Kann ich dir nur ans Herz legen: NextGeneration-Life.de
Beiträge von KWKBlack
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ich habe es getestet das geht nicht so wie es gehen soll
die fahrzeuge werden nicht gestoppt dadurch die können weiter fahrenwer es gefixt hat der kann ja gerne hier schreiben was er gemacht hat das es auch funktioniert
Schließe mich dem an
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Hey,
Mal ne Kurze Frage,
Wenn ich nun auf Basis von Altis Vanilla, eine Map für einen Altis Life Server gestalte, ist diese Copyright Geschützt?Ohne Scripts usw. Dreht sich um die Reine Gestaltung der Map.
MFG
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Willst du später mal auf unseren TS kommen? Dann kannst du dir das mal anschauen.
Wäre ne Möglichkeit
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steht doch sogar "might be localized" - außerdem hast du bei Maverick Support, also dahin wenden wenns Probleme gibt!
Nett Danke
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Hi,ich hatte mal die DLL's aus dem Lexikon Eintrag heruntergeladen und eingefügt und .NET Framework installiert.
Komisch,
Kann leider nur schwer helfen ohne selbst davor zu sitzen.
Sry -
Hey,
Hatte vor einiger zeit das gleiche Problem.
Schau mal ob du alle DLL's hast und wichtig: microsoft redistributable muss installiert sein.
Damit war mein Problem damals Solved.
MFG
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Guten Tag Zusammen,
Habe mir vorhin die Introcam von Maverick gekauft. Nun ein Problem:
In der Installationsdatei steht folgendes:
Code
Alles anzeigenOpen the file “<missionfile>\core\init.sqf” and replace the following line (String might be serialized) 0 cutText["Setting up client, please wait...","BLACK FADED"]; with [] call mav_introcam_fnc_startCinematicCam; [0, "Setting up client, please wait"] call mav_introcam_fnc_updateCinematicStatus; Replace the following line (String might be serialized) 0 cutText["Finishing client setup procedure","BLACK FADED"]; with [1, "PRESS SPACE TO CONTINUE"] call mav_introcam_fnc_updateCinematicStatus; waitUntil {mav_introcam_continue}; Replace the following line (String might be serialized) 0 cutText["Waiting for server to be ready","BLACK FADED"]; with [0, "Waiting for server to be ready"] call mav_introcam_fnc_updateCinematicStatus; You can now save and close this file.
Die genannten Zeilen Existieren aber in der [lexicon]Tanoa[/lexicon] Life 5.0.0er nicht.
Die init.sqf sieht so aus:
Code
Alles anzeigen#include "..\script_macros.hpp" /* File: init.sqf Author: Bryan "Tonic" Boardwine Description: Master client initialization file */ private ["_handle","_timeStamp","_server_isReady","_extDB_notLoaded"]; life_firstSpawn = true; life_session_completed = false; 0 cutText[localize "STR_Init_ClientSetup","BLACK FADED"]; 0 cutFadeOut 9999999; _timeStamp = diag_tickTime; diag_log "----------------------------------------------------------------------------------------------------"; diag_log "--------------------------------- Starting Altis Life Client Init ----------------------------------"; diag_log "------------------------------------------ Version 5.0.0 -------------------------------------------"; diag_log "----------------------------------------------------------------------------------------------------"; waitUntil {!isNull player && player == player}; //Wait till the player is ready [] call compile preprocessFileLineNumbers "core\clientValidator.sqf"; enableSentences false; //Setup initial client core functions diag_log "::Life Client:: Initialization Variables"; [] call compile preprocessFileLineNumbers "core\configuration.sqf"; diag_log "::Life Client:: Variables initialized"; diag_log "::Life Client:: Setting up Eventhandlers"; [] call life_fnc_setupEVH; diag_log "::Life Client:: Eventhandlers completed"; diag_log "::Life Client:: Setting up user actions"; [] call life_fnc_setupActions; diag_log "::Life Client:: User actions completed"; diag_log "::Life Client:: Waiting for server functions to transfer.."; waitUntil {(!isNil "TON_fnc_clientGangLeader")}; diag_log "::Life Client:: Received server functions."; 0 cutText [localize "STR_Init_ServerReady","BLACK FADED"]; 0 cutFadeOut 99999999; diag_log "::Life Client:: Waiting for the server to be ready.."; waitUntil{!isNil "life_HC_isActive"}; if (life_HC_isActive) then { waitUntil{!isNil "life_HC_server_isReady" && !isNil "life_HC_server_extDB_notLoaded"}; _server_isReady = life_HC_server_isReady; _extDB_notLoaded = life_HC_server_extDB_notLoaded; } else { waitUntil{!isNil "life_server_isReady" && !isNil "life_server_extDB_notLoaded"}; _server_isReady = life_server_isReady; _extDB_notLoaded = life_server_extDB_notLoaded; }; waitUntil{_server_isReady}; if (_extDB_notLoaded isEqualType []) exitWith { diag_log (_extDB_notLoaded select 1); 999999 cutText [localize "STR_Init_ExtdbFail","BLACK FADED"]; 999999 cutFadeOut 99999999; }; [] call SOCK_fnc_dataQuery; waitUntil {life_session_completed}; 0 cutText[localize "STR_Init_ClientFinish","BLACK FADED"]; 0 cutFadeOut 9999999; //diag_log "::Life Client:: Group Base Execution"; [] spawn life_fnc_escInterupt; //Set bank amount for new players switch (playerSide) do { case west: { life_paycheck = LIFE_SETTINGS(getNumber,"paycheck_cop"); }; case civilian: { life_paycheck = LIFE_SETTINGS(getNumber,"paycheck_civ"); }; case independent: { life_paycheck = LIFE_SETTINGS(getNumber,"paycheck_med"); }; }; switch (playerSide) do { case west: { _handle = [] spawn life_fnc_initCop; waitUntil {scriptDone _handle}; }; case civilian: { //Initialize Civilian Settings _handle = [] spawn life_fnc_initCiv; waitUntil {scriptDone _handle}; }; case independent: { //Initialize Medics and blah _handle = [] spawn life_fnc_initMedic; waitUntil {scriptDone _handle}; }; }; player setVariable ["restrained",false,true]; player setVariable ["Escorting",false,true]; player setVariable ["transporting",false,true]; player setVariable ["playerSurrender",false,true]; diag_log "Past Settings Init"; [] execFSM "core\fsm\client.fsm"; diag_log "Executing client.fsm"; waitUntil {!(isNull (findDisplay 46))}; diag_log "Display 46 Found"; (findDisplay 46) displayAddEventHandler ["KeyDown", "_this call life_fnc_keyHandler"]; player addRating 99999999; [player,life_settings_enableSidechannel,playerSide] remoteExecCall ["TON_fnc_manageSC",RSERV]; 0 cutText ["","BLACK IN"]; [] call life_fnc_hudSetup; /* Set up frame-by-frame handlers */ LIFE_ID_PlayerTags = ["LIFE_PlayerTags","onEachFrame","life_fnc_playerTags"] call BIS_fnc_addStackedEventHandler; LIFE_ID_RevealObjects = ["LIFE_RevealObjects","onEachFrame","life_fnc_revealObjects"] call BIS_fnc_addStackedEventHandler; player setVariable ["steam64ID",getPlayerUID player]; player setVariable ["realname",profileName,true]; life_fnc_moveIn = compileFinal " life_disable_getIn = false; player moveInCargo (_this select 0); life_disable_getOut = true; "; life_fnc_RequestClientId = player; publicVariableServer "life_fnc_RequestClientId"; //Variable OwnerID for HeadlessClient [] spawn life_fnc_survival; [] spawn { for "_i" from 0 to 1 step 0 do { waitUntil{(!isNull (findDisplay 49)) && (!isNull (findDisplay 602))}; // Check if Inventory and ESC dialogs are open (findDisplay 49) closeDisplay 2; // Close ESC dialog (findDisplay 602) closeDisplay 2; // Close Inventory dialog }; }; CONSTVAR(life_paycheck); //Make the paycheck static. if (LIFE_SETTINGS(getNumber,"enable_fatigue") isEqualTo 0) then {player enableFatigue false;}; if (LIFE_SETTINGS(getNumber,"pump_service") isEqualTo 1) then { [] execVM "core\fn_setupStationService.sqf"; }; /* https://feedback.bistudio.com/T117205 - disableChannels settings cease to work when leaving/rejoining mission Universal workaround for usage in a preInit function. - AgentRev Remove if Bohemia actually fixes the issue. */ { _x params [["_chan",-1,[0]], ["_noText","false",[""]], ["_noVoice","false",[""]]]; _noText = [false,true] select ((["false","true"] find toLower _noText) max 0); _noVoice = [false,true] select ((["false","true"] find toLower _noVoice) max 0); _chan enableChannel [!_noText, !_noVoice]; } forEach getArray (missionConfigFile >> "disableChannels"); if (life_HC_isActive) then { [getPlayerUID player,player getVariable ["realname",name player]] remoteExec ["HC_fnc_wantedProfUpdate",HC_Life]; } else { [getPlayerUID player,player getVariable ["realname",name player]] remoteExec ["life_fnc_wantedProfUpdate",RSERV]; }; life_hideoutBuildings = []; { private _building = nearestBuilding getMarkerPos _x; life_hideoutBuildings pushBack _building; false } count ["gang_area_1","gang_area_2","gang_area_3"]; diag_log "----------------------------------------------------------------------------------------------------"; diag_log format [" End of Altis Life Client Init :: Total Execution Time %1 seconds ",(diag_tickTime) - _timeStamp]; diag_log "----------------------------------------------------------------------------------------------------";
Meine Frage: Welche Zeilen muss ich nun ersetzten.Ich hoffe mir kann einer Helfen.
MFG
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hallo schau dir das mal an vllt bringt dir das hier weiter
Hey Danke!
Habe Inzwischen eine Lösung gefunden. Habe einfach eine Config_Weapons von einer Anderen Version genommen wo es wunderbar funktioniert und auch ohne fehler.Dennoch vielen dank
MFG
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{ "SMG_02_ACO_F", "", 30000, -1, {"life_coplevel", "SCALAR", 2 } },
Besagt doch eindeutig, das wenn das life_coplevel größer als 2 ist, kann man die Waffen kaufen.
Hat bei mir nur nie Funktioniert
Ich Prüf das nochmal.Aber dennoch schonmal danke für die Antort!
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Guten Abend zusammen,
Ich habe ein Kleines Problem.
Vorab: Ich benutze die Version 5.0 [lexicon]Tanoa[/lexicon] LifeNun Zu meiner Frage.
Wo kann ich in der Config_weapons.hpp definieren mit welchem Coplevel man welche waffe kaufen kann?
So Sieht die Datei aus:
Code
Alles anzeigen/* * Format: * level: ARRAY (This is for limiting items to certain things) * 0: Variable to read from * 1: Variable Value Type (SCALAR / BOOL / EQUAL) * 2: What to compare to (-1 = Check Disabled) * 3: Custom exit message (Optional) * * items: { Classname, Itemname, BuyPrice, SellPrice } * * Itemname only needs to be filled if you want to rename the original object name. * * Weapon classnames can be found here: https://community.bistudio.com/wiki/Arma_3_CfgWeapons_Weapons * Item classnames can be found here: https://community.bistudio.com/wiki/Arma_3_CfgWeapons_Items * */ class WeaponShops { //Armory Shops class gun { name = "Billy Joe's Firearms"; side = "civ"; license = "gun"; level[] = { "", "", -1, "" }; items[] = { { "hgun_Rook40_F", "", 6500, 500, { "", "", -1 } }, { "hgun_Pistol_heavy_02_F", "", 9850, -1, { "", "", -1 } }, { "hgun_ACPC2_F", "", 11500, -1, { "", "", -1 } }, { "hgun_PDW2000_F", "", 20000, -1, { "", "", -1 } }, { "hgun_P07_khk_F", "", 21000, -1, { "", "", -1 } }, //Apex DLC { "hgun_Pistol_01_F", "", 20000, -1, { "", "", -1 } }, //Apex DLC { "SMG_05_F", "", 180000, -1, { "", "", -1 } } //Apex DLC }; mags[] = { { "16Rnd_9x21_Mag", "", 25, 100, { "", "", -1 } }, { "6Rnd_45ACP_Cylinder", "", 50, 100, { "", "", -1 } }, { "9Rnd_45ACP_Mag", "", 45, 100, { "", "", -1 } }, { "30Rnd_9x21_Mag", "", 75, 100, { "", "", -1 } }, { "30Rnd_9x21_Mag_SMG_02", "", 75, 100, { "", "", -1 } }, //Apex DLC { "10Rnd_9x21_Mag", "", 75, 100, { "", "", -1 } } //Apex DLC - Had to guess this. Not referenced anywhere }; accs[] = { { "optic_ACO_grn_smg", "", 2500, 100, { "", "", -1 } } }; }; class rebel { name = "Mohammed's Jihadi Shop"; side = "civ"; license = "rebel"; level[] = { "", "", -1, "" }; items[] = { { "arifle_TRG20_F", "", 25000, 2500, { "", "", -1 } }, { "arifle_Katiba_F", "", 30000, 5000, { "", "", -1 } }, { "srifle_DMR_01_F", "", 50000, -1, { "", "", -1 } }, { "arifle_SDAR_F", "", 20000, 7500, { "", "", -1 } }, { "arifle_AK12_F", "", 22000, 7500, { "", "", -1 } }, //Apex DLC { "arifle_AKS_F", "", 22000, 7500, { "", "", -1 } }, //Apex DLC { "arifle_AKM_F", "", 22000, 7500, { "", "", -1 } }, //Apex DLC { "arifle_ARX_blk_F", "", 22000, 7500, { "", "", -1 } }, //Apex DLC { "arifle_SPAR_01_blk_F", "", 33000, 7500, { "", "", -1 } }, //Apex DLC { "arifle_CTAR_blk_F", "", 30000, 5000, { "", "", -1 } } //Apex DLC }; mags[] = { { "30Rnd_556x45_Stanag", "", 300, 100, { "", "", -1 } }, { "30Rnd_762x39_Mag_F", "", 300, 100, { "", "", -1 } }, { "30Rnd_545x39_Mag_F", "", 300, 100, { "", "", -1 } }, //Apex DLC { "30Rnd_65x39_caseless_green", "", 275, 100, { "", "", -1 } }, { "10Rnd_762x54_Mag", "", 500, 100, { "", "", -1 } }, { "20Rnd_556x45_UW_mag", "", 125, 100, { "", "", -1 } }, { "30Rnd_580x42_Mag_F", "", 125, 100, { "", "", -1 } } //Apex DLC }; accs[] = { { "optic_ACO_grn", "", 3500, 100, { "", "", -1 } }, { "optic_Holosight", "", 3600, 100, { "", "", -1 } }, { "optic_Hamr", "", 7500, 100, { "", "", -1 } }, { "acc_flashlight", "", 1000, 100, { "", "", -1 } } }; }; class gang { name = "Hideout Armament"; side = "civ"; license = ""; level[] = { "", "", -1, "" }; items[] = { { "hgun_Rook40_F", "", 1500, 500, { "", "", -1 } }, { "hgun_Pistol_heavy_02_F", "", 2500, -1, { "", "", -1 } }, { "hgun_ACPC2_F", "", 4500, -1, { "", "", -1 } }, { "hgun_PDW2000_F", "", 9500, -1, { "", "", -1 } } }; mags[] = { { "16Rnd_9x21_Mag", "", 25, 100, { "", "", -1 } }, { "6Rnd_45ACP_Cylinder", "", 50, 100, { "", "", -1 } }, { "9Rnd_45ACP_Mag", "", 45, 100, { "", "", -1 } }, { "30Rnd_9x21_Mag", "", 75, 100, { "", "", -1 } } }; accs[] = { { "optic_ACO_grn_smg", "", 950, 100, { "", "", -1 } } }; }; //Basic Shops class genstore { name = "Altis General Store"; side = "civ"; license = ""; level[] = { "", "", -1, "" }; items[] = { { "Binocular", "", 150, -1, { "", "", -1 } }, { "ItemGPS", "", 100, 45, { "", "", -1 } }, { "ItemMap", "", 50, 35, { "", "", -1 } }, { "ItemCompass", "", 50, 25, { "", "", -1 } }, { "ItemWatch", "", 50, -1, { "", "", -1 } }, { "FirstAidKit", "", 150, 65, { "", "", -1 } }, { "NVGoggles", "", 2000, 980, { "", "", -1 } }, { "Chemlight_red", "", 300, -1, { "", "", -1 } }, { "Chemlight_yellow", "", 300, 50, { "", "", -1 } }, { "Chemlight_green", "", 300, 50, { "", "", -1 } }, { "Chemlight_blue", "", 300, 50, { "", "", -1 } } }; mags[] = {}; accs[] = {}; }; class f_station_store { name = "Altis Fuel Station Store"; side = ""; license = ""; level[] = { "", "", -1, "" }; items[] = { { "Binocular", "", 750, -1, { "", "", -1 } }, { "ItemGPS", "", 500, 45, { "", "", -1 } }, { "ItemMap", "", 250, 35, { "", "", -1 } }, { "ItemCompass", "", 250, 25, { "", "", -1 } }, { "ItemWatch", "", 250, -1, { "", "", -1 } }, { "FirstAidKit", "", 750, 65, { "", "", -1 } }, { "NVGoggles", "", 10000, 980, { "", "", -1 } }, { "Chemlight_red", "", 1500, -1, { "", "", -1 } }, { "Chemlight_yellow", "", 1500, 50, { "", "", -1 } }, { "Chemlight_green", "", 1500, 50, { "", "", -1 } }, { "Chemlight_blue", "", 1500, 50, { "", "", -1 } } }; mags[] = {}; accs[] = {}; }; //Cop Shops class cop_basic { name = "Altis Cop Shop"; side = "cop"; license = ""; level[] = { "", "", -1, "" }; items[] = { { "Binocular", "", 150, -1, { "", "", -1 } }, { "ItemGPS", "", 100, 45, { "", "", -1 } }, { "FirstAidKit", "", 150, 65, { "", "", -1 } }, { "NVGoggles", "", 2000, 980, { "", "", -1 } }, { "HandGrenade_Stone", "Flashbang", 1700, -1, { "", "", -1 } }, { "hgun_P07_snds_F", "Stun Pistol", 2000, 650, { "", "", -1 } }, { "arifle_sdar_F", "Taser Rifle", 20000, 7500, { "", "", -1 } }, { "hgun_P07_F", "", 7500, 1500, { "", "", -1 } }, { "SMG_02_ACO_F", "", 30000, -1, {"life_coplevel", "SCALAR", 2 } }, { "arifle_MX_F", "", 35000, 7500, {"life_coplevel", "SCALAR", 2 } }, { "hgun_ACPC2_F", "", 17500, -1, {"life_coplevel", "SCALAR", 3 } }, { "arifle_MXC_F", "", 30000, 5000, {"life_coplevel", "SCALAR", 3 } }, // Snipers { "srifle_DMR_07_blk_F", "", 32000, 5000, {"life_coplevel", "SCALAR", 3 } } //Apex DLC }; mags[] = { { "16Rnd_9x21_Mag", "", 25, 100, { "", "", -1 } }, { "20Rnd_556x45_UW_mag", "Taser Rifle Magazine", 45, 100, { "", "", -1 } }, { "30Rnd_65x39_caseless_mag", "", 130, 100, { "", "", -1 } }, { "30Rnd_9x21_Mag", "", 250, 100, {"life_coplevel", "SCALAR", 2 } }, { "9Rnd_45ACP_Mag", "", 200, 100, {"life_coplevel", "SCALAR", 3 } }, { "20Rnd_650x39_Cased_Mag_F", "", 200, 100, {"life_coplevel", "SCALAR", 3 } } //Apex DLC }; accs[] = { { "muzzle_snds_L", "", 650, 100, { "", "", -1 } }, { "acc_flashlight", "", 750, 100, {"life_coplevel", "SCALAR", 2 } }, { "optic_Holosight", "", 1200, 100, {"life_coplevel", "SCALAR", 2 } }, { "optic_Arco", "", 2500, 100, {"life_coplevel", "SCALAR", 2 } }, { "muzzle_snds_H", "", 2750, 100, {"life_coplevel", "SCALAR", 2 } }, { "optic_MRD", "", 2750, 100, {"life_coplevel", "SCALAR", 2 } } }; }; //Medic Shops class med_basic { name = "store"; side = "med"; license = ""; level[] = { "", "", -1, "" }; items[] = { { "ItemGPS", "", 100, 45, { "", "", -1 } }, { "Binocular", "", 150, -1, { "", "", -1 } }, { "FirstAidKit", "", 150, 65, { "", "", -1 } }, { "NVGoggles", "", 1200, 980, { "", "", -1 } } }; mags[] = {}; accs[] = {}; }; };
Wäre für Hilfe sehr dankbar da ich nun schon seit stunden rumprobiere.
MFG