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

    Beiträge von AmaZiinG

    • Einbruch Nachricht kommt nicht

      • AmaZiinG
      • 13. Juni 2017 um 17:29

      Wenn jemand mal über das System darüberschauen kann wäre super :thumbup:

      Hier sind noch neue Fehler wo ich leider nicht mehr weiter weiß

      Code
      17:20:09 Error in expression <t localize "STR_ISTR_Box_NotinHouse"};
      
      if(_house getVariable["Secured",false]) >
      17:20:09   Error position: <if(_house getVariable["Secured",false]) >
      17:20:09   Error if: Typ Zahl, erwartet Bool
      17:20:09 File core\housing\fn_houseAlarm.sqf [life_fnc_houseAlarm], line 71
      17:20:25 Error in expression <alize "STR_House_Raid_DoorUnlocked"};
      
      
      if(_building getVariable["Secured",false>
      17:20:25   Error position: <if(_building getVariable["Secured",false>
      17:20:25   Error if: Typ Zahl, erwartet Bool
      17:20:25 File core\items\fn_boltcutter.sqf [life_fnc_boltcutter], line 95
      17:20:30 Generating ST on the fly is very slow
      Alles anzeigen

      Ich schicke jetzt mal alle Dateien die bearbeitet habe.

      Code
      #include "..\..\script_macros.hpp"
      /* 
      ----------------------------------------------|
      Author: Backer
      Edit by AmaZiinG
      Description: Place the Security System in a House!
      ----------------------------------------------|
      */
      private["_house","_uid","_housePos","_houseName"];
      _house = nearestBuilding (getPosATL player);
      _uid = getPlayerUID player;
      _housePos = getPos _house;
      _houseName = getText(configFile >> "CfgVehicles" >> (typeOf _house) >> "displayName");
      if(!(_house in life_vehicles)) exitWith {hint localize "STR_ISTR_Box_NotinHouse"};
      
      if(_house getVariable["Secured",false]) exitWith {hint "Das Haus ist bereits Gesichert";};
      
      if(([false,"housealarm",1] call life_fnc_handleInv)) then {
      _house setVariable["Secured",true,true];
      hint "Sicherheitssystem installiert und aktiviert";
      closeDialog 0;
      [_uid,_house] remoteExec ["TON_fnc_houseAlarm",2];
      
      deleteMarkerLocal format["house_%1",(_house getVariable "uid")];
      
      _marker = createMarkerLocal [format["house_%1",(_house getVariable "uid")],_housePos];
      _marker setMarkerTextLocal format["%1 [alarmgesichert]",_houseName];
      _marker setMarkerColorLocal "ColorBlue";
      _marker setMarkerTypeLocal "loc_Lighthouse"
      
      };
      Alles anzeigen
      Code
      #include "..\..\script_macros.hpp"
      /* 
      ----------------------------------------------|
      Author: Backer
      Description: Turn off the Housealarm and delete the Marker
      ----------------------------------------------|
      */
      private["_building"];
      _building = [_this,0,ObjNull,[ObjNull]] call BIS_fnc_param;
      
      _building setVariable["HouseRob",false,true];
      deleteMarkerLocal "HouseMarker";
      Alles anzeigen
      Code
      /*
          File: fn_initHouses.sqf
          Author: Bryan "Tonic" Boardwine
      
          Description:
          Initializes the players houses, mainly throwing down markers.
      */
      if (life_houses isEqualTo []) exitWith {}; //Nothing to do.
      
      {
          _position = call compile format ["%1",_x select 0];
          _house = nearestObject [_position, "House"];
          _house setVariable ["uid",round(random 99999),true];
          _houseName = getText(configFile >> "CfgVehicles" >> (typeOf _house) >> "displayName");
      
          _marker = createMarkerLocal [format ["house_%1",(_house getVariable "uid")],_position];
          if(_house getVariable["Secured",false]) then {
          _marker setMarkerTextLocal format["%1 [alarmgesichert]",_houseName];
          } else {
          _marker setMarkerTextLocal _houseName;
          };
          _marker setMarkerColorLocal "ColorBlue";
          _marker setMarkerTypeLocal "loc_Lighthouse";
      
      } forEach life_houses;
      Alles anzeigen
      Code
      #include "..\..\script_macros.hpp"
      /*
       File: fn_boltcutter.sqf
       Author: Bryan "Tonic" Boardwine
      
       Description:
       Breaks the lock on a single door (Closet door to the player).
      */
      private ["_building","_door","_doors","_cpRate","_title","_progressBar","_titleText","_cp","_ui"];
      _building = param [0,objNull,[objNull]];
      
      private _vaultHouse = [[["Altis", "Land_Research_house_V1_F"], ["Tanoa", "Land_Medevac_house_V1_F"], ["Jackson_County", "Land_Medevac_house_V1_F"]]] call TON_fnc_terrainSort;
      private _altisArray = [16019.5,16952.9,0];
      private _tanoaArray = [11074.2,11501.5,0.00137329];
      private _Jackson_CountyArray = [11074.2,11501.5,0.00137329];
      private _pos = [[["Altis", _altisArray], ["Tanoa", _tanoaArray], ["Jackson_County", _Jackson_CountyArray]]] call TON_fnc_terrainSort;
      
      if (isNull _building) exitWith {};
      if (!(_building isKindOf "House_F")) exitWith {hint localize "STR_ISTR_Bolt_NotNear";};
      if(isNil {(_building getVariable "house_owner")}) exitWith {hint "Der Besitzer ist gerade nicht auf der Insel"}; //Eigentümer nicht Online
      private _uid = call compile format["%1",(_building getVariable "house_owner")]; // Setzen der Variable _uid
      if (((nearestObject [_pos,"Land_Dome_Big_F"]) == _building || (nearestObject [_pos,_vaultHouse]) == _building) && (west countSide playableUnits < (LIFE_SETTINGS(getNumber,"minimum_cops")))) exitWith {
       hint format [localize "STR_Civ_NotEnoughCops",(LIFE_SETTINGS(getNumber,"minimum_cops"))];
      };
      if ((typeOf _building) == _vaultHouse && (nearestObject [_pos,"Land_Dome_Big_F"]) getVariable ["locked",true]) exitWith {hint localize "STR_ISTR_Bolt_Exploit"};
      if (isNil "life_boltcutter_uses") then {life_boltcutter_uses = 0;};
      
      _doors = FETCH_CONFIG2(getNumber,"CfgVehicles",(typeOf _building),"numberOfDoors");
      _door = 0;
      //Find the nearest door
      for "_i" from 1 to _doors do {
       _selPos = _building selectionPosition format ["Door_%1_trigger",_i];
       _worldSpace = _building modelToWorld _selPos;
       if (player distance _worldSpace < 2) exitWith {_door = _i;};
      };
      if (_door isEqualTo 0) exitWith {hint localize "STR_Cop_NotaDoor"}; //Not near a door to be broken into.
      if ((_building getVariable [format ["bis_disabled_Door_%1",_door],0]) isEqualTo 0) exitWith {hint localize "STR_House_Raid_DoorUnlocked"};
      
      //Alarm System 
      if(_building getVariable["Secured",false]) then {
       if(!(_building getVariable["HouseRob",false])) then {
       _house = getPos _building;
       [_house,name player,1] remoteExec ["TON_fnc_clientMessage",_uid];
       _building setVariable["HouseRob",true,true]; 
       };
      };
      
      if ((nearestObject [_pos,"Land_Dome_Big_F"]) == _building || (nearestObject [_pos,_vaultHouse]) == _building) then {
       [[1,2],"STR_ISTR_Bolt_AlertFed",true,[]] remoteExecCall ["life_fnc_broadcast",RCLIENT];
      } else {
       [0,"STR_ISTR_Bolt_AlertHouse",true,[profileName]] remoteExecCall ["life_fnc_broadcast",RCLIENT];
      };
      
      life_action_inUse = true;
      //Setup the progress bar
      disableSerialization;
      _title = localize "STR_ISTR_Bolt_Process";
      "progressBar" cutRsc ["life_progress","PLAIN"];
      _ui = uiNamespace getVariable "life_progress";
      _progressBar = _ui displayCtrl 38201;
      _titleText = _ui displayCtrl 38202;
      _titleText ctrlSetText format ["%2 (1%1)...","%",_title];
      _progressBar progressSetPosition 0.01;
      _cP = 0.01;
      
      switch (typeOf _building) do {
       case "Land_Dome_Big_F": {_cpRate = 0.003;};
       case "Land_Medevac_house_V1_F";
       case "Land_Research_house_V1_F": {_cpRate = 0.0015;};
       default {_cpRate = 0.08;}
      };
      
      for "_i" from 0 to 1 step 0 do {
       if (animationState player != "AinvPknlMstpSnonWnonDnon_medic_1") then {
       [player,"AinvPknlMstpSnonWnonDnon_medic_1",true] remoteExecCall ["life_fnc_animSync",RCLIENT];
       player switchMove "AinvPknlMstpSnonWnonDnon_medic_1";
       player playMoveNow "AinvPknlMstpSnonWnonDnon_medic_1";
       };
       sleep 0.26;
       if (isNull _ui) then {
       "progressBar" cutRsc ["life_progress","PLAIN"];
       _ui = uiNamespace getVariable "life_progress";
       _progressBar = _ui displayCtrl 38201;
       _titleText = _ui displayCtrl 38202;
       };
       _cP = _cP + _cpRate;
       _progressBar progressSetPosition _cP;
       _titleText ctrlSetText format ["%3 (%1%2)...",round(_cP * 100),"%",_title];
       if (_cP >= 1 || !alive player) exitWith {};
       if (life_istazed) exitWith {}; //Tazed
       if (life_isknocked) exitWith {}; //Knocked
       if (life_interrupted) exitWith {};
      };
      
      //Kill the UI display and check for various states
      "progressBar" cutText ["","PLAIN"];
      player playActionNow "stop";
      if (!alive player || life_istazed || life_isknocked) exitWith {life_action_inUse = false;};
      if (player getVariable ["restrained",false]) exitWith {life_action_inUse = false;};
      if (life_interrupted) exitWith {life_interrupted = false; titleText[localize "STR_NOTF_ActionCancel","PLAIN"]; life_action_inUse = false;};
      life_boltcutter_uses = life_boltcutter_uses + 1;
      life_action_inUse = false;
      
      if (life_boltcutter_uses >= 5) then {
       [false,"boltcutter",1] call life_fnc_handleInv;
       life_boltcutter_uses = 0;
      };
      
      _building setVariable [format ["bis_disabled_Door_%1",_door],0,true]; //Unlock the door.
      _building setVariable ["locked",false,true];
      
      if (life_HC_isActive) then {
       [getPlayerUID player,profileName,"459"] remoteExecCall ["HC_fnc_wantedAdd",HC_Life];
      } else {
       [getPlayerUID player,profileName,"459"] remoteExecCall ["life_fnc_wantedAdd",RSERV];
      };
      Alles anzeigen

      Life_Server:

      Code
      #include "\life_server\script_macros.hpp"
      /*
          File: fn_addHouse.sqf
          Author: Bryan "Tonic" Boardwine
      
          Description:
          Inserts the players newly bought house in the database.
      */
      private ["_housePos","_query"];
      params [
          ["_uid","",[""]],
          ["_house",objNull,[objNull]]
      ];
      if (isNull _house || _uid isEqualTo "") exitWith {};
      
      _housePos = getPosATL _house;
      
      _query = format ["INSERT INTO houses (pid, pos, owned, security) VALUES('%1', '%2', '1')",_uid,_housePos];
      if (EXTDB_SETTING(getNumber,"DebugMode") isEqualTo 1) then {
          diag_log format ["Query: %1",_query];
      };
      
      [_query,1] call DB_fnc_asyncCall;
      
      if (typeOf _house == "Land_FuelStation_Build_F") then {
          _nextBat = nearestObject [_house, "HeliH"];    
           _query = format ["UPDATE fuel_stations SET owner='%2', fuel_super ='27',fuel_benzin='22',fiel_diesel='17', tank ='10000' ,money ='0'
           WHERE batterie='%1'",_nextBat,_uid];
      };
      
      _query = format ["SELECT id FROM houses WHERE pos='%1' AND pid='%2' AND owned='1'",_housePos,_uid];
      _queryResult = [_query,2] call DB_fnc_asyncCall;
      //systemChat format ["House ID assigned: %1",_queryResult select 0];
      _house setVariable ["house_id",(_queryResult select 0),true];
      _house setVariable["Secured",false,true];
      Alles anzeigen
      Code
      #include "\life_server\script_macros.hpp"
      /*
          File : fn_fetchPlayerHouses.sqf
          Author: Bryan "Tonic" Boardwine
          Modified : NiiRoZz
      
          Description:
          1. Fetches all the players houses and sets them up.
          2. Fetches all the players containers and sets them up.
      */
      private ["_query","_containers","_containerss","_houses","_furnituress"];
      params [
          ["_uid","",[""]]
      ];
      if (_uid isEqualTo "") exitWith {};
      
      _query = format ["SELECT pid, pos, classname, inventory, gear, dir, id, security FROM containers WHERE pid='%1' AND owned='1'",_uid];
      _containers = [_query,2,true] call DB_fnc_asyncCall;
      
      _containerss = [];
      _furnituress = [];
      {
          _position = call compile format ["%1",_x select 1];
          _house = nearestObject [_position, "House"];
          _direction = call compile format ["%1",_x select 5];
          _trunk = [_x select 3] call DB_fnc_mresToArray;
          if (_trunk isEqualType "") then {_trunk = call compile format ["%1", _trunk];};
          _gear = [_x select 4] call DB_fnc_mresToArray;
          if (_gear isEqualType "") then {_gear = call compile format ["%1", _gear];};
          //furniture and container split
          _className = _x select 2;
          _type = getText(missionConfigFile >> "CfgDonkeyPunchCustoms" >> _className);
          _isFurniture = getNumber(missionConfigFile >> "VirtualItems" >> _type >> "furniture") isEqualTo 1;
          _container = createVehicle[_x select 2,[0,0,999],[],0,"NONE"];
          waitUntil {!isNil "_container" && {!isNull _container}};
          if!(_isFurniture)then{
              _containerss pushBack _container;
          }else{
              _furnituress pushBack _container;
              _container enableSimulationGlobal false;
          };
          _container allowDamage false;
          _container setPosATL _position;
          _container setVectorDirAndUp _direction;
          //Fix position for more accurate positioning
          _posX = _position select 0;
          _posY = _position select 1;
          _posZ = _position select 2;
          _currentPos = getPosATL _container;
          _fixX = (_currentPos select 0) - _posX;
          _fixY = (_currentPos select 1) - _posY;
          _fixZ = (_currentPos select 2) - _posZ;
          _container setPosATL [(_posX - _fixX), (_posY - _fixY), (_posZ - _fixZ)];
          _container setVectorDirAndUp _direction;
          _container setVariable ["Trunk",_trunk,true];
          _container setVariable ["container_owner",[_x select 0],true];
          _container setVariable ["container_id",_x select 6,true];
          clearWeaponCargoGlobal _container;
          clearItemCargoGlobal _container;
          clearMagazineCargoGlobal _container;
          clearBackpackCargoGlobal _container;
          if (count _gear > 0) then {
              _items = _gear select 0;
              _mags = _gear select 1;
              _weapons = _gear select 2;
              _backpacks = _gear select 3;
              for "_i" from 0 to ((count (_items select 0)) - 1) do {
                  _container addItemCargoGlobal [((_items select 0) select _i), ((_items select 1) select _i)];
              };
              for "_i" from 0 to ((count (_mags select 0)) - 1) do{
                  _container addMagazineCargoGlobal [((_mags select 0) select _i), ((_mags select 1) select _i)];
              };
              for "_i" from 0 to ((count (_weapons select 0)) - 1) do{
                  _container addWeaponCargoGlobal [((_weapons select 0) select _i), ((_weapons select 1) select _i)];
              };
              for "_i" from 0 to ((count (_backpacks select 0)) - 1) do{
                  _container addBackpackCargoGlobal [((_backpacks select 0) select _i), ((_backpacks select 1) select _i)];
              };
          };
          _house setVariable ["containers",_containerss,true];
          _house setVariable["Secured",_x select 4,true];
      } forEach _containers;
      
      _query = format ["SELECT pid, pos FROM houses WHERE pid='%1' AND owned='1'",_uid];
      _houses = [_query,2,true] call DB_fnc_asyncCall;
      
      _return = [];
      {
          _pos = call compile format ["%1",_x select 1];
          _house = nearestObject [_pos, "House"];
          _house allowDamage false;
          _return pushBack [_x select 1,_containerss];
      } forEach _houses;
      
      missionNamespace setVariable [format ["houses_%1",_uid],_return];
      Alles anzeigen
      Code
      #include "\life_server\script_macros.hpp"
      /*
          File: fn_housealarm.sqf
          Edit by AmaZiinG
          
          Description:
          Updated die Datenbank 
      */
      private["_house","_uid","_query","_housePos"];
      _uid = [_this,0,"",[""]] call BIS_fnc_param;
      _house = [_this,1,ObjNull,[ObjNull]] call BIS_fnc_param;
      
      if(isNull _house OR _uid == "") exitWith {hint "Problem bei Update"};
      
      _housePos = getPosATL _house;
      
      _query = format["UPDATE houses SET security='true' WHERE pid='%1' AND pos='%2' AND owned='1'",_uid,_housePos];
      diag_log format["HouseAlarm: %1",_query];
      [_query,1] call DB_fnc_asyncCall;
      Alles anzeigen
      Code
      /*
          File: fn_houseCleanup.sqf
          Author: NiiRoZz
      
          Description:
          Cleans up containers inside in house of player.
      */
      private ["_query","_containers","_container"];
      _query = format ["SELECT pid, pos FROM containers WHERE pid='%1' AND owned='1'",_this];
      
      _containers = [_query,2,true] call DB_fnc_asyncCall;
      
      if (count _containers isEqualTo 0) exitWith {};
      {
          _pos = call compile format ["%1",_x select 1];
          _lifeContainers = getArray(missionConfigFile >> "CfgDonkeyPunchCustoms" >> "LifeContainers");
          _lifeFurniture = getArray(missionConfigFile >> "CfgDonkeyPunchCustoms" >> "BuildableFurniture");
          _lifeContainers = _lifeContainers + _lifeFurniture;
          {
              deleteVehicle _x;
              _house setVariable["Secured",nil,true]; //Ka wo das ihn soll 
          } forEach _container;
      } forEach _containers;
      Alles anzeigen
      Code
      /*
          File: fn_initHouses.sqf
          Author: Bryan "Tonic" Boardwine
          Description:
          Initalizes house setup when player joins the server.
      */
      private ["_queryResult","_query","_count","_blacklistedHouses","_blacklistedGarages"];
      _count = (["SELECT COUNT(*) FROM houses WHERE owned='1'",2] call DB_fnc_asyncCall) select 0;
      
      for [{_x=0},{_x<=_count},{_x=_x+10}] do {
          _query = format ["SELECT houses.id, houses.pid, houses.pos, players.name, houses.garage FROM houses INNER JOIN players WHERE houses.owned='1' AND houses.pid = players.pid LIMIT %1,10",_x];
          _queryResult = [_query,2,true] call DB_fnc_asyncCall;
          if (count _queryResult isEqualTo 0) exitWith {};
          {
              _pos = call compile format ["%1",_x select 2];
              _house = nearestObject [_pos, "House"];
              _house setVariable ["house_owner",[_x select 1,_x select 3],true];
              _house setVariable ["house_id",_x select 0,true];
              _house setVariable["Secured",_x select 4,true];
              _house setVariable ["locked",true,true]; //Lock up all the stuff.
              if (_x select 4 isEqualTo 1) then {
                  _house setVariable ["garageBought",true,true];
              };
              _numOfDoors = getNumber(configFile >> "CfgVehicles" >> (typeOf _house) >> "numberOfDoors");
              for "_i" from 1 to _numOfDoors do {
                  _house setVariable [format ["bis_disabled_Door_%1",_i],1,true];
              };
          } forEach _queryResult;
      };
      
      _blacklistedHouses = "count (getArray (_x >> 'garageBlacklists')) > 0" configClasses (missionconfigFile >> "Housing" >> worldName);
      _blacklistedGarages = "count (getArray (_x >> 'garageBlacklists')) > 0" configClasses (missionconfigFile >> "Garages" >> worldName);
      _blacklistedHouses = _blacklistedHouses apply {configName _x};
      _blacklistedGarages = _blacklistedGarages apply {configName _x};
      
      for "_i" from 0 to count(_blacklistedHouses)-1 do {
          _className = _blacklistedHouses select _i;
          _positions = getArray(missionConfigFile >> "Housing" >> worldName >> _className >> "garageBlacklists");
          {
              _obj = nearestObject [_x,_className];
              if (isNull _obj) then {
                  _obj setVariable ["blacklistedGarage",true,true];
              };
          } forEach _positions;
      };
      
      for "_i" from 0 to count(_blacklistedGarages)-1 do {
          _className = _blacklistedGarages select _i;
          _positions = getArray(missionConfigFile >> "Garages" >> worldName >> _className >> "garageBlacklists");
          {
              _obj = nearestObject [_x,_className];
              if (isNull _obj) then {
                  _obj setVariable ["blacklistedGarage",true,true];
              };
          } forEach _positions;
      };
      Alles anzeigen
    • Einbruch Nachricht kommt nicht

      • AmaZiinG
      • 13. Juni 2017 um 13:19

      Ja es ist ja drinnen aber der Fehler kommt immer noch

    • Einbruch Nachricht kommt nicht

      • AmaZiinG
      • 13. Juni 2017 um 12:42

      Ich habe jetzt gemerkt das mein Haus nicht abgespeichert wird.

      Code
      [12:39:58:637064 +02:00] [Thread 3108] extDB3: SQL: Error MariaDBQueryException: Unknown column 'security' in 'field list'
      [12:39:58:637282 +02:00] [Thread 3108] extDB3: SQL: Error MariaDBQueryException: Input: SELECT pid, pos, classname, inventory, gear, dir, id, security FROM containers WHERE pid='76561198111029548' AND owned='1'
      [12:40:21:176210 +02:00] [Thread 1028] extDB3: SQL: Error MariaDBQueryException: Column count doesn't match value count at row 1
      [12:40:21:176417 +02:00] [Thread 1028] extDB3: SQL: Error MariaDBQueryException: Input: INSERT INTO houses (pid, pos, owned, security) VALUES('76561198111029548', '[8393.19,6397.36,-9.53674e-007]', '1')

      Security gehört zum Alarmsystem

    • Einbruch Nachricht kommt nicht

      • AmaZiinG
      • 13. Juni 2017 um 10:09
      Zitat von moeck

      AmaZiinGkann sein dass da noch was fehlt . ändere mal Zeile 20 so

      Code
      private _uid = call compile["%1",(_building getVariable "house_owner")];

      Bekomme folgende Fehlmeldung:

      Code
      10:15:24 Error in expression <t auf der Insel"}; 
      private _uid = call compile["%1",(_building getVariable "hou>
      10:15:24   Error position: <compile["%1",(_building getVariable "hou>
      10:15:24   Error compile: Typ Array, erwartet Zeichenfolge
      10:15:24 File core\items\fn_boltcutter.sqf [life_fnc_boltcutter], line 76
      Code
      #include "..\..\script_macros.hpp"
      /*
       File: fn_boltcutter.sqf
       Author: Bryan "Tonic" Boardwine
      
       Description:
       Breaks the lock on a single door (Closet door to the player).
      */
      private ["_building","_door","_doors","_cpRate","_title","_progressBar","_titleText","_cp","_ui"];
      _building = param [0,objNull,[objNull]];
      
      private _vaultHouse = [[["Altis", "Land_Research_house_V1_F"], ["Tanoa", "Land_Medevac_house_V1_F"], ["Jackson_County", "Land_Medevac_house_V1_F"]]] call TON_fnc_terrainSort;
      private _altisArray = [16019.5,16952.9,0];
      private _tanoaArray = [11074.2,11501.5,0.00137329];
      private _Jackson_CountyArray = [11074.2,11501.5,0.00137329];
      private _pos = [[["Altis", _altisArray], ["Tanoa", _tanoaArray], ["Jackson_County", _Jackson_CountyArray]]] call TON_fnc_terrainSort;
      
      if (isNull _building) exitWith {};
      if (!(_building isKindOf "House_F")) exitWith {hint localize "STR_ISTR_Bolt_NotNear";};
      if(isNil {(_building getVariable "house_owner")}) exitWith {hint "Der Besitzer ist gerade nicht auf der Insel"}; //Eigentümer nicht Online
      private _uid = call compile["%1",(_building getVariable "house_owner")]; // Setzen der Variable _uid
      if (((nearestObject [_pos,"Land_Dome_Big_F"]) == _building || (nearestObject [_pos,_vaultHouse]) == _building) && (west countSide playableUnits < (LIFE_SETTINGS(getNumber,"minimum_cops")))) exitWith {
       hint format [localize "STR_Civ_NotEnoughCops",(LIFE_SETTINGS(getNumber,"minimum_cops"))];
      };
      if ((typeOf _building) == _vaultHouse && (nearestObject [_pos,"Land_Dome_Big_F"]) getVariable ["locked",true]) exitWith {hint localize "STR_ISTR_Bolt_Exploit"};
      if (isNil "life_boltcutter_uses") then {life_boltcutter_uses = 0;};
      
      _doors = FETCH_CONFIG2(getNumber,"CfgVehicles",(typeOf _building),"numberOfDoors");
      _door = 0;
      //Find the nearest door
      for "_i" from 1 to _doors do {
       _selPos = _building selectionPosition format ["Door_%1_trigger",_i];
       _worldSpace = _building modelToWorld _selPos;
       if (player distance _worldSpace < 2) exitWith {_door = _i;};
      };
      if (_door isEqualTo 0) exitWith {hint localize "STR_Cop_NotaDoor"}; //Not near a door to be broken into.
      if ((_building getVariable [format ["bis_disabled_Door_%1",_door],0]) isEqualTo 0) exitWith {hint localize "STR_House_Raid_DoorUnlocked"};
      
      //Alarm System 
      if(_building getVariable["Secured",false]) then {
       if(!(_building getVariable["HouseRob",false])) then {
       _house = getPos _building;
       [_house,name player,1] remoteExec ["TON_fnc_clientMessage",_uid];
       _building setVariable["HouseRob",true,true]; 
       };
      };
      
      if ((nearestObject [_pos,"Land_Dome_Big_F"]) == _building || (nearestObject [_pos,_vaultHouse]) == _building) then {
       [[1,2],"STR_ISTR_Bolt_AlertFed",true,[]] remoteExecCall ["life_fnc_broadcast",RCLIENT];
      } else {
       [0,"STR_ISTR_Bolt_AlertHouse",true,[profileName]] remoteExecCall ["life_fnc_broadcast",RCLIENT];
      };
      
      life_action_inUse = true;
      //Setup the progress bar
      disableSerialization;
      _title = localize "STR_ISTR_Bolt_Process";
      "progressBar" cutRsc ["life_progress","PLAIN"];
      _ui = uiNamespace getVariable "life_progress";
      _progressBar = _ui displayCtrl 38201;
      _titleText = _ui displayCtrl 38202;
      _titleText ctrlSetText format ["%2 (1%1)...","%",_title];
      _progressBar progressSetPosition 0.01;
      _cP = 0.01;
      
      switch (typeOf _building) do {
       case "Land_Dome_Big_F": {_cpRate = 0.003;};
       case "Land_Medevac_house_V1_F";
       case "Land_Research_house_V1_F": {_cpRate = 0.0015;};
       default {_cpRate = 0.08;}
      };
      
      for "_i" from 0 to 1 step 0 do {
       if (animationState player != "AinvPknlMstpSnonWnonDnon_medic_1") then {
       [player,"AinvPknlMstpSnonWnonDnon_medic_1",true] remoteExecCall ["life_fnc_animSync",RCLIENT];
       player switchMove "AinvPknlMstpSnonWnonDnon_medic_1";
       player playMoveNow "AinvPknlMstpSnonWnonDnon_medic_1";
       };
       sleep 0.26;
       if (isNull _ui) then {
       "progressBar" cutRsc ["life_progress","PLAIN"];
       _ui = uiNamespace getVariable "life_progress";
       _progressBar = _ui displayCtrl 38201;
       _titleText = _ui displayCtrl 38202;
       };
       _cP = _cP + _cpRate;
       _progressBar progressSetPosition _cP;
       _titleText ctrlSetText format ["%3 (%1%2)...",round(_cP * 100),"%",_title];
       if (_cP >= 1 || !alive player) exitWith {};
       if (life_istazed) exitWith {}; //Tazed
       if (life_isknocked) exitWith {}; //Knocked
       if (life_interrupted) exitWith {};
      };
      
      //Kill the UI display and check for various states
      "progressBar" cutText ["","PLAIN"];
      player playActionNow "stop";
      if (!alive player || life_istazed || life_isknocked) exitWith {life_action_inUse = false;};
      if (player getVariable ["restrained",false]) exitWith {life_action_inUse = false;};
      if (life_interrupted) exitWith {life_interrupted = false; titleText[localize "STR_NOTF_ActionCancel","PLAIN"]; life_action_inUse = false;};
      life_boltcutter_uses = life_boltcutter_uses + 1;
      life_action_inUse = false;
      
      if (life_boltcutter_uses >= 5) then {
       [false,"boltcutter",1] call life_fnc_handleInv;
       life_boltcutter_uses = 0;
      };
      
      _building setVariable [format ["bis_disabled_Door_%1",_door],0,true]; //Unlock the door.
      _building setVariable ["locked",false,true];
      
      if (life_HC_isActive) then {
       [getPlayerUID player,profileName,"459"] remoteExecCall ["HC_fnc_wantedAdd",HC_Life];
      } else {
       [getPlayerUID player,profileName,"459"] remoteExecCall ["life_fnc_wantedAdd",RSERV];
      };
      Alles anzeigen
    • Ladebildschirm bleibt irgendwann stehen

      • AmaZiinG
      • 12. Juni 2017 um 22:12
      Zitat von KKommand

      Vlt. haben wir eine Sondergenehmigung !

      Von wem den ?

    • Einbruch Nachricht kommt nicht

      • AmaZiinG
      • 12. Juni 2017 um 15:08
      Zitat von moeck

      _unit = [_this,0,ObjNull,[ObjNull]] call BIS_fnc_param;
      _uid = getplayerID _unit;

      Blöde frage aber soll ich das einfach in die fn_houseAlarm.sqf einfügen ?

    • Einbruch Nachricht kommt nicht

      • AmaZiinG
      • 12. Juni 2017 um 14:56

      Jetzt bin ich wieder auf dem Stand das keine Fehlermeldung kommt und keine Einbruch Nachricht ;(

    • Einbruch Nachricht kommt nicht

      • AmaZiinG
      • 12. Juni 2017 um 14:44
      Code
      14:41:46 Error in expression <er);
      hint format["Eigentümer: %1", str(_uid)];
      _uid = getPlayerUID player;
      _hou>
      14:41:46   Error position: <_uid)];
      _uid = getPlayerUID player;
      _hou>
      14:41:46   Error Nicht definierte Variable in Ausdruck: _uid
      14:41:46 File core\housing\fn_houseAlarm.sqf [life_fnc_houseAlarm], line 66

      Hier nochmal die Datei:

      Code
      #include "..\..\script_macros.hpp"
      /* 
      ----------------------------------------------|
      Author: Backer
      Edit by AmaZiinG
      Description: Place the Security System in a House!
      ----------------------------------------------|
      */
      private["_house","_uid","_housePos","_houseName"];
      _house = nearestBuilding (getPosATL player);
      hint format["Eigentümer: %1", str(_uid)];
      _uid = getPlayerUID player;
      _housePos = getPos _house;
      _houseName = getText(configFile >> "CfgVehicles" >> (typeOf _house) >> "displayName");
      if(!(_house in life_vehicles)) exitWith {hint localize "STR_ISTR_Box_NotinHouse"};
      
      if(_house getVariable["Secured",false]) exitWith {hint "Das Haus ist bereits Gesichert";};
      
      if(([false,"housealarm",1] call life_fnc_handleInv)) then {
      _house setVariable["Secured",true,true];
      hint "Sicherheitssystem installiert und aktiviert";
      closeDialog 0;
      [_uid,_house] remoteExec ["TON_fnc_houseAlarm",2];
      
      deleteMarkerLocal format["house_%1",(_house getVariable "uid")];
      
      _marker = createMarkerLocal [format["house_%1",(_house getVariable "uid")],_housePos];
      _marker setMarkerTextLocal format["%1 [alarmgesichert]",_houseName];
      _marker setMarkerColorLocal "ColorBlue";
      _marker setMarkerTypeLocal "loc_Lighthouse"
      
      };
      Alles anzeigen
    • Einbruch Nachricht kommt nicht

      • AmaZiinG
      • 12. Juni 2017 um 14:22

      Okay bekomme jetzt folgende Fehler Meldung in der fn_houseAlarm.sqf

      Code
      14:18:55 File core\housing\fn_houseAlarm.sqf [life_fnc_houseAlarm], line 77
      14:18:55 Error in expression <eDialog 0;
      hint format["Eigentümer: %1"; str(_uid)];
      [_uid,_house] remoteExec [>
      14:18:55   Error position: <; str(_uid)];
      [_uid,_house] remoteExec [>
      14:18:55   Error Fehlende ]
      14:18:55 File core\housing\fn_houseAlarm.sqf [life_fnc_houseAlarm], line 77

      Hier ist mal die Datei:

      Code
      #include "..\..\script_macros.hpp"
      /* 
      ----------------------------------------------|
      Author: Backer
      Edit by AmaZiinG
      Description: Place the Security System in a House!
      ----------------------------------------------|
      */
      private["_house","_uid","_housePos","_houseName"];
      _house = nearestBuilding (getPosATL player);
      _uid = getPlayerUID player;
      _housePos = getPos _house;
      _houseName = getText(configFile >> "CfgVehicles" >> (typeOf _house) >> "displayName");
      if(!(_house in life_vehicles)) exitWith {hint localize "STR_ISTR_Box_NotinHouse"};
      
      if(_house getVariable["Secured",false]) exitWith {hint "Das Haus ist bereits Gesichert";};
      
      if(([false,"housealarm",1] call life_fnc_handleInv)) then {
      _house setVariable["Secured",true,true];
      hint "Sicherheitssystem installiert und aktiviert";
      closeDialog 0;
      hint format["Eigentümer: %1"; str(_uid)];
      [_uid,_house] remoteExec ["TON_fnc_houseAlarm",2];
      
      deleteMarkerLocal format["house_%1",(_house getVariable "uid")];
      
      _marker = createMarkerLocal [format["house_%1",(_house getVariable "uid")],_housePos];
      _marker setMarkerTextLocal format["%1 [alarmgesichert]",_houseName];
      _marker setMarkerColorLocal "ColorBlue";
      _marker setMarkerTypeLocal "loc_Lighthouse"
      
      };
      Alles anzeigen
    • Einbruch Nachricht kommt nicht

      • AmaZiinG
      • 12. Juni 2017 um 14:05

      Habe es mal ausgetestet was du mir geschickt hast leider funktioniert es immer noch nicht :(. In Client & Server Logs kommt kein Fehler mehr.

    • Einbruch Nachricht kommt nicht

      • AmaZiinG
      • 11. Juni 2017 um 16:30

      Okay..... das hilft mir jetzt kaum weiter :(

    • Einbruch Nachricht kommt nicht

      • AmaZiinG
      • 11. Juni 2017 um 11:47

      Hallo Leute,

      ich habe auf meinen Server ein Alarmsystem installiert (nicht das hier im Forum) das Problem ist, wenn jemand in das Haus einbricht der Hausbesitzer keine Nachricht bekommt. In den Client Logs habe ich folgenden Fehler gefunden:

      Code
      11:42:52 "0h 7min | Gustav O Connor(76561198111029548) | Added 1 boltcutters to Gustav O Connor!"
      11:42:59 Error in expression <,7] remoteExec ["TON_fnc_clientMessage",_uid];
      _building setVariable["HouseRob",>
      11:42:59   Error position: <_uid];
      _building setVariable["HouseRob",>
      11:42:59   Error Nicht definierte Variable in Ausdruck: _uid
      11:42:59 File core\items\fn_boltcutter.sqf [life_fnc_boltcutter], line 94
      11:42:59 Error in expression <calize "STR_ISTR_Bolt_NotNear";};
      if (((nearestObject [_pos,"Land_Dome_Big_F"]) >
      11:42:59   Error position: <nearestObject [_pos,"Land_Dome_Big_F"]) >
      11:42:59   Error Typ Array, erwartet Zahl
      11:42:59 File core\items\fn_boltcutter.sqf [life_fnc_boltcutter], line 74
      Alles anzeigen

      Hier ist mal meine boltcutter.sqf:

      Code
      #include "..\..\script_macros.hpp"
      /*
          File: fn_boltcutter.sqf
          Author: Bryan "Tonic" Boardwine
      
          Description:
          Breaks the lock on a single door (Closet door to the player).
      */
      private ["_building","_door","_doors","_cpRate","_title","_progressBar","_titleText","_cp","_ui"];
      _building = param [0,objNull,[objNull]];
      
      private _vaultHouse = [[["Altis", "Land_Research_house_V1_F"], ["Tanoa", "Land_Medevac_house_V1_F"]]] call TON_fnc_terrainSort;
      private _altisArray = [16019.5,16952.9,0];
      private _tanoaArray = [11074.2,11501.5,0.00137329];
      private _pos = [[["Altis", _altisArray], ["Tanoa", _tanoaArray]]] call TON_fnc_terrainSort;
      
      if (isNull _building) exitWith {};
      if (!(_building isKindOf "House_F")) exitWith {hint localize "STR_ISTR_Bolt_NotNear";};
      if (((nearestObject [_pos,"Land_Dome_Big_F"]) == _building || (nearestObject [_pos,_vaultHouse]) == _building) && (west countSide playableUnits < (LIFE_SETTINGS(getNumber,"minimum_cops")))) exitWith {
          hint format [localize "STR_Civ_NotEnoughCops",(LIFE_SETTINGS(getNumber,"minimum_cops"))];
      };
      if ((typeOf _building) == _vaultHouse && (nearestObject [_pos,"Land_Dome_Big_F"]) getVariable ["locked",true]) exitWith {hint localize "STR_ISTR_Bolt_Exploit"};
      if (isNil "life_boltcutter_uses") then {life_boltcutter_uses = 0;};
      
      _doors = FETCH_CONFIG2(getNumber,"CfgVehicles",(typeOf _building),"numberOfDoors");
      _door = 0;
      //Find the nearest door
      for "_i" from 1 to _doors do {
          _selPos = _building selectionPosition format ["Door_%1_trigger",_i];
          _worldSpace = _building modelToWorld _selPos;
              if (player distance _worldSpace < 2) exitWith {_door = _i;};
      };
      if (_door isEqualTo 0) exitWith {hint localize "STR_Cop_NotaDoor"}; //Not near a door to be broken into.
      if ((_building getVariable [format ["bis_disabled_Door_%1",_door],0]) isEqualTo 0) exitWith {hint localize "STR_House_Raid_DoorUnlocked"};
      
      //Alarm System 
      if(_building getVariable["Secured",false]) then {
          if(!(_building getVariable["HouseRob",false])) then {
          _house = getPos _building;
          [_house,name player,7] remoteExec ["TON_fnc_clientMessage",_uid];
          _building setVariable["HouseRob",true,true]; 
          };
      };
      
      if ((nearestObject [_pos,"Land_Dome_Big_F"]) == _building || (nearestObject [_pos,_vaultHouse]) == _building) then {
          [[1,2],"STR_ISTR_Bolt_AlertFed",true,[]] remoteExecCall ["life_fnc_broadcast",RCLIENT];
      } else {
          [0,"STR_ISTR_Bolt_AlertHouse",true,[profileName]] remoteExecCall ["life_fnc_broadcast",RCLIENT];
      };
      
      life_action_inUse = true;
      //Setup the progress bar
      disableSerialization;
      _title = localize "STR_ISTR_Bolt_Process";
      "progressBar" cutRsc ["life_progress","PLAIN"];
      _ui = uiNamespace getVariable "life_progress";
      _progressBar = _ui displayCtrl 38201;
      _titleText = _ui displayCtrl 38202;
      _titleText ctrlSetText format ["%2 (1%1)...","%",_title];
      _progressBar progressSetPosition 0.01;
      _cP = 0.01;
      
      switch (typeOf _building) do {
          case "Land_Dome_Big_F": {_cpRate = 0.003;};
          case "Land_Medevac_house_V1_F";
          case "Land_Research_house_V1_F": {_cpRate = 0.0015;};
          default {_cpRate = 0.08;}
      };
      
      for "_i" from 0 to 1 step 0 do {
          if (animationState player != "AinvPknlMstpSnonWnonDnon_medic_1") then {
              [player,"AinvPknlMstpSnonWnonDnon_medic_1",true] remoteExecCall ["life_fnc_animSync",RCLIENT];
              player switchMove "AinvPknlMstpSnonWnonDnon_medic_1";
              player playMoveNow "AinvPknlMstpSnonWnonDnon_medic_1";
          };
          sleep 0.26;
          if (isNull _ui) then {
              "progressBar" cutRsc ["life_progress","PLAIN"];
              _ui = uiNamespace getVariable "life_progress";
              _progressBar = _ui displayCtrl 38201;
              _titleText = _ui displayCtrl 38202;
          };
          _cP = _cP + _cpRate;
          _progressBar progressSetPosition _cP;
          _titleText ctrlSetText format ["%3 (%1%2)...",round(_cP * 100),"%",_title];
          if (_cP >= 1 || !alive player) exitWith {};
          if (life_istazed) exitWith {}; //Tazed
          if (life_isknocked) exitWith {}; //Knocked
          if (life_interrupted) exitWith {};
      };
      
      //Kill the UI display and check for various states
      "progressBar" cutText ["","PLAIN"];
      player playActionNow "stop";
      if (!alive player || life_istazed || life_isknocked) exitWith {life_action_inUse = false;};
      if (player getVariable ["restrained",false]) exitWith {life_action_inUse = false;};
      if (life_interrupted) exitWith {life_interrupted = false; titleText[localize "STR_NOTF_ActionCancel","PLAIN"]; life_action_inUse = false;};
      life_boltcutter_uses = life_boltcutter_uses + 1;
      life_action_inUse = false;
      
      if (life_boltcutter_uses >= 5) then {
          [false,"boltcutter",1] call life_fnc_handleInv;
          life_boltcutter_uses = 0;
      };
      
      _building setVariable [format ["bis_disabled_Door_%1",_door],0,true]; //Unlock the door.
      _building setVariable ["locked",false,true];
      
      if (life_HC_isActive) then {
          [getPlayerUID player,profileName,"459"] remoteExecCall ["HC_fnc_wantedAdd",HC_Life];
      } else {
          [getPlayerUID player,profileName,"459"] remoteExecCall ["life_fnc_wantedAdd",RSERV];
      };
      Alles anzeigen

      Ich hoffe jemand kann mir weiter helfen :S

      Mfg

      AmaZiinG

    • Feuer ausschalten

      • AmaZiinG
      • 6. Juni 2017 um 16:24
      Code
       0:17:39 Error in expression <playtime_values_request pushBack [_uid, _new];
      };
      [_uid,_new select 2] call TON_>
       0:17:39   Error position: <_new];
      };
      [_uid,_new select 2] call TON_>
       0:17:39   Error Undefined variable in expression: _new
       0:17:39 File \life_server\Functions\MySQL\fn_queryRequest.sqf [DB_fnc_queryRequest], line 180
    • Lakeside Map

      • AmaZiinG
      • 4. Juni 2017 um 13:16

      Nix ist da verbuggt, die Map hat einfach nur Fehler oder braucht bestimmte pbos.

    • Fehler in der Config

      • AmaZiinG
      • 4. Juni 2017 um 11:23

      Hey Shelby House ich habe es ausgetestet. Leider bekomme ich immer noch die gleiche Fehler Meldung nur jetzt in der Zeile 38 bei der class AnimationSources

    • Fehler in der Config

      • AmaZiinG
      • 4. Juni 2017 um 00:31
      Zitat von Shelby House

      class CfgVehicles
      {
      class House;
      class House_F: House
      };

      Soll das letzte ); ganz unten stehen ?

    • Fehler in der Config

      • AmaZiinG
      • 4. Juni 2017 um 00:10

      Hey Leute,

      ich bin zur Zeit an einem Gefängnis Zaun zu machen. Nur mein Problem, wenn ich mein game starten will bekomme ich folgende Fehler Meldung

      Ich habe schon in der Zeile 33 nachgeschaut aber habe keine wirklichen dort gefunden.

      Hier ist mal meine Config:

      Code
      class CfgPatches
      {
          class JCRPG_Gefaengnis_Zaun
          {
              units[]=
              {
                  "JCRPG_Großer_Zaun",
                  "JCRPG_klein_Zaun",
                  "JCRPG_Kurve_Zaun",
                  "JCRPG_Zaun_offen"
              };
              weapons[]={};
              requiredVersion=1;
              requiredAddons[]={};
          };
      };
      class CfgVehicleClasses
      {
          class JCRPG_Zaune
          {
              displayName="[JCRPG] Zaun";
          };
      };
      class CfgSounds
      {
          class gate_sound
          {
              name = "Gate Sound";
              sound[] = {"\JCRPG_Gefaengnis_Zaun\sound\gate_sound.ogg",1,1};
              titles[] = {0,""};
          };
      };
      class CfgVehicles {
          class House;
          class House_F:House
          {
              class AnimationSources;
          };
          class JCRPG_Großer_Zaun: House_F
          {
              model="JCRPG_Gefaengnis_Zaun\fence_large";
              scope=2;
              displayName="[JCRPG] Langer Zaun";
              vehicleClass="JCRPG_Zaune";
              picture="\JCRPG_Gefaengnis_Zaun\Icons\long_2.paa";
              Icon="\JCRPG_Gefaengnis_Zaun\Icons\long.paa";
              armor=999999;
              mapSize=1;
              cost=0;
          };
      ..............
      Alles anzeigen

      Mfg

      AmaZiinG

    • Malden - erste Impressionen

      • AmaZiinG
      • 2. Juni 2017 um 11:28
      Zitat von Stig

      Die Apex Objekte sind ab dem nächsten Update nicht mehr an das DLC gebunden und Malden wird gratis.

      Als ob =O

    • Spielerinteraktionsmenü bearbeiten

      • AmaZiinG
      • 1. Juni 2017 um 17:24

      Actionkeyhandler

    • Flints Mod Packages

      • AmaZiinG
      • 31. Mai 2017 um 08:00
      Zitat von Flintbeker

      Um das mit meiner Handynummer aufzuklären: Das ist meine "Geschäftliche" Nummer. Ich habe dazu eine Private die ich nicht veröffentlichte.

      Und ein weiteres:

      Da ich Geschäftsführer einer anderen Firma bin wurde ich vom Amtsgericht Kiel eingeschätzt und bin seither voll Geschäftsfähig. Da der Domain über mich registriert ist sowie der Webspace auf einem meiner Server liegt habe ich die Daten wahrheitsgemäß ausgefüllt.

      Wie sieht es eigentlich Steuerlich aus ?

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