Problem wurde schon behoben Trotzdem danke
Beiträge von shriver
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Morgen,
ich habe momentan ein Problem beim Spawnen ! Version 4.5r1...
conditions = ""; in der Config, funktioniert dadurch nicht !
Meine :
fn_spawnPointCFG.sqf
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#include "..\..\script_macros.hpp"
/*
File: fn_spawnPointCfg.sqf
Author: Bryan "Tonic" Boardwine
Description:
Master configuration for available spawn points depending on the units side.
Return:
[Spawn Marker,Spawn Name,Image Path]
*/
private ["_side","_return","_spawnCfg","_curConfig","_name","_licenses","_level","_levelName","_levelValue","_levelType","_tempConfig","_flag"];
_side = param [0,civilian,[civilian]];
switch (_side) do {
case west: {_side = "Cop"};
case independent: {_side = "Medic"};
default {_side = "Civilian"};
};
_return = [];
_spawnCfg = missionConfigFile >> "CfgSpawnPoints" >> worldName >> _side;
for "_i" from 0 to count(_spawnCfg)-1 do {
_flag = true;
_tempConfig = [];
_curConfig = (_spawnCfg select _i);
_licenses = getArray(_curConfig >> "licenses");
_level = getArray(_curConfig >> "level");
_levelName = (_level select 0);
_levelType = (_level select 1);
_levelValue = (_level select 2);
{
if (!((_x select 0) isEqualTo "")) then {
_licenseName = (_x select 0);
_licenseType = (_x select 1);
if (_licenseType isEqualTo 0) then {
if (LICENSE_VALUE(_licenseName,(M_CONFIG(getText,"Licenses",_licenseName,"side")))) exitWith {_flag = false};
} else {
if (!(LICENSE_VALUE(_licenseName,(M_CONFIG(getText,"Licenses",_licenseName,"side"))))) exitWith {_flag = false};
};
};
} forEach _licenses;
if (_flag) then {
if (!(_levelValue isEqualTo -1)) then {
_level = missionNamespace getVariable _levelName;
if (_level isEqualType {}) then {_level = FETCH_CONST(_level);};
_flag = switch (_levelType) do {
case "SCALAR": {_level >= _levelValue};
case "BOOL": {_level};
case "EQUAL": {_level isEqualTo _levelValue};
case "INVERSE": {_level <= _levelValue};
default {false};
};
};
};
if (_flag) then {
_tempConfig pushBack getText(_curConfig >> "spawnMarker");
_tempConfig pushBack getText(_curConfig >> "displayName");
_tempConfig pushBack getText(_curConfig >> "icon");
_return pushBack _tempConfig;
};
};
if (playerSide isEqualTo civilian) then {
if (count life_houses > 0) then {
{
_pos = call compile format ["%1",(_x select 0)];
_house = nearestObject [_pos, "House"];
_houseName = getText(configFile >> "CfgVehicles" >> (typeOf _house) >> "displayName");
_return pushBack [format ["house_%1",_house getVariable "uid"],_houseName,"\a3\ui_f\data\map\MapControl\lighthouse_ca.paa"];
} forEach life_houses;
};
};
_return;
Meine Config_Spawnpoints.hpp
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/*
* Format:
* 3: STRING (Conditions) - Must return boolean :
* String can contain any amount of conditions, aslong as the entire
* string returns a boolean. This allows you to check any levels, licenses etc,
* in any combination. For example:
* "call life_coplevel && license_civ_someLicense"
* This will also let you call any other function.
*
*/
class CfgSpawnPoints {
class Altis {
class Civilian {
class Kavala {
displayName = "Kavala";
spawnMarker = "civ_spawn_kavala";
icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";
conditions = "!license_civ_rebel";
};
class Athira {
displayName = "Athira";
spawnMarker = "civ_spawn_athira";
icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";
conditions = "license_civ_athira";
};
class Pyrgos {
displayName = "Pyrgos";
spawnMarker = "civ_spawn_pyrgos";
icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";
conditions = "license_civ_pyrgos";
};
class Sofia {
displayName = "Sofia";
spawnMarker = "civ_spawn_sofia";
icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";
conditions = "license_civ_sfia";
};
class Flughafen {
displayName = "Flughafen";
spawnMarker = "civ_spawn_flughafen";
icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";
conditions = "license_civ_flughafen";
};
class Zaros {
displayName = "Zaros";
spawnMarker = "civ_spawn_zaros";
icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";
conditions = "license_civ_Zaros";
};
class Neochori {
displayName = "Neochori";
spawnMarker = "civ_spawn_neochori";
icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";
conditions = "license_civ_neochori";
};
class Selakano {
displayName = "Selakano";
spawnMarker = "civ_spawn_selakano";
icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";
conditions = "license_civ_selakano";
};
class Syrta {
displayName = "Syrta";
spawnMarker = "civ_spawn_syrta";
icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";
conditions = "license_civ_syrta";
};
class Agios {
displayName = "Agios";
spawnMarker = "civ_spawn_agios";
icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";
conditions = "license_civ_agios";
};
class RebelS {
displayName = "Rebel South";
spawnMarker = "Rebelop_1";
icon = "\a3\ui_f\data\map\MapControl\bunker_ca.paa";
conditions = "license_civ_rebel";
};
};
class Cop {
class Kavala {
displayName = "Kavala HQ";
spawnMarker = "cop_spawn_kavalahq";
icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";
conditions = "";
};
class Athira {
displayName = "Athira HQ";
spawnMarker = "cop_spawn_athirahq";
icon = "\a3\ui_f\data\map\MapControl\fuelstation_ca.paa";
conditions = "";
};
class Pyrgos {
displayName = "Pyrgos HQ";
spawnMarker = "cop_spawn_pyrgoshq";
icon = "\a3\ui_f\data\map\GroupIcons\badge_rotate_0_gs.paa";
conditions = "";
};
class Air {
displayName = "AirHQ";
spawnMarker = "cop_spawn_airhq";
icon = "\a3\ui_f\data\map\Markers\NATO\b_air.paa";
conditions = "call life_coplevel >= 2 && {license_cop_cAir}";
};
};
class Medic {
class Kavala {
displayName = "Kavala HQ";
spawnMarker = "medic_spawn_kavala";
icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa";
conditions = "";
};
class Flugplatz {
displayName = "Flugplatz HQ";
spawnMarker = "medic_spawn_flugplatz";
icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa";
conditions = "";
};
class Pyrgos {
displayName = "Pyrgos HQ";
spawnMarker = "medic_spawn_pyrgos";
icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa";
conditions = "";
};
};
};
class Tanoa {
class Civilian {
class Georgetown {
displayName = "Georgetown";
spawnMarker = "civ_spawn_1";
icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";
conditions = "!license_civ_rebel";
};
class Balavu {
displayName = "Balavu";
spawnMarker = "civ_spawn_3";
icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";
conditions = "";
};
class Tuvanaka {
displayName = "Tuvanaka";
spawnMarker = "civ_spawn_2";
icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";
conditions = "";
};
class Lijnhaven {
displayName = "Lijnhaven";
spawnMarker = "civ_spawn_4";
icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";
conditions = "";
};
class RebelNW {
displayName = $STR_SP_Reb_NW;
spawnMarker = "Rebelop";
icon = "\a3\ui_f\data\map\MapControl\bunker_ca.paa";
conditions = "license_civ_rebel";
};
class RebelS {
displayName = $STR_SP_Reb_S;
spawnMarker = "Rebelop_1";
icon = "\a3\ui_f\data\map\MapControl\bunker_ca.paa";
conditions = "license_civ_rebel";
};
class RebelNE {
displayName = $STR_SP_Reb_NE;
spawnMarker = "Rebelop_2";
icon = "\a3\ui_f\data\map\MapControl\bunker_ca.paa";
conditions = "license_civ_rebel";
};
};
class Cop {
class NAirport {
displayName = $STR_SP_Cop_Air_N;
spawnMarker = "cop_spawn_1";
icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";
conditions = "";
};
class SWAirport {
displayName = $STR_SP_Cop_Air_SW;
spawnMarker = "cop_spawn_3";
icon = "\a3\ui_f\data\map\MapControl\fuelstation_ca.paa";
conditions = "";
};
class GeorgetownHQ {
displayName = "Georgetown HQ";
spawnMarker = "cop_spawn_2";
icon = "\a3\ui_f\data\map\GroupIcons\badge_rotate_0_gs.paa";
conditions = "";
};
class Air {
displayName = $STR_MAR_Police_Air_HQ;
spawnMarker = "cop_spawn_4";
icon = "\a3\ui_f\data\map\Markers\NATO\b_air.paa";
conditions = "call life_coplevel >= 2 && {license_cop_cAir}";
};
class HW {
displayName = $STR_MAR_Highway_Patrol;
spawnMarker = "cop_spawn_5";
icon = "\a3\ui_f\data\map\GroupIcons\badge_rotate_0_gs.paa";
conditions = "call life_coplevel >= 3";
};
};
class Medic {
class SEHospital {
displayName = $STR_SP_EMS_SE;
spawnMarker = "medic_spawn_1";
icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa";
conditions = "";
};
class TanoukaHospital {
displayName = $STR_SP_EMS_Tan;
spawnMarker = "medic_spawn_2";
icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa";
conditions = "";
};
class NEAirportHospital {
displayName = $STR_SP_EMS_NEair;
spawnMarker = "medic_spawn_3";
icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa";
conditions = "";
};
};
};
};
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Datei war zu lang...sry Habe sie dir mal hochgeladen !
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Nope, keinen Skriptfehler...
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Du meinst also so ? :
if(!_shift && _alt && {((player getVariable "side") == "cop")} && {vehicle player != player} && {((driver vehicle player) == player)}) then
{
_veh = vehicle player;
if(!alive _veh) exitWith {};
player say3d "siren";
_veh setVariable ["siren",false,true];
};
Das Problem ist , das er gar nicht mehr den Sound abspielt...
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Morgen,
und zwar habe ich gerade 3 Sirenen in der Keyhandler... Sieht momentan so aus :
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//NUM_7 Key
case 71: {
if (playerSide in [west,independent] && {vehicle player != player} && {!life_siren_active} && {((driver vehicle player) == player)}) then {
[] spawn {
life_siren_active = true;
sleep 4.7;
life_siren_active = false;
};
_veh = vehicle player;
if (isNil {_veh getVariable "siren"}) then {_veh setVariable ["siren",false,true];};
if ((_veh getVariable "siren")) then {
titleText [localize "STR_MISC_SirensOFF","PLAIN"];
_veh setVariable ["siren",false,true];
} else {
titleText [localize "STR_MISC_SirensON","PLAIN"];
_veh setVariable ["siren",true,true];
if (playerSide isEqualTo west) then {
[_veh] remoteExec ["life_fnc_copSiren",RCLIENT];
} else {
[_veh] remoteExec ["life_fnc_medicSiren",RCLIENT];
};
};
};
};
// NUM_8 Key
case 72: {
if (playerSide in [west,independent] && {vehicle player != player} && {!life_siren_active} && {((driver vehicle player) == player)}) then {
[] spawn {
life_siren_active = true;
sleep 4.7;
life_siren_active = false;
};
_veh = vehicle player;
if (isNil {_veh getVariable "siren2"}) then {_veh setVariable ["siren2",false,true];};
if ((_veh getVariable "siren2")) then {
titleText ["Anhalte Signal AUS","PLAIN"];
_veh setVariable ["siren2",false,true];
} else {
titleText ["Anhalte Signal AN","PLAIN"];
_veh setVariable ["siren2",true,true];
if (playerSide isEqualTo west) then {
[_veh] remoteExec ["life_fnc_copSiren2",RCLIENT];
} else {
[_veh] remoteExec ["life_fnc_medicSiren2",RCLIENT];
};
};
};
};
// NUM_9 Key
case 73: {
if (playerSide in [west,independent] && {vehicle player != player} && {!life_siren_active} && {((driver vehicle player) == player)}) then {
[] spawn {
life_siren_active = true;
sleep 4.7;
life_siren_active = false;
};
_veh = vehicle player;
if (isNil {_veh getVariable "siren3"}) then {_veh setVariable ["siren3",false,true];};
if ((_veh getVariable "siren3")) then {
titleText ["Polizei Ansage AUS","PLAIN"];
_veh setVariable ["siren3",false,true];
} else {
titleText ["Polizei Ansage AN","PLAIN"];
_veh setVariable ["siren3",true,true];
if (playerSide isEqualTo west) then {
[_veh] remoteExec ["life_fnc_copSiren3",RCLIENT];
} else {
[_veh] remoteExec ["life_fnc_medicSiren3",RCLIENT];
};
};
};
};
Nun will ich aber das die Sirenen "siren & razzia" nur einmal abgespielt werden... Habe es so versucht :
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//F Key
case 33: {
if (!_shift && !_alt && playerSide in [west,independent] && {vehicle player != player} && {!life_siren_active} && {((driver vehicle player) == player)}) then {
[] spawn {
life_siren_active = true;
sleep 4.7;
life_siren_active = false;
};
_veh = vehicle player;
if (isNil {_veh getVariable "siren"}) then {_veh setVariable ["siren",false,true];};
if ((_veh getVariable "siren")) then {
titleText [localize "STR_MISC_SirensOFF","PLAIN"];
_veh setVariable ["siren",false,true];
} else {
titleText [localize "STR_MISC_SirensON","PLAIN"];
_veh setVariable ["siren",true,true];
if (playerSide isEqualTo west) then {
[_veh] remoteExec ["life_fnc_copSiren",RCLIENT];
} else {
[_veh] remoteExec ["life_fnc_medicSiren",RCLIENT];
};
};
};
if(_shift && !_alt && {((player getVariable "side") == "cop")} && {vehicle player != player} && {((driver vehicle player) == player)}) then
{
_veh = vehicle player;
if(!alive _veh) exitWith {};
player say3d "razzia";
};
if(!_shift && _alt && {((player getVariable "side") == "cop")} && {vehicle player != player} && {((driver vehicle player) == player)}) then
{
_veh = vehicle player;
if(!alive _veh) exitWith {};
player say3d "siren";
};
Hat da jemand eine Lösung ?
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Du willst also den schwarzen "Kreis" um das Night Vision entfernen ? Geht glaube nicht ohne Mod...
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Moin Marius1773 , vielleicht kann ich dir da auch helfen, bin zwar auch noch ein Anfänger würde es aber in etwa so machen :
Abfrage ob die Variable auf true steht
if (life_test1) exitWith { hint "Du kannst den Container nur jede halbe Stunde benutzen!"; };
Variablen setzen
life_test1 = true;
publicVariable "life_test1";danach nen sleep von zb 30 min
sleep 1800;
& danach setzt du die Variable wieder auf false
life_test1 = false;
publicVariable "life_test1";Falls ich einen Fehler gemacht habe , verbessert mich bitte
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Oh WOW... Was ein dummer Fehler
Vielen Dank
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private["_ui","_progress","_farming","_pgText","_cp","_this"];
_farming = [_this,0,ObjNull,[ObjNull]] call BIS_fnc_param;
_spieler = _this select 0;
_action = _this select 2;
_shop = [_this,0,ObjNull,[ObjNull]] call BIS_fnc_param;#
if(life_inv_appleseeds < 1) exitWith {
hintSilent "Du brauchst Apfelsamen um etwas Anpflanzen zu können.";
};
// Entfernt Action
_spieler removeAction _action;
// Progress-Bar
disableSerialization;
5 cutRsc ["life_progress","PLAIN"];
_ui = uiNameSpace getVariable "life_progress";
_progress = _ui displayCtrl 38201;
_pgText = _ui displayCtrl 38202;
_pgText ctrlSetText format["Du planzt Apfelsamen ein, bleib in der Nähe (1%1)...","%"];
_progress progressSetPosition 0.01;
_cP = 0.01;
while{true} do
{
sleep 0.35;
_cP = _cP + 0.01;
_progress progressSetPosition _cP;
_pgText ctrlSetText format["Du planzt Apfelsamen ein, bleib in der Nähe (%1%2)...",round(_cP * 100),"%"];
player playMoveNow "AinvPercMstpSnonWnonDnon_Putdown_AmovPercMstpSnonWnonDnon";
if(_cP >= 1) exitWith {};
};
5 cutText ["Du hast Apfel-Samen gepflanzt & kannst diese jetzt pfücken.","PLAIN"];
life_inv_appleseeds = life_inv_appleseeds - 1;
// Fügt Action (Abbauen ein)
_action = _shop addAction["Äpfel pfücken","core\farming\apfel\actiongather.sqf"]; -
Moin,
habe da mal eine dumme Frage, ich habe versucht eine Abfrage zu machen ob jemand ein Item dabei hat...
Habe es so versucht, aber bekomme da nur das:
So sieht meine Datei aus :
verwendete Version 4.4r4
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if(life_inv_appleseeds < 1) exitWith {
hintSilent "Du brauchst Apfelsamen um etwas Anpflanzen zu können.";
};life_inv_appleseeds = life_inv_appleseeds - 1;
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Ich kenne Martin schon etwas länger durch seine frühere Arbeit bei einem Hosting Service.
Ich durfte mir das ganze gerade mal anschauen und bin sehr begeistert von der jetzigen Arbeit & seinem Fortschritt bei der Entwicklung. Also ich freue mich auf weitere Updates und kann sagen, dass noch ziemlich coole Ideen umgesetzt werden.
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habe es jetzt selber hinbekommen. Trotzdem vielen Dank
Sieht jetzt so aus : 5 cutText [" ","PLAIN"]; -
Sieht bei mir so aus :
Habe es so versucht :
hint "Du hast Obst gepflückt";
exitWith {5 cutRsc ["","PLAIN"];};&
if(_cP >= 1) exitWith {5 cutRsc ["","PLAIN"];};
Korrigiere mich bitte falls ich etwas Falsch gemacht habe...
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Moin, ich bin relativ neu ihm Skriptingbereich & habe ein kleines Skript zum abbauen von Items geschrieben^^
Funktioniert auch alles, außer die Progressanzeige.
Fehler in RPT oder Client bekomme ich keine.Das Skript:
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private["_ui","_progress","_farming","_pgText","_cp","_this"];
_farming = [_this,0,ObjNull,[ObjNull]] call BIS_fnc_param;
_spieler = _this select 0;
_action = _this select 2;
_shop = [_this,0,ObjNull,[ObjNull]] call BIS_fnc_param;// Abbauen
[] spawn life_fnc_gather;
// Entfernt Action
_spieler removeAction _action;
// Abbau-Move
player playMoveNow "AinvPercMstpSnonWnonDnon_Putdown_AmovPercMstpSnonWnonDnon";
player playMoveNow "AinvPercMstpSnonWnonDnon_Putdown_AmovPercMstpSnonWnonDnon";
// Progress-Bar
disableSerialization;
5 cutRsc ["life_progress","PLAIN"];
_ui = uiNameSpace getVariable "life_progress";
_progress = _ui displayCtrl 38201;
_pgText = _ui displayCtrl 38202;
_pgText ctrlSetText format["Du pflückst Pfirsiche, bleib in der Nähe (1%1)...","%"];
_progress progressSetPosition 0.01;
_cP = 0.01;while{true} do
{
sleep 0.04;
_cP = _cP + 0.01;
_progress progressSetPosition _cP;
_pgText ctrlSetText format["Du pflückst Pfirsiche, bleib in der Nähe (%1%2)...",round(_cP * 100),"%"];
if(_cP >= 1) exitWith {};
};hint "Du hast Obst gepflückt";
// Fügt Action wieder ein
_action = _shop addAction["Farmen","actiongather.sqf"];
Sieht so aus :
Habe mir die Progressanzeige aus einem anderen Skript kopiert...
Aber es sollte doch eigl bei if(_cP >= 1) exitWith {}; beenden.Ich würde mich über eine detaillierte Beschreibung freuen
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Es werden keine [lexicon]extDB[/lexicon]-Logs erstellt...
Diese sollten sich doch meines Wissens im C:\server\A3Master\@extDB2\[lexicon]extDB[/lexicon] Ordner sein.
Ist aber leertbbmalloc.dll habe ich auch schon versucht zu löschen, bekomme aber dann die Fehlermeldung: das Programm kann nicht gestartet werden, da tbbmalloc.dll auf dem Computer fehlt & das Problem wurde dadurch auch nicht behoben.
#EDIT: Habe es auch mit anderen Versionen versucht, Ordner auf Rechtschreibfehler kontrolliert... Funktioniert leider immer noch nicht.
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Moin,
Ich weiß das dieses "Problem" bzw. Frage schon 100 mal gestellt wurde, nur leider werde ich aus den anderen Beiträgen nicht schlau... Vielleicht hat ja jemand Mitleid mit mir und könnte mir trotzdem bei meinem Problem helfen.
Folgendes in den RPTs :
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21:05:47 "extDB2: Error with Database Connection"
Meine [lexicon]extdb[/lexicon]-conf
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[Main]
Version = 5;Threads = 0
; Default Value is the number of CPU Cores Detected (max value is 6, min value is 2)Randomize Config File = false
;This is a legacy option to randomize config file for Arma2 Servers. Only for Windows Builds[Rcon]
;; This is functional, should be working fine. Just needs abit of testing on a $
;; Allow for changing Address for those running server in a VM environment.
IP = 127.0.0.1
Port = 2302;; Rcon Password i.e Battleye/beserver.cfg
Password = password;; Bad Player Name Checks
;;This will only work if your mission / mod has started extDB2 Rcon. i.e 9:START_RCON:RCON
Bad Playername Enable = false
Bad Playername Kick Message = Bad Player Name;; By default : is a bad character (used as seperator for extDB2 Calls (this is hardcoded in)
;;Bad Playername Strings = (:):{:}
;;Bad Playername Regex_1 = [:alnum:]
;;Bad Playername Regex_2 = [:alnum:]
;;Bad Playername Regex_3 = [:alnum:];; Whitelisting / Reserve Slots
;;This will only work if your mission / mod has started extDB2 Rcon. i.e 9:START_RCON:RCON
Whitelist Enable = false
Whitelist Kick Message = Only Reserved Slots LeftWhitelist Public Slots = 999
;; Database settings to use (Optional)
Whitelist Database = MySQL_Example
Whitelist SQL Prepared Statement = SELECT CASE WHEN EXISTS(SELECT UID FROM PlayerInfo WHERE BattlEyeGUID=? AND Whitelisted=1) THEN 1 ELSE 0 END
Whitelist Kick on SQL Query Failed = false;; Hardcoded BEGuids for whitelisted players
;Whitelist BEGuids = xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx : yyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy[Steam]
;; This is for VAC Protocol for VAC Bans + Steam Friends.
;; https://steamcommunity.com/dev/apikey
API Key = xxxxxxxxxxxxxxxxxxxxxxxxxxxxxx[VAC]
;; This feature requires Steam + Rcon to be enabled.
;; Also this feature is called via SQF Code atm, i.e it doesn't auto detect players joining server yet....
Auto Ban = true;; For Player to get banned ( their total VAC Bans => NumberOfVACBans) AND ( Days Since their Last Ban was <= DaysSinceLastBan)
;; This is also used [lexicon]extDB[/lexicon] Protocol VAC:VACBanned returned resultsNumberOfVACBans = 1
DaysSinceLastBan = 999999999
BanDuration = 0
;; 0 = Forever, otherwise its x Minutes
BanMessage = Steam VAC banned[Log]
;; Flush Logs after each write, more work on Harddrive
Flush = true[AltisLife]
Type = MySQL
Name = altislifeUsername = arma3
Password =IP = 127.0.0.1
Port = 3306;minSessions = 2
idleTime = 60compress = false
; Really should only use this if MySQL server is external. Also only for MySQLSecure Auth = true
; Recommend you turn this on MySQL :: MySQL 5.6 Reference Manual :: 4.5.1.1 mysql OptionsDer Benutzer Arma3 ist natürlich erstellt & auch in der altislife.sqf (Datenbank) eingetragen
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SET SQL_MODE = "NO_AUTO_VALUE_ON_ZERO";
SET time_zone = "+00:00";
--
-- Compatible with newer MySQL versions. (After MySQL-5.5)
-- This SQL uses utf8mb4 and has CURRENT_TIMESTAMP function.
--/*!40101 SET @OLD_CHARACTER_SET_CLIENT=@@CHARACTER_SET_CLIENT */;
/*!40101 SET @OLD_CHARACTER_SET_RESULTS=@@CHARACTER_SET_RESULTS */;
/*!40101 SET @OLD_COLLATION_CONNECTION=@@COLLATION_CONNECTION */;
/*!40101 SET NAMES utf8mb4 */;--
-- Database: `altislife`
-- Default Schema
--
CREATE DATABASE IF NOT EXISTS `altislife` DEFAULT CHARACTER SET utf8mb4;
USE `altislife`;--
-- Drop procedures to ensure no conflicts
--
DROP PROCEDURE IF EXISTS `resetLifeVehicles`;
DROP PROCEDURE IF EXISTS `deleteDeadVehicles`;
DROP PROCEDURE IF EXISTS `deleteOldHouses`;
DROP PROCEDURE IF EXISTS `deleteOldGangs`;
DROP PROCEDURE IF EXISTS `deleteOldContainers`;DELIMITER $$
--
-- Procedures
-- Edit arma3 to match a user in MySQL
-- For external databases: Edit localhost to match arma3server IP
--CREATE DEFINER=`arma3`@`localhost` PROCEDURE `resetLifeVehicles`()
BEGIN
UPDATE `vehicles` SET `active`= 0;
END$$CREATE DEFINER=`arma3`@`localhost` PROCEDURE `deleteDeadVehicles`()
BEGIN
DELETE FROM `vehicles` WHERE `alive` = 0;
END$$CREATE DEFINER=`arma3`@`localhost` PROCEDURE `deleteOldHouses`()
BEGIN
DELETE FROM `houses` WHERE `owned` = 0;
END$$CREATE DEFINER=`arma3`@`localhost` PROCEDURE `deleteOldGangs`()
BEGIN
DELETE FROM `gangs` WHERE `active` = 0;
END$$CREATE DEFINER=`arma3`@`localhost` PROCEDURE `deleteOldContainers`()
BEGIN
DELETE FROM `containers` WHERE `owned` = 0;
END$$DELIMITER ;
-- --------------------------------------------------------
--
-- Table structure for table `players`
--CREATE TABLE IF NOT EXISTS `players` (
`uid` int(12) NOT NULL AUTO_INCREMENT,
`name` varchar(32) NOT NULL,
`aliases` text NOT NULL,
`playerid` varchar(64) NOT NULL,
`cash` int(100) NOT NULL DEFAULT '0',
`bankacc` int(100) NOT NULL DEFAULT '0',
`coplevel` enum('0','1','2','3','4','5','6','7') NOT NULL DEFAULT '0',
`mediclevel` enum('0','1','2','3','4','5') NOT NULL DEFAULT '0',
`civ_licenses` text NOT NULL,
`cop_licenses` text NOT NULL,
`med_licenses` text NOT NULL,
`civ_gear` text NOT NULL,
`cop_gear` text NOT NULL,
`med_gear` text NOT NULL,
`civ_stats` varchar(32) NOT NULL DEFAULT '"[100,100,0]"',
`cop_stats` varchar(32) NOT NULL DEFAULT '"[100,100,0]"',
`med_stats` varchar(32) NOT NULL DEFAULT '"[100,100,0]"',
`arrested` tinyint(1) NOT NULL DEFAULT '0',
`adminlevel` enum('0','1','2','3','4','5') NOT NULL DEFAULT '0',
`donorlevel` enum('0','1','2','3','4','5') NOT NULL DEFAULT '0',
`blacklist` tinyint(1) NOT NULL DEFAULT '0',
`civ_alive` tinyint(1) NOT NULL DEFAULT '0',
`civ_position` varchar(64) NOT NULL DEFAULT '"[]"',
`playtime` varchar(32) NOT NULL DEFAULT '"[0,0,0]"',
`insert_time` timestamp DEFAULT CURRENT_TIMESTAMP,
`last_seen` timestamp NOT NULL DEFAULT CURRENT_TIMESTAMP ON UPDATE CURRENT_TIMESTAMP,
PRIMARY KEY (`uid`),
UNIQUE KEY `playerid` (`playerid`),
KEY `name` (`name`),
KEY `blacklist` (`blacklist`)
) ENGINE=InnoDB DEFAULT CHARSET=utf8mb4 AUTO_INCREMENT=12 ;-- --------------------------------------------------------
--
-- Table structure for table `vehicles`
--CREATE TABLE IF NOT EXISTS `vehicles` (
`id` int(12) NOT NULL AUTO_INCREMENT,
`side` varchar(16) NOT NULL,
`classname` varchar(64) NOT NULL,
`type` varchar(16) NOT NULL,
`pid` varchar(32) NOT NULL,
`alive` tinyint(1) NOT NULL DEFAULT '1',
`blacklist` tinyint(1) NOT NULL DEFAULT '0',
`active` tinyint(1) NOT NULL DEFAULT '0',
`plate` int(20) NOT NULL,
`color` int(20) NOT NULL,
`inventory` text NOT NULL,
`gear` text NOT NULL,
`fuel` double NOT NULL DEFAULT '1',
`damage` varchar(256) NOT NULL,
`insert_time` timestamp NOT NULL DEFAULT CURRENT_TIMESTAMP,
PRIMARY KEY (`id`),
KEY `side` (`side`),
KEY `pid` (`pid`),
KEY `type` (`type`)
) ENGINE=InnoDB DEFAULT CHARSET=utf8mb4 AUTO_INCREMENT=2 ;-- --------------------------------------------------------
--
-- Table structure for table `houses`
-- Needed for [lexicon]extDB[/lexicon] latest update on git
--CREATE TABLE IF NOT EXISTS `houses` (
`id` int(11) NOT NULL AUTO_INCREMENT,
`pid` varchar(32) NOT NULL,
`pos` varchar(64) DEFAULT NULL,
`owned` tinyint(1) DEFAULT '0',
`insert_time` timestamp NOT NULL DEFAULT CURRENT_TIMESTAMP,
PRIMARY KEY (`id`,`pid`)
) ENGINE=InnoDB DEFAULT CHARSET=utf8mb4 AUTO_INCREMENT=4 ;-- --------------------------------------------------------
--
-- Table structure for table `gangs`
-- Needed for [lexicon]extDB[/lexicon] latest update on git
--CREATE TABLE IF NOT EXISTS `gangs` (
`id` int(11) NOT NULL AUTO_INCREMENT,
`owner` varchar(32) DEFAULT NULL,
`name` varchar(32) DEFAULT NULL,
`members` text,
`maxmembers` int(3) DEFAULT '8',
`bank` int(100) DEFAULT '0',
`active` tinyint(1) DEFAULT '1',
`insert_time` timestamp NOT NULL DEFAULT CURRENT_TIMESTAMP,
PRIMARY KEY (`id`),
UNIQUE KEY `name_UNIQUE` (`name`)
) ENGINE=InnoDB DEFAULT CHARSET=utf8mb4;-- --------------------------------------------------------
--
-- Table structure for table `containers`
-- Needed for [lexicon]extDB[/lexicon] latest update on git
--CREATE TABLE IF NOT EXISTS `containers` (
`id` int(11) NOT NULL AUTO_INCREMENT,
`pid` varchar(32) NOT NULL,
`classname` varchar(32) NOT NULL,
`pos` varchar(64) DEFAULT NULL,
`inventory` text NOT NULL,
`gear` text NOT NULL,
`dir` varchar(128) DEFAULT NULL,
`active` tinyint(1) NOT NULL DEFAULT '0',
`owned` tinyint(1) DEFAULT '0',
`insert_time` timestamp NOT NULL DEFAULT CURRENT_TIMESTAMP,
PRIMARY KEY (`id`,`pid`)
) ENGINE=InnoDB DEFAULT CHARSET=utf8mb4 AUTO_INCREMENT=4;-- --------------------------------------------------------
--
-- Table structure for table `wanted`
-- Needed for [lexicon]extDB[/lexicon] latest update on git
--CREATE TABLE IF NOT EXISTS `wanted` (
`wantedID` varchar(64) NOT NULL,
`wantedName` varchar(32) NOT NULL,
`wantedCrimes` text NOT NULL,
`wantedBounty` int(100) NOT NULL,
`active` tinyint(1) NOT NULL DEFAULT '0',
`insert_time` timestamp NOT NULL DEFAULT CURRENT_TIMESTAMP,
PRIMARY KEY (`wantedID`)
) ENGINE=InnoDB DEFAULT CHARSET=utf8mb4;-- --------------------------------------------------------
/*!40101 SET CHARACTER_SET_CLIENT=@OLD_CHARACTER_SET_CLIENT */;
/*!40101 SET CHARACTER_SET_RESULTS=@OLD_CHARACTER_SET_RESULTS */;
/*!40101 SET COLLATION_CONNECTION=@OLD_COLLATION_CONNECTION */;Über eine detaillierte Erklärung meines Problems wäre ich sehr dankbar
#EDIT : Habe mir Life_Server , Mission.sqm ,Datenbank & extDB2 zusammen gesucht... Sollte eigl für die 4.4r4 sein, aber Vielleicht hab ich da was falsch gemacht. Es würde mir auch helfen wenn jemand mir diese Sachen aus der 4.4 zukommen lassen könnte
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Achso
Glaube so this setObjectTexture [0,"banner.paa"];
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Habe da noch was gefunden... Vlt passt es. Musst ihn zwar noch verschönern, aber von der Größe sollte es funktionieren.