Beiträge von GermanBolle
-
-
Ich habe es auch mal mit dem Code versucht
Code
Alles anzeigenVersuch 1: _Ivory = ["Ivory_rs4","Ivory_m3"]; case civilian: { if ((life_veh_shop select 2) isEqualTo "civ" && {_className in _Ivory}) then { _vehicle animate["spoiler",1]; [_vehicle, "HeheCom"] call ivory_fnc_setLicense; [_vehicle, ["","Matte"], "Red", 1, 1] call ivory_fnc_initVehicle; }; }; Versuch 2 _Ivory = ["className","className"]; _ClassName = ["Ivory_rs4","Ivory_m3"]; case civilian: { if ((life_veh_shop select 2) isEqualTo "civ" && {_className in _Ivory}) then { _vehicle animate["spoiler",1]; [_vehicle, "HeheCom"] call ivory_fnc_setLicense; [_vehicle, ["","Matte"], "Red", 1, 1] call ivory_fnc_initVehicle; }; };
-
Okay das ist jetzt witzig ich habe den Code in die fn_vehicleShopBuy.sqf und in die fn_spawnVehicle.sqf rein getan und was passiert, der Code tut die vehicleShop_3D fix die funktioniert nun aber das was es eigendlich machen sollte geht nicht.
-
Br1zey kann ich das so schreiben oder würde das nicht funzen:
if (vehicle == Irovy_rs4 )wihle true do this animate["spoiler",1]; [this, ["","Matte"], "Red", 1, 1] call ivory_fnc_initVehicle; [this, "HeheCom"] call ivory_fnc_setLicense;Okay das hat nicht funktioniert.
-
Okay Danke für die Hilfe nur ich weis jetzt grade nicht wie so eine abfrage aus sehen soll.
Oh man ich muss mal mal wieder in die SQF Sprache rein lesen dann weis ich wieder wie eine anfrage geschrieben wird.
-
du muss deine datenbank auf die version 5.5.7 updaten dann geht das hatte ich auch
-
Hallo liebe Community,
Ich habe mal eine Frage.
Und zwar wo muss ich diese (siehe unter auf gelistet) Codes einfügen damit das auch funktioniert?- this animate["spoiler",1];
- [this, "ayylmao"] call ivory_fnc_setLicense;
- [this, ["Red","Matte"], "Red", 1, 1] call ivory_fnc_initVehicle;
Da ich es schon seid einiger Zeit versuche aber egal wie ich es mache es klappt nicht, Versucht habe ich es schon in dem ich einen Auslöser im Editor setzt, ich habe diese auch schon bei den Händlern in die Init eingetragen aber da haben sich nur die Schilder gefärbt.
Vielen Dank im Vorraus.
MfG: hahahoho
-
Hallo Leute,
Ich habe mal eine Frage.
Und zwar wie kann ich meiner extdb2 v71 die sql_custom_v2 aktivieren oder muss ich dafür extra eine extdb2 nehmen wo die sql_custom_v2 bereits vorhanden ist??
Meine Arma 3 Life version ist die 4.4r3
Vielen Dank im vorraus
-
Der bekommt dort aus irgendwelchen Gründen ein Array zugeschrieben, keine String, das musst du mal selbst überprüfen, wo da der Fehler liegt
Ich habe das gesamte TuT noch mal 1:1 befolgt und es kommt immer noch zu dem selben problem allerdings weis ich auch nicht wie ich das beheben kann
-
Meine fn_handleItem.sqf, line 10 sieht bei mir so aus:
Code: fn_handelItem.sqf
Alles anzeigen#include "..\..\script_macros.hpp" /* File: fn_handleItem.sqf Author: Bryan "Tonic" Boardwine Description Main gear handling functionality. */ private["_item","_details","_bool","_ispack","_items","_isgun","_ongun","_override","_toUniform","_toVest","_preview"]; params [ ["_item","",[""]], ["_bool",false,[false]], ["_ispack",false,[false]], ["_ongun",false,[false]], ["_override",false,[false]], ["_toUniform",false,[false]], ["_toVest",false,[false]], ["_preview",false,[false]] ]; //Some checks if (_item isEqualTo "") exitWith {}; _isgun = false; _details = [_item] call life_fnc_fetchCfgDetails; if (count _details isEqualTo 0) exitWith {}; if (_bool) then { switch (_details select 6) do { case "CfgGlasses": { if (_toUniform) exitWith {player addItemToUniform _item;}; if (_toVest) exitWith {player addItemToVest _item;}; if (_ispack) then { player addItemToBackpack _item; } else { if (_override) then { player addItem _item; } else { if (!(goggles player isEqualTo "")) then { removeGoggles player; }; player addGoggles _item; }; }; }; case "CfgVehicles": { if (!(backpack player isEqualTo "")) then { _items = (backpackItems player); removeBackpack player; }; player addBackpack _item; clearAllItemsFromBackpack player; if (!isNil "_items") then { {[_x,true,true,false,true] call life_fnc_handleItem; } forEach _items; }; }; case "CfgMagazines": { if (_toUniform) exitWith {player addItemToUniform _item;}; if (_toVest) exitWith {player addItemToVest _item;}; if (_ispack) exitWith {player addItemToBackpack _item;}; player addMagazine _item; }; case "CfgWeapons": { //New addition if (_toUniform) exitWith {player addItemToUniform _item;}; if (_toVest) exitWith {player addItemToVest _item;}; if (_ispack) exitWith {player addItemToBackpack _item;}; if ((_details select 4) in [1,2,4,5,4096]) then { if ((_details select 4) isEqualTo 4096) then { if ((_details select 5) isEqualTo -1) then { _isgun = true; }; } else { _isgun = true; }; }; if (_isgun) then { if (!_ispack && _override) exitWith {}; //It was in the vest/uniform, try to close to prevent it overriding stuff... (Actual weapon and not an item) if (_item isEqualTo "MineDetector") then { player addItem _item; } else { player addWeapon _item; }; } else { switch (_details select 5) do { case 0: { if (_ispack) then { player addItemToBackpack _item; } else { if (_override) then { player addItem _item; } else { if (_item in (assignedItems player)) then { player addItem _item; } else { player addItem _item; player assignItem _item; }; }; }; }; case 605: { if (_ispack) then{ player addItemToBackpack _item; } else { if (_override) then { player addItem _item; } else { if (headgear player isEqualTo _item && {!_preview}) then { player addItem _item; } else { if (!(headgear player isEqualTo "")) then {removeHeadGear player;}; player addHeadGear _item; }; }; }; }; case 801: { if (_ispack) then { player addItemToBackpack _item; } else { if (_override) then { player addItem _item; } else { if (player isKindOf "Civilian") then { if (uniform player isEqualTo _item && {!_preview}) then { player addItem _item; } else { if (!(uniform player isEqualTo "")) then { _items = uniformItems player; removeUniform player; }; player addUniform _item; if (!isNil "_items") then { {player addItemToUniform _x} forEach _items; }; }; } else { if (!(uniform player isEqualTo "")) then { _items = uniformItems player; removeUniform player; }; if (!(player isUniformAllowed _item)) then { player forceAddUniform _item; } else { player addUniform _item; }; if (!isNil "_items") then { {player addItemToUniform _x} forEach _items; }; }; }; }; }; case 701: { if (_ispack) then { player addItemToBackpack _item; } else { if (_override) then{ player addItem _item; } else { if (vest player isEqualTo _item && {!_preview}) then { player addItem _item; } else { if (!(vest player isEqualTo "")) then { _items = vestItems player; removeVest player; }; player addVest _item; if (!isNil "_items") then { {[_x,true,false,false,true] spawn life_fnc_handleItem;} forEach _items; }; }; }; }; }; case 201: { if (_ispack) then { player addItemToBackpack _item; } else { private "_type"; _type = [_item,201] call life_fnc_accType; if (_ongun) then { switch (_type) do { case 1: { player addPrimaryWeaponItem _item; }; case 2: { player addSecondaryWeaponItem _item; }; case 3: { player addHandgunItem _item; }; }; } else { if (_override) then { player addItem _item; } else { private["_wepItems","_action","_slotTaken"]; _wepItems = switch (_type) do {case 1:{primaryWeaponItems player}; case 2:{secondaryWeaponItems player}; case 3:{handgunItems player}; default {["","",""]};}; _slotTaken = false; if (!((_wepItems select 2) isEqualTo "")) then {_slotTaken = true;}; if (_slotTaken) then { _action = [localize "STR_MISC_AttachmentMSG",localize "STR_MISC_Attachment",localize "STR_MISC_Weapon",localize "STR_MISC_Inventory"] call BIS_fnc_guiMessage; if (_action) then { switch (_type) do { case 1: {player addPrimaryWeaponItem _item;}; case 2: {player addSecondaryWeaponItem _item;}; case 3: {player addHandgunItem _item;}; default {player addItem _item;}; }; } else { player addItem _item; //Add it to any available container }; } else { switch (_type) do { case 1: {player addPrimaryWeaponItem _item;}; case 2: {player addSecondaryWeaponItem _item;}; case 3: {player addHandgunItem _item;}; default {player addItem _item;}; }; }; }; }; }; }; case 301: { if (_ispack) then { player addItemToBackpack _item; } else { private "_type"; _type = [_item,301] call life_fnc_accType; if (_ongun) then { switch (_type) do { case 1: { player addPrimaryWeaponItem _item; }; case 2: { player addSecondaryWeaponItem _item; }; case 3: { player addHandgunItem _item; }; }; } else { if (_override) then { player addItem _item; } else { private["_wepItems","_action","_slotTaken"]; _wepItems = switch (_type) do {case 1:{primaryWeaponItems player}; case 2:{secondaryWeaponItems player}; case 3:{handgunItems player}; default {["","",""]};}; _slotTaken = false; if (!((_wepItems select 1) isEqualTo "")) then {_slotTaken = true;}; if (_slotTaken) then { _action = [localize "STR_MISC_AttachmentMSG",localize "STR_MISC_Attachment",localize "STR_MISC_Weapon",localize "STR_MISC_Inventory"] call BIS_fnc_guiMessage; if (_action) then { switch (_type) do { case 1: {player addPrimaryWeaponItem _item;}; case 2: {player addSecondaryWeaponItem _item;}; case 3: {player addHandgunItem _item;}; default {player addItem _item;}; }; } else { player addItem _item; //Add it to any available container }; } else { switch (_type) do { case 1: {player addPrimaryWeaponItem _item;}; case 2: {player addSecondaryWeaponItem _item;}; case 3: {player addHandgunItem _item;}; default {player addItem _item;}; }; }; }; }; }; }; case 101:{ if (_ispack) then { player addItemToBackpack _item; } else { private "_type"; _type = [_item,101] call life_fnc_accType; if (_ongun) then { switch (_type) do { case 1: { player addPrimaryWeaponItem _item; }; case 2: { player addSecondaryWeaponItem _item; }; case 3: { player addHandgunItem _item; }; }; } else { if (_override) then { player addItem _item; } else { private["_wepItems","_action","_slotTaken"]; _wepItems = switch (_type) do {case 1:{primaryWeaponItems player}; case 2:{secondaryWeaponItems player}; case 3:{handgunItems player}; default {["","",""]};}; _slotTaken = false; if (!((_wepItems select 0) isEqualTo "")) then {_slotTaken = true;}; if (_slotTaken) then { _action = [localize "STR_MISC_AttachmentMSG",localize "STR_MISC_Attachment",localize "STR_MISC_Weapon",localize "STR_MISC_Inventory"] call BIS_fnc_guiMessage; if (_action) then { switch (_type) do { case 1: {player addPrimaryWeaponItem _item;}; case 2: {player addSecondaryWeaponItem _item;}; case 3: {player addHandgunItem _item;}; default {player addItem _item;}; }; } else { player addItem _item; //Add it to any available container }; } else { switch (_type) do { case 1: {player addPrimaryWeaponItem _item;}; case 2: {player addSecondaryWeaponItem _item;}; case 3: {player addHandgunItem _item;}; default {player addItem _item;}; }; }; }; }; }; }; case 621: { if (_ispack) then { player addItemToBackpack _item; } else { if (_override) then { player addItem _item; } else { player addItem _item; player assignItem _item; }; }; }; case 616: { if (_ispack) then { player addItemToBackpack _item; } else { if (_override) then { player addItem _item; } else { player addItem _item; player assignItem _item; }; }; }; default { if (_ispack) then { player addItemToBackpack _item; } else { player addItem _item; }; }; }; }; }; }; } else { switch (_details select 6) do { case "CfgVehicles": { removeBackpack player; }; case "CfgMagazines": { player removeMagazine _item; }; case "CfgGlasses": { if (_item isEqualTo goggles player) then { removeGoggles player; } else { player removeItem _item; }; }; case "CfgWeapons": { if ((_details select 4) in [1,2,4,5,4096]) then { if ((_details select 4) isEqualTo 4096) then { if ((_details select 5) isEqualTo 1) then { _isgun = true; }; } else { _isgun = true; }; }; if (_isgun) then { switch (true) do { case (primaryWeapon player isEqualTo _item) : {_ispack = false;}; case (secondaryWeapon player isEqualTo _item) : {_ispack = false;}; case (handgunWeapon player isEqualTo _item) : {_ispack = false;}; case (_item in assignedItems player) : {_ispack = false;}; default {_ispack = true;}; }; if (_item isEqualTo "MineDetector") then { player removeItem _item; } else { //Lovely code provided by [OCB]Dash private "_tmpfunction"; _tmpfunction = { private["_tWeapons","_tWeaponCount"]; switch (true) do { case (_this in (uniformItems player)): { _tWeapons = (getWeaponCargo (uniformContainer player)) select 0; _tWeaponCount = (getWeaponCargo (uniformContainer player)) select 1; clearWeaponCargo (uniformContainer player); { _numVestWeps = _tWeaponCount select _forEachIndex; if (_x == _this) then { _numVestWeps = _numVestWeps - 1; }; (uniformContainer player) addWeaponCargo [ _x,_numVestWeps]; }forEach _tWeapons; }; case (_this in (vestItems player)): { _tWeapons = (getWeaponCargo (vestContainer player)) select 0; _tWeaponCount = (getWeaponCargo (vestContainer player)) select 1; clearWeaponCargo (vestContainer player); { _numVestWeps = _tWeaponCount select _forEachIndex; if (_x == _this) then { _numVestWeps = _numVestWeps - 1; }; (vestContainer player) addWeaponCargo [ _x,_numVestWeps]; }forEach _tWeapons; }; case (_this in (backpackItems player)): { _tWeapons = (getWeaponCargo (backpackContainer player)) select 0; _tWeaponCount = (getWeaponCargo (backpackContainer player)) select 1; clearWeaponCargo (backpackContainer player); { _numVestWeps = _tWeaponCount select _forEachIndex; if (_x == _this) then { _numVestWeps = _numVestWeps - 1; }; (backpackContainer player) addWeaponCargo [ _x,_numVestWeps]; }forEach _tWeapons; }; }; }; if (_ispack) then { _item call _tmpfunction; } else { switch (true) do { case (_item in (uniformItems player)): {_item call _tmpfunction;}; case (_item in (vestItems player)) : {_item call _tmpfunction;}; case (_item in (backpackItems player)) : {_item call _tmpfunction;}; default {player removeWeapon _item;}; }; }; }; } else { switch (_details select 5) do { case 0: {player unassignItem _item; player removeItem _item;}; case 605: {if (headgear player isEqualTo _item) then {removeHeadgear player} else {player removeItem _item};}; case 801: {if (uniform player isEqualTo _item) then {removeUniform player} else {player removeItem _item};}; case 701: {if (vest player isEqualTo _item) then {removeVest player} else {player removeItem _item};}; case 621: {player unassignItem _item; player removeItem _item;}; case 616: {player unassignItem _item; player removeItem _item;}; default { switch (true) do { case (_item in primaryWeaponItems player) : {player removePrimaryWeaponItem _item;}; case (_item in handgunItems player) : {player removeHandgunItem _item;}; default {player removeItem _item;}; }; }; }; }; }; }; };
-
Ich wusste mal wie ich das mit der master_group behebe. Ich habe die master_group jetzt geändert ich muss nur die neue map hochladen.
Ich habe nun die neuen life_server files auf mein server getan aber es geh immer noch nicht
-
Bitte schön die RPT's sind im Anhang
-
hmm ich habe das jetzt genau so gemacht wie du es gesagt hast :
["apple",-1,10,50],
["peach",-1,30,100],
["goldbar",-1,30,100]Und es geht leider immer noch nicht.
Ich habe die Datei so genommen wie du es im TuT anhang rein gemacht hast. -
Das ist meine fn_config.sqf
Code: fn_config.sqf
Alles anzeigen/* ##################### DYNAMIC MARKET SCRIPT ##################### ### AUTHOR: RYAN TT. ### ### STEAM: www.steamcommunity.com/id/ryanthett ### ### ### ### DISCLAIMER: THIS SCRIPT CAN BE USED ON EVERY SERVER ONLY ### ### WITH THIS HEADER / NOTIFICATION ### ################################################################# */ // ███████████████████████████████████████████████████████████████████████ // █████████████████ DYNAMIC MARKET BASIC CONFIGURATION ██████████████████ // ███████████████████████████████████████████████████████████████████████ DYNMARKET_Serveruptime = 05; // Serveruptime after restart in hours DYNMARKET_UseExternalDatabase = true; // Should the script use the External Database? DYNMARKET_PriceUpdateInterval = 01; // After how many minutes should the price be updated? DYNMARKET_CreateBackups = true; // Should the server save write the prices regulary into the Database? If false, it will save the prices before Server-restart? DYNMARKET_CreateBackupInterval = 03; // After how many updates (PriceUpdateIntervals) should the prices be saved into the Database? DYNMARKET_UserNotification = true; // Should the user be informed with a hint whenever the prices got updated? // █████████████████ USER NOTIFICATION TEXTS █████████████████ DYNMARKET_UserNotification_Text = [ "Die Preise wurden aktualisiert!", "Die Preise werden von der Börse berechnet ..." ]; // █████████████████ ITEM GROUP CONFIGURATION █████████████████ DYNMARKET_Items_Groups = [ ["Legal", [ ["apple",1,10,50], ["peach",1,30,100], ["goldbar",1,30,100] ], 0.5 ], ["Illegal", [ /*["peach",-1,30,100]*/ ], 0.5 ] ]; // █████████████████ ALL SELLABLE ITEMS █████████████████ DYNMARKET_Items_ToTrack = [ ["apple",25], ["peach",50], ["tbacon",125], ["donuts",130], ["rabbit_raw",150], ["rabbit",170], ["ornate_raw",190], ["ornate",190], ["mackerel_raw",190], ["mackerel",190], ["tuna_raw",190], ["tuna",190], ["mullet_raw",190], ["mullet",200], ["catshark_raw",200], ["catshark",200], ["turtle_soup",200], ["hen_raw",200], ["hen",200], ["rooster_raw",210], ["sheep_raw",210], ["sheep",155], ["goat_raw",155], ["goat",300], ["redgull",1500], ["coffee",10], ["waterBottle",10], ["pickaxe",350], ["fuelFull",500], ["spikeStrip",1200], ["lockpick",75], ["goldbar",95000], ["blastingcharge",35000], ["boltcutter",7500], ["defusekit",2500], ["storagesmall",75000], ["storagebig",15000], ["oil_processed",1200], ["copper_refined",1700], ["iron_refined",1650], ["salt_refined",1850], ["glass",1450], ["diamond_cut",2530], ["cement",2350], ["heroin_processed",5000], ["marijuana",5250], ["cocaine_processed",5300] ]; //███████████████████████████████████████████████████████████████████████ //██████████████████ DO NOT MODIFY THE FOLLOWING CODE! ██████████████████ //███████████████████████████████████████████████████████████████████████ DYNMARKET_Items_CurrentPriceArr = []; DYNMARKET_sellarraycopy = DYNMARKET_Items_ToTrack; DYNMARKET_Serveruptime = (DYNMARKET_Serveruptime * 3600) - 300; { _currentArray = _x; DYNMARKET_Items_CurrentPriceArr pushBack [_currentArray select 0,_currentArray select 1,0]; } forEach DYNMARKET_Items_ToTrack; publicVariable "DYNMARKET_UserNotification"; publicVariable "DYNMARKET_UserNotification_Text"; if (DYNMARKET_UseExternalDatabase) then {[1] call TON_fnc_HandleDB;}; DYNMARKET_UpdateCount = 0; if (DYNMARKET_UseExternalDatabase) then { [] spawn { sleep DYNMARKET_Serveruptime; diag_log "### DYNMARKET >> AKTUELLE PREISE WERDEN in die Datenbank geschrieben ###"; diag_log "### DYNMARKET >> AS PLANNED, AWAITING RESULT... ###"; [0] call TON_fnc_HandleDB; }; }; sleep 5; [] call TON_fnc_sleeper;
-
Items habe ich keine selber eingetragen.
Wo ich hab das so gemacht wie es auf Seite 1 beschrieben wurde ich denke das wir das original sein.
PS.Vom Handy geschrieben
-
Ich habe das mal so gemacht aber habe immer noch das problem wie oben im bild
-
Guten Morgen,
Ich habe Folgendes problem und zwar gibt es bei mir keine Item abfrage obwohl der preis berechnet wird und mehr passiert nicht wenn ich Kupfer verkaufe passiert auch nichts.
Ich habe mal den RPT Log im Anhang rein getan da ich mit dem Fehler dort nichts anfangen kann. (Ich habe die Fehler die ich gefixt habe mal aus dem rpt gelöscht damit es nicht zu verwirrungen kommt.)
-
Guten Morgen,
Erst mal Vielen Dank PlaySim für deine hilfe.
Ich habe jetzt nur eine vielleicht sehr dumme frage aber wie bekomm ich jetzt da die Items rein bzw. wo bekomm ich die IDs her für die Datenbank -
-
Danke für den hinweis aber das mit dem Satzzeichen ist mir eigendlich scheiss egal um es mal so zu sagen.
Und das man eventuell nicht gleich 50 seiten durch suchen tut um ein Post zu finden ist denke ich auch dir klar im normal fall gibt es eine such funktion wo man dann einen fehler eingeben tut und dann da raus kommt oder einen der post mit der lösung angezeigt wird. Aber trozdem Danke ich habe den Post nun gefunden und das problem behoben aber bitte beim nähstenmal freundlicher da nicht jeder Mensch alles wissen kann.