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

    Beiträge von shriver

    • Spawnfehler

      • shriver
      • 16. April 2017 um 20:18

      Problem wurde schon behoben :) Trotzdem danke ^^

    • Spawnfehler

      • shriver
      • 14. April 2017 um 11:40

      Morgen,

      ich habe momentan ein Problem beim Spawnen ! Version 4.5r1...

      conditions = ""; in der Config, funktioniert dadurch nicht !


      Meine :

      fn_spawnPointCFG.sqf

      Spoiler anzeigen

      #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

      Spoiler anzeigen

      /*

      * 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 = "";

      };

      };

      };

      };


    • Sirenen & keyHandler

      • shriver
      • 13. April 2017 um 14:38

      Datei war zu lang...sry Habe sie dir mal hochgeladen !

      Dateien

      fn_KeyHandler.sqf 23,32 kB – 200 Downloads
    • Sirenen & keyHandler

      • shriver
      • 13. April 2017 um 14:03

      Nope, keinen Skriptfehler...

    • Sirenen & keyHandler

      • shriver
      • 13. April 2017 um 13:57

      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...

    • Sirenen & keyHandler

      • shriver
      • 13. April 2017 um 13:13

      Morgen,

      und zwar habe ich gerade 3 Sirenen in der Keyhandler... Sieht momentan so aus :

      Spoiler anzeigen

      //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 :

      Spoiler anzeigen

      //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 ?

    • NS Script

      • shriver
      • 13. April 2017 um 04:08

      Du willst also den schwarzen "Kreis" um das Night Vision entfernen ? Geht glaube nicht ohne Mod...

    • V-Items via Script entfernen + Abfrage

      • shriver
      • 18. März 2017 um 20:07

      Brizi Jaeger Für Altis Life

    • Altkleidercontainer auf Altis ?

      • shriver
      • 18. März 2017 um 10:55

      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 :)

    • V-Items via Script entfernen + Abfrage

      • shriver
      • 11. März 2017 um 21:29

      Oh WOW... Was ein dummer Fehler :D

      Vielen Dank :)

    • V-Items via Script entfernen + Abfrage

      • shriver
      • 11. März 2017 um 21:09
      Spoiler anzeigen

      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"];

    • V-Items via Script entfernen + Abfrage

      • shriver
      • 11. März 2017 um 20:47

      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

      Spoiler anzeigen

      if(life_inv_appleseeds < 1) exitWith {
      hintSilent "Du brauchst Apfelsamen um etwas Anpflanzen zu können.";
      };


      life_inv_appleseeds = life_inv_appleseeds - 1;

    • Polizei, Medic usw. | Web-basiertes Fraktionssystem

      • shriver
      • 9. März 2017 um 22:06

      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.

    • life_progress Fehler

      • shriver
      • 23. Februar 2017 um 14:03

      habe es jetzt selber hinbekommen. Trotzdem vielen Dank :)
      Sieht jetzt so aus : 5 cutText [" ","PLAIN"];

    • life_progress Fehler

      • shriver
      • 22. Februar 2017 um 23:00

      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...

    • life_progress Fehler

      • shriver
      • 22. Februar 2017 um 22:10

      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:

      Spoiler anzeigen


      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 :)

    • ArmA 3: Dedicated Server einrichten unter Windows (mit extDB3 & 64bit) (Altis Life & Tanoa Life) [2025 Tutorial / Guide]

      • shriver
      • 19. Februar 2017 um 10:51

      @Marius1773

      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 leer :/

      tbbmalloc.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.

    • ArmA 3: Dedicated Server einrichten unter Windows (mit extDB3 & 64bit) (Altis Life & Tanoa Life) [2025 Tutorial / Guide]

      • shriver
      • 18. Februar 2017 um 21:17

      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 :

      Spoiler anzeigen

      21:05:47 "extDB2: Error with Database Connection"

      Meine [lexicon]extdb[/lexicon]-conf

      Spoiler anzeigen

      [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 Left

      Whitelist 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 results

      NumberOfVACBans = 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 = altislife

      Username = arma3
      Password =

      IP = 127.0.0.1
      Port = 3306

      ;minSessions = 2
      idleTime = 60

      compress = false
      ; Really should only use this if MySQL server is external. Also only for MySQL

      Secure Auth = true
      ; Recommend you turn this on MySQL :: MySQL 5.6 Reference Manual :: 4.5.1.1 mysql Options


      Der Benutzer Arma3 ist natürlich erstellt & auch in der altislife.sqf (Datenbank) eingetragen

      Spoiler anzeigen

      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 :)

    • Markt Banner / UserObjectTexture

      • shriver
      • 13. Februar 2017 um 16:47

      Achso :D

      Glaube so this setObjectTexture [0,"banner.paa"];

    • Markt Banner / UserObjectTexture

      • shriver
      • 13. Februar 2017 um 14:39

      Habe da noch was gefunden... Vlt passt es. Musst ihn zwar noch verschönern, aber von der Größe sollte es funktionieren.

      Dateien

      Banner.paa 32,74 kB – 223 Downloads

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