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

    Beiträge von Hannkok

    • [Tutorial 4.4R4+] Verwahrungsstelle nach Impounden

      • Hannkok
      • 30. Oktober 2018 um 15:03

      Habe das Aktuell noch nicht gefunden, aber ist es möglich das die Sanitäter und Cops Fahrzeuge nicht in der Verwahrstelle landen sondern nur normal in der Garage? Das Fraktionen aus dem System ausgetragen werden und die Verwahrstelle nur für Civs ist?

      Und wenn ja, was muss ich tun?

      Danke im vorraus und

      MFG

      Hannkok

    • [Tutorial] FullNightVision [Non-Modded]

      • Hannkok
      • 16. Oktober 2018 um 19:41

      Clientlog:arma3server_2018-10-07_10-57-39.rpt

      Serverlog:arma3server_2018-10-16_16-49-52.rpt

      Einzig-Veränderte Tutorialdatei:fullScreenNightVision.sqf

      Item: NVGoogles

    • [Tutorial] FullNightVision [Non-Modded]

      • Hannkok
      • 16. Oktober 2018 um 15:36

      RPT:

      Code
      15:28:36 Error: Object(2 : 6075) not found
      15:28:36 Error: Object(2 : 6077) not found
      15:28:36 Error: Object(2 : 6079) not found
      15:28:36 Error: Object(2 : 6081) not found
      15:28:36 c:\bis\source\stable\futura\lib\network\networkserver.cpp NetworkServer::OnClientStateChanged:NOT IMPLEMENTED - briefing!
      15:28:36  Mission id: 875d729da6b2e5f8b9405cc6e8fa2b22481de52b
      15:28:36 "[API]: Account validated. "
      15:28:36 Attempt to override final function - bis_fnc_storeparamsvalues_data
      15:28:41 CallExtension loaded: extDB2 (C:\Program Files (x86)\Arma\altis\@extDB2\extDB2.dll) [71.0.0.0] [71.0.0.0]
      
      15:28:41 "extDB2: Connected to Database"
      15:28:41 "----------------------------------------------------------------------------------------------------"
      15:28:41 "---------------------------------- Starting Altis Life Server Init ---------------------------------"
      15:28:41 "------------------------------------------ Version 4.4R3 -------------------------------------------"
      15:28:41 "----------------------------------------------------------------------------------------------------"
      15:28:41 ">>> AllianceApps Lottery: Starting..."
      15:28:41 CallExtension 'extDB3' could not be found
      15:28:41 ">>> AllianceApps Lottery: Wrong Dayindex. Info: |any"
      15:28:41 Error in expression <["Wrong Dayindex. Info: %1|%2",_dayname,_value] call _diag_fnc};
      _timearr = getA>
      15:28:41   Error position: <_value] call _diag_fnc};
      _timearr = getA>
      15:28:41   Error Undefined variable in expression: _value
      15:28:41 File \life_server\Functions\lottery\fn_aapps_lottery_fetchWinners.sqf [TON_fnc_aapps_lottery_fetchWinners], line 26
      15:28:41 Error in expression <e = format["SELECT DAYNAME('%1-%2-%3')",_value select 0, _value select 1, _value>
      15:28:41   Error position: <_value select 0, _value select 1, _value>
      15:28:41   Error Undefined variable in expression: _value
      15:28:41 File \life_server\Functions\lottery\fn_aapps_lottery_fetchWinners.sqf [TON_fnc_aapps_lottery_fetchWinners], line 23
      15:28:41 "----------------------------------------------------------------------------------------------------"
      15:28:41 "               End of Altis Life Server Init :: Total Execution Time 0.185989 seconds "
      15:28:41 "----------------------------------------------------------------------------------------------------"
      15:28:41 "[API]: Validating addons: "
      15:28:41 "0000"
      15:28:41 "[API]: asn_core [v2.0.3d] - Addon permitted "
      15:28:41 "[API]: asn_discocar [v2.0.1] - Addon permitted "
      15:28:41 "0000"
      15:28:41 "[CORE]: Running server mission. "
      15:28:42 "------------- Auktionshaus Initialisation -------------"
      15:28:42 "Query: SELECT id, type, amount, item, price, seller, sellername, status, time FROM ah LIMIT 2"
      15:28:42 "Result: [[174,1,1,[""30Rnd_65x39_caseless_mag"",""6,5 mm 30-Schuss-STANAG-Magazin""],50000,""76561198299500616"",""Achmed Fliegibuss"",0,504],[175,1,1,[""U_B_CTRG_Soldier_3_F"",""CTRG-Tarn-Uniform (Hochgekrempelt)""],50,""76561198299500616"",""Achmed Fliegibuss"",0,504]]"
      15:28:42 "--------------------------------------------"
      15:28:42 "########################## DYNAMIC MARKET ##########################"
      15:28:42 "### >> SUCCESSFULLY LOADED PRICES FROM DATABASE!                 ###"
      15:28:42 "####################################################################"
      Alles anzeigen

      mpmissions\scripts\fullScreenNightVision.sqf

      Code
      /*
      //Author: soulkobk (soulkobk.blogspot.com)
      //Edited by Kuchenplatte.com
      */
      if (!hasInterface) exitWith {};
      
      var_fullScreenNightVision =
      [
       "NVGoggles",
       "NVGoggles_OPFOR",
       "NVGoggles_INDEP"
      ];
      
      fn_fullScreenNightVision = {
       params ["_displayCode","_keyCode","_isShift","_isCtrl","_isAlt"];
       _handled = false;
       if (_keyCode in actionKeys "NightVision") then
       {
       switch var_fullScreenNightVisionMode do
       {
       case 0: {
       if (cameraView != "GUNNER") then
       {
       if (goggles player in var_fullScreenNightVision) then
       {
       player action ["nvGoggles", player];
       var_fullScreenNightVisionMode = currentVisionMode player;
       _handled = true;
       };
       };
       };
       case 1: {
       if (cameraView != "GUNNER") then
       {
       if (goggles player in var_fullScreenNightVision) then
       {
       player action ["nvGogglesOff", player];
       var_fullScreenNightVisionMode = currentVisionMode player;
       _handled = true;
       };
       };
       };
       };
       };
       _handled
      };
      
      waitUntil {alive player};
      
      player addEventHandler ["GetOutMan", {
       params ["_player", "_role", "_vehicle", "_turret"];
       switch var_fullScreenNightVisionMode do
       {
       case 1: {
       if (goggles _player in var_fullScreenNightVision) then
       {
       _player action ["nvGoggles", _player];
       var_fullScreenNightVisionMode = currentVisionMode _player;
       };
       };
       case 0: {
       if (goggles _player in var_fullScreenNightVision) then
       {
       _player action ["nvGogglesOff", _player];
       var_fullScreenNightVisionMode = currentVisionMode _player;
       };
       };
       };
      }];
      
      var_fullScreenNightVisionMode = currentVisionMode player;
      
      waitUntil {!(isNull (findDisplay 46))};
      (findDisplay 46) displayAddEventHandler ["KeyDown", "_this call fn_fullScreenNightVision;"];
      Alles anzeigen

      mpmissions\init.sqf

      Code
      /*
          File: init.sqf
          Author: 
          
          Description:
          
      */
      StartProgress = false;
      
      [] execVM "briefing.sqf"; //Load Briefing
      [] execVM "KRON_Strings.sqf";
      [] execVM "scripts\fullScreenNightVision.sqf";
      
      
      //Arma Befehlsmenü deaktiviert
      enableRadio false;
      
      
      //Chair
      MAC_fnc_switchMove = {
          private["_object","_anim"];
          _object = _this select 0;
          _anim = _this select 1;
      
          _object switchMove _anim; 
      };
      
      StartProgress = true;
      Alles anzeigen

      mpmissions\config\config_weapons.hpp

      Code
      items[] = {
      { "NVGoggles_OPFOR", "", 240, 20,"" },
      { "NVGoggles", "", 240, 20,"" }
      };

      So das sind alle Dateien die damit Zutun haben

    • [Tutorial] FullNightVision [Non-Modded]

      • Hannkok
      • 16. Oktober 2018 um 15:08

      kann mir jemand helfen? habe die datei angehangen, warum genau ich kein Fullnightvision bei den NVGoogles erhalte, danke im vorraus 8)

    • [Tutorial] FullNightVision [Non-Modded]

      • Hannkok
      • 15. Oktober 2018 um 11:57

      fullScreenNightVision.sqf daa

    • [Tutorial] FullNightVision [Non-Modded]

      • Hannkok
      • 15. Oktober 2018 um 11:01

      Es klappt nicht, bekomme trotzdem kein fullnightvision

      Spoiler anzeigen

      /*

      //Author: soulkobk (soulkobk.blogspot.com)

      //Edited by Kuchenplatte.com

      */

      if (!hasInterface) exitWith {};

      var_fullScreenNightVision =

      [

      "NVGoggles",

      "NVGoggles_OPFOR",

      "NVGoggles_INDEP"

      ];

      fn_fullScreenNightVision = {

      params ["_displayCode","_keyCode","_isShift","_isCtrl","_isAlt"];

      _handled = false;

      if (_keyCode in actionKeys "NightVision") then

      {

      switch var_fullScreenNightVisionMode do

      {

      case 0: {

      if (cameraView != "GUNNER") then

      {

      if (goggles player in var_fullScreenNightVision) then

      {

      player action ["nvGoggles", player];

      var_fullScreenNightVisionMode = currentVisionMode player;

      _handled = true;

      };

      };

      };

      case 1: {

      if (cameraView != "GUNNER") then

      {

      if (goggles player in var_fullScreenNightVision) then

      {

      player action ["nvGogglesOff", player];

      var_fullScreenNightVisionMode = currentVisionMode player;

      _handled = true;

      };

      };

      };

      };

      };

      _handled

      };

      waitUntil {alive player};

      player addEventHandler ["GetOutMan", {

      params ["_player", "_role", "_vehicle", "_turret"];

      switch var_fullScreenNightVisionMode do

      {

      case 1: {

      if (goggles _player in var_fullScreenNightVision) then

      {

      _player action ["nvGoggles", _player];

      var_fullScreenNightVisionMode = currentVisionMode _player;

      };

      };

      case 0: {

      if (goggles _player in var_fullScreenNightVision) then

      {

      _player action ["nvGogglesOff", _player];

      var_fullScreenNightVisionMode = currentVisionMode _player;

      };

      };

      };

      }];

      var_fullScreenNightVisionMode = currentVisionMode player;

      waitUntil {!(isNull (findDisplay 46))};

      (findDisplay 46) displayAddEventHandler ["KeyDown", "_this call fn_fullScreenNightVision;"];

    • [Tutorial] FullNightVision [Non-Modded]

      • Hannkok
      • 14. Oktober 2018 um 21:52

      ja das ist mir bewusst, danke :p

    • [Tutorial] FullNightVision [Non-Modded]

      • Hannkok
      • 14. Oktober 2018 um 21:32

      also füge ich nvgoogles da oben ganz normal ein? plus alle weiteren?

      nvgoogles,

      nvgoogles2

      und so weiter? :D

      danke

    • [Tutorial] FullNightVision [Non-Modded]

      • Hannkok
      • 14. Oktober 2018 um 19:49

      funktioniert das auch für normale nachtsichtgeräte? wie z.b. "NVGoggles"

    • Reparing Map objects problem

      • Hannkok
      • 12. Oktober 2018 um 19:33
      Spoiler anzeigen

      #define true 1

      #define false 0

      /*

      Master settings for various features and functionality

      */

      class Life_Settings {

      /* Logging and Security Settings*/

      /* Security Settings */

      spyGlass_toggle = false; //Spyglass On/Off Toggle --> True = On & False = Off

      /* Data Logging Settings */

      battlEye_friendlyLogging = false; //False [default] - Read the logs from the server.rpt. True - Read the logs from the publicVariable.log. NOTE: Due to how diag_log works it will log to both files either way and the setting is merely for beautification purposes.

      player_advancedLog = false; //False [default] - No advanced logging. True - Logs house purchase and sale, vehicle purchase, sale, and chop shopping, police arrests, and gang creations. Search for: advanced_log

      player_moneyLog = false; //False [default] - No money logging. True - Logs player bank deposits, withdraws, and transfers, gang bank deposits and withdraws, money picked up off of the ground, and player robbery. Search for: money_log

      player_deathLog = false; //False [default] - No death logging. True - Logs victim and killer, and vehicle or weapon if used, when a player dies. Search for: death_log

      /* Database Related Settings */

      /* Player Data Saving */

      save_virtualItems = true; //Save Virtual items (all sides)?

      saved_virtualItems[] = { "pickaxe","fuelEmpty","fuelFull", "spikeStrip", "lockpick", "defuseKit","storageSmall","storageBig","redgull","coffee","waterBottle","apple","peach","tbacon","donuts","rabbit","salema","ornate","mackerel","tuna","mullet","catshark","turtle_soup","hen","rooster","sheep","goat","defibrillator","toolkit","morphine","bandages","gpstracker","dirt","plastic","leather","leather_scrap","textile","paper","Bachenlexikon_2","Bachenlexikon_3","Bachenlexikon_1","bp_dkv","kabelbinder","bp_ghilie_l""Blueprint_1","Blueprint_2","Blueprint_3","Blueprint_4","Blueprint_5","Blueprint_6","Blueprint_7","Blueprint_8","Blueprint_9","Blueprint_10","Blueprint_11","Blueprint_12","Blueprint_13","Blueprint_14","Blueprint_15","Blueprint_16","Blueprint_17","Blueprint_18","Blueprint_19","Blueprint_20","goldbar","panic","kokos", "banana", "lolli", "teddy","fruchtshake","heroin_unprocessed","heroin_processed","cannabis","marijuana","cocaine_unprocessed","cocaine_processed","turtle_raw" }; //Array of virtual items that can be saved on your player.

      save_playerStats = true; //Save food, water and damage (all sides)?

      save_civilian_weapons = true; //Allow civilians to save weapons on them?

      save_civilian_position = true; //Save civilian location?

      save_civilian_position_restart = true; //Save civilian location only between restarts. After a server restart you'll have to spawn again.

      /* !!!TO SAVE POSITION BETWEEN RESTARTS save_civilian_position MUST BE TRUE!!! */

      save_civilian_positionStrict = false; //Strip the player if possible combat-log? WARNING: Server crashes and lack of reliable syncing can trigger this.

      /* Vehicle Data Saving */

      save_vehicle_virtualItems = true; //Save virtual items inside the vehicle (all sides)(-- See defined items on next line --)

      save_vehicle_items[] = { "pickaxe","fuelEmpty","fuelFull", "spikeStrip", "lockpick", "defuseKit","storageSmall","storageBig","redgull","coffee","waterBottle","apple","peach","tbacon","donuts","rabbit","salema","ornate","mackerel","tuna","mullet","catshark","turtle_soup","hen","rooster","sheep","goat","defibrillator","toolkit","morphine","bandages","gpstracker" };

      save_vehicle_inventory = true; //Save Arma inventory of vehicle to the database

      save_vehicle_fuel = true; //Save vehicle fuel level to the database (Impounded/Garaged).

      save_vehicle_damage = true; //Save vehicle damage to the database.

      save_vehicle_illegal = true; //This will allow cops to be advised when a vehicle, with illegal items in it, is impounded. This will also save illegal items as proof of crime, and needs "save_vehicle_virtualItems" set as true. Illegal items don't need to be set in save_vehicle_items[] for being saved, if it's enabled.


      /* System Settings */

      /* ATM & Federal Reserve System Configurations */

      global_ATM = true; //Allow users to access any ATM on the map (Marked & Unmarked).

      noatm_timer = 10; //Time in minutes that players cannot deposit money after selling stolen gold.

      minimum_cops = 5; //Minimum cops required online to rob the Federal Reserve

      /* Basic System Configurations */

      donor_level = false; //Enable the donor level set in database (var = life_donorlevel; levels = 0,1,2,3,4,5). ATTENTION! Before enabling, read: https://www.bistudio.com/community/game-content-usage-rules & https://www.bistudio.com/monetization

      enable_fatigue = false; //Set to false to disable the ARMA 3 fatigue system.

      total_maxWeight = 24; //Static variable for the maximum weight allowed without having a backpack

      respawn_timer = 30; //How many seconds a player should wait, before being able to respawn. Minimum 5 seconds.

      /* Channel 7 News Station Configurations */

      news_broadcast_cost = 5000; //Cost for a player to send a news station broadcast.

      news_broadcast_cooldown = 20; //Time in minutes that is required between news station broadcasts. (Default = 20 minutes)

      news_broadcast_header_length = 60; //Number of characters that a header can consist of. Anything over this may clip. This depends on the font size and various other factors. Adjust with caution.

      /* Clothing System Configurations */

      civ_skins = true; //Enable or disable civilian skins. Before enabling, you must add all the SEVEN files to textures folder. (It must be named as: civilian_uniform_1.jpg, civilian_uniform_2.jpg...civilian_uniform_6.jpg, civilian_uniform_7.jpg)

      cop_extendedSkins = true; //Enable or disable cop skins by level. Before enabling, you must add all the EIGHT files to textures folder. (It must be named as: cop_uniform.jpg + cop_uniform_1.jpg, cop_uniform_2.jpg...cop_uniform_6.jpg, cop_uniform_7.jpg; meaning cop_uniform = life_coplevel=0, cop_uniform_1 = life_coplevel=1, cop_uniform_2 = life_coplevel=2, etc...)

      clothing_noTP = false; //Disable clothing preview teleport? (true = no teleport. false = teleport)

      clothing_box = true; //true = teleport to a black box. false = teleport to somewhere on map. (It only affects the game if clothing_noTP is set as false)

      clothing_masks[] = { "H_Shemag_olive", "H_Shemag_khk", "H_Shemag_tan", "H_Shemag_olive_hs", "H_ShemagOpen_khk", "H_ShemagOpen_tan", "G_Balaclava_blk", "G_Balaclava_combat", "G_Balaclava_lowprofile", "G_Balaclava_oli", "G_Bandanna_aviator", "G_Bandanna_beast", "G_Bandanna_blk", "G_Bandanna_khk", "G_Bandanna_oli", "G_Bandanna_shades", "G_Bandanna_sport", "G_Bandanna_tan", "U_O_GhillieSuit", "U_I_GhillieSuit", "U_B_GhillieSuit", "H_RacingHelmet_1_black_F", "H_RacingHelmet_1_red_F", "H_RacingHelmet_1_white_F", "H_RacingHelmet_1_blue_F", "H_RacingHelmet_1_yellow_F", "H_RacingHelmet_1_green_F", "H_RacingHelmet_1_F", "H_RacingHelmet_2_F", "H_RacingHelmet_3_F", "H_RacingHelmet_4_F" };

      /* Fuel System Configurations */

      pump_service = true; //Allow users to use pump service on the map. Default = false

      fuel_cost = 20; //Cost of fuel per liter at fuel stations (if not defined for the vehicle already).

      service_chopper = 1500; //Cost to service chopper at chopper service station(Repair/Refuel).

      fuelCan_refuel = 100; //Cost to refuel an empty fuel canister at the fuel station pumps. (Be wary of your buy/sell prices on fuel cans to prevent exploits...)

      /* Gang System Configurations */

      gang_price = 90000; //Gang creation price. --Remember they are persistent so keep it reasonable to avoid millions of gangs.

      gang_upgradeBase = 12000; //The base cost for purchasing additional slots in a gang

      gang_upgradeMultiplier = 2.5; //CURRENTLY NOT IN USE

      /* Housing System Configurations */

      house_limit = 3; //Maximum number of houses a player can own.

      /* Hunting & Fishing System Configurations */

      animaltypes_fish[] = { "Salema_F", "Ornate_random_F", "Mackerel_F", "Tuna_F", "Mullet_F", "CatShark_F", "Turtle_F" }; //Classnames of fish you can catch

      animaltypes_hunting[] = { "Sheep_random_F", "Goat_random_F", "Hen_random_F", "Cock_random_F", "Rabbit_F" }; //Classnames of aniamls you can hunt/gut

      /* Item-related Restrictions */

      restrict_medic_weapons = false; //Set to false to allow medics to use any weapon --true will remove ANY weapon they attempt to use (primary,secondary,launcher)

      restrict_clothingPickup = true; //Set to false to allow civilians to pickup/take any uniform (ground/crates/vehicles)

      restrict_weaponPickup = false; //Set to false to allow civilians to pickup/take any weapon (ground/crates/vehicles)

      restricted_uniforms[] = { "U_Rangemaster", "U_B_CombatUniform_mcam_tshirt", "U_B_CombatUniform_mcam_worn", "U_B_survival_uniform" };

      restricted_weapons[] = { "hgun_P07_snds_F", "arifle_MX_F", "arifle_MXC_F" };

      /* Jail System Configurations */

      jail_seize_vItems[] = { "spikeStrip","lockpick","goldbar","blastingcharge","boltcutter","defusekit","heroin_unprocessed","heroin_processed","cannabis","marijuana","cocaine_unprocessed","cocaine_processed","turtle_raw" }; //Define VIRTUAL items you want to be removed from players upon jailing here. Use "jail_seize_inventory" for Arma inventory items.

      jail_seize_inventory = false; //Set to true to run the cop seize script on inmates. False will remove only weapons and magazines otherwise. (Basically used in case cops forget to seize items). [See Lines 106-111 below]

      sendtoJail_locations[] = { "police_hq_1", "police_hq_2", "cop_spawn_3", "cop_spawn_5", "Correctional_Facility" }; //Enter the variableName from the mission.sqm here to allow cops to send a person to jail at these locations.

      /* Medical System Configurations */

      revive_cops = false; //true to enable cops the ability to revive everyone or false for only medics/ems.

      revive_fee = 700; //Revive fee that players have to pay and medics only EMS(independent) are rewarded with this amount.

      hospital_heal_fee = 1400; //Fee to heal at a hospital NPC

      /* Paycheck & Bank System Configurations */

      bank_cop = 4000; //Amount of cash in bank for new cops

      bank_civ = 4000; //Amount of cash in bank for new civillians

      bank_med = 4000; //Amount of cash in bank for new medics

      paycheck_cop = 650; //Payment for cops

      paycheck_civ = 150; //Payment for civillians

      paycheck_med = 600; //Payment for medics

      paycheck_period = 5; //Scaled in minutes

      bank_transferTax = .05; //Tax that player pays when transferring money from ATM. Tax = Amount * multiplier

      /* Player Job System Configurations */

      delivery_points[] = { "dp_1", "dp_2", "dp_3", "dp_4", "dp_5", "dp_6", "dp_7", "dp_8", "dp_9", "dp_10", "dp_11", "dp_12", "dp_13", "dp_14", "dp_15", "dp_15", "dp_16", "dp_17", "dp_18", "dp_19", "dp_20", "dp_21", "dp_22", "dp_23", "dp_24", "dp_25" };

      fuelTank_winMultiplier = 1; //Win Multiplier in FuelTank Missions. Increase for greater payout. Default = 1

      /* Search & Seizure System Configurations */

      seize_exempt[] = { "Binocular", "ItemWatch", "ItemCompass", "ItemGPS", "ItemMap", "NVGoggles", "FirstAidKit", "ToolKit", "Chemlight_red", "Chemlight_yellow", "Chemlight_green", "Chemlight_blue", "optic_ACO_grn_smg" }; //Arma items that will not get seized from player inventories

      seize_uniform[] = { "U_Rangemaster" }; //Any specific uniforms you want to be seized from players

      seize_vest[] = { "V_TacVest_blk_POLICE" }; //Any specific vests you want to be seized from players

      seize_headgear[] = { "H_Cap_police" }; //Any hats or helmets you want seized from players

      seize_minimum_rank = 2; //Required minimum CopLevel to be able to seize items from players

      /* Vehicle System Configurations */

      chopShop_vehicles[] = { "Car", "Air" }; //Vehicles that can be chopped. (Can add: "Ship" and possibly more -> look at the BI wiki...)

      vehicle_infiniteRepair[] = {false, true, true, true}; //Set to true for unlimited repairs with 1 toolkit. False will remove toolkit upon use. civilian, west, independent, east

      vehicleShop_rentalOnly[] = { "B_MRAP_01_hmg_F", "B_G_Offroad_01_armed_F", "B_Boat_Armed_01_minigun_F" }; //Vehicles that can only be rented and not purchased. (Last only for the session)

      vehicleShop_3D = true; //Add preview 3D inside Shop vehicle. Default : False

      /* Vehicle Purchase Prices */

      vehicle_purchase_multiplier_CIVILIAN = 1; //Civilian Vehicle Buy Price = Config_Vehicle price * multiplier

      vehicle_purchase_multiplier_COP = .017; //Cop Vehicle Buy Price = Config_Vehicle price * multiplier

      vehicle_purchase_multiplier_MEDIC = .017; //Medic Vehicle Buy Price = Config_Vehicle price * multiplier

      vehicle_purchase_multiplier_OPFOR = .017; // -- NOT IN USE -- Simply left in for east support.

      /* Vehicle Rental Prices */

      vehicle_rental_multiplier_CIVILIAN = .60; //Civilian Vehicle Rental Price = Config_Vehicle price * multiplier

      vehicle_rental_multiplier_COP = .0085; //Cop Vehicle Rental Price = Config_Vehicle price * multiplier

      vehicle_rental_multiplier_MEDIC = .0085; //Medic Vehicle Rental Price = Config_Vehicle price * multiplier

      vehicle_rental_multiplier_OPFOR = .0085; // -- NOT IN USE -- Simply left in for east support.

      /* Vehicle Sell Prices */

      vehicle_sell_multiplier_CIVILIAN = .5; //Civilian Vehicle Garage Sell Price = Vehicle Buy Price * multiplier

      vehicle_sell_multiplier_COP = .5; //Cop Vehicle Garage Sell Price = Vehicle Buy Price * multiplier

      vehicle_sell_multiplier_MEDIC = .5; //Medic Vehicle Garage Sell Price = Vehicle Buy Price * multiplier

      vehicle_sell_multiplier_OPFOR = .5; // -- NOT IN USE -- Simply left in for east support.

      /* "Other" Vehicle Prices */

      vehicle_chopShop_multiplier = .25; //Chop Shop price for vehicles. TO AVOID EXPLOITS NEVER SET HIGHER THAN A PURCHASE/RENTAL multipler! Payout = Config_vehicle Price * multiplier

      vehicle_storage_fee_multiplier = .07; //Pull from garage cost --> Cost takes the playersides Buy Price * multiplier

      vehicle_cop_impound_multiplier = .005; //TO AVOID EXPLOITS NEVER SET HIGHER THAN A PURCHASE/RENTAL multipler! Payout = Config_vehicle Price * multiplier

      vehicle_impound_fee_multiplier = .12; //Pull from impound Garage cost --> Cost takes the playersides Buy Price * multiplier

      /* Wanted System Settings *

      /* crimes[] = {String, Bounty, Code} */

      crimes[] = {

      {"STR_Crime_1","1250","1"},

      {"STR_Crime_1A","3200","1A"},

      {"STR_Crime_45","12000","45"},

      {"STR_Crime_5","450","5"},

      {"STR_Crime_6","300","6"},

      {"STR_Crime_42","2000","42"},

      {"STR_Crime_2","1800","2"},

      {"STR_Crime_480","6000","480"},

      {"STR_Crime_44","1800","44"},

      {"STR_Crime_7","800","7"},

      {"STR_Crime_4","1800","4"},

      {"STR_Crime_13","3500","13"},

      {"STR_Crime_215","2500","215"},

      {"STR_Crime_487","4000","487"},

      {"STR_Crime_48","7000","48"},

      {"STR_Crime_10","77","10"},

      {"STR_Crime_43","2000","43"},

      {"STR_Crime_11","5000","11"},

      {"STR_Crime_26","77","26"},

      {"STR_Crime_46","1500","46"},

      {"STR_Crime_47","4000","47"},

      {"STR_Crime_12","4500","12"},

      {"STR_Crime_8","6000","8"},

      {"STR_Crime_49","7000","49"},

      {"STR_Crime_3","3750","3"},

      {"STR_Crime_20","700","20"},

      {"STR_Crime_21","1750","21"},

      {"STR_Crime_18","3500","18"},

      {"STR_Crime_30","4000","30"},

      {"STR_Crime_35","4000","35"},

      {"STR_Crime_34","700","34"},

      {"STR_Crime_37","4500","37"},

      {"STR_Crime_32","10000","32"},

      {"STR_Crime_668","1500","668"},

      {"STR_Crime_488","3500","488"},

      {"STR_Crime_481","4500","481"},

      {"STR_Crime_390","7000","390"},

      {"STR_Crime_482","8500","482"},

      {"STR_Crime_483","11000","483"},

      {"STR_Crime_31","5500","31"},

      {"STR_Crime_38","8000","38"},

      {"STR_Crime_17","1000","17"},

      {"STR_Crime_39","77","39"},

      {"STR_Crime_14","3000","14"},

      {"STR_Crime_40","3500","40"},

      {"STR_Crime_15","6000","15"},

      {"STR_Crime_41","11000","41"},

      {"STR_Crime_666","4000","666"},

      {"STR_Crime_211","5500","211"},

      {"STR_Crime_28","4000","28"},

      {"STR_Crime_29","8000","29"},

      {"STR_Crime_459","4000","459"},

      {"STR_Crime_213","6000","213"},

      {"STR_Crime_207A","8700","207A"},

      {"STR_Crime_207","12500","207"},

      {"STR_Crime_27","9000","27"},

      {"STR_Crime_187V","5500","187V"},

      {"STR_Crime_187","4000","187"},

      {"STR_Crime_25","12000","25"},

      {"STR_Crime_33","6000","33"},

      {"STR_Crime_901","12000","901"},

      {"STR_Crime_23","16500","23"},

      {"STR_Crime_36","15000","36"},

      {"STR_Crime_667","18000","667"}

      };

      };

      class Toxic_Repair_Config {

      Cop_Repairing = false; //Allow cops to repair objects

      Medic_Repairing = true; //Allow medics to repair objects

      Civ_Repairing = false; //Allow civs to repair objects

      class Civilian {

      Repair_Reward = 100; //How much they get per object they repair

      Cooldown = true; //If you want to have a cooldown on the repairing

      Cooldown_Time = 60; //Time is seconds for the cooldown between repairing

      };

      class Cop {

      Repair_Reward = 100; //How much they get per object they repair

      Cooldown = true; //If you want to have a cooldown on the repairing

      Cooldown_Time = 60; //Time is seconds for the cooldown between repairing

      };

      class Medic {

      Repair_Reward = 300; //How much they get per object they repair

      Cooldown = true; //If you want to have a cooldown on the repairing

      Cooldown_Time = 10; //Time is seconds for the cooldown between repairing

      }; 

      };

      #include "Config_Clothing.hpp"

      #include "Config_Licenses.hpp"

      #include "Config_Vehicles.hpp"

      #include "Config_vItems.hpp"

      #include "Config_Weapons.hpp"

      #include "Config_Gather.hpp"

      #include "Config_SpawnPoints.hpp"

      #include "Config_Process.hpp"

    • Reparing Map objects problem

      • Hannkok
      • 12. Oktober 2018 um 18:33

      jaa, habe es ausgebaut. Werde es nachher oder morgen nochmal einbauen und dann alles posten. Ja mir ist ja bewusst das ich alles richtig gemacht habe .. meiner meinung nach :D und Scripttechnisch auch haha

      Ja habe ich eingebunden. Spuckt aber die selben fehler aus :)

    • Reparing Map objects problem

      • Hannkok
      • 12. Oktober 2018 um 13:24

      Habe Das Reparing Map objects tutorial von https://www.altisliferpg.com/topic/4785-rep…ts-tutorial-50/ eingefügt und folgendes problem

      Mein rpt spuckt das aus: 11:24:19 Warning Message: File mpmissions\__cur_mp.Altis\config\Config_Master.hpp, line 218: '/Toxic_Repair_Config.': ' ' encountered instead of '='

      Und Line 218 in der Config master sieht so aus:

      Spoiler anzeigen

      class Toxic_Repair_Config {

      Cop_Repairing = false; //Allow cops to repair objects

      Medic_Repairing = true; //Allow medics to repair objects

      Civ_Repairing = false; //Allow civs to repair objects

      class Civilian {

      Repair_Reward = 100; //How much they get per object they repair

      Cooldown = true; //If you want to have a cooldown on the repairing

      Cooldown_Time = 60; //Time is seconds for the cooldown between repairing

      };

      class Cop {

      Repair_Reward = 100; //How much they get per object they repair

      Cooldown = true; //If you want to have a cooldown on the repairing

      Cooldown_Time = 60; //Time is seconds for the cooldown between repairing

      };

      class Medic {

      Repair_Reward = 300; //How much they get per object they repair

      Cooldown = true; //If you want to have a cooldown on the repairing

      Cooldown_Time = 10; //Time is seconds for the cooldown between repairing

      }; 

      };

      #include "Config_Clothing.hpp"

      #include "Config_Licenses.hpp"

      #include "Config_Vehicles.hpp"

      #include "Config_vItems.hpp"

      #include "Config_Weapons.hpp"

      #include "Config_Gather.hpp"

      #include "Config_SpawnPoints.hpp"

      #include "Config_Process.hpp"

      Es ist ebenfalls ausserhalb der class Life_Settings {}; wo alle anderen dinge eingetragen sind

      Kann wer helfen?

    • [Tutorial] [Altis Life 5.0] Auktionshaus

      • Hannkok
      • 12. Oktober 2018 um 02:37

      Hat es einen Sinn, wieso die Fatony Jpgs so oft drin sind? sind doch eigentlich alles die selben oder täuscht es mich?

      Kann man die nicht alle entfernen und nur eine behalten?

      //Edit: Eeeeeeeh, hab nichts gesagt :D aufgefallen. Es ist spät haha

    • Tanoa Roleplay Server // 500.000 $ + Geringe Kosten

      • Hannkok
      • 7. Oktober 2018 um 17:35

      Werbt ihr etwa mit Korrupten Cops und Medics? :D

    • ["Tutorial"] ZMenü by MatzeMedia ||GUI

      • Hannkok
      • 13. September 2018 um 19:20

      Diese Positionen von Lizenzen , inventory und geld :) . Muss man ja selbst raussuchen, weil der beitrag nicht vollständig ist. Und ich frage mal ob das jemand schon so gebaut hat :)

    • ["Tutorial"] ZMenü by MatzeMedia ||GUI

      • Hannkok
      • 13. September 2018 um 14:19

      Hat schon jemand die Textgröße des Geldes angepasst, die icons weggemacht und es richtig positioniert?

    • Auktionshaus 5.0 mit DB

      • Hannkok
      • 14. Juli 2018 um 03:06

      ist das teil auch 4.4r3 fähig? Hat sich jemand dran gewagt? :D

    • Heller Nachtmond

      • Hannkok
      • 28. März 2018 um 22:47

      Jetz erst ausprobiert, vielen dank. Funktioniert echt perfekt, ebenfalls mit der Einstellung 0.3 :)

    • Heller Nachtmond

      • Hannkok
      • 23. März 2018 um 18:44

      Guten tag,

      gibt es momentan schon eine Plausible Lösung für eine "Helle Mondnacht" ?

      Irgendeine Einstellung oder ein Script was den Mond heller macht und die Nacht nicht ganz so Stock-Düster ist das man seine eigenen Hände nicht in der Nacht sieht

      MFG

      Hannkok

    • [Tutorial] Schlaghammer für Fahrzeuge | by Brizi Jaeger

      • Hannkok
      • 19. März 2018 um 14:20
      Zitat von rexxel

      Benutze das jetzt so funktioniert auf den ersten Blick :/

      C
      /*
      Author : Brizi Jaeger 
      Created : 30.03.2017
      Filename : fn_schlaghammer.sqf 
      Beschreibung : Description | Öffnet ein Fahrzeug, man bekommt aber keine Schlüssel!
      English : Set Carstatus to unlock, you didnt get keys. 
      */
      
      private ["_action"];
      
      #include "..\..\script_macros.hpp"
      if (life_action_inUse) exitWith {};
      
      life_action_inUse = true;
      _action = [
       format ["Die Scheibe einschlagen?"],
       "Schlaghammer | Menü",
       localize "STR_Global_Yes",
       localize "STR_Global_No"
      ] call BIS_fnc_guiMessage;
      
      if (_action) then {
       closeDialog 0;
       if (player distance (_this select 0) > 5) exitWith {life_action_inUse = false; titleText["Du hast dich entfernt!","PLAIN"]};
      _vehicle = cursorTarget; 
      _vehicle setVehicleLock "UNLOCKED";
      hint "Das Fahrzeug ist nun offen!";
      
        //Rechten Glas
       cursorTarget setHitPointDamage ["HitRGlass", 1.0];
       //Linkes Glas
       cursorTarget setHitPointDamage ["HitLGlass", 1.0];
       //Die Hülle des Fahrzeuges
       cursorTarget setHitPointDamage ["HitHull", 0.5];
       _player = player;
       _veh = cursorTarget;
       life_action_inUse = false;
      } else {
       hint "Biste wohl ein Angsthase?";
       closeDialog 0;
       life_action_inUse = false;
      };
      Alles anzeigen

      Funktioniert das Script? Weil das Fahrzeug ist in meinem Fall nur für paar Sekunden offen und schließt sich dann wieder.

      Beziehungsweise wenn man Einsteigt

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