Die MBG Buildings habe ich.
Beiträge von AmaZiinG
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P:\Jackson_County
C:\Users\AmaZiinG\Desktop\@MAP TEST\addons -
An sich habe ich es mit der HIlfe von YouTube
Da wäre jetzt meine Frage, wie kann ich BIKeys und BISIGN Datein erstellen ?
erstmal die System 32 löschen.. wenn man sowat schon nicht hinbekommt, lass es direkt..
lol
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Ich glaube du kannst keine models von Cinema 4D in den Objekt Builder importieren
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Gibt es schon
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Hey Leute,
ich habe die MBG_Cinderwall_5 auf meiner Map gesetzt. Im Terrain Builder sehen die Mauern so aus:
Wenn ich die Map gepackt habe sieht es ingame so aus:
Hat jemand eine Idee wie man das fixen kann ?Mfg
AmaZiinG -
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Angenommen ich lasse diesen Script weg.
Dann habe ich die AAN News an sich auch, aber ohne Schrift und beim Scrollen kommt nur ein . und ein Bankautomat.
Weiß jemand wie man dies behebt ?Hinweis:
In der Version 4.4r3 ist dieses Script bereits eingebaut! Falls ihr diese Version nutzt, sind nur die mit * markierten Punkte notwendig! Außerdem müssen in dieser Version die Dateien nur abgeändert und nicht erstellt werden! (Inhalt kann 1:1 übernommen werden) -
stringtable.xml einfach mal suchen
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Config_vItems.hpp
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RPT-Logs
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Einmal alle Player aus der Datenbank löschen mit diesen code:
SQLUPDATE `players` SET `cop_licenses` = replace(cop_licenses, '``', '`'), `civ_licenses` = replace(civ_licenses, '``', '`'), `med_licenses` = replace(med_licenses, '``', '`'), `aliases` = replace(aliases, '``', '`'), `cop_gear` = replace(cop_gear, '``', '`'), `civ_gear` = replace(civ_gear, '``', '`'), `med_gear` = replace(med_gear, '``', '`') WHERE `aliases` LIKE '"[``%'
Einfach wieder code ersetzten
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Alles anzeigen/* File: fn_mresToArray.sqf Author: Bryan "Tonic" Boardwine"; Description: Acts as a mres (MySQL Real Escape) for arrays so they can be properly inserted into the database without causing any problems. The return method is 'hacky' but it's effective. */ private["_array"]; _array = [_this,0,"",[""]] call BIS_fnc_param; if (_array isEqualTo "") exitWith {[]}; _array = toArray(_array); for "_i" from 0 to (count _array)-1 do { _sel = _array select _i; if (_sel == 96) then { _array set[_i,39]; }; }; _array = toString(_array); _array = call compile format["%1", _array]; _array;
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Alles anzeigen/* File: fn_mresString.sqf Author: Bryan "Tonic" Boardwine Description: Makes the string safe to be passed to MySQL (strips various stuff). */ private["_string","_filter"]; _string = [_this,0,"",[""]] call BIS_fnc_param; _filter = "'/\`:|;,{}-""<>"; _string = toArray _string; //Blow it up to an array _filter = toArray _filter; //Blow it up to an array { if (_x in _filter) then { _string deleteAt _forEachIndex; }; } forEach _string; toString _string;
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Ersetzt die Codes:
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Alles anzeigen/* ##################### DYNAMIC MARKET SCRIPT ##################### ### AUTHOR: RYAN TT. ### ### STEAM: www.steamcommunity.com/id/ryanthett ### ### ### ### DISCLAIMER: THIS SCRIPT CAN BE USED ON EVERY SERVER ONLY ### ### WITH THIS HEADER / NOTIFICATION ### ################################################################# */ _tempArrayHolder = DYNMARKET_Items_CurrentPriceArr; { _itemName = _x select 0; _itemLastPrice = _x select 1; _itemAmountSold = _x select 2; _itemPricePerUnit = 0; _itemPriceMin = 0; _itemPriceMax = 0; _itemGroupName = ""; _itemFactorOfGroup = 0; _exit = false; if (_itemAmountSold>0) then { { if (!_exit) then { _GROUParray = _x; _itemGroupName = _GROUParray select 0; _GROUPITEMSarray = _GROUParray select 1; _itemFactorOfGroup = _GROUParray select 2; { _ITEMSarray = _x; _curITEMname = _ITEMSarray select 0; _curITEMpriceperunit = _ITEMSarray select 1; _curITEMmin = _ITEMSarray select 2; _curITEMmax = _ITEMSarray select 3; if (_curITEMname==_itemName) then { _exit = true; _itemPricePerUnit = _curITEMpriceperunit; _itemPriceMin = _curITEMmin; _itemPriceMax = _curITEMmax; }; } forEach _GROUPITEMSarray; }; } forEach DYNMARKET_Items_Groups; //ADJUST THE PRICES { _GROUParray = _x; _GROUPNAME = _GROUParray select 0; _GROUPITEMSarray = _GROUParray select 1; if (_itemGroupName==_GROUPNAME) then { { _ITEMSarray = _x; _curITEMname = _ITEMSarray select 0; _curITEMpriceperunit = _ITEMSarray select 1; _curITEMmin = _ITEMSarray select 2; _curITEMmax = _ITEMSarray select 3; if (_curITEMname==_itemName) then { // Chercher l'ancien prix. _curItemOldPrice = 0; { _curItemName2 = _x select 0; _curItemPrice2 = _x select 1; _curItemAmountSold2 = _x select 2; if (_curItemName2==_curITEMname) then { _curItemOldPrice = _curItemPrice2; }; } forEach DYNMARKET_Items_CurrentPriceArr; // Calculer le nouveau prix. _NEWPRICE = _curItemOldPrice-(_itemAmountSold*(_curItemOldPrice/2000)*_itemFactorOfGroup); if (_NEWPRICE<_curITEMmin) then {_NEWPRICE=_curITEMmin}; if (_NEWPRICE>_curITEMmax) then {_NEWPRICE=_curITEMmax}; _index = -1; { _index = _index + 1; _curItemName3 = _x select 0; _curItemPrice3 = _x select 1; _curItemAmountSold3 = _x select 2; if (_curItemName3==_curITEMname) then { DYNMARKET_Items_CurrentPriceArr set [_index,[_curITEMname,_NEWPRICE,0]]; }; } forEach DYNMARKET_Items_CurrentPriceArr; } else { // Calcule du nouveau prix. _index = -1; { _index = _index + 1; _curItemName3 = _x select 0; _curItemPrice3 = _x select 1; _curItemAmountSold3 = _x select 2; if (_curItemName3==_curITEMname) then { _NEWPRICE = _curItemPrice3+(_itemAmountSold*(_curItemPrice3/1000)*_itemFactorOfGroup); if (_NEWPRICE<_curITEMmin) then {_NEWPRICE=_curITEMmin}; if (_NEWPRICE>_curITEMmax) then {_NEWPRICE=_curITEMmax}; DYNMARKET_Items_CurrentPriceArr set [_index,[_curITEMname,_NEWPRICE,_curItemAmountSold3]]; }; } forEach DYNMARKET_Items_CurrentPriceArr; }; } forEach _GROUPITEMSarray; }; } forEach DYNMARKET_Items_Groups; }; } forEach DYNMARKET_Items_CurrentPriceArr; DYNMARKET_Items_CurrentPriceArr = _tempArrayHolder; [1,DYNMARKET_Items_CurrentPriceArr] remoteExec ["life_fnc_update",0]; // Translate to sell_array { _itemName = _x select 0; _itemNewPrice = _x select 1; _index = -1; { _index = _index + 1; _curItemName = _x select 0; if (_curItemName==_itemName) then { DYNMARKET_sellarraycopy set [_index,[_itemName,_itemNewPrice]]; }; } forEach DYNMARKET_sellarraycopy; } forEach DYNMARKET_Items_CurrentPriceArr; [1,DYNMARKET_sellarraycopy] remoteExec ["life_fnc_update",0];
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Alles anzeigen/* ##################### DYNAMIC MARKET SCRIPT ##################### ### AUTHOR: RYAN TT. ### ### STEAM: www.steamcommunity.com/id/ryanthett ### ### ### ### DISCLAIMER: THIS SCRIPT CAN BE USED ON EVERY SERVER ONLY ### ### WITH THIS HEADER / NOTIFICATION ### ################################################################# */ // Appel de la base de données et mettre à jour les prix dedans. while {true} do { sleep (DYNMARKET_PriceUpdateInterval*60); [0] remoteExec ["life_fnc_update",0]; sleep 5; [] spawn TON_fnc_calculatePrices; DYNMARKET_UpdateCount = DYNMARKET_UpdateCount + 1; if ((DYNMARKET_UpdateCount==DYNMARKET_CreateBackupInterval)&&DYNMARKET_CreateBackups) then { [] spawn { DYNMARKET_UpdateCount = 0; [0] call TON_fnc_HandleDB; }; }; };
Schau bitte nach ob du diese codes in deine romteExec eingeschrieben hast
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Einmal bitte die fn_calculatePrices.sqf und die fn_sleeper.sqf
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Und wollte noch fragen, ob du es selber erfolgreich testen konntest. Bei mir und vielen anderen, teleportiert man sich immer wieder in de Heli zurück.
Hatte das Script auf meinen Server früher. Es funktioniert eigentlich ohne Probleme.
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Author: [STELS]Zealot
1. Erstellt eine SQF namens zlt_fastrope und schreibt folgendes rein:
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Alles anzeigen/* v1g Fast Rope by [STELS]Zealot */ #define MAX_SPEED_WHILE_FASTROPING 10 #define MAX_SPEED_ROPES_AVAIL 20 #define STR_TOSS_ROPES "Toss Ropes" #define STR_FAST_ROPE "Fast Rope (Press Space)" #define STR_CUT_ROPES "Cut Ropes" if (isdedicated) exitwith {}; waituntil {player == player}; zlt_rope_ropes = []; zlt_mutexAction = false; zlt_rope_helis = ["O_Heli_Light_02_unarmed_F","O_Heli_Light_02_F","B_Heli_Transport_01_F","B_Heli_Transport_01_camo_F","O_Heli_Attack_02_F","O_Heli_Attack_02_black_F","I_Heli_Transport_02_F","B_Heli_Light_01_F"]; zlt_rope_helidata = [ [ ["O_Heli_Light_02_unarmed_F", "O_Heli_Light_02_F"], [1.35,1.35,-24.95], [-1.45,1.35,-24.95] ], [ ["B_Heli_Transport_01_F", "B_Heli_Transport_01_camo_F"], [-1.11,2.5,-24.7], [1.11,2.5,-24.7] ], [ ["O_Heli_Attack_02_F", "O_Heli_Attack_02_black_F"], [1.3,1.3,-25], [-1.3,1.3,-25] ], [ ["I_Heli_Transport_02_F"], [0,-5,-26], [] ], [ ["B_Heli_Light_01_F"], [0.6,0.5,-25.9], [-0.8,0.5,-25.9] ] ]; zlt_fnc_tossropes = { private ["_heli","_ropes","_oropes","_rope"]; _heli = _this; _ropes = []; _oropes = _heli getvariable ["zlt_ropes",[]]; if (count _oropes != 0 ) exitwith {}; _i = 0; { if ((typeof _heli) in (_x select 0)) exitwith { _ropes = _ropes + [_x select 1]; if ( count (_x select 2) !=0 ) then { _ropes = _ropes + [_x select 2]; }; }; _i = _i +1; } foreach zlt_rope_helidata; sleep random 0.3; if ( count (_heli getvariable ["zlt_ropes",[]]) != 0 ) exitwith { zlt_mutexAction = false; }; //_heli animateDoor ['door_R', 1]; //_heli animateDoor ['door_L', 1]; { _rope = createVehicle ["land_rope_f", [0,0,0], [], 0, "CAN_COLLIDE"]; _rope setdir (getdir _heli); _rope attachto [_heli, _x]; _oropes = _oropes + [_rope]; } foreach _ropes; _heli setvariable ["zlt_ropes",_oropes,true]; _heli spawn { private ["_heli","_ropes"]; _heli = _this; while {alive _heli and count (_heli getvariable ["zlt_ropes", []]) != 0 and abs (speed _heli) < MAX_SPEED_ROPES_AVAIL } do { sleep 0.3; }; _ropes = (_heli getvariable ["zlt_ropes", []]); {deletevehicle _x} foreach _ropes; _heli setvariable ["zlt_ropes", [], true]; }; }; zlt_fnc_ropes_cond = { _veh = vehicle player; _flag = (player == driver _veh) and (_veh != player) and {(not zlt_mutexAction)} and {count (_veh getvariable ["zlt_ropes", []]) == 0} and { (typeof _veh) in zlt_rope_helis } and {alive player and alive _veh and (abs (speed _veh) < MAX_SPEED_ROPES_AVAIL ) }; _flag; }; zlt_fnc_fastropeaiunits = { private ["_heli","_grunits"]; diag_log ["zlt_fnc_fastropeaiunits", _this]; _heli = _this select 0; _grunits = _this select 1; dostop (driver _heli ); (driver _heli) setBehaviour "Careless"; (driver _heli) setCombatMode "Blue"; _heli spawn zlt_fnc_tossropes; [_heli, _grunits] spawn { private ["_units","_heli"]; sleep random 0.5; _units = _this select 1; _heli = (_this select 0); _units = _units - [player]; _units = _units - [driver _heli]; {if (!alive _x or isplayer _x or vehicle _x != _heli) then {_units = _units - [_x];}; } foreach _units; { sleep (0.5 + random 0.7); _x spawn zlt_fnc_fastropeUnit; } foreach _units; waituntil {sleep 0.5; { (getpos _x select 2) < 1 } count _units == count _units; }; sleep 10; (driver _heli) doFollow (leader group (driver _heli )); (driver _heli) setBehaviour "Aware"; (driver _heli) setCombatMode "White"; _heli call zlt_fnc_cutropes; }; }; zlt_fnc_fastrope = { diag_log ["fastrope", _this]; zlt_mutexAction = true; sleep random 0.3; if (player == leader group player) then { [vehicle player, units group player] call zlt_fnc_fastropeaiunits; }; player call zlt_fnc_fastropeUnit; zlt_mutexAction = false; }; zlt_fnc_fastropeUnit = { private ["_unit","_heli","_ropes","_rope","_zmax","_zdelta","_zc"]; _unit = _this; _heli = vehicle _unit; if (_unit == _heli) exitWith {}; _ropes = (_heli getvariable ["zlt_ropes", []]); if (count _ropes == 0) exitwith {}; _rope = _ropes call BIS_fnc_selectRandom; _zmax = 22; _zdelta = 7 / 10 ; _zc = _zmax; _unit action ["eject", _heli]; _unit switchmove "gunner_standup01"; _unit setpos [(getpos _unit select 0), (getpos _unit select 1), 0 max ((getpos _unit select 2) - 3)]; while {alive _unit and (getpos _unit select 2) > 1 and (abs (speed _heli)) < MAX_SPEED_WHILE_FASTROPING and _zc > -24} do { _unit attachTo [_rope, [0,0,_zc]]; _zc = _zc - _zdelta; sleep 0.1; }; _unit switchmove ""; detach _unit; }; zlt_fnc_cutropes = { _veh = _this; _ropes = (_veh getvariable ["zlt_ropes", []]); {deletevehicle _x} foreach _ropes; _veh setvariable ["zlt_ropes", [], true]; //_veh animateDoor ['door_R', 0]; //_veh animateDoor ['door_L', 0]; }; zlt_fnc_removeropes = { _veh = vehicle player; if (player == driver _veh) then { (vehicle player) call zlt_fnc_cutropes; }; }; zlt_fnc_createropes = { zlt_mutexAction = true; (vehicle player) call zlt_fnc_tossropes; zlt_mutexAction = false; }; player addAction["<t color='#ffff00'>"+STR_TOSS_ROPES+"</t>", zlt_fnc_createropes, [], -1, false, false, '','[] call zlt_fnc_ropes_cond']; player addAction["<t color='#ff0000'>"+STR_CUT_ROPES+"</t>", zlt_fnc_removeropes, [], 98, false, false, '','not zlt_mutexAction and count ((vehicle player) getvariable ["zlt_ropes", []]) != 0']; player addAction["<t color='#00ff00'>"+STR_FAST_ROPE+"</t>", zlt_fnc_fastrope, [], 99, false, false, '','not zlt_mutexAction and count ((vehicle player) getvariable ["zlt_ropes", []]) != 0 and player != driver vehicle player']; player addEventHandler ["Respawn", { player addAction["<t color='#ffff00'>"+STR_TOSS_ROPES+"</t>", zlt_fnc_createropes, [], -1, false, false, '','[] call zlt_fnc_ropes_cond']; player addAction["<t color='#ff0000'>"+STR_CUT_ROPES+"</t>", zlt_fnc_removeropes, [], 98, false, false, '','not zlt_mutexAction and count ((vehicle player) getvariable ["zlt_ropes", []]) != 0']; player addAction["<t color='#00ff00'>"+STR_FAST_ROPE+"</t>", zlt_fnc_fastrope, [], 99, false, false, '','not zlt_mutexAction and count ((vehicle player) getvariable ["zlt_ropes", []]) != 0 and player != driver vehicle player']; }];
und fügt sie in eurem Scripts Ordner ein, wenn ihr keinen Scripts Ordner habt herstellt einfach einen.
2. Schreibt in der Init.sqf die sich im Haupt-Verzeichnis befindet folgendes rein:
Fertig !