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    1. Nodezone.net Community
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    3. nflug

    Beiträge von nflug

    • init

      • nflug
      • 12. August 2016 um 11:37
      Zitat von tklein

      drotzdem kann ich aber ohne whitlisted spawnen :(

      Sicher das du kein Medic Level über 0 hast?
      BZW. Wenn du Admin bist kannst du auch ohne Medic Level Spawnen.

      Wenn du das nicht willst benutzt die:

      Spoiler anzeigen

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


      Description:
      Initializes the medic..
      */
      private["_end"];
      player addRating 99999999;
      waitUntil {!(isNull (findDisplay 46))};


      if((FETCH_CONST(life_medicLevel)) < 1) exitWith {
      ["Notwhitelisted",FALSE,TRUE] call BIS_fnc_endMission;
      sleep 35;
      };


      [] call life_fnc_spawnMenu;
      waitUntil{!isNull (findDisplay 38500)}; //Wait for the spawn selection to be open.
      waitUntil{isNull (findDisplay 38500)}; //Wait for the spawn selection to be done.

      Schick mal dein RPT Log vom Server

    • [SAMMELTHREAD] Zeigt euren Desktop!

      • nflug
      • 12. August 2016 um 11:35

    • Uniformen Texturieren via Script/Funktion (Rucksack unsichtbar machen optional!)

      • nflug
      • 12. August 2016 um 11:12
      Zitat von John_Parker

      Jop,Aber ich will die kleidungen anpassen, das die Cops diese kleidungen nur per Level bekommen. Also heißt Cop mit level 1 soll Blaue kleidung haben und Cop mit level 2 Grüne. Ist jetzt nur ein Beispiel :)
      Und da hat mir @nox gestern geholfen, aber irgend wie funktioniert das ganze so nicht :D

      Wie wärs mit:

      Spoiler anzeigen


      #include "..\..\script_macros.hpp"

      So funktioniert dann @nox Variante
      :D

      EDIT: oops habs überlesen hast du ja schon o.o
      EDIT2: Da fehlen überall "{" hinter if((FETCH_CONST(life_coplevel == 2) && (playerside == west))) then {

    • init

      • nflug
      • 12. August 2016 um 11:10
      Zitat von tklein

      vielen vielen Dank

      Nichts zu danken :rolleyes:

    • Position mit senden (Smartphone)

      • nflug
      • 12. August 2016 um 10:59
      Zitat von Team-Wings

      Ok danke ich versuche mal mein Glück wenn ich Zuhause bin ^^ gibts micht irgendwie eine Möglichkeit, dass man eine Checkbox abhacken muss und dadurch Position mit senden Aktivieren und Deaktivieren kann? :)

      Mfg Pius von Team-Wings

      Musste halt im GUI editor hinzufügen und dann beim senden mit

      Spoiler anzeigen

      _checked = cbChecked _myCheckBox;


      abfragen :)

    • init

      • nflug
      • 12. August 2016 um 10:51
      Zitat von tklein

      ne hab meine spawn init für die medics versaut !

      jetzt kann jeder ohne whitlistet als medic spawnen und bekomme das nicht mehr so hin das nur whitlistet spawnen können

      Das in deine initMedic.sqf:

      Spoiler anzeigen


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


      Description:
      Initializes the medic..
      */
      private["_end"];
      player addRating 99999999;
      waitUntil {!(isNull (findDisplay 46))};

      if((FETCH_CONST(life_medicLevel)) < 1 && (FETCH_CONST(life_adminlevel) == 0)) exitWith {
      ["Notwhitelisted",FALSE,TRUE] call BIS_fnc_endMission;
      sleep 35;
      };

      [] call life_fnc_spawnMenu;
      waitUntil{!isNull (findDisplay 38500)}; //Wait for the spawn selection to be open.
      waitUntil{isNull (findDisplay 38500)}; //Wait for the spawn selection to be done.

    • Status Bar problem

      • nflug
      • 12. August 2016 um 10:49
      Zitat von harry87

      hi Leute und zwar ich hab schon stunden daran verbracht einestatus bar einzufügen hat ales geklabbt nur das einzige ist wen ich zbs repariere zeigt es mir nicht mehr den vortschritt an wie weit die reperatur ist gleiche wie bei beschlagnahmen oder verarbeiten hat jemand vl ne lösung für mein problm das were sehr nett von euch.
      das ist die status bar was ich drauf habe

      In der StausBar.sqf das:

      Spoiler anzeigen


      _rscLayer = "osefStatusBarAdmin" call BIS_fnc_rscLayer;
      _rscLayer cutRsc["osefStatusBarAdmin","PLAIN"];


      ändern in:

      Spoiler anzeigen


      4 cutRsc ["osefStatusBarAdmin","PLAIN"];

      dann noch das (auch in der Datei):

      Spoiler anzeigen

      if(isNull ((uiNamespace getVariable "osefStatusBarAdmin")displayCtrl 55554)) then{
      diag_log "statusbar is null create";
      disableSerialization;
      _rscLayer = "osefStatusBarAdmin" call BIS_fnc_rscLayer;
      _rscLayer cutRsc["osefStatusBarAdmin","PLAIN"];
      };


      ändern in:

      Spoiler anzeigen


      if(isNull ((uiNamespace getVariable "osefStatusBarAdmin")displayCtrl 55554)) then
      {
      diag_log "statusbar is null create";
      disableSerialization;
      4 cutRsc ["osefStatusBarAdmin","PLAIN"];
      };

    • Position mit senden (Smartphone)

      • nflug
      • 12. August 2016 um 10:40
      Zitat von Team-Wings

      ok muss dazu aber sagen das ich noch nie irgendwas mit der 4.4 gemacht habe und es für mich schwer wird das um zubauen glaube ich..

      Wie schon oben gesagt die functions.sqf in der Life_Server öffnen.
      Dann unten bei TON_fnc_clientMessage = und case 1: das ändern:

      Spoiler anzeigen

      case 1: {
      if(side player != west) exitWith {};
      private[""_message"",""_loc"",""_unit""];
      _loc = _this select 3;
      _unit = _this select 4;
      _message = format[""--- 911 DISPATCH FROM %1: %2"",_from,_msg];
      if(isNil ""_loc"") then {_loc = ""Unknown"";};
      hint parseText format [""<t color='#316dff'><t size='2'><t align='center'>New Dispatch<br/><br/><t color='#33CC33'><t align='left'><t size='1'>To: <t color='#ffffff'>All Officers<br/><t color='#33CC33'>From: <t color='#ffffff'>%1<br/><t color='#33CC33'>Coords: <t color='#ffffff'>%2<br/><br/><t color='#33CC33'>Message:<br/><t color='#ffffff'>%3"",_from,_loc,_msg];
      [""PoliceDispatch"",[format[""A New Police Report From: %1"",_from]]] call bis_fnc_showNotification;
      systemChat _message;
      };

      in

      Spoiler anzeigen

      case 1: {
      if(side player != west) exitWith {};
      private[""_message"",""_loc"",""_unit""];
      _loc = _this select 3;
      _unit = _this select 4;
      _message = format[""--- Polizei Notruf von %1: %2"",_from,_msg];
      if(isNil ""_loc"") then {_loc = ""Unknown"";};
      hint parseText format [""<t color='#316dff'><t size='2'><t align='center'>Polizei Notruf<br/><br/><t color='#33CC33'><t align='left'><t size='1'>An: <t color='#ffffff'>Alle Polizisten<br/><t color='#33CC33'>Von: <t color='#ffffff'>%1<br/><t color='#33CC33'>Kordinaten: <t color='#ffffff'>%2<br/><br/><t color='#33CC33'>Nachricht:<br/><t color='#ffffff'>%3"",_from,_loc,_msg];
      [""PoliceDispatch"",[format[""Neuer Polizei Notruf von %1. Kord.: %2"",_from,_loc]]] call bis_fnc_showNotification;
      systemChat _message;
      };

      Dann einfach noch nen Maker auf der West side an der Loc setzen und die Cops können den dann später Manuell entfernen wenn sie da sind.
      PROBLEM: Die Cops wissen immer wo die Spieler ist wenn er eine Nachricht an die Cops senden ^^

    • Rucksackplatz 4.4

      • nflug
      • 12. August 2016 um 10:26
      Zitat von Bostigo

      Hmm Danke schonmal für diese Info.
      Kannst du mir aber jetzt noch bisschen auf die Sprünge helfen, was ich wo abändern kann? Weil der grösste Rucksack beinhaltet 80 Platz. Das Maximum kann ich ja in der Config Master ändern. Ich finde 80 allerdings viel zu viel. Kann ich da einfach eine if Abfrage einbauen?

      Code
      /* Adjustment of carrying capacity based on backpack changes */
      	if(EQUAL(backpack player,"")) then {
      		life_maxWeight = LIFE_SETTINGS(getNumber,"total_maxWeight");
      		_bp = backpack player;
      	} else {
      		if(!(EQUAL(backpack player,"")) && {!(EQUAL(backpack player,_bp))}) then {
      			_bp = backpack player;
      			life_maxWeight = LIFE_SETTINGS(getNumber,"total_maxWeight") + round(FETCH_CONFIG2(getNumber,CONFIG_VEHICLES,_bp,"maximumload") / 4);
      		};
      	};

      Mfg Bosti

      So, musst halt nur noch deinen gewünschten Rucksack Classname reinschreiben und die gewünschte größe bei _BigBpWeight :)!

      Spoiler anzeigen


      if(EQUAL(backpack player,"")) then {
      life_maxWeight = LIFE_SETTINGS(getNumber,"total_maxWeight");
      _bp = backpack player;
      } else {
      if(!(EQUAL(backpack player,"")) && {!(EQUAL(backpack player,_bp))}) then {
      _bp = backpack player;
      _BigBpWeight = 50;
      if(EQUAL(backpack player,"DEIN_BACKPACK_CLASSNAME")) then {
      life_maxWeight = LIFE_SETTINGS(getNumber,"total_maxWeight") + round(_BigBpWeight) / 4);
      } else {
      life_maxWeight = LIFE_SETTINGS(getNumber,"total_maxWeight") + round(FETCH_CONFIG2(getNumber,CONFIG_VEHICLES,_bp,"maximumload") / 4);
      };
      };
      };

    • Ein Mission error

      • nflug
      • 12. August 2016 um 10:20
      Zitat von Jack Reas

      Ich hab was auf der Map eingefügt und hab jetzt diese Fehler:

      maperror.txt

      Schick mal deine description.ext dann können wir den Fehler suchen! search

    • [Tutorial] Hunde in Altis Life (Mit Video)

      • nflug
      • 12. August 2016 um 10:14
      Zitat von Team-Wings

      ^^ Flyyying_nflug ist echt ein cooler Typ! :D

      Danke, Gleichfalls :D

    • Brauchen Hilfe bei den Handy Buttons

      • nflug
      • 12. August 2016 um 10:04
      Zitat von REDZme

      Wie oben erwähnt wissen wir nicht wie wir die Koordinaten der Buttons mit dem GUI-Editor herausfinden können.

      Wenn du eine GUI erstellt hast kannst du STRG + SHIFT + S drücken dann einen Titel angeben auf speichern drücken und mit STRG + V in ein Textdokument einfügen z.b.

    • Arma3Server per Arma3 "ServerBrower Hosten"

      • nflug
      • 12. August 2016 um 10:01
      Zitat von JohnnyWalker

      Hallo Communitym

      br1zey, hat mir ja die tage geholfen bei dem Ticket System, und hate mir den Tipp gegeben"Und auch wieder knapp 2std" Versucht meinen Arma Server den ich am Scripten bin per Arma3 zu Starten

      Sprich : Arma3 Launcher auf ---> Parameter einstellen ---> Spiel Starten.
      Dann Unter Server Browse nen eigenen Server Hosten, und dann starten und drauf Connecten. Somit hätte ich ja beim Scripten nicht das problem das ich ständig die Mission datei laden müßte wenn ich was teste, zu mein problem nun.

      Ich habe Infistar, extdd, liveserver, und mpmissions in mein Arma Hauptverzeichniss geschmießen. Und im launcher den Parameter angegeben "mit @ und ;" Jedoch kann ich Server starten, aber sobald ich gespawnt bin sehe ich kurz den Spawn uund die Umgebung aber dann schmeisst er mich in die Lobb und sagt Mission Gescheitert.

      und kriege folgenden fehler im RP Log

      Code
      private ["_var","_spawn"];
          _var = _fnc_scriptName + str floor random 99999>
          13:11:09 Error position: <_fnc_scriptName + str floor random 99999>
          13:11:09 Error Nicht definierte Variable in Ausdruck: _fnc_scriptname
          13:11:09 File a3\functions_f\Misc\fn_endMission.sqf, line 25
          13:11:09 Error in expression <effects = missionnamespace getvariable [_var,[] spawn {}];
          missionnamespace setv>
          13:11:09 Error position: <_var,[] spawn {}];
          missionnamespace setv>
          13:11:09 Error Nicht definierte Variable in Ausdruck: _var
          13:11:09 File a3\functions_f\Misc\fn_endMission.sqf, line 50
      Alles anzeigen


      Quellcode bearbeiten
      Ich hoffe das mir wer helfen kann bei dem Fehler, weil ist echt nervig, was am Script zu machen, dann wieder ne Pbo machen, in den arma chache ordner ziehen und Localen server per Exe starten. Auf mein Online Server "Root" Funktioniert komischerweiße alles wenn man spawnen will.

      Alles anzeigen

      Irgendwo wird das EndMission Script ausgeführt. Und dann noch falsch ^^. Es kann sein das es von der initCiv ausgeführt wird. Bin mir aber nicht sicher :/

    • Server lädt fraktionsmenü nicht, brauche hilfe

      • nflug
      • 12. August 2016 um 09:14
      Zitat von DJ Stylz D

      naja ich wollte eigentlich den Polizei Fahrzeugscript einbaue, das hat aber nicht so geklappt und da hab ich alle Änderungen rückgängig gemacht, können das auch über ts machen:ts347.zap-hosting.com:9088

      Wenn du noch nichts geändert hast benutzt einfach ne neue CfgRemoteExec.hpp.
      Ich hab mal eine angehängt.

      Spoiler anzeigen

      #define F(NAME,TARGET) class NAME { \
      allowedTargets = TARGET; \
      };


      #define ANYONE 0
      #define CLIENT 1
      #define SERVER 2


      class CfgRemoteExec {
      class Functions {
      mode = 1;
      jip = 0;


      /* Client only functions */
      F(life_fnc_jail,CLIENT)
      F(life_fnc_moveIn,CLIENT)
      F(life_fnc_restrain,CLIENT)
      F(life_fnc_robPerson,CLIENT)
      F(life_fnc_searchClient,CLIENT)
      F(TON_fnc_player_query,CLIENT)
      F(life_fnc_knockedOut,CLIENT)
      F(life_fnc_robReceive,CLIENT)
      F(life_fnc_tazeSound,CLIENT)
      F(life_fnc_copSiren,CLIENT)
      F(life_fnc_medicSiren,CLIENT)
      F(life_fnc_giveDiff,CLIENT)
      F(life_fnc_gangInvite,CLIENT)
      F(TON_fnc_clientGangKick,CLIENT)
      F(TON_fnc_clientGangLeader,CLIENT)
      F(TON_fnc_clientGangLeft,CLIENT)
      F(life_fnc_lightHouse,CLIENT)
      F(life_fnc_medicRequest,CLIENT)
      F(life_fnc_revived,CLIENT)
      F(life_fnc_receiveItem,CLIENT)
      F(life_fnc_receiveMoney,CLIENT)
      F(TON_fnc_clientGetKey,CLIENT)
      F(life_fnc_soundDevice,CLIENT)
      F(life_fnc_wireTransfer,CLIENT)
      F(life_fnc_pickupMoney,CLIENT)
      F(life_fnc_pickupItem,CLIENT)
      F(life_fnc_gangCreated,CLIENT)
      F(life_fnc_gangDisbanded,CLIENT)
      F(life_fnc_jailMe,CLIENT)
      F(SOCK_fnc_dataQuery,CLIENT)
      F(SOCK_fnc_insertPlayerInfo,CLIENT)
      F(SOCK_fnc_requestReceived,CLIENT)
      F(life_fnc_adminid,CLIENT)
      F(life_fnc_impoundMenu,CLIENT)
      F(life_fnc_garageRefund,CLIENT)
      F(life_fnc_addVehicle2Chain,CLIENT)
      F(life_fnc_vehicleAnimate,CLIENT)
      F(life_fnc_spikeStripEffect,CLIENT)
      F(life_fnc_bountyReceive,CLIENT)
      F(life_fnc_wantedList,CLIENT)
      F(life_fnc_removeLicenses,CLIENT)
      F(life_fnc_admininfo,CLIENT)
      F(TON_fnc_clientMessage,CLIENT)
      F(life_fnc_licenseCheck,CLIENT)
      F(life_fnc_licensesRead,CLIENT)
      F(life_fnc_copSearch,CLIENT)
      F(life_fnc_copLights,CLIENT)
      F(life_fnc_ticketPrompt,CLIENT)
      F(life_fnc_ticketPaid,CLIENT)
      F(life_fnc_freezePlayer,CLIENT)


      /* Server only functions */
      F(bis_fnc_execvm,SERVER)
      F(life_fnc_wantedBounty,SERVER)
      F(TON_fnc_getID,SERVER)
      F(life_fnc_jailSys,SERVER)
      F(life_fnc_wantedRemove,SERVER)
      F(life_fnc_wantedAdd,SERVER)
      F(TON_fnc_insertGang,SERVER)
      F(TON_fnc_removeGang,SERVER)
      F(TON_fnc_updateGang,SERVER)
      F(TON_fnc_updateHouseTrunk,SERVER)
      F(TON_fnc_sellHouse,SERVER)
      F(TON_fnc_managesc,SERVER)
      F(TON_fnc_spikeStrip,SERVER)
      F(life_fnc_wantedCrimes,SERVER)
      F(life_fnc_wantedFetch,SERVER)
      F(life_fnc_wantedProfUpdate,SERVER)
      F(DB_fnc_queryRequest,SERVER)
      F(DB_fnc_insertRequest,SERVER)
      F(DB_fnc_updatePartial,SERVER)
      F(DB_fnc_updateRequest,SERVER)
      F(TON_fnc_chopShopSell,SERVER)
      F(TON_fnc_setObjVar,SERVER)
      F(TON_fnc_keyManagement,SERVER)
      F(TON_fnc_vehicleDelete,SERVER)
      F(TON_fnc_spawnVehicle,SERVER)
      F(TON_fnc_getVehicles,SERVER)
      F(TON_fnc_vehicleStore,SERVER)
      F(SPY_fnc_observe,SERVER)
      F(TON_fnc_pickupAction,SERVER)
      F(TON_fnc_cleanupRequest,SERVER)
      F(TON_fnc_updateHouseContainers,SERVER)
      F(SPY_fnc_cookieJar,SERVER)
      F(TON_fnc_vehicleCreate,SERVER)
      F(TON_fnc_addHouse,SERVER)
      F(TON_fnc_addContainer,SERVER)
      F(TON_fnc_sellHouseContainer,SERVER)
      F(TON_fnc_deleteDBContainer,SERVER)


      /* Functions for everyone */
      F(life_fnc_broadcast,ANYONE)
      F(life_fnc_animSync,ANYONE)
      F(life_fnc_demoChargeTimer,ANYONE)
      F(life_fnc_corpse,ANYONE)
      F(life_fnc_colorVehicle,ANYONE)
      F(life_fnc_lockVehicle,ANYONE)
      F(life_fnc_flashbang,ANYONE)
      F(life_fnc_jumpFnc,ANYONE)
      F(SPY_fnc_notifyAdmins,ANYONE)
      F(life_fnc_setFuel,ANYONE)
      F(life_fnc_pulloutVeh,ANYONE)
      F(life_fnc_pushFunction,ANYONE)
      F(life_fnc_simDisable,ANYONE)


      };


      class Commands {
      mode = 1;
      jip = 0;


      F(setFuel,ANYONE)
      F(addWeapon,ANYONE)
      F(addMagazine,ANYONE)
      F(addPrimaryWeaponItem,ANYONE)
      F(addHandgunItem,ANYONE)
      };
      };

    • init

      • nflug
      • 12. August 2016 um 09:08
      Zitat von tklein

      hallo,

      kann mir jemand mal bitte eine Funktionierende init vom npc medic schicken ???
      version 4.4

      Was für eine Init meinst du? Die für die Medic Fraktion (Independent) für die Slots? Wenn ja dann brauch der keine Init sonder nur auf Playable stellen und Inventar leeren

    • Tanoa Wasserstand ändern & Erdbeben bei Restart

      • nflug
      • 12. August 2016 um 09:03
      Zitat von Team-Wings

      Junge junge... Du verdienst echt eine Beförderung!!! :D

      Ich hab aufeinmal seit gestern voll Lust draufbekommen hier in meinem lieblings Arma3 Forum :rolleyes: auch mal zu helfen :D

    • descrition.ext fehler ?!?

      • nflug
      • 11. August 2016 um 20:09
      Zitat von StitZle

      Danke werde gleich schauen ob es geht :D

      aber warum sagt der Server mir dann das etwas in der description.ext fehlt ?


      //Edit: Danke hat geklappt :D

      Das sagt er dir weil du in der Descriptions.ext
      Die Config_Master ausgeführt wird und von der Config_Master wiederum die Config_vItems.

    • descrition.ext fehler ?!?

      • nflug
      • 11. August 2016 um 19:50
      Zitat von StitZle

      "Config_vItems.hpp"

      Code
      /*
      * Format:
      * level: ARRAY (This is for limiting items to certain things)
      * 0: Variable to read from
      * 1: Variable Value Type (SCALAR / BOOL / EQUAL)
      * 2: What to compare to (-1 = Check Disabled)
      * 3: Custom exit message (Optional)
      */
      class VirtualShops {
      //Virtual Shops
      class market {
      name = "STR_Shops_Market";
      side = "civ";
      license = "";
      level[] = { "", "", -1, "" };
      items[] = { "waterBottle", "rabbit", "apple", "redgull", "tbacon", "lockpick", "pickaxe", "fuelFull", "peach", "boltcutter", "storagesmall", "storagebig", "rabbit_raw", "hen_raw", "rooster_raw", "sheep_raw", "goat_raw" };
      };
      
      
      
      
      class rebel {
      name = "STR_Shops_Rebel";
      side = "civ";
      license = "rebel";
      level[] = { "", "", -1, "" };
      items[] = { "waterBottle", "rabbit", "apple", "redgull", "tbacon", "lockpick", "pickaxe", "fuelFull", "peach", "boltcutter", "blastingcharge" };
      };
      
      
      
      
      class gang {
      name = "STR_Shops_Gang";
      side = "civ";
      license = "";
      level[] = { "", "", -1, "" };
      items[] = { "waterBottle", "rabbit", "apple", "redgull", "tbacon", "lockpick", "pickaxe", "fuelFull", "peach", "boltcutter", "blastingcharge" };
      };
      
      
      
      
      class wongs {
      name = "STR_Shops_Wongs";
      side = "civ";
      license = "";
      level[] = { "", "", -1, "" };
      items[] = { "turtle_soup", "turtle_raw" };
      };
      
      
      
      
      class coffee {
      name = "STR_Shops_Coffee";
      side = "civ";
      license = "";
      level[] = { "", "", -1, "" };
      items[] = { "coffee", "donuts" };
      };
      
      
      
      
      class f_station_coffee {
      name = "STR_Shop_Station_Coffee";
      side = "";
      license = "";
      level[] = { "", "", -1, "" };
      items[] = { "coffee", "donuts", "redgull", "fuelFull"};
      };
      
      
      
      
      class drugdealer {
      name = "STR_Shops_DrugDealer";
      side = "civ";
      license = "";
      level[] = { "", "", -1, "" };
      items[] = { "cocaine_processed", "heroin_processed", "marijuana" };
      };
      
      
      
      
      class oil {
      name = "STR_Shops_Oil";
      side = "civ";
      license = "";
      level[] = { "", "", -1, "" };
      items[] = { "oil_processed", "pickaxe", "fuelFull" };
      };
      
      
      
      
      class fishmarket {
      name = "STR_Shops_FishMarket";
      side = "civ";
      license = "";
      level[] = { "", "", -1, "" };
      items[] = { "salema_raw", "salema", "ornate_raw", "ornate", "mackerel_raw", "mackerel", "tuna_raw", "tuna", "mullet_raw", "mullet", "catshark_raw", "catshark" };
      };
      
      
      
      
      class glass {
      name = "STR_Shops_Glass";
      side = "civ";
      license = "";
      level[] = { "", "", -1, "" };
      items[] = { "glass" };
      };
      
      
      
      
      class iron {
      name = "STR_Shops_Minerals";
      side = "civ";
      license = "";
      level[] = { "", "", -1, "" };
      items[] = { "iron_refined", "copper_refined" };
      };
      
      
      
      
      class diamond {
      name = "STR_Shops_Diamond";
      side = "civ";
      license = "";
      level[] = { "", "", -1, "" };
      items[] = { "diamond_uncut", "diamond_cut" };
      };
      
      
      
      
      class salt {
      name = "STR_Shops_Salt";
      side = "civ";
      license = "";
      level[] = { "", "", -1, "" };
      items[] = { "salt_refined" };
      };
      
      
      
      
      class cement {
      name = "STR_Shops_Cement";
      side = "civ";
      license = "";
      level[] = { "", "", -1, "" };
      items[] = { "cement" };
      };
      
      
      
      
      class gold {
      name = "STR_Shops_Gold";
      side = "civ";
      license = "";
      level[] = { "", "", -1, "" };
      items[] = { "goldbar" };
      };
      
      
      
      
      class cop {
      name = "STR_Shops_Cop";
      side = "cop";
      license = "";
      level[] = { "", "", -1, "" };
      items[] = { "donuts", "coffee", "spikeStrip", "waterBottle", "rabbit", "apple", "redgull", "fuelFull", "defusekit" };
      };
      };
      
      
      
      
      /*
      * CLASS:
      * variable = Variable Name
      * displayName = Item Name
      * weight = Item Weight
      * buyPrice = Item Buy Price
      * sellPrice = Item Sell Price
      * illegal = Illegal Item
      * edible = Item Edible (-1 = Disabled)
      * icon = Item Icon
      * processedItem = Processed Item
      */
      class VirtualItems {
      //Virtual Items
      
      
      
      
      //Misc
      class pickaxe {
      variable = "pickaxe";
      displayName = "STR_Item_Pickaxe";
      weight = 2;
      buyPrice = 750;
      sellPrice = 350;
      illegal = false;
      edible = -1;
      icon = "icons\ico_pickaxe.paa";
      };
      
      
      
      
      class fuelEmpty {
      variable = "fuelEmpty";
      displayName = "STR_Item_FuelE";
      weight = 2;
      buyPrice = -1;
      sellPrice = -1;
      illegal = false;
      edible = -1;
      icon = "icons\ico_fuelempty.paa";
      };
      
      
      
      
      class fuelFull {
      variable = "fuelFull";
      displayName = "STR_Item_FuelF";
      weight = 5;
      buyPrice = 850;
      sellPrice = 500;
      illegal = false;
      edible = -1;
      icon = "icons\ico_fuel.paa";
      };
      
      
      
      
      class spikeStrip {
      variable = "spikeStrip";
      displayName = "STR_Item_SpikeStrip";
      weight = 15;
      buyPrice = 2500;
      sellPrice = 1200;
      illegal = false;
      edible = -1;
      icon = "icons\ico_spikestrip.paa";
      };
      
      
      
      
      class lockpick {
      variable = "lockpick";
      displayName = "STR_Item_Lockpick";
      weight = 1;
      buyPrice = 150;
      sellPrice = 75;
      illegal = false;
      edible = -1;
      icon = "icons\ico_lockpick.paa";
      };
      
      
      
      
      class goldbar {
      variable = "goldBar";
      displayName = "STR_Item_GoldBar";
      weight = 12;
      buyPrice = -1;
      sellPrice = 95000;
      illegal = false;
      edible = -1;
      icon = "icons\ico_goldbar.paa";
      };
      
      
      
      
      class blastingcharge {
      variable = "blastingCharge";
      displayName = "STR_Item_BCharge";
      weight = 15;
      buyPrice = 35000;
      sellPrice = 10000;
      illegal = true;
      edible = -1;
      icon = "icons\ico_blastingCharge.paa";
      };
      
      
      
      
      class boltcutter {
      variable = "boltCutter";
      displayName = "STR_Item_BCutter";
      weight = 5;
      buyPrice = 7500;
      sellPrice = 1000;
      illegal = true;
      edible = -1;
      icon = "icons\ico_boltcutters.paa";
      };
      
      
      
      
      class defusekit {
      variable = "defuseKit";
      displayName = "STR_Item_DefuseKit";
      weight = 2;
      buyPrice = 2500;
      sellPrice = -1;
      illegal = false;
      edible = -1;
      icon = "icons\ico_defusekit.paa";
      };
      
      
      
      
      class storagesmall {
      variable = "storageSmall";
      displayName = "STR_Item_StorageBS";
      weight = 5;
      buyPrice = 75000;
      sellPrice = -1;
      illegal = false;
      edible = -1;
      icon = "icons\ico_storageSmall.paa";
      };
      
      
      
      
      class storagebig {
      variable = "storageBig";
      displayName = "STR_Item_StorageBL";
      weight = 10;
      buyPrice = 150000;
      sellPrice = -1;
      illegal = false;
      edible = -1;
      icon = "icons\ico_storageBig.paa";
      };
      
      
      
      
      //Mined Items
      class oil_unprocessed {
      variable = "oilUnprocessed";
      displayName = "STR_Item_OilU";
      weight = 7;
      buyPrice = -1;
      sellPrice = -1;
      illegal = false;
      edible = -1;
      icon = "icons\ico_oilUnprocessed.paa";
      };
      
      
      
      
      class oil_processed {
      variable = "oilProcessed";
      displayName = "STR_Item_OilP";
      weight = 6;
      buyPrice = -1;
      sellPrice = 3200;
      illegal = false;
      edible = -1;
      icon = "icons\ico_oilProcessed.paa";
      };
      
      
      
      
      class copper_unrefined {
      variable = "copperUnrefined";
      displayName = "STR_Item_CopperOre";
      weight = 4;
      buyPrice = -1;
      sellPrice = -1;
      illegal = false;
      edible = -1;
      icon = "";
      };
      
      
      
      
      class copper_refined {
      variable = "copperRefined";
      displayName = "STR_Item_CopperIngot";
      weight = 3;
      buyPrice = -1;
      sellPrice = 1500;
      illegal = false;
      edible = -1;
      icon = "";
      };
      
      
      
      
      class iron_unrefined {
      variable = "ironUnrefined";
      displayName = "STR_Item_IronOre";
      weight = 5;
      buyPrice = -1;
      sellPrice = -1;
      illegal = false;
      edible = -1;
      icon = "";
      };
      
      
      
      
      class iron_refined {
      variable = "ironRefined";
      displayName = "STR_Item_IronIngot";
      weight = 3;
      buyPrice = -1;
      sellPrice = 3200;
      illegal = false;
      edible = -1;
      icon = "";
      };
      
      
      
      
      class salt_unrefined {
      variable = "saltUnrefined";
      displayName = "STR_Item_Salt";
      weight = 3;
      buyPrice = -1;
      sellPrice = -1;
      illegal = false;
      edible = -1;
      icon = "icons\ico_saltUnprocessed.paa";
      };
      
      
      
      
      class salt_refined {
      variable = "saltRefined";
      displayName = "STR_Item_SaltR";
      weight = 1;
      buyPrice = -1;
      sellPrice = 1450;
      illegal = false;
      edible = -1;
      icon = "icons\ico_saltProcessed.paa";
      };
      
      
      
      
      class sand {
      variable = "sand";
      displayName = "STR_Item_Sand";
      weight = 3;
      buyPrice = -1;
      sellPrice = -1;
      illegal = false;
      edible = -1;
      icon = "";
      };
      
      
      
      
      class glass {
      variable = "glass";
      displayName = "STR_Item_Glass";
      weight = 1;
      buyPrice = -1;
      sellPrice = 1450;
      illegal = false;
      edible = -1;
      icon = "";
      };
      
      
      
      
      class diamond_uncut {
      variable = "diamondUncut";
      displayName = "STR_Item_DiamondU";
      weight = 4;
      buyPrice = -1;
      sellPrice = 750;
      illegal = false;
      edible = -1;
      icon = "icons\ico_diamondUncut.paa";
      };
      
      
      
      
      class diamond_cut {
      variable = "diamondCut";
      displayName = "STR_Item_DiamondC";
      weight = 2;
      buyPrice = -1;
      sellPrice = 2000;
      illegal = false;
      edible = -1;
      icon = "icons\ico_diamondCut.paa";
      };
      
      
      
      
      class rock {
      variable = "rock";
      displayName = "STR_Item_Rock";
      weight = 6;
      buyPrice = -1;
      sellPrice = -1;
      illegal = false;
      edible = -1;
      icon = "";
      };
      
      
      
      
      class cement {
      variable = "cement";
      displayName = "STR_Item_CementBag";
      weight = 5;
      buyPrice = -1;
      sellPrice = 1950;
      illegal = false;
      edible = -1;
      icon = "";
      class Pakete {
      variable = "Pakete";
      displayName = "STR_Item_Pakete";
      weight = 25;
      buyPrice = -1;
      sellPrice = 400;
      illegal = false;
      edible = -1;
      icon = "";
      };
      
      
      
      
      //Drugs
      class heroin_unprocessed {
      variable = "heroinUnprocessed";
      displayName = "STR_Item_HeroinU";
      weight = 6;
      buyPrice = -1;
      sellPrice = -1;
      illegal = true;
      edible = -1;
      icon = "icons\ico_heroinUnprocessed.paa";
      processedItem = "heroin_processed";
      };
      
      
      
      
      class heroin_processed {
      variable = "heroinProcessed";
      displayName = "STR_Item_HeroinP";
      weight = 4;
      buyPrice = 3500;
      sellPrice = 2560;
      illegal = true;
      edible = -1;
      icon = "icons\ico_heroinProcessed.paa";
      };
      
      
      
      
      class cannabis {
      variable = "cannabis";
      displayName = "STR_Item_Cannabis";
      weight = 4;
      buyPrice = -1;
      sellPrice = -1;
      illegal = true;
      edible = -1;
      icon = "icons\ico_cannabis.paa";
      processedItem = "marijuana";
      };
      
      
      
      
      class marijuana {
      variable = "marijuana";
      displayName = "STR_Item_Marijuana";
      weight = 3;
      buyPrice = 2800;
      sellPrice = 2350;
      illegal = true;
      edible = -1;
      icon = "icons\ico_marijuana.paa";
      };
      
      
      
      
      class cocaine_unprocessed {
      variable = "cocaineUnprocessed";
      displayName = "STR_Item_CocaineU";
      weight = 6;
      buyPrice = -1;
      sellPrice = -1;
      illegal = true;
      edible = -1;
      icon = "icons\ico_cocaineUnprocessed.paa";
      processedItem = "cocaine_processed";
      };
      
      
      
      
      class cocaine_processed {
      variable = "cocaineProcessed";
      displayName = "STR_Item_CocaineP";
      weight = 4;
      buyPrice = -1;
      sellPrice = 5000;
      illegal = true;
      edible = -1;
      icon = "icons\ico_cocaineProcessed.paa";
      };
      
      
      
      
      
      
      
      //Drink
      class redgull {
      variable = "redgull";
      displayName = "STR_Item_RedGull";
      weight = 1;
      buyPrice = 1500;
      sellPrice = 200;
      illegal = false;
      edible = 100;
      icon = "icons\ico_redgull.paa";
      };
      
      
      
      
      class coffee {
      variable = "coffee";
      displayName = "STR_Item_Coffee";
      weight = 1;
      buyPrice = 10;
      sellPrice = 5;
      illegal = false;
      edible = 100;
      icon = "icons\ico_coffee.paa";
      };
      
      
      
      
      class waterBottle {
      variable = "waterBottle";
      displayName = "STR_Item_WaterBottle";
      weight = 1;
      buyPrice = 10;
      sellPrice = 5;
      illegal = false;
      edible = 100;
      icon = "icons\ico_waterBottle.paa";
      };
      
      
      
      
      //Food
      class apple {
      variable = "apple";
      displayName = "STR_Item_Apple";
      weight = 1;
      buyPrice = 65;
      sellPrice = 50;
      illegal = false;
      edible = 10;
      icon = "icons\ico_apple.paa";
      };
      
      
      
      
      class peach {
      variable = "peach";
      displayName = "STR_Item_Peach";
      weight = 1;
      buyPrice = 68;
      sellPrice = 55;
      illegal = false;
      edible = 10;
      icon = "icons\ico_peach.paa";
      };
      
      
      
      
      class tbacon {
      variable = "tbacon";
      displayName = "STR_Item_TBacon";
      weight = 1;
      buyPrice = 75;
      sellPrice = 25;
      illegal = false;
      edible = 40;
      icon = "icons\ico_tbacon.paa";
      };
      
      
      
      
      class donuts {
      variable = "donuts";
      displayName = "STR_Item_Donuts";
      weight = 1;
      buyPrice = 120;
      sellPrice = 60;
      illegal = false;
      edible = 30;
      icon = "icons\ico_donuts.paa";
      };
      
      
      
      
      class rabbit_raw {
      variable = "rabbitRaw";
      displayName = "STR_Item_RabbitRaw";
      weight = 2;
      buyPrice = -1;
      sellPrice = 95;
      illegal = false;
      edible = -1;
      icon = "icons\ico_meat.paa";
      };
      
      
      
      
      class rabbit {
      variable = "rabbit";
      displayName = "STR_Item_Rabbit";
      weight = 1;
      buyPrice = 150;
      sellPrice = 115;
      illegal = false;
      edible = 20;
      icon = "icons\ico_cookedMeat.paa";
      };
      
      
      
      
      class salema_raw {
      variable = "salemaRaw";
      displayName = "STR_Item_SalemaRaw";
      weight = 2;
      buyPrice = -1;
      sellPrice = 45;
      illegal = false;
      edible = -1;
      icon = "icons\ico_meat.paa";
      };
      
      
      
      
      class salema {
      variable = "salema";
      displayName = "STR_Item_Salema";
      weight = 1;
      buyPrice = 75;
      sellPrice = 55;
      illegal = false;
      edible = 30;
      icon = "icons\ico_cookedMeat.paa";
      };
      
      
      
      
      class ornate_raw {
      variable = "ornateRaw";
      displayName = "STR_Item_OrnateRaw";
      weight = 2;
      buyPrice = -1;
      sellPrice = 40;
      illegal = false;
      edible = -1;
      icon = "icons\ico_meat.paa";
      };
      
      
      
      
      class ornate {
      variable = "ornate";
      displayName = "STR_Item_Ornate";
      weight = 1;
      buyPrice = 175;
      sellPrice = 150;
      illegal = false;
      edible = 25;
      icon = "icons\ico_cookedMeat.paa";
      };
      
      
      
      
      class mackerel_raw {
      variable = "mackerelRaw";
      displayName = "STR_Item_MackerelRaw";
      weight = 4;
      buyPrice = -1;
      sellPrice = 175;
      illegal = false;
      edible = -1;
      icon = "icons\ico_meat.paa";
      };
      
      
      
      
      class mackerel {
      variable = "mackerel";
      displayName = "STR_Item_Mackerel";
      weight = 2;
      buyPrice = 250;
      sellPrice = 200;
      illegal = false;
      edible = 30;
      icon = "icons\ico_cookedMeat.paa";
      };
      
      
      
      
      class tuna_raw {
      variable = "tunaRaw";
      displayName = "STR_Item_TunaRaw";
      weight = 6;
      buyPrice = -1;
      sellPrice = 700;
      illegal = false;
      edible = -1;
      icon = "icons\ico_meat.paa";
      };
      
      
      
      
      class tuna {
      variable = "tuna";
      displayName = "STR_Item_Tuna";
      weight = 3;
      buyPrice = 1250;
      sellPrice = 1000;
      illegal = false;
      edible = 100;
      icon = "icons\ico_cookedMeat.paa";
      };
      
      
      
      
      class mullet_raw {
      variable = "mulletRaw";
      displayName = "STR_Item_MulletRaw";
      weight = 4;
      buyPrice = -1;
      sellPrice = 250;
      illegal = false;
      edible = -1;
      icon = "icons\ico_meat.paa";
      };
      
      
      
      
      class mullet {
      variable = "mullet";
      displayName = "STR_Item_Mullet";
      weight = 2;
      buyPrice = 600;
      sellPrice = 400;
      illegal = false;
      edible = 80;
      icon = "icons\ico_cookedMeat.paa";
      };
      
      
      
      
      class catshark_raw {
      variable = "catsharkRaw";
      displayName = "STR_Item_CatSharkRaw";
      weight = 6;
      buyPrice = -1;
      sellPrice = 300;
      illegal = false;
      edible = -1;
      icon = "icons\ico_meat.paa";
      };
      
      
      
      
      class catshark {
      variable = "catshark";
      displayName = "STR_Item_CatShark";
      weight = 3;
      buyPrice = 750;
      sellPrice = 500;
      illegal = false;
      edible = 100;
      icon = "icons\ico_cookedMeat.paa";
      };
      
      
      
      
      class turtle_raw {
      variable = "turtleRaw";
      displayName = "STR_Item_TurtleRaw";
      weight = 6;
      buyPrice = -1;
      sellPrice = 3000;
      illegal = true;
      edible = -1;
      icon = "icons\ico_meat.paa";
      };
      
      
      
      
      class turtle_soup {
      variable = "turtleSoup";
      displayName = "STR_Item_TurtleSoup";
      weight = 2;
      buyPrice = 1000;
      sellPrice = 750;
      illegal = false;
      edible = 100;
      icon = "icons\ico_cookedMeat.paa";
      };
      
      
      
      
      class hen_raw {
      variable = "henRaw";
      displayName = "STR_Item_HenRaw";
      weight = 1;
      buyPrice = -1;
      sellPrice = 65;
      illegal = false;
      edible = -1;
      icon = "icons\ico_meat.paa";
      };
      
      
      
      
      class hen {
      variable = "hen";
      displayName = "STR_Item_Hen";
      weight = 1;
      buyPrice = 115;
      sellPrice = 85;
      illegal = false;
      edible = 65;
      icon = "icons\ico_cookedMeat.paa";
      };
      
      
      
      
      class rooster_raw {
      variable = "roosterRaw";
      displayName = "STR_Item_RoosterRaw";
      weight = 1;
      buyPrice = -1;
      sellPrice = 65;
      illegal = false;
      edible = -1;
      icon = "icons\ico_meat.paa";
      };
      
      
      
      
      class rooster {
      variable = "rooster";
      displayName = "STR_Item_Rooster";
      weight = 115;
      buyPrice = 90;
      sellPrice = 85;
      illegal = false;
      edible = 45;
      icon = "icons\ico_cookedMeat.paa";
      };
      
      
      
      
      class sheep_raw {
      variable = "sheepRaw";
      displayName = "STR_Item_SheepRaw";
      weight = 2;
      buyPrice = -1;
      sellPrice = 95;
      illegal = false;
      edible = -1;
      icon = "icons\ico_meat.paa";
      };
      
      
      
      
      class sheep {
      variable = "sheep";
      displayName = "STR_Item_Sheep";
      weight = 2;
      buyPrice = 155;
      sellPrice = 115;
      illegal = false;
      edible = 100;
      icon = "icons\ico_cookedMeat.paa";
      };
      
      
      
      
      class goat_raw {
      variable = "goatRaw";
      displayName = "STR_Item_GoatRaw";
      weight = 2;
      buyPrice = -1;
      sellPrice = 115;
      illegal = false;
      edible = -1;
      icon = "icons\ico_meat.paa";
      };
      
      
      
      
      class goat {
      variable = "goat";
      displayName = "STR_Item_Goat";
      weight = 2;
      buyPrice = 175;
      sellPrice = 135;
      illegal = false;
      edible = 100;
      icon = "icons\ico_cookedMeat.paa";
      };
      };
      Alles anzeigen

      und zuletzt noch die "fn_gather.sqf"

      Code
      #include "..\..\script_macros.hpp"
      /*
      File: fn_gather.sqf
      Author: Bryan "Tonic" Boardwine
      
      
      
      
      Description:
      Main functionality for gathering.
      */
      if(isNil "life_action_gathering") then {life_action_gathering = false;};
      private["_gather","_itemWeight","_diff","_itemName","_resourceZones","_zone"];
      _resourceZones = ["apple_1","apple_2","apple_3","apple_4","peaches_1","peaches_2","peaches_3","peaches_4","heroin_1","cocaine_1","weed_1"];
      _zone = "";
      
      
      
      
      if(life_action_inUse) exitWith {}; //Action is in use, exit to prevent spamming.
      life_action_inUse = true;
      //Find out what zone we're near
      {
      if(player distance (getMarkerPos _x) < 30) exitWith {_zone = _x;};
      } foreach _resourceZones;
      
      
      
      
      if(EQUAL(_zone,"")) exitWith {life_action_inUse = false;};
      
      
      
      
      //Get the resource that will be gathered from the zone name...
      switch(true) do {
      case (_zone in ["apple_1","apple_2","apple_3","apple_4"]): {_gather = ["apple",3];};
      case (_zone in ["peaches_1","peaches_2","peaches_3","peaches_4"]): {_gather = ["peach",3];};
      case (_zone in ["heroin_1"]): {_gather = ["heroin_unprocessed",1];};
      case (_zone in ["cocaine_1"]): {_gather = ["cocaine_unprocessed",1];};
      case (_zone in ["weed_1"]): {_gather = ["cannabis",1];};
      ase (_zone in ["Pakete_1","Pakete_2","Pakete_3","Pakete_4"]): {_gather = ["Paket",1];};
      default {""};
      };
      //gather check??
      if(vehicle player != player) exitWith {};
      
      
      
      
      _diff = [SEL(_gather,0),SEL(_gather,1),life_carryWeight,life_maxWeight] call life_fnc_calWeightDiff;
      if(EQUAL(_diff,0)) exitWith {hint localize "STR_NOTF_InvFull"};
      life_action_inUse = true;
      
      
      
      
      for "_i" from 0 to 2 do {
      player playMove "AinvPercMstpSnonWnonDnon_Putdown_AmovPercMstpSnonWnonDnon";
      waitUntil{animationState player != "AinvPercMstpSnonWnonDnon_Putdown_AmovPercMstpSnonWnonDnon";};
      sleep 2.5;
      };
      
      
      
      
      if(([true,SEL(_gather,0),_diff] call life_fnc_handleInv)) then {
      _itemName = M_CONFIG(getText,"VirtualItems",SEL(_gather,0),"displayName");
      titleText[format[localize "STR_NOTF_Gather_Success",(localize _itemName),_diff],"PLAIN"];
      };
      
      
      
      
      life_action_inUse = false;
      Alles anzeigen

      Geändert habe ich das alles wo Pakete steht.

      Will Pakete als Farmroute einführen.
      (Konnte nur 25k Zeichen machen deshalb eine Antwort auf meinen Beitrag, bitte dies zu entschuldigen :D )

      Danke, freue mich über jede Hilfe

      StitZle

      Alles anzeigen

      In der Config_vItems.hpp fehlt bei "cement" ein "}" ^^

    • T Inventar Zugriff

      • nflug
      • 11. August 2016 um 19:44
      Zitat von Lukas_Multi

      Wie kann man einschrencken das nur einer in das T inventar von Fahrzeugen Zugreiffen kann ?

      In der openInventory.sqf im core/vehicle Ordner, das oben einfügen ^^

      Spoiler anzeigen


      if(!(player in car)) exitWith {};

      und das entfernen:

      Spoiler anzeigen


      if(player != vehicle player) exitWith {titleText[localize "STR_NOTF_ActionInVehicle","PLAIN"];};

    • [Tutorial] Hunde in Altis Life (Mit Video)

      • nflug
      • 11. August 2016 um 19:41
      Zitat von Team-Wings

      Wie meinst du? Vielleicht kannst du uns ja helfen und ich kann das dann ins Tutorial einbringen! ^^

      Er meint glaube ich:

      Spoiler anzeigen


      _randomDog = ["Fin_sand_F","Fin_blackwhite_F","Fin_ocherwhite_F","Fin_tricolour_F","Fin_random_F","Alsatian_Sand_F","Alsatian_Black_F","Alsatian_Sandblack_F","Alsatian_Random_F"] call BIS_fnc_selectRandom;
      _dog = _randomDog createUnit [_tempPos,_group1,"dog = this", 1.0, "private"];

      Und so weiter :D

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