {
      case "C_Offroad_01_F":
      {
      _lightright lightAttachObject [_vehicle, [0.37, 0.0, 0.56]];
      };
      case "B_MRAP_01_F":
      {
      _lightright lightAttachObject [_vehicle, [0.37, -1.9, 0.7]];
      };
      case "C_SUV_01_F":
      {
      _lightright lightAttachObject [_vehicle, [0.37,-1.2,0.42]];
      };
      case "C_Hatchback_01_sport_F":
      {
      _lightright lightAttachObject [_vehicle, [0.35,-0.2,0.25]];
      };
      case "B_Heli_Light_01_F":
      {
      _lightright lightAttachObject [_vehicle,[0.37, 0.0, -0.80]];
      };
      case "B_Heli_Transport_01_F":
      {
      _lightright lightAttachObject [_vehicle, [0.5, 0.0, 0.81]];
      };
      };
      _lightright setLightAttenuation [0.181, 0, 1000, 130];
      _lightright setLightIntensity 10;
      _lightright setLightFlareSize 0.38;
      _lightright setLightFlareMaxDistance 150;
      _lightright setLightUseFlare true;

      //ARE YOU ALL HAPPY?!?!?!?!?!?!?!?!?%#?@WGD?TGD?BN?ZDHBFD?GA
      _lightleft setLightDayLight true;
      _lightright setLightDayLight true;

      _leftRed = true;
      while{ (alive _vehicle)} do
      {
      if(!(_vehicle getVariable "lights")) exitWith {};
      if(_leftRed) then
      {
      _leftRed = false;
      _lightright setLightBrightness 0.0;
      sleep 0.05;
      _lightleft setLightBrightness 6;
      }
      else
      {
      _leftRed = true;
      _lightleft setLightBrightness 0.0;
      sleep 0.05;
      _lightright setLightBrightness 6;
      };
      sleep (_this select 1);
      };
      deleteVehicle _lightleft;
      deleteVehicle _lightright;

      medicSirenlights:

      Spoiler anzeigen

      #include "..\..\script_macros.hpp"
      /*
      File: fn_sirenLights.sqf
      Author: Bryan "Tonic" Boardwine
      Description:
      Lets play a game! Can you guess what it does? I have faith in you, if you can't
      then you have failed me and therefor I lose all faith in humanity.. No pressure.
      */
      private["_vehicle"];
      _vehicle = param [0,ObjNull,[ObjNull]];
      if(isNull _vehicle) exitWith {}; //Bad entry!
      if(!(typeOf _vehicle in ["C_Offroad_01_F","B_MRAP_01_F","C_SUV_01_F","C_Hatchback_01_sport_F","B_Heli_Light_01_F","B_Heli_Transport_01_F"])) exitWith {}; //Last chance check to prevent something from defying humanity and creating a monster.

      _trueorfalse = _vehicle GVAR ["lights",FALSE];

      if(_trueorfalse) then {
      _vehicle SVAR ["lights",FALSE,TRUE];
      } else {
      _vehicle SVAR ["lights",TRUE,TRUE];
      [_vehicle,0.22] remoteExec ["life_fnc_medicLights",RCLIENT];
      };

      keyHandler:

      Spoiler anzeigen

      #include "..\..\script_macros.hpp"
      /*
      * File: fn_keyHandler.sqf
      * Author: Bryan "Tonic" Boardwine
      *
      * Description:
      * Main key handler for event 'keyDown'
      */
      private ["_handled","_shift","_alt","_code","_ctrl","_alt","_ctrlKey","_veh","_locked","_interactionKey","_mapKey","_interruptionKeys"];
      _ctrl = SEL(_this,0);
      _code = SEL(_this,1);
      _shift = SEL(_this,2);
      _ctrlKey = SEL(_this,3);
      _alt = SEL(_this,4);
      _speed = speed cursorTarget;
      _handled = false;

      _interactionKey = if((EQUAL(count (actionKeys "User10"),0))) then {219} else {(actionKeys "User10") select 0};
      _mapKey = SEL(actionKeys "ShowMap",0);
      //hint str _code;
      _interruptionKeys = [17,30,31,32]; //A,S,W,D

      //Vault handling...
      if((_code in (actionKeys "GetOver") || _code in (actionKeys "salute") || _code in (actionKeys "SitDown") || _code in (actionKeys "Throw") || _code in (actionKeys "GetIn") || _code in (actionKeys "GetOut") || _code in (actionKeys "Fire") || _code in (actionKeys "ReloadMagazine") || _code in [16,18]) && ((player GVAR ["restrained",false]) || (player GVAR ["playerSurrender",false]) || life_isknocked || life_istazed)) exitWith {
      true;
      };

      if(life_action_inUse) exitWith {
      if(!life_interrupted && _code in _interruptionKeys) then {life_interrupted = true;};
      _handled;
      };

      //Hotfix for Interaction key not being able to be bound on some operation systems.
      if(!(EQUAL(count (actionKeys "User10"),0)) && {(inputAction "User10" > 0)}) exitWith {
      //Interaction key (default is Left Windows, can be mapped via Controls -> Custom -> User Action 10)
      if(!life_action_inUse) then {
      [] spawn {
      private "_handle";
      _handle = [] spawn life_fnc_actionKeyHandler;
      waitUntil {scriptDone _handle};
      life_action_inUse = false;
      };
      };
      true;
      };

      if (life_container_active) then {
      switch (_code) do {
      //space key
      case 57: {
      [life_container_activeObj] spawn life_fnc_placedefinestorage;
      };
      };
      true;
      };

      if (life_barrier_active) then {
      switch (_code) do {
      //space key
      case 57: {
      [] spawn life_fnc_placeablesPlaceComplete;
      };
      };
      true;
      };

      switch (_code) do {
      //Space key for Jumping
      case 57: {
      if(isNil "jumpActionTime") then {jumpActionTime = 0;};
      if(_shift && {!(EQUAL(animationState player,"AovrPercMrunSrasWrflDf"))} && {isTouchingGround player} && {EQUAL(stance player,"STAND")} && {speed player > 2} && {!life_is_arrested} && {SEL((velocity player),2) < 2.5} && {time - jumpActionTime > 1.5}) then {
      jumpActionTime = time; //Update the time.
      [player,true] spawn life_fnc_jumpFnc; //Local execution
      [player,false] remoteExec ["life_fnc_jumpFnc",RANY]; //Global execution
      _handled = true;
      };
      };

      //Surrender (Shift + B)
      case 48: {
      if(_shift) then {
      if(player GVAR ["playerSurrender",false]) then {
      player SVAR ["playerSurrender",false,true];
      } else {
      [] spawn life_fnc_surrender;
      };
      _handled = true;
      };
      };

      //Map Key
      case _mapKey: {
      switch (playerSide) do {
      case west: {if(!visibleMap) then {[] spawn life_fnc_copMarkers;}};
      case independent: {if(!visibleMap) then {[] spawn life_fnc_medicMarkers;}};
      case civilian: {if(!visibleMap) then {[] spawn life_fnc_civMarkers;}};
      };
      };

      //Holster / recall weapon. (Shift + H)
      case 35: {
      if(_shift && !_ctrlKey && !(EQUAL(currentWeapon player,""))) then {
      life_curWep_h = currentWeapon player;
      player action ["SwitchWeapon", player, player, 100];
      player switchCamera cameraView;
      };

      if(!_shift && _ctrlKey && !isNil "life_curWep_h" && {!(EQUAL(life_curWep_h,""))}) then {
      if(life_curWep_h in [RIFLE,LAUNCHER,PISTOL]) then {
      player selectWeapon life_curWep_h;
      };
      };
      };

      //Interaction key (default is Left Windows, can be mapped via Controls -> Custom -> User Action 10)
      case _interactionKey: {
      if(!life_action_inUse) then {
      [] spawn {
      private "_handle";
      _handle = [] spawn life_fnc_actionKeyHandler;
      waitUntil {scriptDone _handle};
      life_action_inUse = false;
      };
      };
      };

      //Restraining (Shift + R)
      case 19: {
      if(_shift) then {_handled = true;};
      if(_shift && playerSide == west && {!isNull cursorTarget} && {cursorTarget isKindOf "Man"} && {(isPlayer cursorTarget)} && {(side cursorTarget in [civilian,independent])} && {alive cursorTarget} && {cursorTarget distance player < 3.5} && {!(cursorTarget GVAR "Escorting")} && {!(cursorTarget GVAR "restrained")} && {speed cursorTarget < 1}) then {
      [] call life_fnc_restrainAction;
      };
      };

      //Knock out, this is experimental and yeah... (Shift + G)
      case 34: {
      if(_shift) then {_handled = true;};
      if(_shift && playerSide == civilian && !isNull cursorTarget && cursorTarget isKindOf "Man" && isPlayer cursorTarget && alive cursorTarget && cursorTarget distance player < 4 && speed cursorTarget < 1) then {
      if((animationState cursorTarget) != "Incapacitated" && (currentWeapon player == primaryWeapon player OR currentWeapon player == handgunWeapon player) && currentWeapon player != "" && !life_knockout && !(player GVAR ["restrained",false]) && !life_istazed && !life_isknocked) then {
      [cursorTarget] spawn life_fnc_knockoutAction;
      };
      };
      };

      //T Key (Trunk)
      case 20: {
      if(!_alt && !_ctrlKey && !dialog && {!life_action_inUse}) then {
      if(vehicle player != player && alive vehicle player) then {
      if((vehicle player) in life_vehicles) then {
      [vehicle player] call life_fnc_openInventory;
      };
      } else {
      private "_list";
      _containers = [getPosATL player, ["Box_IND_Grenades_F","B_supplyCrate_F"], 2.5] call life_fnc_nearestObjects;
      if (count _containers > 0) then {
      _container = _containers select 0;
      [_container] call life_fnc_openInventory;
      player say3D "open";
      } else {
      _list = ["landVehicle","Air","Ship"];
      if(KINDOF_ARRAY(cursorTarget,_list) && {player distance cursorTarget < 7} && {vehicle player == player} && {alive cursorTarget} && {!life_action_inUse}) then {
      if(cursorTarget in life_vehicles) then {
      [cursorTarget] call life_fnc_openInventory;
      player say3D "close";
      };
      };
      };
      };
      };
      };

      //L Key?
      case 38: {
      //If cop run checks for turning lights on.
      if(_shift && playerSide in [west,independent]) then {
      if(vehicle player != player && (typeOf vehicle player) in ["C_Offroad_01_F","B_MRAP_01_F","C_SUV_01_F","C_Hatchback_01_sport_F","B_Heli_Light_01_F","B_Heli_Transport_01_F"]) then {
      if(!isNil {vehicle player GVAR "lights"}) then {
      if(playerSide == west) then {
      [vehicle player] call life_fnc_sirenLights;
      } else {
      [vehicle player] call life_fnc_medicSirenLights;
      };
      _handled = true;
      };
      };
      };

      if(!_alt && !_ctrlKey) then { [] call life_fnc_radar; };
      };

      //Y Player Menu
      case 21: {
      if(!_alt && !_ctrlKey && !dialog && !(player GVAR ["restrained",false]) && {!life_action_inUse}) then {
      [] call life_fnc_p_openMenu;
      };
      };

      //F Key
      case 33: {
      if(playerSide in [west,independent] && {vehicle player != player} && {!life_siren_active} && {((driver vehicle player) == player)}) then {
      [] spawn {
      life_siren_active = true;
      sleep 4.7;
      life_siren_active = false;
      };

      _veh = vehicle player;
      if(isNil {_veh GVAR "siren"}) then {_veh SVAR ["siren",false,true];};
      if((_veh GVAR "siren")) then {
      titleText [localize "STR_MISC_SirensOFF","PLAIN"];
      _veh SVAR ["siren",false,true];
      } else {
      titleText [localize "STR_MISC_SirensON","PLAIN"];
      _veh SVAR ["siren",true,true];
      if(playerSide == west) then {
      [_veh] remoteExec ["life_fnc_copSiren",RCLIENT];
      } else {
      [_veh] remoteExec ["life_fnc_medicSiren",RCLIENT];
      };
      };
      };
      };
      case 207:
      {
      switch (player getVariable["Earplugs",0]) do {
      case 0: {hint composeText [ image "icons\sound.paa"," 90% Leiser"]; 1 fadeSound 0.1; player setVariable ["Earplugs", 10]; };
      case 10: {hint composeText [ image "icons\sound.paa"," 60% Leiser"]; 1 fadeSound 0.4; player setVariable ["Earplugs", 40]; };
      case 40: {hint composeText [ image "icons\sound.paa"," 30% Leiser"]; 1 fadeSound 0.7; player setVariable ["Earplugs", 70]; };
      case 70: {hint composeText [ image "icons\sound_new.paa"," Normaler Sound"]; 1 fadeSound 1; player setVariable ["Earplugs", 0]; };
      };
      };

      //O Key
      case 24: {
      if(_shift) then {
      if (soundVolume != 1) then {
      1 fadeSound 1;
      systemChat localize "STR_MISC_soundnormal";
      } else {
      1 fadeSound 0.1;
      systemChat localize "STR_MISC_soundfade";
      };
      };
      };
      //shift+c pioche 4.0 4.3 4.4
      case 46: {
      if(_shift && (!life_action_inUse) && (vehicle player == player) ) then
      {
      _item = "";
      player say3D "mining";
      { if(typeName _x == typeName "") then {_item = _x;} else {_item = configName _x};
      _val = ITEM_VALUE(_item);
      if(_val > 0 ) then {
      if( _item == "pickaxe" ) then
      {
      [] spawn life_fnc_pickAxeUse;
      };
      };
      } foreach ("true" configClasses (missionConfigFile >> "VirtualItems"));
      };
      };
      //shift+c pioche 4.0 4.3 4.4
      case 18: {
      if(_shift && (!life_action_inUse) && (vehicle player == player) ) then
      {
      _item = "";
      player say3D "axe";
      { if(typeName _x == typeName "") then {_item = _x;} else {_item = configName _x};
      _val = ITEM_VALUE(_item);
      if(_val > 0 ) then {
      if( _item == "axe" ) then
      {
      [] spawn life_fnc_axeUse;
      };
      };
      } foreach ("true" configClasses (missionConfigFile >> "VirtualItems"));
      };
      };
      //shift+c pioche 4.0 4.3 4.4
      case 16: {
      if(_shift && (!life_action_inUse) && (vehicle player == player) ) then
      {
      _item = "";
      player say3D "schere";
      { if(typeName _x == typeName "") then {_item = _x;} else {_item = configName _x};
      _val = ITEM_VALUE(_item);
      if(_val > 0 ) then {
      if( _item == "schere" ) then
      {
      [] spawn life_fnc_schereUse;
      };
      };
      } foreach ("true" configClasses (missionConfigFile >> "VirtualItems"));
      };
      };

      //U Key
      case 22: {
      if(!_alt && !_ctrlKey) then {
      if(vehicle player == player) then {
      _veh = cursorTarget;
      } else {
      _veh = vehicle player;
      };

      if(_veh isKindOf "House_F" && {playerSide == civilian}) then {
      if(_veh in life_vehicles && player distance _veh < 8) then {
      _door = [_veh] call life_fnc_nearestDoor;
      if(EQUAL(_door,0)) exitWith {hint localize "STR_House_Door_NotNear"};
      _locked = _veh GVAR [format["bis_disabled_Door_%1",_door],0];

      if(EQUAL(_locked,0)) then {
      _veh SVAR [format["bis_disabled_Door_%1",_door],1,true];
      _veh animate [format["door_%1_rot",_door],0];
      systemChat localize "STR_House_Door_Lock";
      } else {
      _veh SVAR [format["bis_disabled_Door_%1",_door],0,true];
      _veh animate [format["door_%1_rot",_door],1];
      systemChat localize "STR_House_Door_Unlock";
      };
      };
      } else {
      _locked = locked _veh;
      if(_veh in life_vehicles && player distance _veh < 8) then {
      if(EQUAL(_locked,2)) then {
      if(local _veh) then {
      _veh lock 0;
      } else {
      [_veh,0] remoteExecCall ["life_fnc_lockVehicle",_veh];
      };
      systemChat localize "STR_MISC_VehUnlock";
      player say3D "lockunlock";
      } else {
      if(local _veh) then {
      _veh lock 2;
      } else {
      [_veh,2] remoteExecCall ["life_fnc_lockVehicle",_veh];
      };
      systemChat localize "STR_MISC_VehLock";
      player say3D "lockunlock";
      };
      };
      };
      };
      };
      };

      _handled;

      Spawnvehicle:

      Spoiler anzeigen

      #include "\life_server\script_macros.hpp"
      /*
      File: fn_spawnVehicle.sqf
      Author: Bryan "Tonic" Boardwine

      Description:
      Sends the query request to the database, if an array is returned then it creates
      the vehicle if it's not in use or dead.
      */
      private["_vid","_sp","_pid","_query","_sql","_vehicle","_nearVehicles","_name","_side","_tickTime","_dir","_servIndex"];
      _vid = [_this,0,-1,[0]] call BIS_fnc_param;
      _pid = [_this,1,"",[""]] call BIS_fnc_param;
      _sp = [_this,2,[],@@42bcf026a92c5113ec8700a29760817323e7edf8@@ call BIS_fnc_param;
      _unit = [_this,3,ObjNull,[ObjNull]] call BIS_fnc_param;
      _price = [_this,4,0,[0]] call BIS_fnc_param;
      _dir = [_this,5,0,[0]] call BIS_fnc_param;
      _unit_return = _unit;
      _name = name _unit;
      _side = side _unit;
      _unit = owner _unit;

      if(EQUAL(_vid,-1) OR EQUAL(_pid,"")) exitWith {};
      if(_vid in serv_sv_use) exitWith {};
      serv_sv_use pushBack _vid;
      _servIndex = serv_sv_use find _vid;

      _query = format["SELECT id, side, classname, type, pid, alive, active, plate, color, inventory, gear, fuel FROM vehicles WHERE id='%1' AND pid='%2'",_vid,_pid];


      _tickTime = diag_tickTime;
      _queryResult = [_query,2] call DB_fnc_asyncCall;

      if(EXTDB_SETTING(getNumber,"DebugMode") == 1) then {
      diag_log "------------- Client Query Request -------------";
      diag_log format["QUERY: %1",_query];
      diag_log format["Time to complete: %1 (in seconds)",(diag_tickTime - _tickTime)];
      diag_log format["Result: %1",_queryResult];
      diag_log "------------------------------------------------";
      };

      if(EQUAL(typeName _queryResult,typeName "")) exitWith {};

      _vInfo = _queryResult;
      if(isNil "_vInfo") exitWith {serv_sv_use deleteAt _servIndex;};
      if(EQUAL(count _vInfo,0)) exitWith {serv_sv_use deleteAt _servIndex;};

      if(EQUAL(SEL(_vInfo,5),0)) exitWith {
      serv_sv_use deleteAt _servIndex;
      [1,format[(localize "STR_Garage_SQLError_Destroyed"),_vInfo select 2]] remoteExecCall ["life_fnc_broadcast",_unit];
      };

      if(EQUAL(SEL(_vInfo,6),1)) exitWith {
      serv_sv_use deleteAt _servIndex;
      [1,format[(localize "STR_Garage_SQLError_Active"),_vInfo select 2]] remoteExecCall ["life_fnc_broadcast",_unit];
      };

      if!(EQUAL(typeName _sp,typeName "")) then {
      _nearVehicles = nearestObjects[_sp,["Car","Air","Ship"],10];
      } else {
      _nearVehicles = [];
      };

      if(count _nearVehicles > 0) exitWith {
      serv_sv_use deleteAt _servIndex;
      [_price,_unit_return] remoteExecCall ["life_fnc_garageRefund",_unit];
      [1,(localize "STR_Garage_SpawnPointError")] remoteExecCall ["life_fnc_broadcast",_unit];
      };

      _query = format["UPDATE vehicles SET active='1' WHERE pid='%1' AND id='%2'",_pid,_vid];

      _trunk = [_vInfo select 9] call DB_fnc_mresToArray;
      _gear = [_vInfo select 10] call DB_fnc_mresToArray;

      [_query,false] spawn DB_fnc_asyncCall;
      if(typeName _sp == "STRING") then {
      _vehicle = createVehicle[(_vInfo select 2),[0,0,999],[],0,"NONE"];
      waitUntil {!isNil "_vehicle" && {!isNull _vehicle}};
      _vehicle allowDamage false;
      _hs = nearestObjects[getMarkerPos _sp,["Land_Hospital_side2_F"],50] select 0;
      _vehicle setPosATL (_hs modelToWorld [-0.4,-4,12.65]);
      sleep 0.6;
      } else {
      _vehicle = createVehicle [(_vInfo select 2),_sp,[],0,"NONE"];
      waitUntil {!isNil "_vehicle" && {!isNull _vehicle}};
      _vehicle allowDamage false;
      _vehicle setPos _sp;
      _vehicle setVectorUp (surfaceNormal _sp);
      _vehicle setDir _dir;
      };
      _vehicle setFuel (_vInfo select 11);
      _vehicle allowDamage true;
      //Send keys over the network.
      [_vehicle] remoteExecCall ["life_fnc_addVehicle2Chain",_unit];
      [_pid,_side,_vehicle,1] call TON_fnc_keyManagement;
      _vehicle lock 2;
      //Reskin the vehicle
      [_vehicle,_vInfo select 8] remoteExecCall ["life_fnc_colorVehicle",_unit];
      _vehicle setVariable["vehicle_info_owners",[[_pid,_name]],true];
      _vehicle setVariable["dbInfo",[(_vInfo select 4),_vInfo select 7]];
      _vehicle setVariable["Trunk",_trunk,true];
      _vehicle disableTIEquipment true; //No Thermals.. They're cheap but addictive.

      [_vehicle] call life_fnc_clearVehicleAmmo;

      if (count _gear > 0) then {
      _items = _gear select 0;
      _mags = _gear select 1;
      _weapons = _gear select 2;
      _backpacks = _gear select 3;

      for "_i" from 0 to ((count (_items select 0)) - 1) do {
      _vehicle addItemCargoGlobal [((_items select 0) select _i), ((_items select 1) select _i)];
      };
      for "_i" from 0 to ((count (_mags select 0)) - 1) do {
      _vehicle addMagazineCargoGlobal [((_mags select 0) select _i), ((_mags select 1) select _i)];
      };
      for "_i" from 0 to ((count (_weapons select 0)) - 1) do {
      _vehicle addWeaponCargoGlobal [((_weapons select 0) select _i), ((_weapons select 1) select _i)];
      };
      for "_i" from 0 to ((count (_backpacks select 0)) - 1) do {
      _vehicle addBackpackCargoGlobal [((_backpacks select 0) select _i), ((_backpacks select 1) select _i)];
      };
      };

      //Sets of animations
      if(EQUAL(SEL(_vInfo,1),"civ") && EQUAL(SEL(_vInfo,2),"B_Heli_Light_01_F") && !(EQUAL(SEL(_vInfo,8),13))) then {
      [_vehicle,"civ_littlebird",true] remoteExecCall ["life_fnc_vehicleAnimate",_unit];
      };

      if(EQUAL(SEL(_vInfo,1),"cop") && (SEL(_vInfo,2)) in ["C_Offroad_01_F","B_MRAP_01_F","C_SUV_01_F","C_Hatchback_01_sport_F","B_Heli_Light_01_F","B_Heli_Transport_01_F"]) then {
      [_vehicle,"cop_offroad",true] remoteExecCall ["life_fnc_vehicleAnimate",_unit];
      };

      if(EQUAL(SEL(_vInfo,1),"med") && EQUAL(SEL(_vInfo,2),"C_Offroad_01_F")) then {
      [_vehicle,"med_offroad",true] remoteExecCall ["life_fnc_vehicleAnimate",_unit];
      };
      [1,"Your vehicle is ready!"] remoteExecCall ["life_fnc_broadcast",_unit];
      serv_sv_use deleteAt _servIndex;

    • Medic Lights funktionieren nicht

      • David Brooks
      • 22. Juli 2016 um 12:30

      es ist nichts im RPT drin , und anscheinend ist das von grund auf in der 4.4 so das die Medic lights nicht gehen

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