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

    Beiträge von Azoni

    • [Tutorial] Statusbar / Infoleiste

      • Azoni
      • 21. Januar 2016 um 21:55

      @Larry
      #nohomo

    • [Tutorial] Statusbar / Infoleiste

      • Azoni
      • 21. Januar 2016 um 21:40

      @Larry
      ich liebe dich xD
      Vielen Dank !!!

    • [Tutorial] Statusbar / Infoleiste

      • Azoni
      • 21. Januar 2016 um 20:45
      Zitat von Larry

      öffne mal das komplette Script mit Notepad ++ und suche nach 4 cutText und 4 cutRsc
      Sollte das irgendwo vorkommen, dann solltest du das abändern. Bestenfalls in 0 cutRsc/0 cutText
      Wenn du das Ragecore Intro verwendest, dann musst du in der fn_initIntro.sqf folgendes
      for "_x" from 5 to 25 do {
      _x cutRsc ["RageCoreintro","PLAIN"];
      };
      mit folgendem
      for "_x" from 5 to 25 do {
      _x cutRsc ["RageCoreintro","PLAIN"];
      };
      ersetzten

      Alles anzeigen

      @Larry
      Ist das nicht zwei Mal das gleiche ? :D

    • [Tutorial] Statusbar / Infoleiste

      • Azoni
      • 21. Januar 2016 um 20:15

      Keiner eine Idee? :D

    • [Tutorial] Statusbar / Infoleiste

      • Azoni
      • 21. Januar 2016 um 19:09

      Vielleicht weiß ja @Motombo was da zu tun ist xD

    • [Tutorial] Statusbar / Infoleiste

      • Azoni
      • 21. Januar 2016 um 19:02

      @Larry
      steht nichts drin ._.

    • [Tutorial] Statusbar / Infoleiste

      • Azoni
      • 21. Januar 2016 um 18:57

      @Larry
      Geht nicht xD
      Also das gleiche Problem wie vorher ._.

    • [Tutorial] Statusbar / Infoleiste

      • Azoni
      • 21. Januar 2016 um 18:53

      @Larry
      So ? xD

      Code
      /*
      Player Status Bar with Icons v 1.36
      Author: Dart_Rogue
      Mod: Epoch
      https://github.com/DarthRogue/Status_Bar
      
      
      
      
      Transfered to Altis Life + add SBUserhy
      */
      waitUntil {!(isNull (findDisplay 46))};
      disableSerialization;
      
      
      
      
      4 cutRsc ["osefStatusBar","PLAIN"];
      systemChat format["Willkommen auf dem Server", _rscLayer];
      
      
      
      
      [] spawn {
      sleep 2;
      _counter = 360;
      _timeSinceLastUpdate = 0;
      _colourDefault = parseText "#ADADAD"; //set your default colour here
      _colour100 = parseText "#33FF00";
      _colour90 = parseText "#33FF00";
      _colour80 = parseText "#33FF00";
      _colour70 = parseText "#33FF00";
      _colour60 = parseText "#66FF00";
      _colour50 = parseText "#CCFF00";
      _colour40 = parseText "#FFFF00";
      _colour30 = parseText "#FFFF00";
      _colour20 = parseText "#CC0000";
      _colour10 = parseText "#CC0000";
      _colour0 = parseText "#CC0000";
      _colourDead = parseText "#000000";
      _colourUpTimeHUD = parseText "#CCCCCC";
      
      
      
      
      while {true} do
      {
      sleep 1;
      //moved the creation of the status bar inside the loop and create it if it is null,
      //this is to handle instance where the status bar is disappearing
      if(isNull ((uiNamespace getVariable "statusBar")displayCtrl 55555)) then
      {
      diag_log "statusbar is null create";
      disableSerialization;
      4 cutRSC ["osefStatusBar","PLAIN"];
      };
      //initialize variables and set values
      //neu
      _CivplayHUD = civilian countSide playableUnits;
      _WestplayHUD = west countSide playableUnits;
      _IndepplayHUD = independent countSide playableUnits;
      _EastplayHUD = east countSide playableUnits;
      _grid = mapGridPosition player;
      _xx = (format[_grid]) select [0,3];
      _yy = (format[_grid]) select [3,3];
      _hunger = round(life_hunger);
      _thirst = round(life_thirst);
      _damage = round ((1 - (damage player)) * 100);
      _FpsHud = round (diag_fps);
      _stamina = round(getFatigue player * 100) / 100;
      _UpTimeHUD = [serverTime,"HH:MM:SS"] call BIS_fnc_secondsToString;
      //neu ende
      _toxPercent = round(life_thirst);
      _energy = round(life_thirst);
      _energyPercent = floor((_energy / 2500 ) * 100);
      _players = (count playableUnits -1);
      //Colour coding
      //Hunger
      _colourHunger = _colourDefault;
      switch true do {
      case(_hunger >= 100) : {_colourHunger = _colour70;};
      case((_hunger >= 90) && (_hunger < 100)) : {_colourHunger = _colour70;};
      case((_hunger >= 80) && (_hunger < 90)) : {_colourHunger = _colour70;};
      case((_hunger >= 70) && (_hunger < 80)) : {_colourHunger = _colour70;};
      case((_hunger >= 60) && (_hunger < 70)) : {_colourHunger = _colour60;};
      case((_hunger >= 50) && (_hunger < 60)) : {_colourHunger = _colour50;};
      case((_hunger >= 40) && (_hunger < 50)) : {_colourHunger = _colour40;};
      case((_hunger >= 30) && (_hunger < 40)) : {_colourHunger = _colour30;};
      case((_hunger >= 20) && (_hunger < 30)) : {_colourHunger = _colour20;};
      case((_hunger >= 10) && (_hunger < 20)) : {_colourHunger = _colour10;};
      case((_hunger >= 1) && (_hunger < 10)) : {_colourHunger = _colour0;};
      case(_hunger < 1) : {_colourHunger = _colourDead;};
      };
      //Thirst
      _colourThirst = _colourDefault;
      switch true do{
      case(_thirst >= 100) : {_colourThirst = _colour70;};
      case((_thirst >= 90) && (_thirst < 100)) : {_colourThirst = _colour70;};
      case((_thirst >= 80) && (_thirst < 90)) : {_colourThirst = _colour70;};
      case((_thirst >= 70) && (_thirst < 80)) : {_colourThirst = _colour70;};
      case((_thirst >= 60) && (_thirst < 70)) : {_colourThirst = _colour60;};
      case((_thirst >= 50) && (_thirst < 60)) : {_colourThirst = _colour50;};
      case((_thirst >= 40) && (_thirst < 50)) : {_colourThirst = _colour40;};
      case((_thirst >= 30) && (_thirst < 40)) : {_colourThirst = _colour30;};
      case((_thirst >= 20) && (_thirst < 30)) : {_colourThirst = _colour20;};
      case((_thirst >= 10) && (_thirst < 20)) : {_colourThirst = _colour10;};
      case((_thirst >= 1) && (_thirst < 10)) : {_colourThirst = _colour0;};
      case(_thirst < 1) : {_colourThirst = _colourDead;};
      };
      //Damage
      _colourDamage = _colourDefault;
      switch true do {
      case(_damage >= 100) : {_colourDamage = _colour70;};
      case((_damage >= 90) && (_damage < 100)) : {_colourDamage = _colour70;};
      case((_damage >= 80) && (_damage < 90)) : {_colourDamage = _colour70;};
      case((_damage >= 70) && (_damage < 80)) : {_colourDamage = _colour70;};
      case((_damage >= 60) && (_damage < 70)) : {_colourDamage = _colour60;};
      case((_damage >= 50) && (_damage < 60)) : {_colourDamage = _colour50;};
      case((_damage >= 40) && (_damage < 50)) : {_colourDamage = _colour40;};
      case((_damage >= 30) && (_damage < 40)) : {_colourDamage = _colour30;};
      case((_damage >= 20) && (_damage < 30)) : {_colourDamage = _colour20;};
      case((_damage >= 10) && (_damage < 20)) : {_colourDamage = _colour10;};
      case((_damage >= 1) && (_damage < 10)) : {_colourDamage = _colour0;};
      case(_damage < 1) : {_colourDamage = _colourDead;};
      };
      //Stamina
      _colourStamina = _colourDefault;
      switch true do{
      case(_Stamina < 0.01) : {_colourStamina = _colour70;};
      case((_Stamina >= 0.01) && (_Stamina < 0.3)) : {_colourStamina = _colour70;};
      case((_Stamina >= 0.3) && (_Stamina < 0.6)) : {_colourStamina = _colour30;};
      case(_Stamina >= 0.6) : {_colourStamina = _colour0;};
      };
      //FPS
      _colourFps = _colourDefault;
      switch true do {
      case(_FpsHud >= 60) : {_colourFps = _colour70;};
      case((_FpsHud >= 30) && (_FpsHud < 60)) : {_colourFps = _colour30;};
      case((_FpsHud >= 1) && (_FpsHud < 30)) : {_colourFps = _colour0;};
      case(_FpsHud < 1) : {_colourFps = _colourDead;};
      };
      ((uiNamespace getVariable "osefStatusBar")displayCtrl 555556)ctrlSetStructuredText parseText
      format["<t shadow='1' shadowColor='#000000'><img size='1.6' shadowColor='#000000' image='icons\Statusbar\players.paa' color='#FFFFFF'/>%1 <img size='1.6' shadowColor='#000000' image='icons\Statusbar\players.paa' color='#3399FF'/>%2 <img size='1.6' shadowColor='#000000' image='icons\Statusbar\players.paa' color='#009933'/>%3 <img size='1.6' shadowColor='#000000' image='icons\Statusbar\players.paa' color='#CC0000'/>%4 <img size='1.6' shadowColor='#000000' image='icons\Statusbar\ico_map.paa'/>%5 <img size='1.6' shadowColor='#000000' image='icons\Statusbar\hunger.paa' color='%7'/>%6 <img size='1.6' shadowColor='#000000' image='icons\Statusbar\thirst.paa' color='%9'/>%8 <img size='1.6' shadowColor='#000000' image='icons\Statusbar\damage.paa' color='%11'/>%10 <img size='1.6' shadowColor='#000000' image='icons\Statusbar\stamina.paa' color='%13'/>%12 <img size='1.6' shadowColor='#000000' image='icons\Statusbar\monitor_fps.paa' color='%15'/>%14 <img size='1.6' shadowColor='#000000' image='icons\Statusbar\restart.paa' color='%17'/>%16</t>",_CivplayHUD,_WestplayHUD,_IndepplayHUD,_EastplayHUD, format["%1/%2",_xx,_yy], _hunger, _colourHunger, _thirst, _colourThirst, _damage, _colourDamage, _stamina, _colourStamina, _FpsHud, _colourFps, _UpTimeHUD, _colourUpTimeHUD,_players,_energyPercent,_colourDefault];
      };
      };
      Alles anzeigen
    • [Tutorial] Statusbar / Infoleiste

      • Azoni
      • 21. Januar 2016 um 18:10

      @Motombo
      So? :D

      Code
      /*
      Player Status Bar with Icons v 1.36
      Author: Dart_Rogue
      Mod: Epoch
      https://github.com/DarthRogue/Status_Bar
      
      
      
      
      Transfered to Altis Life + add SBUserhy
      */
      waitUntil {!(isNull (findDisplay 46))};
      disableSerialization;
      
      
      
      
      4 cutRsc ["osefStatusBar","PLAIN"];
      systemChat format["Willkommen auf dem Server", _rscLayer];
      
      
      
      
      [] spawn {
      sleep 2;
      _counter = 360;
      _timeSinceLastUpdate = 0;
      _colourDefault = parseText "#ADADAD"; //set your default colour here
      _colour100 = parseText "#33FF00";
      _colour90 = parseText "#33FF00";
      _colour80 = parseText "#33FF00";
      _colour70 = parseText "#33FF00";
      _colour60 = parseText "#66FF00";
      _colour50 = parseText "#CCFF00";
      _colour40 = parseText "#FFFF00";
      _colour30 = parseText "#FFFF00";
      _colour20 = parseText "#CC0000";
      _colour10 = parseText "#CC0000";
      _colour0 = parseText "#CC0000";
      _colourDead = parseText "#000000";
      _colourUpTimeHUD = parseText "#CCCCCC";
      
      
      
      
      while {true} do
      {
      sleep 1;
      //moved the creation of the status bar inside the loop and create it if it is null,
      //this is to handle instance where the status bar is disappearing
      if(isNull ((uiNamespace getVariable "statusBar")displayCtrl 55555)) then
      {
      diag_log "statusbar is null create";
      disableSerialization;
      _rscLayer = "statusBar" call BIS_fnc_rscLayer;
      _rscLayer cutRsc["statusBar","PLAIN"];
      };
      //initialize variables and set values
      //neu
      _CivplayHUD = civilian countSide playableUnits;
      _WestplayHUD = west countSide playableUnits;
      _IndepplayHUD = independent countSide playableUnits;
      _EastplayHUD = east countSide playableUnits;
      _grid = mapGridPosition player;
      _xx = (format[_grid]) select [0,3];
      _yy = (format[_grid]) select [3,3];
      _hunger = round(life_hunger);
      _thirst = round(life_thirst);
      _damage = round ((1 - (damage player)) * 100);
      _FpsHud = round (diag_fps);
      _stamina = round(getFatigue player * 100) / 100;
      _UpTimeHUD = [serverTime,"HH:MM:SS"] call BIS_fnc_secondsToString;
      //neu ende
      _toxPercent = round(life_thirst);
      _energy = round(life_thirst);
      _energyPercent = floor((_energy / 2500 ) * 100);
      _players = (count playableUnits -1);
      //Colour coding
      //Hunger
      _colourHunger = _colourDefault;
      switch true do {
      case(_hunger >= 100) : {_colourHunger = _colour70;};
      case((_hunger >= 90) && (_hunger < 100)) : {_colourHunger = _colour70;};
      case((_hunger >= 80) && (_hunger < 90)) : {_colourHunger = _colour70;};
      case((_hunger >= 70) && (_hunger < 80)) : {_colourHunger = _colour70;};
      case((_hunger >= 60) && (_hunger < 70)) : {_colourHunger = _colour60;};
      case((_hunger >= 50) && (_hunger < 60)) : {_colourHunger = _colour50;};
      case((_hunger >= 40) && (_hunger < 50)) : {_colourHunger = _colour40;};
      case((_hunger >= 30) && (_hunger < 40)) : {_colourHunger = _colour30;};
      case((_hunger >= 20) && (_hunger < 30)) : {_colourHunger = _colour20;};
      case((_hunger >= 10) && (_hunger < 20)) : {_colourHunger = _colour10;};
      case((_hunger >= 1) && (_hunger < 10)) : {_colourHunger = _colour0;};
      case(_hunger < 1) : {_colourHunger = _colourDead;};
      };
      //Thirst
      _colourThirst = _colourDefault;
      switch true do{
      case(_thirst >= 100) : {_colourThirst = _colour70;};
      case((_thirst >= 90) && (_thirst < 100)) : {_colourThirst = _colour70;};
      case((_thirst >= 80) && (_thirst < 90)) : {_colourThirst = _colour70;};
      case((_thirst >= 70) && (_thirst < 80)) : {_colourThirst = _colour70;};
      case((_thirst >= 60) && (_thirst < 70)) : {_colourThirst = _colour60;};
      case((_thirst >= 50) && (_thirst < 60)) : {_colourThirst = _colour50;};
      case((_thirst >= 40) && (_thirst < 50)) : {_colourThirst = _colour40;};
      case((_thirst >= 30) && (_thirst < 40)) : {_colourThirst = _colour30;};
      case((_thirst >= 20) && (_thirst < 30)) : {_colourThirst = _colour20;};
      case((_thirst >= 10) && (_thirst < 20)) : {_colourThirst = _colour10;};
      case((_thirst >= 1) && (_thirst < 10)) : {_colourThirst = _colour0;};
      case(_thirst < 1) : {_colourThirst = _colourDead;};
      };
      //Damage
      _colourDamage = _colourDefault;
      switch true do {
      case(_damage >= 100) : {_colourDamage = _colour70;};
      case((_damage >= 90) && (_damage < 100)) : {_colourDamage = _colour70;};
      case((_damage >= 80) && (_damage < 90)) : {_colourDamage = _colour70;};
      case((_damage >= 70) && (_damage < 80)) : {_colourDamage = _colour70;};
      case((_damage >= 60) && (_damage < 70)) : {_colourDamage = _colour60;};
      case((_damage >= 50) && (_damage < 60)) : {_colourDamage = _colour50;};
      case((_damage >= 40) && (_damage < 50)) : {_colourDamage = _colour40;};
      case((_damage >= 30) && (_damage < 40)) : {_colourDamage = _colour30;};
      case((_damage >= 20) && (_damage < 30)) : {_colourDamage = _colour20;};
      case((_damage >= 10) && (_damage < 20)) : {_colourDamage = _colour10;};
      case((_damage >= 1) && (_damage < 10)) : {_colourDamage = _colour0;};
      case(_damage < 1) : {_colourDamage = _colourDead;};
      };
      //Stamina
      _colourStamina = _colourDefault;
      switch true do{
      case(_Stamina < 0.01) : {_colourStamina = _colour70;};
      case((_Stamina >= 0.01) && (_Stamina < 0.3)) : {_colourStamina = _colour70;};
      case((_Stamina >= 0.3) && (_Stamina < 0.6)) : {_colourStamina = _colour30;};
      case(_Stamina >= 0.6) : {_colourStamina = _colour0;};
      };
      //FPS
      _colourFps = _colourDefault;
      switch true do {
      case(_FpsHud >= 60) : {_colourFps = _colour70;};
      case((_FpsHud >= 30) && (_FpsHud < 60)) : {_colourFps = _colour30;};
      case((_FpsHud >= 1) && (_FpsHud < 30)) : {_colourFps = _colour0;};
      case(_FpsHud < 1) : {_colourFps = _colourDead;};
      };
      ((uiNamespace getVariable "osefStatusBar")displayCtrl 555556)ctrlSetStructuredText parseText
      format["<t shadow='1' shadowColor='#000000'><img size='1.6' shadowColor='#000000' image='icons\Statusbar\players.paa' color='#FFFFFF'/>%1 <img size='1.6' shadowColor='#000000' image='icons\Statusbar\players.paa' color='#3399FF'/>%2 <img size='1.6' shadowColor='#000000' image='icons\Statusbar\players.paa' color='#009933'/>%3 <img size='1.6' shadowColor='#000000' image='icons\Statusbar\players.paa' color='#CC0000'/>%4 <img size='1.6' shadowColor='#000000' image='icons\Statusbar\ico_map.paa'/>%5 <img size='1.6' shadowColor='#000000' image='icons\Statusbar\hunger.paa' color='%7'/>%6 <img size='1.6' shadowColor='#000000' image='icons\Statusbar\thirst.paa' color='%9'/>%8 <img size='1.6' shadowColor='#000000' image='icons\Statusbar\damage.paa' color='%11'/>%10 <img size='1.6' shadowColor='#000000' image='icons\Statusbar\stamina.paa' color='%13'/>%12 <img size='1.6' shadowColor='#000000' image='icons\Statusbar\monitor_fps.paa' color='%15'/>%14 <img size='1.6' shadowColor='#000000' image='icons\Statusbar\restart.paa' color='%17'/>%16</t>",_CivplayHUD,_WestplayHUD,_IndepplayHUD,_EastplayHUD, format["%1/%2",_xx,_yy], _hunger, _colourHunger, _thirst, _colourThirst, _damage, _colourDamage, _stamina, _colourStamina, _FpsHud, _colourFps, _UpTimeHUD, _colourUpTimeHUD,_players,_energyPercent,_colourDefault];
      };
      };
      Alles anzeigen
    • Cop Fahrzeug Shops Problem

      • Azoni
      • 20. Januar 2016 um 16:11
      Zitat von SBuserhy

      vergleich doch mal dein Case Reb_Car mit dem Case Cop_Car ... fällt dir da was auf?

      Vielen Dank!
      Also so ?

      Code
      case "cop_car":
      {
      if(__GETC__(life_coplevel) > 1) then
      {
      _return =
      ["C_SUV_01_F",15000],
      ["C_Offroad_01_F",5000]
      };
      if(__GETC__(life_coplevel) > 2) then
      {
      _return =
      ["C_Hatchback_01_F",25000],
      ["I_Truck_02_transport_F",30000]
      };
      if (__GETC__(life_coplevel) > 3) then
      {
      _return =
      ["C_Hatchback_01_sport_F",35000]
      };
      if (__GETC__(life_coplevel) > 3) then
      {
      _return =
      ["B_MRAP_01_F",250000],
      ["O_MRAP_02_F",200000]
      };
      if (__GETC__(life_coplevel) > 5) then
      {
      _return =
      ["I_MRAP_03_F",250000]
      };
      };
      Alles anzeigen
    • Cop Fahrzeug Shops Problem

      • Azoni
      • 19. Januar 2016 um 16:38

      Moin,
      Ich habe ein "kleines" Problem mit meinen Cop Vehicle Shops , undzwar bekomme ich ein leeres Menü wenn ich ihn öffne.
      Es taucht auch keine Fehlermeldung in den RPTs oder ín der Konsole oben auf ._.
      Hier die Datein:

      vehicleList

      Code
      #include <macro.h>
      /*
      File:
      Author: Bryan "Tonic" Boardwine
      Description:
      Master configuration list / array for buyable vehicles & prices and their shop.
      */
      private["_shop","_return"];
      _shop = [_this,0,"",[""]] call BIS_fnc_param;
      if(_shop == "") exitWith {[]};
      _return = [];
      switch (_shop) do
      {
      case "med_air_hs":
      {
      _return =
      [
      ["B_Heli_Light_01_F",40000],
      ["O_Heli_Light_02_unarmed_F",40000],
      ["I_Heli_Transport_02_F",40000],
      ["I_Heli_light_03_unarmed_F",40000]
      ];
      };
      
      
      
      
      case "med_shop":
      {
      _return =
      [
      ["C_Offroad_01_F",20000],
      ["C_Offroad_01_repair_F",20000],
      ["C_Van_01_box_F",20000],
      ["B_Truck_01_transport_F",20000],
      ["I_Truck_02_medical_F",20000],
      ["O_Truck_03_medical_F",20000],
      ["B_Truck_01_medical_F",20000],
      ["C_SUV_01_F",20000]
      ];
      };
      
      
      
      
      case "civ_car":
      {
      _return =
      [
      ["B_Quadbike_01_F",3333],
      ["C_Van_01_fuel_F",70001],
      ["C_Hatchback_01_F",10000],
      ["C_Offroad_01_F",33300],
      ["C_SUV_01_F",56667],
      ["C_Van_01_transport_F",93333],
      ["C_Hatchback_01_sport_F",1333333]
      ];
      };
      
      
      
      
      case "civ_servt_1":
      {
      _return =
      [
      ["C_Offroad_01_F",15000] //Service Truck
      ];
      };
      case "civ_truck":
      {
      _return =
      [
      ["C_Van_01_box_F",166666],
      ["I_Truck_02_transport_F",750000],
      ["I_Truck_02_covered_F",800000],
      ["O_Truck_03_transport_F",2666666],
      ["O_Truck_03_covered_F",2966666],
      ["B_Truck_01_transport_F",3400000],
      ["B_Truck_01_covered_F",3733333],
      ["B_Truck_01_box_F",4666666],
      ["O_Truck_03_device_F",6666666]
      ];
      };
      
      
      
      
      case "reb_car":
      {
      _return =
      [
      ["B_Quadbike_01_F",2500],
      ["B_G_Offroad_01_F",15000],
      ["O_MRAP_02_F",1800000],
      ["B_MRAP_01_F",2000000],
      ["B_Heli_Light_01_F",1325000]
      ];
      
      
      
      
      if(license_civ_rebel) then
      {
      _return set[count _return,
      ["I_Heli_Transport_02_F",7000000]];
      _return set[count _return,
      ["O_Heli_Light_02_unarmed_F",5750000]];
      _return set[count _return,
      ["O_Heli_Transport_04_box_F",8250000]];
      };
      };
      case "reb_car2":
      {
      _return set[count _return,
      ["B_Quadbike_01_F",2500]];
      _return set[count _return,
      ["C_Offroad_01_F",333333]];
      _return set[count _return,
      ["O_MRAP_02_F",6666666]];
      _return set[count _return,
      ["B_MRAP_01_F",9666666]];
      };
      case "reb_air":
      {
      _return set[count _return,
      ["B_Heli_Light_01_F",1275000]];
      _return set[count _return,
      ["O_Heli_Light_02_unarmed_F",4500000]];
      _return set[count _return,
      ["O_Heli_Transport_04_F",6500000]];
      };
      case "cop_car":
      {
      _return pushBack
      ["C_Offroad_01_F",5000];
      _return pushBack
      ["C_SUV_01_F",20000];
      if(__GETC__(life_coplevel) > 2) then
      {
      _return pushBack
      ["B_MRAP_01_F",30000];
      };
      };
      case "civ_air":
      {
      _return =
      [
      ["B_Heli_Light_01_F",1275000],
      ["O_Heli_Light_02_unarmed_F",4500000],
      ["B_Heli_Transport_03_unarmed_green_F",15000000]
      ];
      };
      case "cop_air":
      {
      if(__GETC__(life_coplevel) > 2) then
      {
      _return set[count _return,
      ["B_Heli_Light_01_F",30000]];
      };
      if(__GETC__(life_coplevel) > 3) then
      {
      _return set[count _return,
      ["I_Heli_light_03_unarmed_F",50000]];
      };
      if(__GETC__(life_coplevel) > 4) then
      {
      _return set[count _return,
      ["B_Heli_Transport_01_F",200000]];
      };
      };
      case "civ_ship":
      {
      _return =
      [
      ["C_Rubberboat",5000],
      ["O_SDV_01_F",30000],
      ["C_Boat_Civil_01_F",22000]
      ];
      };
      case "cop_ship":
      {
      _return =
      [
      ["B_Boat_Transport_01_F",3000],
      ["C_Boat_Civil_01_police_F",20000],
      ["B_SDV_01_F",100000]
      ];
      };
      case "donator_car":
      {
      if(__GETC__(life_donator) > 1) then
      {
      _return set[count _return,
      ["B_Quadbike_01_F",500]];
      _return set[count _return,
      ["C_Offroad_01_F",2500]];
      _return set[count _return,
      ["C_Hatchback_01_sport_F",10000]];
      _return set[count _return,
      ["C_SUV_01_F",20000]];
      _return set[count _return,
      ["C_Van_01_fuel_F",7500]];
      _return set[count _return,
      ["B_Heli_Light_01_F",100000]];
      _return set[count _return,
      ["O_Heli_Light_02_unarmed_F",175000]];
      _return set[count _return,
      ["I_Heli_Transport_02_F",650000]];
      };
      };
      case "soldner_1":
      {
      if(__GETC__(life_donator) == 3) then
      {
      _return set[count _return,
      ["I_MRAP_03_F",2000000]];
      _return set[count _return,
      ["O_MRAP_02_F",1800000]];
      _return set[count _return,
      ["I_Heli_Transport_02_F",8650000]];
      _return set[count _return,
      ["O_Heli_Light_02_unarmed_F",4500000]];
      _return set[count _return,
      ["B_Heli_Light_01_F",1275000]];
      _return set[count _return,
      ["B_Truck_01_box_F",6900000]];
      _return set[count _return,
      ["B_MRAP_01_F",2000000]];
      _return set[count _return,
      ["C_Hatchback_01_sport_F",1250000]];
      };
      };
      case "kart_shop":
      {
      _return =
      [
      ["C_Kart_01_Blu_F",15000],
      ["C_Kart_01_Fuel_F",15000],
      ["C_Kart_01_Red_F",15000],
      ["C_Kart_01_Vrana_F",15000]
      ];
      };
      };
      _return;
      Alles anzeigen


      Und die Initialisierung des Vehicle Shops:

      Code
      this enableSimulation false;  this allowDamage false;  this addAction[""Vehicle Shop"",life_fnc_vehicleShopMenu,[""cop_car"",west,""cop_car_1"",""cop"",""APD - Kavala District""]];  this addAction[""Vehicle Garage"",  {   [[getPlayerUID player,playerSide,""Car"",player],""TON_fnc_getVehicles"",false,false] spawn life_fnc_MP;   createDialog ""Life_impound_menu"";   disableSerialization;   ctrlSetText[2802,""Fetching Vehicles....""];   life_garage_sp = ""cop_car_1""; life_garage_type = ""Car"";  },"""",0,false,false,"""",'playerSide == west'];  this addAction[""Store vehicle in Garage"",life_fnc_storeVehicle,"""",0,false,false,"""",'!life_garage_store']; this setVariable[""realname"",""Cop Vehicle Store""];"


      Ich hoffe mir kann wer helfen , ich sitze da schon ein paar Tage dran ._.
      MfG Azoni

    • Kleines Scriptchen

      • Azoni
      • 18. Januar 2016 um 19:38

      @Motombo
      Danke ^^

    • Kleines Scriptchen

      • Azoni
      • 18. Januar 2016 um 14:56

      @nflug
      @Helix
      Danke :)

    • Kleines Scriptchen

      • Azoni
      • 17. Januar 2016 um 18:08

      Moin,
      Ich wollte mich gerade an einen etwas größeres Script dran setzen als ich beim ersten Dialog schon den ersten Error bekam.
      Wer hätte es gedacht es ist ein Missing ; Fehler ._.
      Hier der Code :

      Code
      _price = 5000;
      
      
      
      
      
      
      
      
      
      
      
      
      
      if(_price < life_cash) then
      {
      hint "Sie haben nicht genügend Geld!";
      }else
      {
      life_cash = life_cash - _price;
      license_civ_reisepassr = true;
      };
      
      
      
      
      
      
      
      
      
      
      closeDialog 0;
      Alles anzeigen


      Klein aber fein , kann mir wer weiterhelfen?
      MfG Azoni

    • Headset funktioniert bei Games nicht mehr

      • Azoni
      • 16. Januar 2016 um 16:17

      Bei Wiedergabe habe ich es auf standart gestellt , aber nicht bei der Aufnahme , der Thread kann geschlossen werden ^^

    • Headset funktioniert bei Games nicht mehr

      • Azoni
      • 16. Januar 2016 um 16:09

      Moin,
      Ich habe mir ein neues Headset zugelegt und nun funktioniert es in keinem Spiel mehr , weder in Arma 3 noch in anderen Spielen , kann ich das irgendwo einstellen?
      MfG Azoni

    • Update vom 11.01.2015

      • Azoni
      • 11. Januar 2016 um 17:38

      Ich hoffe mal den neuen Engine Hack ._.

    • Erneutes Dialog Problem

      • Azoni
      • 11. Januar 2016 um 16:12

      Moin,
      erstmal danke für die Kategorie ^^
      Nun aber zum Problem , ich habe in letzter Zeit viel mit dem GUI Editor gemacht und habe nun zwei Fragen .
      1.Ich habe im Editor ein Bild eingefügt , welches mir im Editor auch angezeigt wurde , sowie ich es aber im Script ausführe ist das Bild nicht da ._.
      2.Kann man irgendwo die RGB Werte ablesen oder ist das eher rumprobieren?
      MfG Azoni

    • Dialog Problem

      • Azoni
      • 9. Januar 2016 um 21:21

      Danke ^^

    • Dialog Problem

      • Azoni
      • 9. Januar 2016 um 21:18

      @sebi1106
      Aber es ist ja kein Altis Life xD

      @Motombo
      Das ist meine defines.hpp:

      Code
      #define CT_STATIC           0
      #define CT_BUTTON           1
      #define CT_EDIT             2
      #define CT_SLIDER           3
      #define CT_COMBO            4
      #define CT_LISTBOX          5
      #define CT_TOOLBOX          6
      #define CT_CHECKBOXES       7
      #define CT_PROGRESS         8
      #define CT_HTML             9
      #define CT_STATIC_SKEW      10
      #define CT_ACTIVETEXT       11
      #define CT_TREE             12
      #define CT_STRUCTURED_TEXT  13
      #define CT_CONTEXT_MENU     14
      #define CT_CONTROLS_GROUP   15
      #define CT_SHORTCUTBUTTON   16
      #define CT_XKEYDESC         40
      #define CT_XBUTTON          41
      #define CT_XLISTBOX         42
      #define CT_XSLIDER          43
      #define CT_XCOMBO           44
      #define CT_ANIMATED_TEXTURE 45
      #define CT_OBJECT           80
      #define CT_OBJECT_ZOOM      81
      #define CT_OBJECT_CONTAINER 82
      #define CT_OBJECT_CONT_ANIM 83
      #define CT_LINEBREAK        98
      #define CT_USER             99
      #define CT_MAP              100
      #define CT_MAP_MAIN         101
      #define CT_LISTNBOX         102
      
      
      
      
      #define ST_POS            0x0F
      #define ST_HPOS           0x03
      #define ST_VPOS           0x0C
      #define ST_LEFT           0x00
      #define ST_RIGHT          0x01
      #define ST_CENTER         0x02
      #define ST_DOWN           0x04
      #define ST_UP             0x08
      #define ST_VCENTER        0x0C
      
      
      
      
      #define ST_TYPE           0xF0
      #define ST_SINGLE         0x00
      #define ST_MULTI          0x10
      #define ST_TITLE_BAR      0x20
      #define ST_PICTURE        0x30
      #define ST_FRAME          0x40
      #define ST_BACKGROUND     0x50
      #define ST_GROUP_BOX      0x60
      #define ST_GROUP_BOX2     0x70
      #define ST_HUD_BACKGROUND 0x80
      #define ST_TILE_PICTURE   0x90
      #define ST_WITH_RECT      0xA0
      #define ST_LINE           0xB0
      
      
      
      
      #define ST_SHADOW         0x100
      #define ST_NO_RECT        0x200
      #define ST_KEEP_ASPECT_RATIO  0x800
      
      
      
      
      #define ST_TITLE          ST_TITLE_BAR + ST_CENTER
      
      
      
      
      #define SL_DIR            0x400
      #define SL_VERT           0
      #define SL_HORZ           0x400
      
      
      
      
      #define SL_TEXTURES       0x10
      
      
      
      
      #define ST_VERTICAL       0x01
      #define ST_HORIZONTAL     0
      
      
      
      
      #define LB_TEXTURES       0x10
      #define LB_MULTI          0x20
      
      
      
      
      #define TR_SHOWROOT       1
      #define TR_AUTOCOLLAPSE   2
      
      
      
      
      #define MB_BUTTON_OK      1
      #define MB_BUTTON_CANCEL  2
      #define MB_BUTTON_USER    4
      
      
      
      
      
      
      
      class RscText
      {
      access = 0;
      type = 0;
      idc = -1;
      colorBackground[] = {0,0,0,0};
      colorText[] = {1,1,1,1};
      text = "";
      fixedWidth = 0;
      x = 0;
      y = 0;
      h = 0.037;
      w = 0.3;
      style = 0;
      shadow = 2;
      font = "puristaMedium";
      SizeEx = 0.03921;
      };
      class RscButton
      {
      access = 0;
      type = 1;
      text = "";
      colorText[] = {1,1,1,1};
      colorDisabled[] = {0.277,0.414,0.559,1};
      colorBackground[] = {0.277,0.414,0.559,1};
      colorBackgroundDisabled[] = {0.277,0.414,0.559,1};
      colorBackgroundActive[] = {0.277,0.414,0.559,1};
      colorFocused[] = {0.371,0.555,0.746,1};
      colorShadow[] = {0.023529,0,0.0313725,1};
      colorBorder[] = {0.023529,0,0.0313725,1};
      soundEnter[] = {"",0.09,1};
      soundPush[] = {"",0,0};
      soundClick[] = {"",0.07,1};
      soundEscape[] = {"",0.09,1};
      style = 2;
      x = 0;
      y = 0;
      w = 0.095589;
      h = 0.039216;
      shadow = 2;
      font = "puristaMedium";
      sizeEx = 0.03921;
      offsetX = 0.003;
      offsetY = 0.003;
      offsetPressedX = 0.002;
      offsetPressedY = 0.002;
      borderSize = 0;
      };
      
      
      
      
      class RscPicture
      {
      access = 0;
      idc = -1;
      type = CT_STATIC;
      style = ST_PICTURE;
      colorBackground[] = {0,0,0,0};
      colorText[] = {1,1,1,1};
      font = "PuristaLight";
      sizeEx = 0;
      lineSpacing = 0;
      text = "";
      fixedWidth = 0;
      shadow = 0;
      x = 0;
      y = 0;
      w = 0.2;
      h = 0.15;
      };
      
      
      
      
      class life_RscPicture {
      shadow = 0;
      type = 0;
      style = 48;
      sizeEx = 0.023;
      font = "PuristaMedium";
      colorBackground[] = {};
      colorText[] = {};
      x = 0;
      y = 0;
      w = 0.2;
      h = 0.15;
      tooltipColorText[] = {1,1,1,1};
      tooltipColorBox[] = {1,1,1,1};
      tooltipColorShade[] = {0,0,0,0.65};
      };
      Alles anzeigen

      Und das die wo das Menü drin ist:

      Code
      class newbie
      {
      idd = 5000;
      movingenable = 0;
      class ControlsBackgrounds
      {
      class RscPicture_1200: life_RscPicture
      {
      idc = -1;
      text = "bild.jpg";
      x = 0.29375 * safezoneW + safezoneX;
      y = 0.225 * safezoneH + safezoneY;
      w = 0.4125 * safezoneW;
      h = 0.55 * safezoneH;
      };
      };
      class Controls
      {
      
      
      
      
      class closebuttonknopf: RscButton
      {
      idc = 1600;
      action = closeDialog 0;
      x = 0.685625 * safezoneW + safezoneX;
      y = 0.445 * safezoneH + safezoneY;
      w = 0.020625 * safezoneW;
      h = 0.066 * safezoneH;
      };
      
      
      
      
      class regelnknopf: RscButton
      {
      idc = 1601;
      text = "Regeln";
      x = 0.345312 * safezoneW + safezoneX;
      y = 0.335 * safezoneH + safezoneY;
      w = 0.0928125 * safezoneW;
      h = 0.11 * safezoneH;
      };
      
      
      
      
      class fahrpreise: RscButton
      {
      idc = 1602;
      text = "Fahrzeug Preise";
      x = 0.345312 * safezoneW + safezoneX;
      y = 0.533 * safezoneH + safezoneY;
      w = 0.0928125 * safezoneW;
      h = 0.11 * safezoneH;
      };
      
      
      
      
      class lizenzpreise: RscButton
      {
      idc = 1603;
      text = "Lizenz Preise";
      x = 0.510312 * safezoneW + safezoneX;
      y = 0.335 * safezoneH + safezoneY;
      w = 0.0928125 * safezoneW;
      h = 0.11 * safezoneH;
      };
      
      
      
      
      class tastenbelegungen: RscButton
      {
      idc = 1604;
      text = "Tastenbelegungen";
      x = 0.510312 * safezoneW + safezoneX;
      y = 0.533 * safezoneH + safezoneY;
      w = 0.0928125 * safezoneW;
      h = 0.11 * safezoneH;
      };
      };
      };
      Alles anzeigen


      Es geht leider noch nicht :C

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