Jo funkt danke war wiedermal blind
Beiträge von skyracer2012
-
-
Hi,
Ich habe seit einer längeren Zeit Probleme mit dem Copinteractionmenu. Ich habe keine Ahnung woran es liegen könnte villeicht wisst ihr, was da los ist p.s. wichtige Dateien im Anhang
-
Ich habe mal eine frage zu dem Tool. Wie ist das mit dem Packen dann und dem Key das es dann auch als erforderliche mod ist? geht das oder nicht?
Des weiteren würde es mich freuen wenn einige server betreiber dazu was sagen könnten und auch moder die damit ihre mod datein sichern.
schreib mit dem Support darüber die kennen sich aus !
-
ja also die shadowlifemap ist ja die #include "lifemap.hpp" nur umbenannt worden. Außerdem ist sie komplett leer nochmal jetzt:
C: config.cpp
Alles anzeigen#define _ARMA_ class CfgPatches { class Map { units[] = {}; worlds[] = {"kelleysisland"}; weapons[] = {}; requiredVersion = 1.0; version = "1"; fileName = "Map.pbo"; author = "skyracer2012"; }; }; class CfgWorlds { class CAWorld; class Stratis: CAWorld { class Grid; class DefaultClutter; }; class shadowlifemap: Stratis { cutscenes[] = {}; description = "Shadow Life"; worldName = "Map\shadowlifemap.wrp"; startTime = "11:00"; startDate = "05/03/2001"; startWeather = 0.2; startFog = 0.0; forecastWeather = 0.6; forecastFog = 0.0; centerPosition[] = {2560,2560,500}; seagullPos[] = {2560,2560,500}; longitude = 65; latitude = -34; elevationOffset = 2000; envTexture = "A3\Data_f\env_land_ca.tga"; minTreesInForestSquare = 2; minRocksInRockSquare = 2; newRoadsShape = "\Map\data\roads\roads.shp"; ilsPosition[] = {1024,1024}; ilsDirection[] = {0.5075,0.08,-0.8616}; ilsTaxiIn[] = {}; ilsTaxiOff[] = {}; drawTaxiway = 0; class SecondaryAirports {}; class Sea { seaTexture = "a3\data_f\seatexture_co.paa"; seaMaterial = "#water"; shoreMaterial = "#shore"; shoreFoamMaterial = "#shorefoam"; shoreWetMaterial = "#shorewet"; WaterMapScale = 20; WaterGrid = 50; MaxTide = 0; MaxWave = 0; SeaWaveXScale = "2.0/50"; SeaWaveZScale = "1.0/50"; SeaWaveHScale = 2.0; SeaWaveXDuration = 5000; SeaWaveZDuration = 10000; }; class OutsideTerrain { enableTerrainSynth = 0; class Layers { class Layer0 { nopx = "Map\data\gdt_grass_green_nopx.paa"; texture = "Map\data\gdt_grass_green_co.paa"; }; }; }; class Grid: Grid { offsetX = 0; offsetY = 5120; class Zoom1 { zoomMax = 0.15; format = "XY"; formatX = "000"; formatY = "000"; stepX = 100; stepY = -100; }; class Zoom2 { zoomMax = 0.85; format = "XY"; formatX = "00"; formatY = "00"; stepX = 1000; stepY = -1000; }; class Zoom3 { zoomMax = 1e+030.0; format = "XY"; formatX = "0"; formatY = "0"; stepX = 10000; stepY = -10000; }; }; #include "cfgClutter.hpp" class Names { #include "shadowlifemap.hpp" }; }; }; class CfgWorldList { class shadowlifemap{}; }; class CfgMissions { class Cutscenes { }; }; #include "cfgSurfaces.hpp"
Code: cfgClutter.hpp
Alles anzeigenclass Clutter { class StrBigFallenBranches_pine: DefaultClutter { model = "A3\Plants_F\Clutter\c_bigFallenBranches_pine.p3d"; affectedByWind = 0.0; swLighting = "false"; scaleMin = 0.3; scaleMax = 0.7; }; class StrBigFallenBranches_pine02: DefaultClutter { model = "A3\Plants_F\Clutter\c_bigFallenBranches_pine02.p3d"; affectedByWind = 0.0; swLighting = "false"; scaleMin = 0.3; scaleMax = 0.7; }; class StrBigFallenBranches_pine03: DefaultClutter { model = "A3\Plants_F\Clutter\c_bigFallenBranches_pine03.p3d"; affectedByWind = 0.0; swLighting = "false"; scaleMin = 0.3; scaleMax = 0.7; }; class StrGrassGreenGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassGreen_group.p3d"; affectedByWind = 0.6; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.0; }; class StrGrassDry: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassDry.p3d"; affectedByWind = 0.5; swLighting = "true"; scaleMin = 0.8; scaleMax = 1.2; }; class StrGrassDryGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassDry_group.p3d"; affectedByWind = 0.65; swLighting = "true"; scaleMin = 0.65; scaleMax = 1.0; }; class StrGrassDryMediumGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassDryMedium_group.p3d"; affectedByWind = 0.7; swLighting = "true"; scaleMin = 0.8; scaleMax = 1.0; }; class StrThornKhakiSmall: DefaultClutter { model = "A3\plants_f\Clutter\c_StrThornKhaki.p3d"; affectedByWind = 0.05; swLighting = "false"; scaleMin = 0.5; scaleMax = 0.7; }; class StrThornKhakiBig: DefaultClutter { model = "A3\plants_f\Clutter\c_StrThornKhaki.p3d"; affectedByWind = 0.05; swLighting = "false"; scaleMin = 0.7; scaleMax = 0.9; }; class StrThornGreenSmall: DefaultClutter { model = "A3\plants_f\Clutter\c_StrThornGreen.p3d"; affectedByWind = 0.05; swLighting = "false"; scaleMin = 0.3; scaleMax = 0.5; }; class StrThornGreenBig: DefaultClutter { model = "A3\plants_f\Clutter\c_StrThornGreen.p3d"; affectedByWind = 0.05; swLighting = "false"; scaleMin = 0.7; scaleMax = 0.9; }; class StrThornGraySmall: DefaultClutter { model = "A3\plants_f\Clutter\c_StrThornGray.p3d"; affectedByWind = 0.05; swLighting = "false"; scaleMin = 0.5; scaleMax = 0.7; }; class StrThornGrayBig: DefaultClutter { model = "A3\plants_f\Clutter\c_StrThornGray.p3d"; affectedByWind = 0.05; swLighting = "false"; scaleMin = 0.8; scaleMax = 1.2; }; class StrPlantGreenShrub: DefaultClutter { model = "A3\plants_f\Clutter\c_StrPlantGreenShrub.p3d"; affectedByWind = 0.5; swLighting = "true"; scaleMin = 0.6; scaleMax = 1.1; }; class StrPlantGermaderGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrPlantGermader_group.p3d"; affectedByWind = 0.35; swLighting = "true"; scaleMin = 0.9; scaleMax = 1.5; }; class StrWeedBrownTallGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrWeedBrownTall_group.p3d"; affectedByWind = 0.3; swLighting = "true"; scaleMin = 0.9; scaleMax = 1.25; }; class StrWeedGreenTall: DefaultClutter { model = "A3\plants_f\Clutter\c_StrWeedGreenTall.p3d"; affectedByWind = 0.3; swLighting = "true"; scaleMin = 0.8; scaleMax = 1.2; }; class StrPlantMullein: DefaultClutter { model = "A3\plants_f\Clutter\c_StrPlantMullein.p3d"; affectedByWind = 0.35; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.15; }; class StrThistlePurpleSmall: DefaultClutter { model = "A3\plants_f\Clutter\c_StrThistlePurple_small.p3d"; affectedByWind = 0.1; swLighting = "true"; scaleMin = 0.9; scaleMax = 1.4; }; class StrThistleSmallYellow: DefaultClutter { model = "A3\plants_f\Clutter\c_StrThistleSmallYellow.p3d"; affectedByWind = 0.2; swLighting = "true"; scaleMin = 0.6; scaleMax = 1.4; }; class StrThistleYellowShrub: DefaultClutter { model = "A3\plants_f\Clutter\c_StrThistleYellowShrub.p3d"; affectedByWind = 0.2; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.1; }; class GrassTall: DefaultClutter { model = "A3\plants_f\Clutter\c_Grass_Tall_Dead.p3d"; affectedByWind = 1.0; swLighting = "true"; scaleMin = 0.6; scaleMax = 1.0; }; class GrassGreen: DefaultClutter { model = "A3\plants_f\Clutter\c_Grass_Green.p3d"; affectedByWind = 1.0; swLighting = "true"; scaleMin = 0.85; scaleMax = 1.0; surfaceColor[] = {0.431,0.475,0.267}; }; class GrassDry: DefaultClutter { model = "A3\plants_f\Clutter\c_Grass_Dry.p3d"; affectedByWind = 1.0; swLighting = "true"; scaleMin = 0.3; scaleMax = 0.9; }; class GrassBrushHighGreen: DefaultClutter { model = "A3\plants_f\Clutter\c_Grass_BrushHigh_Green.p3d"; affectedByWind = 0.8; swLighting = "true"; scaleMin = 0.5; scaleMax = 0.7; }; class GrassBunchSmall: DefaultClutter { model = "A3\plants_f\Clutter\c_Grass_Bunch_Small.p3d"; affectedByWind = 0.8; swLighting = "true"; scaleMin = 0.3; scaleMax = 0.8; }; class ThistleHighDead: DefaultClutter { model = "A3\plants_f\Clutter\c_Thistle_High_Dead.p3d"; affectedByWind = 1.0; swLighting = "true"; scaleMin = 0.4; scaleMax = 0.8; }; class ThistleHigh: DefaultClutter { model = "A3\plants_f\Clutter\c_Thistle_High.p3d"; affectedByWind = 0.6; swLighting = "true"; scaleMin = 0.6; scaleMax = 1.0; }; class ThistleSmallYellow: DefaultClutter { model = "A3\plants_f\Clutter\c_Thistle_Small_Yellow.p3d"; affectedByWind = 0.3; swLighting = "true"; scaleMin = 0.3; scaleMax = 0.9; }; class ThistleThornGreen: DefaultClutter { model = "A3\plants_f\Clutter\c_Thistle_Thorn_Green.p3d"; affectedByWind = 0.3; swLighting = "false"; scaleMin = 0.3; scaleMax = 1.0; }; class ThistleThornGreenSmall: DefaultClutter { model = "A3\plants_f\Clutter\c_Thistle_Thorn_Green.p3d"; affectedByWind = 0.25; swLighting = "false"; scaleMin = 0.4; scaleMax = 0.7; }; class ThistleThornBrown: DefaultClutter { model = "A3\plants_f\Clutter\c_Thistle_Thorn_Brown.p3d"; affectedByWind = 0.3; swLighting = "false"; scaleMin = 0.5; scaleMax = 1.2; }; class ThistleThornBrownSmall: DefaultClutter { model = "A3\plants_f\Clutter\c_Thistle_Thorn_Brown.p3d"; affectedByWind = 0.25; swLighting = "false"; scaleMin = 0.3; scaleMax = 0.7; }; class ThistleThornGray: DefaultClutter { model = "A3\plants_f\Clutter\c_Thistle_Thorn_Gray.p3d"; affectedByWind = 0.3; swLighting = "false"; scaleMin = 1.1; scaleMax = 1.4; }; class ThistleThornDesert: DefaultClutter { model = "A3\plants_f\Clutter\c_Thistle_Thorn_Desert.p3d"; affectedByWind = 0.3; swLighting = "false"; scaleMin = 0.4; scaleMax = 1.4; }; class PlantGreenSmall: DefaultClutter { model = "A3\plants_f\Clutter\c_Plant_Green_Small.p3d"; affectedByWind = 0.7; swLighting = "true"; scaleMin = 0.5; scaleMax = 1.1; }; class FlowerCakile: DefaultClutter { model = "A3\plants_f\Clutter\c_Flower_Cakile.p3d"; affectedByWind = 0.4; swLighting = "true"; scaleMin = 0.6; scaleMax = 0.8; }; class FlowerLowYellow2: DefaultClutter { model = "A3\plants_f\Clutter\c_Flower_Low_Yellow2.p3d"; affectedByWind = 0.4; swLighting = "true"; scaleMin = 0.6; scaleMax = 1.0; }; class GrassCrookedDead: DefaultClutter { model = "A3\plants_f\Clutter\c_GrassCrooked.p3d"; affectedByWind = 0.6; swLighting = "true"; scaleMin = 0.8; scaleMax = 1.1; }; class GrassTalltwo: DefaultClutter { model = "A3\plants_f\Clutter\c_GrassTall.p3d"; affectedByWind = 0.8; swLighting = "true"; scaleMin = 0.75; scaleMax = 1.15; }; class GrassLong_DryBunch: DefaultClutter { model = "A3\plants_f\Clutter\c_GrassLong_DryBunch.p3d"; affectedByWind = 0.8; swLighting = "true"; scaleMin = 0.9; scaleMax = 1.2; }; class GrassDesertGroupSoft: DefaultClutter { model = "A3\plants_f\Clutter\c_GrassGreen_GroupSoft.p3d"; affectedByWind = 1.0; swLighting = "true"; scaleMin = 0.6; scaleMax = 1.1; }; class SeaWeed1: DefaultClutter { model = "A3\Plants_F\Clutter\c_SeaWeed1.p3d"; affectedByWind = 0.2; swLighting = "false"; scaleMin = 0.4; scaleMax = 1.0; }; class SeaWeed2: DefaultClutter { model = "A3\Plants_F\Clutter\c_SeaWeed2.p3d"; affectedByWind = 0.2; swLighting = "false"; scaleMin = 0.3; scaleMax = 1.0; }; class Coral1: DefaultClutter { model = "A3\Plants_F\Clutter\c_Coral1.p3d"; affectedByWind = 0.0; swLighting = "false"; scaleMin = 0.3; scaleMax = 1.0; }; class Coral2: DefaultClutter { model = "A3\Plants_F\Clutter\c_Coral2.p3d"; affectedByWind = 0.0; swLighting = "false"; scaleMin = 0.3; scaleMax = 1.0; }; class Coral3: DefaultClutter { model = "A3\Plants_F\Clutter\c_Coral3.p3d"; affectedByWind = 0.1; swLighting = "false"; scaleMin = 0.3; scaleMax = 0.5; }; class Coral4: DefaultClutter { model = "A3\Plants_F\Clutter\c_Coral4.p3d"; affectedByWind = 0.1; swLighting = "false"; scaleMin = 0.3; scaleMax = 1.0; }; class Coral5: DefaultClutter { model = "A3\Plants_F\Clutter\c_Coral5.p3d"; affectedByWind = 0.05; swLighting = "false"; scaleMin = 0.2; scaleMax = 0.6; }; };
Code: cfgSurfaces.hpp
Alles anzeigenclass CfgSurfaces { class Default{}; class Water{}; class GdtStratisGreenGrass: Default { access = 2; files = "gdt_grass_green_*"; character = "StratisGreenGrassClutter"; soundEnviron = "grass"; soundHit = "soft_ground"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.15; lucidity = 4; grassCover = 0.05; impact = "hitGroundSoft"; surfaceFriction = 1.7; }; }; class CfgSurfaceCharacters { class StratisGreenGrassClutter { probability[] = {0.95,0.02,0.02,0.01}; names[] = {"StrGrassGreenGroup","StrThornGreenSmall","StrThornGreenBig","StrPlantGreenShrub"}; }; };
(ja, die Datei ist leer)
-
-
Ich habe eine Map gemact und vermute irgendetwas ist in der config.cpp falsch, da sie mir im Editor-Mapauswahl nicht angezeigt wird.
Config:
C
Alles anzeigen#define _ARMA_ class CfgPatches { class Map { units[] = {"lifemap"}; weapons[] = {}; requiredVersion = 1.0; version = "1"; fileName = "Map.pbo"; author = "skyracer2012"; }; }; class CfgWorlds { class CAWorld; class Stratis: CAWorld { class Grid; class DefaultClutter; }; class lifemap: Stratis { cutscenes[] = {}; description = "Life"; worldName = "Map\lifemap.wrp"; startTime = "11:00"; startDate = "05/03/2001"; startWeather = 0.2; startFog = 0.0; forecastWeather = 0.6; forecastFog = 0.0; centerPosition[] = {2560,2560,500}; seagullPos[] = {2560,2560,500}; longitude = 65; latitude = -34; elevationOffset = 2000; envTexture = "A3\Data_f\env_land_ca.tga"; minTreesInForestSquare = 2; minRocksInRockSquare = 2; newRoadsShape = "\Map\data\roads\roads.shp"; ilsPosition[] = {1024,1024}; ilsDirection[] = {0.5075,0.08,-0.8616}; ilsTaxiIn[] = {}; ilsTaxiOff[] = {}; drawTaxiway = 0; class SecondaryAirports {}; class Sea { seaTexture = "a3\data_f\seatexture_co.paa"; seaMaterial = "#water"; shoreMaterial = "#shore"; shoreFoamMaterial = "#shorefoam"; shoreWetMaterial = "#shorewet"; WaterMapScale = 20; WaterGrid = 50; MaxTide = 0; MaxWave = 0; SeaWaveXScale = "2.0/50"; SeaWaveZScale = "1.0/50"; SeaWaveHScale = 2.0; SeaWaveXDuration = 5000; SeaWaveZDuration = 10000; }; class OutsideTerrain { enableTerrainSynth = 0; class Layers { class Layer0 { nopx = "Map\data\gdt_grass_green_nopx.paa"; texture = "Map\data\gdt_grass_green_co.paa"; }; }; }; class Grid: Grid { offsetX = 0; offsetY = 5120; class Zoom1 { zoomMax = 0.15; format = "XY"; formatX = "000"; formatY = "000"; stepX = 100; stepY = -100; }; class Zoom2 { zoomMax = 0.85; format = "XY"; formatX = "00"; formatY = "00"; stepX = 1000; stepY = -1000; }; class Zoom3 { zoomMax = 1e+030.0; format = "XY"; formatX = "0"; formatY = "0"; stepX = 10000; stepY = -10000; }; }; #include "cfgClutter.hpp" class Names { #include "lifemap.hpp" }; }; }; class CfgWorldList { class lifemap{}; }; class CfgMissions { class Cutscenes { }; }; #include "cfgSurfaces.hpp"
-
d.h. in die Init von der missi ?
-
na du musst das objekt ja erst setzen
ja also wo muss das
Code
Alles anzeigen{ private _obj= (_x select 0)createVehicleLocal [0,0,0]; _obj setPosWorld(_x select 1); _obj enableSimulation(_x select 2); _obj allowDamage(_x select 3); if!((_x select 4) isEqualTo "")then{_obj call compile(_x select 4);}; if!((_x select 5) isEqualTo "")then{_obj setVehicleVarName (_x select 5);}; nil; } count [ ["Land_InfoStand_V2_F",copper_processor,false,false," _this addAction[localize""STR_Process_Copper"",life_fnc_processAction,""copper"",0,false,false,"""",' life_inv_copperUnrefined > 0 && !life_is_processing && !life_action_inUse']; this addAction[format [""%1 ($%2)"",localize (getText(missionConfigFile >> ""Licenses"" >> ""copper"" >> ""displayName"")), [(getNumber(missionConfigFile >> ""Licenses"" >> ""copper"" >> ""price""))] call life_fnc_numberText],life_fnc_buyLicense,""copper"",0,false,false,"""",' !license_civ_copper && playerSide isEqualTo civilian '];",""] ,["Land_InfoStand_V2_F",copper_dealer,false,false," _this addAction[localize""STR_MAR_Iron_Copper_Trader"",life_fnc_virt_menu,""iron""];",""] ];
hier rein in die init des objektes oder nicht wenn nein wo rein ?
-
Moin,
du müsstest Dir verschiedene Positionen auf deiner Karte raussuchen und anschliessend per Script beim Restart raussuchen und den Verarbeiter bzw. Händler setzen.
Da ich deine Map bzw. Verarbeiter / Händler nicht kenne kann ich Dir auch nur ein kleines Beispiel geben.
Entweder du erstellst ein neues Script oder packst das mit in die Init.sqf des life_servers
C
Alles anzeigen/* Random Process / Dealer Author: moeck 17.10.2017 */ copper_processor = [[0,0,0],[1,0,0],[1,1,1]]call BIS_fnc_selectRandom; // Positions copper processor copper_dealer = [[0,0,0],[1,0,0],[1,1,1]]call BIS_fnc_selectRandom; // Positions copper dealer ... publicVariable "copper_processor"; publicVariable "copper_dealer"; ...
Dann musst Du in der Mission noch ein Script anlegen welches Dir die Schilder / Kassentische / etc. an die entsprechende Position setzt.
C
Alles anzeigen{ private _obj= (_x select 0)createVehicleLocal [0,0,0]; _obj setPosWorld(_x select 1); _obj enableSimulation(_x select 2); _obj allowDamage(_x select 3); if!((_x select 4) isEqualTo "")then{_obj call compile(_x select 4);}; if!((_x select 5) isEqualTo "")then{_obj setVehicleVarName (_x select 5);}; nil; } count [ ["Land_InfoStand_V2_F",copper_processor,false,false," _this addAction[localize""STR_Process_Copper"",life_fnc_processAction,""copper"",0,false,false,"""",' life_inv_copperUnrefined > 0 && !life_is_processing && !life_action_inUse']; this addAction[format [""%1 ($%2)"",localize (getText(missionConfigFile >> ""Licenses"" >> ""copper"" >> ""displayName"")), [(getNumber(missionConfigFile >> ""Licenses"" >> ""copper"" >> ""price""))] call life_fnc_numberText],life_fnc_buyLicense,""copper"",0,false,false,"""",' !license_civ_copper && playerSide isEqualTo civilian '];",""] ,["Land_InfoStand_V2_F",copper_dealer,false,false," _this addAction[localize""STR_MAR_Iron_Copper_Trader"",life_fnc_virt_menu,""iron""];",""] ];
Eventuell musst Du noch die Ausrichtung mit angeben.
Gruß,
moeck
kann ich das ganze auch in die init des Objekts reinschreiben ? oder wo muss das rein
-
Ich habe mal ein Skript hier gesehen, dass in man in der Life_Server definieren kann wo Positionen von random koordinaten jeden Restart eine Position ausgewählt wird und dann random auf der map der Verarbeiter oder Händler gesetzt wird. Weiß jemand wie das geht bzw. wo der Tutorial war.
-
Fixed habe einfach die Actionkeyhandler und die vinteractionmenu neu runtergeladen und bearbeitet
-
Ich hatte in die Init:
player setVariable ["faded", 1];
geschrieben und die fnsutvival
Code
Alles anzeigen#include "..\script_macros.hpp" private ["_fnc_food","_fnc_water","_foodTime","_waterTime","_bp","_walkDis","_lastPos","_curPos"]; [] spawn { private["_ChannelName","_ServerName","_isTeamSpeakPluginEnabled","_faded"]; _faded = player getVariable "faded"; sleep 15; while{true}do { _ChannelName = call TFAR_fnc_getTeamSpeakChannelName; _ServerName = call TFAR_fnc_getTeamSpeakServerName; _isTeamSpeakPluginEnabled = call TFAR_fnc_isTeamSpeakPluginEnabled; _DarfNixSehen = false; _IstAdmin = ((call life_adminlevel) > 0); _WhiteListedChannels = ["TaskForceRadio","Support 1","Support 2","Support 3","Einbürgerung 1","Einbürgerung 2","Dev-Channel 1", "Dev-Channel 2", "Projektleitung: skyracer2012"]; if(!_IstAdmin && _ServerName != "Shadow LIFE" )then{_DarfNixSehen = true;}; if(!_IstAdmin && !(_ChannelName in _WhiteListedChannels))then{_DarfNixSehen = true;}; if(!_IstAdmin && !_isTeamSpeakPluginEnabled)then{_DarfNixSehen = true;}; if(_DarfNixSehen) then { player setVariable ["faded", 0]; cutText["Falscher Channel/Server oder Plugin Disabled","BLACK OUT", 1]; } else { if(_faded == 0) then { cutText ["","PLAIN"]; player setVariable ["faded", 1]; }; }; sleep 3; }; }; sleep 3; _fnc_food = { if (life_hunger < 2) then {player setDamage 1; hint localize "STR_NOTF_EatMSG_Death";} else { life_hunger = life_hunger - 1; [] call life_fnc_hudUpdate; if (life_hunger < 2) then {player setDamage 1; hint localize "STR_NOTF_EatMSG_Death";}; switch (life_hunger) do { case 30: {hint localize "STR_NOTF_EatMSG_1";}; case 20: {hint localize "STR_NOTF_EatMSG_2";}; case 10: { hint localize "STR_NOTF_EatMSG_3"; if (LIFE_SETTINGS(getNumber,"enable_fatigue") isEqualTo 1) then {player setFatigue 1;}; }; }; }; }; _fnc_water = { if (life_thirst < 2) then {player setDamage 1; hint localize "STR_NOTF_DrinkMSG_Death";} else { life_thirst = life_thirst - 1; [] call life_fnc_hudUpdate; if (life_thirst < 2) then {player setDamage 1; hint localize "STR_NOTF_DrinkMSG_Death";}; switch (life_thirst) do { case 30: {hint localize "STR_NOTF_DrinkMSG_1";}; case 20: { hint localize "STR_NOTF_DrinkMSG_2"; if (LIFE_SETTINGS(getNumber,"enable_fatigue") isEqualTo 1) then {player setFatigue 1;}; }; case 10: { hint localize "STR_NOTF_DrinkMSG_3"; if (LIFE_SETTINGS(getNumber,"enable_fatigue") isEqualTo 1) then {player setFatigue 1;}; }; }; }; }; _foodTime = time; _waterTime = time; _walkDis = 0; _bp = ""; _lastPos = visiblePosition player; _lastPos = (_lastPos select 0) + (_lastPos select 1); _lastState = vehicle player; for "_i" from 0 to 1 step 0 do { if ((time - _waterTime) > 100) then {[] call _fnc_water; _waterTime = time;}; if ((time - _foodTime) > 120) then {[] call _fnc_food; _foodTime = time;}; if (backpack player isEqualTo "") then { life_maxWeight = 30; _bp = backpack player; } else { life_maxWeight = 150; }; if (vehicle player != _lastState || {!alive player}) then { [] call life_fnc_updateViewDistance; _lastState = vehicle player; }; /* Check if the weight has changed and the player is carrying to much */ if (life_carryWeight > life_maxWeight && {!isForcedWalk player}) then { player forceWalk true; if (LIFE_SETTINGS(getNumber,"enable_fatigue") isEqualTo 1) then {player setFatigue 1;}; hint localize "STR_NOTF_MaxWeight"; } else { if (isForcedWalk player) then { player forceWalk false; }; }; /* Travelling distance to decrease thirst/hunger which is captured every second so the distance is actually greater then 650 */ if (!alive player) then {_walkDis = 0;} else { _curPos = visiblePosition player; _curPos = (_curPos select 0) + (_curPos select 1); if (!(_curPos isEqualTo _lastPos) && {(isNull objectParent player)}) then { _walkDis = _walkDis + 1; if (_walkDis isEqualTo 650) then { _walkDis = 0; life_thirst = life_thirst - 5; life_hunger = life_hunger - 5; [] call life_fnc_hudUpdate; }; }; _lastPos = visiblePosition player; _lastPos = (_lastPos select 0) + (_lastPos select 1); }; uiSleep 1; };
sie benutzt, weil sonst das HUD immer ausgeblendet wurde.
-
-
Code
15:22:55 File GR_Medium_Utility_Helicopters\GR_UH1H.hpp, line 63: '/CfgVehicles/GR_UH1H_1_base.maxFordingDepth': Missing ';' at the end of line 15:22:55 File medic_vest\config.cpp, line 30: '/cfgWeapons/Gilet_Medic_B.author': Missing ';' at the end of line 15:22:55 File rickb_A3Items\config.cpp, line 102: '/cfgMagazines/rb_BakedBeansempty.mass': Missing ';' at the end of line
Hunderte Fehler von denen, einfach die Liste mal durchgehen.
die machen aber nichts, da es am Skript liegt bei einer frischen installation mit den gleichen Mods funktioniert es.
-
Okay mein Freund hat das gleiche Problem bei meinem Root geht es komischer weise aber
-
War die mission die ich von Fehlermeldung bei Start der Arma3server_x64.exe gedownloaded hatte
hier ist meiner xD:
-
-
Ich habe seit einiger Zeit schon das Problem, dass man mit windows das Vehicleinteraktionmenu nicht öffnen kann.
Code: fn_vInteractionMenu.sqf
Alles anzeigen#include "..\..\script_macros.hpp" /* File: fn_vInteractionMenu.sqf Author: Bryan "Tonic" Boardwine Description: Replaces the mass add actions for various vehicle actions. */ #define Btn1 37450 #define Btn2 37451 #define Btn3 37452 #define Btn4 37453 #define Btn5 37454 #define Btn6 37455 #define Title 37401 private ["_display","_curTarget","_Btn1","_Btn2","_Btn3","_Btn4","_Btn5","_Btn6","_id"]; if (!dialog) then { createDialog "vInteraction_Menu"; }; disableSerialization; _curTarget = param [0,objNull,[objNull]]; if (isNull _curTarget) exitWith {closeDialog 0;}; //Bad target _isVehicle = if ((_curTarget isKindOf "landVehicle") || (_curTarget isKindOf "Ship") || (_curTarget isKindOf "Air")) then {true} else {false}; if (!_isVehicle) exitWith {closeDialog 0;}; _display = findDisplay 37400; _Btn1 = _display displayCtrl Btn1; _Btn2 = _display displayCtrl Btn2; _Btn3 = _display displayCtrl Btn3; _Btn4 = _display displayCtrl Btn4; _Btn5 = _display displayCtrl Btn5; _Btn6 = _display displayCtrl Btn6; life_vInact_curTarget = _curTarget; _id = getObjectDLC _curTarget; //Set Repair Action _Btn1 ctrlSetText localize "STR_vInAct_Repair"; _Btn1 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_repairTruck; closeDialog 0;"; if (life_inv_toolkit >= 1) then {_Btn1 ctrlEnable true;} else {_Btn1 ctrlEnable false;}; if(playerSide == west) then { _Btn5 ctrlSetText "Abschleppen"; _Btn5 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_impoundAction; closeDialog 0;"; _Btn2 ctrlSetText "Eigentümer"; _Btn2 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_searchVehAction; closeDialog 0;"; _Btn3 ctrlSetText "Z Druchsuchen"; _Btn3 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_vehInvSearch; closeDialog 0;"; _Btn4 ctrlSetText "Herausziehen"; _Btn4 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_pulloutAction; closeDialog 0;"; if (crew _curTarget isEqualTo []) then {_Btn4 ctrlEnable false;}; if (_curTarget isKindOf "Ship") then { _Btn6 ctrlSetText localize "STR_vInAct_PushBoat"; _Btn6 buttonSetAction "[] spawn life_fnc_pushObject; closeDialog 0;"; if (_curTarget isKindOf "Ship" && {local _curTarget} && {crew _curTarget isEqualTo []}) then { _Btn6 ctrlEnable true;} else {_Btn6 ctrlEnable false}; } else { if (!isNil "_id") then { if !(_id in getDLCs 1) then { _Btn6 ctrlSetText localize "STR_vInAct_GetInVehicle"; _Btn6 buttonSetAction "player moveInDriver life_vInact_curTarget; closeDialog 0;"; if (crew _curTarget isEqualTo [] && {canMove _curTarget} && {locked _curTarget isEqualTo 0}) then {_Btn6 ctrlEnable true;} else {_Btn6 ctrlEnable false}; }; } else { _Btn6 ctrlSetText localize "STR_vInAct_Unflip"; _Btn6 buttonSetAction "life_vInact_curTarget setPos [getPos life_vInact_curTarget select 0, getPos life_vInact_curTarget select 1, (getPos life_vInact_curTarget select 2)+0.5]; closeDialog 0;"; if (alive _curTarget && {crew _curTarget isEqualTo []} && {canMove _curTarget}) then { _Btn6 ctrlEnable false;} else {_Btn6 ctrlEnable true;}; }; }; _Btn2 ctrlShow true; _Btn3 ctrlShow true; _Btn4 ctrlShow true; _Btn5 ctrlShow true; _Btn6 ctrlShow true; }; if(playerSide == independent) then { _Btn5 ctrlSetText "Abschleppen"; _Btn5 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_impoundAction; closeDialog 0;"; _Btn2 ctrlSetText "Eigentümer"; _Btn2 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_searchVehAction; closeDialog 0;"; _Btn4 ctrlShow true; _Btn5 ctrlShow true; _Btn6 ctrlShow true; _Btn2 ctrlShow true; // ZIV & MEDIC ONLY if (_curTarget isKindOf "Ship") then { _Btn2 ctrlSetText localize "STR_vInAct_PushBoat"; _Btn2 buttonSetAction "[] spawn life_fnc_pushObject; closeDialog 0;"; if (alive _curTarget && {_curTarget isKindOf "Ship"} && {local _curTarget} && {crew _curTarget isEqualTo []}) then { _Btn2 ctrlEnable true;} else {_Btn2 ctrlEnable false}; } else { if (!isNil "_id") then { if !(_id in getDLCs 1) then { _Btn2 ctrlSetText localize "STR_vInAct_GetInVehicle"; _Btn2 buttonSetAction "player moveInDriver life_vInact_curTarget; closeDialog 0;"; if (crew _curTarget isEqualTo [] && {canMove _curTarget} && {locked _curTarget isEqualTo 0}) then {_Btn2 ctrlEnable true;} else {_Btn2 ctrlEnable false}; }; } else { _Btn2 ctrlSetText localize "STR_vInAct_Unflip"; _Btn2 buttonSetAction "life_vInact_curTarget setPos [getPos life_vInact_curTarget select 0, getPos life_vInact_curTarget select 1, (getPos life_vInact_curTarget select 2)+0.5]; closeDialog 0;"; if (alive _curTarget && {crew _curTarget isEqualTo []} && {canMove _curTarget}) then { _Btn2 ctrlEnable false;} else {_Btn2 ctrlEnable true;}; }; }; if (typeOf _curTarget == "O_Truck_03_device_F") then { _Btn3 ctrlSetText localize "STR_vInAct_DeviceMine"; _Btn3 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_deviceMine"; if (!isNil {(_curTarget getVariable "mining")} || !local _curTarget && {_curTarget in life_vehicles}) then { _Btn3 ctrlEnable false; } else { _Btn3 ctrlEnable true; }; } else { _Btn3 ctrlShow false; if (typeOf (_curTarget) in ["C_Van_01_fuel_F","I_Truck_02_fuel_F","B_Truck_01_fuel_F"] && _curTarget in life_vehicles) then { if (!isNil {_curTarget getVariable "fuelTankWork"}) then { _Btn3 ctrlSetText localize "STR_FuelTank_Stop"; _Btn3 buttonSetAction "life_vInact_curTarget setVariable [""fuelTankWork"",nil,true]; closeDialog 0;"; _Btn3 ctrlShow true; } else { if (count (nearestObjects [_curTarget, ["Land_FuelStation_Feed_F","Land_fs_feed_F"], 15]) > 0) then { _Btn3 ctrlSetText localize "STR_FuelTank_Supply"; _Btn3 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_fuelSupply"; _Btn3 ctrlShow true; }else{ { if (player distance (getMarkerPos _x) < 20) exitWith { _Btn3 ctrlSetText localize "STR_FuelTank_Store"; _Btn3 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_fuelStore"; _Btn3 ctrlShow true; }; } forEach ["fuel_storage_1","fuel_storage_2"]; }; }; }; }; }; if(playerSide == civilian) then { // ZIV & MEDIC ONLY if (_curTarget isKindOf "Ship") then { _Btn2 ctrlSetText localize "STR_vInAct_PushBoat"; _Btn2 buttonSetAction "[] spawn life_fnc_pushObject; closeDialog 0;"; if (alive _curTarget && {_curTarget isKindOf "Ship"} && {local _curTarget} && {crew _curTarget isEqualTo []}) then { _Btn2 ctrlEnable true;} else {_Btn2 ctrlEnable false}; } else { if (!isNil "_id") then { if !(_id in getDLCs 1) then { _Btn2 ctrlSetText localize "STR_vInAct_GetInVehicle"; _Btn2 buttonSetAction "player moveInDriver life_vInact_curTarget; closeDialog 0;"; if (crew _curTarget isEqualTo [] && {canMove _curTarget} && {locked _curTarget isEqualTo 0}) then {_Btn2 ctrlEnable true;} else {_Btn2 ctrlEnable false}; }; } else { _Btn2 ctrlSetText localize "STR_vInAct_Unflip"; _Btn2 buttonSetAction "life_vInact_curTarget setPos [getPos life_vInact_curTarget select 0, getPos life_vInact_curTarget select 1, (getPos life_vInact_curTarget select 2)+0.5]; closeDialog 0;"; if (alive _curTarget && {crew _curTarget isEqualTo []} && {canMove _curTarget}) then { _Btn2 ctrlEnable false;} else {_Btn2 ctrlEnable true;}; }; }; if (typeOf _curTarget == "O_Truck_03_device_F") then { _Btn3 ctrlSetText localize "STR_vInAct_DeviceMine"; _Btn3 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_deviceMine"; if (!isNil {(_curTarget getVariable "mining")} || !local _curTarget && {_curTarget in life_vehicles}) then { _Btn3 ctrlEnable false; } else { _Btn3 ctrlEnable true; }; } else { _Btn3 ctrlShow false; if (typeOf (_curTarget) in ["C_Van_01_fuel_F","I_Truck_02_fuel_F","B_Truck_01_fuel_F"] && _curTarget in life_vehicles) then { if (!isNil {_curTarget getVariable "fuelTankWork"}) then { _Btn3 ctrlSetText localize "STR_FuelTank_Stop"; _Btn3 buttonSetAction "life_vInact_curTarget setVariable [""fuelTankWork"",nil,true]; closeDialog 0;"; _Btn3 ctrlShow true; } else { if (count (nearestObjects [_curTarget, ["Land_FuelStation_Feed_F","Land_fs_feed_F"], 15]) > 0) then { _Btn3 ctrlSetText localize "STR_FuelTank_Supply"; _Btn3 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_fuelSupply"; _Btn3 ctrlShow true; }else{ { if (player distance (getMarkerPos _x) < 20) exitWith { _Btn3 ctrlSetText localize "STR_FuelTank_Store"; _Btn3 buttonSetAction "[life_vInact_curTarget] spawn life_fnc_fuelStore"; _Btn3 ctrlShow true; }; } forEach ["fuel_storage_1","fuel_storage_2"]; }; }; }; }; _Btn4 ctrlShow false; _Btn5 ctrlShow false; _Btn6 ctrlShow false; }; };
Evtl fällt euch was auf ich verzweifen solangsam
-
Code
21:03:33 "---------------------------------------------------------------------" 21:03:33 "---------------------------------------------------------------------" 21:03:33 Call extension 'extDB3' could not be loaded: Das angegebene Modul wurde nicht gefunden. 21:03:33 "extDB3 Failed to Load, Check Requirements @ https://bitbucket.org/torndeco/extdb3/wiki/Installation" 21:03:33 "" 21:03:33 "If you are running this on a client, Battleye will random block extensions. Try Disable Battleye" 21:03:33 "---------------------------------------------------------------------"
-
Auch wenns schon älter ist, aber ich wollte drauf eingehen, dass man für HTTPS:// ein SSL Zertifikat benötigt :=)