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

    Beiträge von Eskalation

    • Random Script laufen lassen

      • Eskalation
      • 19. November 2016 um 17:04

      @SanDiego Da gibt es bestimmt noch eine leichtere Möglichkeit oder?

      z.B. in der Init.sqf


      switch (random 2) do {
      case 0: {nul = [1] execvm "ALfallstar\alias_fallingstar_ini.sqf";}
      case 1: {null = [340,600,true,true,false] execvm "AL_dust_storm\al_duststorm.sqf";}
      case 2: {nul = [30+random 180,60,300,true,true,true] execVM "ALthunder\alias_thunderbolt.sqf"}
      }

      Jetzt müsste er zu 33% eines der 3. Scripte ausführen..
      Ich weiß bloß nicht, wie diese Wahrscheinlichkeit jede Stunde eintreten kann...

    • Random Script laufen lassen

      • Eskalation
      • 19. November 2016 um 16:35

      Sagen wir mal ich möchte in 4 Stunden ( eine Serverperiode ) das Script 4x Random laufen lassen
      Wie müsste das dann genau aussehen

    • Random Script laufen lassen

      • Eskalation
      • 19. November 2016 um 16:30

      Erstmal danke für die Antwort.

      Ja, ich hab an Sleep auch bereits gedacht, allerdings bin ich mir unsicher wo das genau hin muss.
      Wie man das mit while einfügt habe ich keinen Schimmer. Gibt´s da Beispiele? :D

    • Random Script laufen lassen

      • Eskalation
      • 19. November 2016 um 15:29

      Moisnen,

      wie kann ich ein beliebiges Script Random laufen lassen? Beispielsweise dies hier:

      Init sqf:

      Code
      //Dust Storm
      null = [340,600,false,true,false] execvm "AL_dust_storm\al_duststorm.sqf";
      Spoiler anzeigen
      Code
      if (!isServer) exitWith {};
      
      
      
      
      _direction_duststorm = _this select 0;
      _duration_duststorm= _this select 1;
      _effect_on_objects= _this select 2;
      _dust_wall= _this select 3;
      _lethal_wall= _this select 4;
      
      
      
      
      //hint str _direction_duststorm;
      
      
      
      
      al_duststorm_on = true;
      publicVariable "al_duststorm_on";
      
      
      
      
      al_foglevel= fog;
      al_rainlevel = rain;
      al_thundlevel = lightnings;
      al_windlevel = wind;
      publicVariable "al_foglevel";
      publicVariable "al_rainlevel";
      publicVariable "al_thundlevel";
      publicVariable "al_windlevel";
      /*
      al_overforecast = overcastForecast;
      publicVariable "al_overforecast";
      */
      sleep 0.1;
      
      
      
      
      [_duration_duststorm] spawn {
      x_duration_storm = _this select 0;
      sleep x_duration_storm;
      al_duststorm_on = false;
      publicVariable "al_duststorm_on";
      
      
      
      
      // restaureaza parametri vreme
      60 setFog al_foglevel;
      60 setRain al_rainlevel;
      60 setLightnings al_thundlevel;
      // 180 setOvercast al_overforecast;
      setWind [al_windlevel select 0, al_windlevel select 1, true];
      //forceWeatherChange;
      };
      
      
      
      
      [] spawn {
      while {al_duststorm_on} do {
      ["bcg_wind","playSound"] call BIS_fnc_MP;
      sleep 67;
      };
      };
      
      
      
      
      [] spawn {
      _ifog=0;
      while {_ifog <0.3} do {
      _ifog=_ifog+0.001; 0 setFog _ifog; sleep 0.01;
      };
      };
      
      
      
      
      /*
      //60 setOvercast 0.75;
      //30 setrain 0;30 setLightnings 0;
      //[[60,0.75],"setOvercast",true,true] call BIS_fnc_MP;
      [] spawn {
      if (al_overforecast < 0.75) then {
      _inc_over = al_overforecast;
      while {_inc_over <0.75} do {
      _inc_over=_inc_over+0.01;
      0 setOvercast _inc_over;
      forceWeatherChange;
      sleep 0.1;
      };
      hint "end";
      };
      };
      */
      
      
      
      
      [[[],"AL_dust_storm\alias_duststorm_effect.sqf"],"BIS_fnc_execVM",true,true] spawn BIS_fnc_MP;
      
      
      
      
      if (_dust_wall) then {
      // perete de praf
      _rand_pl = [] execVM "AL_dust_storm\alias_hunt.sqf";
      waitUntil {scriptDone _rand_pl};
      
      
      
      
      //_origine_storm = -1*_direction_duststorm;
      
      
      
      
      //_pozstorm = getpos hunt_alias;
      _rapoz = 360-_direction_duststorm;
      
      
      
      
      _xpoz= 0;
      _ypoz= 0;
      if (_rapoz>=315) then {_xpoz = 0; _ypoz = -800};
      if (_rapoz <45) then {_xpoz = 0; _ypoz = -800};
      if ((_rapoz <90) and (_rapoz >=45)) then {_xpoz = 800; _ypoz = 0};
      if ((315>_rapoz) and (_rapoz>=270)) then {_xpoz = -800; _ypoz = 0};
      if ((270>_rapoz) and (_rapoz>=225)) then {_xpoz = -800; _ypoz = 0};
      if ((225>_rapoz) and (_rapoz>=180)) then {_xpoz = 0; _ypoz = 800};
      if ((180>_rapoz) and (_rapoz>=135)) then {_xpoz = 0; _ypoz = 800};
      if ((135>_rapoz) and (_rapoz>=90)) then {_xpoz = 800; _ypoz = 0};
      
      
      
      
      //hint str _xpoz;sleep 1;hint str _ypoz;
      
      
      
      
      _pozobcj = [(getPos hunt_alias select 0) + _xpoz, (getPos hunt_alias select 1) + _ypoz, 0];
      
      
      
      
      _xadd = 0;
      _yadd = 0;
      
      
      
      
      if ((_ypoz == -800) or ((_ypoz == 800))) then {_yadd =0; _xadd = 160};
      if ((_xpoz == -800) or ((_xpoz == 800))) then {_yadd =160; _xadd = 0};
      
      
      
      
      
      
      
      _stormsource = "Land_HelipadEmpty_F" createVehicle _pozobcj;
      
      
      
      
      _stormsource_1 = "Land_HelipadEmpty_F" createVehicle [(_pozobcj select 0)-2*_xadd,(_pozobcj select 1)-2*_yadd,0];
      _stormsource_2 = "Land_HelipadEmpty_F" createVehicle [(_pozobcj select 0)-_xadd,(_pozobcj select 1)-_yadd,0];
      
      
      
      
      _stormsource_3 = "Land_HelipadEmpty_F" createVehicle [(_pozobcj select 0)+_xadd,(_pozobcj select 1)+_yadd,0];
      _stormsource_4 = "Land_HelipadEmpty_F" createVehicle [(_pozobcj select 0)+2*_xadd,(_pozobcj select 1)+2*_yadd,0];
      
      
      
      
      _stormsource_5 = "Land_HelipadEmpty_F" createVehicle [(_pozobcj select 0)-3*_xadd,(_pozobcj select 1)-3*_yadd,0];
      _stormsource_6 = "Land_HelipadEmpty_F" createVehicle [(_pozobcj select 0)+3*_xadd,(_pozobcj select 1)+3*_yadd,0];
      [_stormsource,_stormsource_1,_stormsource_2,_stormsource_3,_stormsource_4,_stormsource_5,_stormsource_6] spawn {
      private ["_xadv","_yadv","_storm","_storm_1","_storm_2","_storm_3","_storm_4","_storm_5","_storm_6"];
      _storm = _this select 0;
      _storm_1 = _this select 1;
      _storm_2 = _this select 2;
      _storm_3 = _this select 3;
      _storm_4 = _this select 4;
      _storm_5 = _this select 5;
      _storm_6 = _this select 6;
      
      
      
      
      _xadv = 0;
      _yadv = 0;
      // depl vert
      if (((getPos _storm select 1)-(getPos hunt_alias select 1)) > 0) then {
      /*_xadv = 0;*/_yadv =-5;
      } else {/*_xadv = 0;*/_yadv =5;};
      
      
      
      
      // depl oriz
      if (((getPos _storm select 0)-(getPos hunt_alias select 0)) > 0) then {
      _xadv = -5;/*_yadv =0;*/
      } else {_xadv = 5;/*_yadv =0;*/};
      //hint str _xadv;
      while {al_duststorm_on} do {
      _storm setPos [(getPos _storm select 0)+_xadv,(getPos _storm select 1)+_yadv,0];
      _storm_1 setPos [(getPos _storm_1 select 0)+_xadv,(getPos _storm_1 select 1)+_yadv,0];
      _storm_2 setPos [(getPos _storm_2 select 0)+_xadv,(getPos _storm_2 select 1)+_yadv,0];
      _storm_3 setPos [(getPos _storm_3 select 0)+_xadv,(getPos _storm_3 select 1)+_yadv,0];
      _storm_4 setPos [(getPos _storm_4 select 0)+_xadv,(getPos _storm_4 select 1)+_yadv,0];
      _storm_5 setPos [(getPos _storm_5 select 0)+_xadv,(getPos _storm_5 select 1)+_yadv,0];
      _storm_6 setPos [(getPos _storm_6 select 0)+_xadv,(getPos _storm_6 select 1)+_yadv,0];
      sleep 5;
      //hint str getPos _storm;
      };
      };
      sleep 0.1;
      [_stormsource] spawn {
      _stormsource_s = _this select 0;
      while {al_duststorm_on} do {
      [[_stormsource_s, "uragan_1"], "say3d"] call BIS_fnc_MP;
      sleep 60;
      };
      };
      // >> wall of dust distrugator
      if (_lethal_wall) then {
      [_stormsource,_stormsource_1,_stormsource_2,_stormsource_3,_stormsource_4,_stormsource_5,_stormsource_6] spawn {
      _storm = _this select 0;
      _storm_1 = _this select 1;
      _storm_2 = _this select 2;
      _storm_3 = _this select 3;
      _storm_4 = _this select 4;
      _storm_5 = _this select 5;
      _storm_6 = _this select 6;
      while {al_duststorm_on} do {
      _dir_blow_wall = wind;
      //hint str _dir_blow_wall;
      _lethal_obj = [ _storm,_storm_1,_storm_2,_storm_3,_storm_4,_storm_5,_storm_6] call BIS_fnc_selectRandom;
      _nearobjects = nearestObjects[_lethal_obj,[],50];
      {if((_x != _storm)and(_x != _storm_1)and(_x != _storm_2)and(_x != _storm_3)and(_x != _storm_4)and(_x != _storm_5)and(_x != _storm_6)) then {
      if((_x isKindOf "LandVehicle") or (_x isKindOf "Man") or (_x isKindOf "Air")) then {
      _x setvelocity [random (_dir_blow_wall select 0),random (_dir_blow_wall select 1),5+(random 15)];
      _x setdamage 0.5; sleep 0.1} else {_x setdamage 1}; sleep 0.1};
      } foreach _nearobjects;
      sleep 1;//30 + random 30;
      };
      };
      };
      // >>>>>>>>>>>>>>>>>>>>
      
      
      
      
      [[[_stormsource,_duration_duststorm],"AL_dust_storm\alias_dust_wall.sqf"],"BIS_fnc_execVM",true,true] spawn BIS_fnc_MP;
      sleep 0.1;
      [[[_stormsource_1,_duration_duststorm],"AL_dust_storm\alias_dust_wall.sqf"],"BIS_fnc_execVM",true,true] spawn BIS_fnc_MP;
      sleep 0.1;
      [[[_stormsource_2,_duration_duststorm],"AL_dust_storm\alias_dust_wall.sqf"],"BIS_fnc_execVM",true,true] spawn BIS_fnc_MP;
      sleep 0.1;
      [[[_stormsource_3,_duration_duststorm],"AL_dust_storm\alias_dust_wall.sqf"],"BIS_fnc_execVM",true,true] spawn BIS_fnc_MP;
      sleep 0.1;
      [[[_stormsource_4,_duration_duststorm],"AL_dust_storm\alias_dust_wall.sqf"],"BIS_fnc_execVM",true,true] spawn BIS_fnc_MP;
      sleep 0.1;
      [[[_stormsource_5,_duration_duststorm],"AL_dust_storm\alias_dust_wall.sqf"],"BIS_fnc_execVM",true,true] spawn BIS_fnc_MP;
      sleep 0.1;
      [[[_stormsource_6,_duration_duststorm],"AL_dust_storm\alias_dust_wall.sqf"],"BIS_fnc_execVM",true,true] spawn BIS_fnc_MP;
      };
      
      
      
      
      
      
      
      // seteaza wind storm functie de directie
      raport = 360/_direction_duststorm;
      raport = round (raport * (10 ^ 2)) / (10 ^ 2);
      
      
      
      
      if (raport >= 4) then {fctx = 1; fcty = 1;}
      else {if (raport >= 2) then {fctx = 1; fcty = -1;}
      else { if (raport >=1.33) then {fctx = -1; fcty = -1;}
      else {fctx = -1; fcty = 1;};
      };
      };
      if ((raport <= 2) and (raport >= 1.33)) then {fctx = -1; fcty = -1;};
      
      
      
      
      _unx = ((_direction_duststorm - floor (_direction_duststorm/90)*90))*fctx;
      
      
      
      
      vx = floor (_unx * 0.6);
      vy = (54 - vx)*fcty;
      
      
      
      
      // mareste incremental vantul
      inx = 0;
      iny = 0;
      
      
      
      
      incr = true;
      incrx = false;
      incry = false;
      
      
      
      
      while {incr} do {
      sleep 0.01;
      if (inx < abs vx) then {inx = inx+0.1;} else {incrx = true};
      if (iny < abs vy) then {iny = iny+0.1} else {incry = true};
      if (incrx and incry) then {incr=false};
      winx = floor (inx*fctx/2);
      winy = floor (iny*fcty/2);
      setWind [winx,winy,true];
      };
      
      
      
      
      if (_effect_on_objects) then {
      
      
      
      
      while {al_duststorm_on} do {
      sleep 1;
      _rand_pl = [] execVM "AL_dust_storm\alias_hunt.sqf";
      waitUntil {scriptDone _rand_pl};
      
      
      
      
      // interval object blow
      //sleep 1;
      sleep 60+random 120;
      al_nearobjects = nearestObjects [hunt_alias,[],50];
      ar_obj_eligibl = [];
      {if((_x isKindOf "LandVehicle") or (_x isKindOf "Man") or (_x isKindOf "Air") or (_x isKindOf "Wreck")) then
      {ar_obj_eligibl pushBack _x;};
      } foreach al_nearobjects;
      sleep 1;
      // alege obiect
      _blowobj= ar_obj_eligibl call BIS_fnc_selectRandom;
      
      
      
      
      //durata_rafala = 1+random 5; sleep 30+random 120;
      sleep 1;
      [] spawn {
      _rafale = ["rafala_1","sandstorm","rafala_4_dr","rafala_5_st"] call BIS_fnc_selectRandom;
      [_rafale,"playSound"] call BIS_fnc_MP;
      //hint str _rafale;
      };
      if (!isNull _blowobj) then {
      _xblow = 0.1+random 5;
      _yblow = 0.1+random 5;
      // creste viteza incremental
      _xx=0;
      _yy=0;
      while {(_xx< _xblow) or (_yy< _yblow)} do {
      _blowobj setvelocity [_xx*fctx,_yy*fcty,random -1];
      _xx = _xx + 0.01;
      _yy = _yy + 0.01;
      sleep 0.001;
      };
      };
      };
      };
      
      
      
      
      while {al_duststorm_on} do {
      _rafale = ["rafala_1","sandstorm","rafala_4_dr","rafala_5_st"] call BIS_fnc_selectRandom;
      [_rafale,"playSound"] call BIS_fnc_MP;
      sleep 60+random 120;
      };
      
      
      
      
      //deleteVehicle _stormsource;deleteVehicle _stormsource_1;deleteVehicle _stormsource_2;deleteVehicle _stormsource_3;deleteVehicle _stormsource_4;deleteVehicle _stormsource_5;deleteVehicle _stormsource_6;
      Alles anzeigen

      Bei jedem restart führt der Server das Script automatisch aus. Kann ich es so umändern, dass es total random ist, wann das ausgeführt wird?

      MfG

    • [TUTORIAL] Farbeffekt

      • Eskalation
      • 19. November 2016 um 10:56

      Hier nochmal so

      EDIT: Neuer Upload ohne Wetter!

      Bilder

      • Bild.jpg
        • 1,77 MB
        • 1.920 × 1.080
        • 419
    • [TUTORIAL] Farbeffekt

      • Eskalation
      • 19. November 2016 um 10:41

      Hier hast Du welche..

      Aber ist ein bisschen hell für meinen Geschmack cookie Aber das kann man ja selber anpassen ;)
      Ansonsten :thumbup:

      Bilder

      • 20161119103932_1.jpg
        • 534,39 kB
        • 1.920 × 1.080
        • 506
      • 20161119103822_1.jpg
        • 967,03 kB
        • 1.920 × 1.080
        • 520
    • ATM GUI

      • Eskalation
      • 19. November 2016 um 01:11

      Sehr gerne!
      Kannst mich ja im Steam adden oder mir hier per Nachricht eine Zeit vorschlagen.

    • ATM GUI

      • Eskalation
      • 19. November 2016 um 00:59
      Zitat von Brizi01

      Probier ma des

      Code
      class Life_atm_management {
       idd = 2700;
       name= "life_atm_menu";
       movingEnable = 0;
       enableSimulation = 1;
       
      class IGUIBack_2200: Life_RscText
      {
      idc = 2200;
      x = 0.304009 * safezoneW + safezoneX;
      y = 0.247 * safezoneH + safezoneY;
      w = 0.391981 * safezoneW;
      h = 0.506 * safezoneH;
      colorBackground[] = {-1,-1,-1,0.4};
      };
      class list_player: Life_RscListbox
      {
      idc = 1500;
      x = 0.32464 * safezoneW + safezoneX;
      y = 0.357 * safezoneH + safezoneY;
      w = 0.154729 * safezoneW;
      h = 0.374 * safezoneH;
      };
      class button_gangkonto_abheben: Life_RscButton
      {
      idc = 1600;
      text = "Abheben"; //--- ToDo: Localize;
      x = 0.5 * safezoneW + safezoneX;
      y = 0.654 * safezoneH + safezoneY;
      w = 0.0773647 * safezoneW;
      h = 0.077 * safezoneH;
      colorBackground[] = {1,0.498,0.141,1};
      onButtonClick = "[] call life_fnc_gangWithdraw";
      };
      class button_gangkonto_einzahlen: Life_RscButton
      {
      idc = 1601;
      text = "Einzahlen"; //--- ToDo: Localize;
      x = 0.603153 * safezoneW + safezoneX;
      y = 0.654 * safezoneH + safezoneY;
      w = 0.0773647 * safezoneW;
      h = 0.077 * safezoneH;
      onButtonClick = "[] call life_fnc_gangDeposit";
      };
      class button_abheben: Life_RscButton
      {
      idc = 1602;
      text = "Abheben"; //--- ToDo: Localize;
      x = 0.5 * safezoneW + safezoneX;
      y = 0.522 * safezoneH + safezoneY;
      w = 0.0773647 * safezoneW;
      h = 0.077 * safezoneH;
      onButtonClick = "[] call life_fnc_bankWithdraw";
      };
      class button_einzahlen: Life_RscButton
      {
      idc = 1603;
      text = "Einzahlen"; //--- ToDo: Localize;
      x = 0.603153 * safezoneW + safezoneX;
      y = 0.522 * safezoneH + safezoneY;
      w = 0.0773647 * safezoneW;
      h = 0.077 * safezoneH;
      onButtonClick = "[] call life_fnc_bankDeposit";
      };
      class picture_geld: Life_RscPicture
      {
      idc = 1200;
      text = "bargeld.paa";
      x = 0.505158 * safezoneW + safezoneX;
      y = 0.357 * safezoneH + safezoneY;
      w = 0.0257882 * safezoneW;
      h = 0.033 * safezoneH;
      };
      class button_transferieren: Life_RscButton
      {
      idc = 1604;
      text = "Überweisen"; //--- ToDo: Localize;
      x = 0.603153 * safezoneW + safezoneX;
      y = 0.39 * safezoneH + safezoneY;
      w = 0.0773647 * safezoneW;
      h = 0.077 * safezoneH;
      onButtonClick = "[] call life_fnc_bankTransfer";
      };
      class button_schliessen: Life_RscButton
      {
      idc = 1605;
      text = "Schließen"; //--- ToDo: Localize;
      x = 0.304009 * safezoneW + safezoneX;
      y = 0.775 * safezoneH + safezoneY;
      w = 0.0773647 * safezoneW;
      h = 0.077 * safezoneH;
      onButtonClick = "closeDialog 0;";
      };
      class gangkonto: Life_RscText
      {
      idc = 1000;
      text = "Gangkonto"; //--- ToDo: Localize;
      x = 27 * GUI_GRID_W + GUI_GRID_X;
      y = 18 * GUI_GRID_H + GUI_GRID_Y;
      w = 4 * GUI_GRID_W;
      h = 1.5 * GUI_GRID_H;
      };
      class privatkonto: Life_RscText
      {
      idc = 1001;
      text = "Privatkonto"; //--- ToDo: Localize;
      x = 26.5 * GUI_GRID_W + GUI_GRID_X;
      y = 12 * GUI_GRID_H + GUI_GRID_Y;
      w = 4.5 * GUI_GRID_W;
      h = 1.5 * GUI_GRID_H;
      };
      class picture_konto: Life_RscPicture
      {
      idc = 1201;
      text = "privatkonto.paa";
      x = 0.505158 * safezoneW + safezoneX;
      y = 0.401 * safezoneH + safezoneY;
      w = 0.0257882 * safezoneW;
      h = 0.033 * safezoneH;
      };
      class picture_header: Life_RscPicture
      {
      idc = 1203;
      text = "header.jpf";
      x = 0.314325 * safezoneW + safezoneX;
      y = 0.258 * safezoneH + safezoneY;
      w = 0.376508 * safezoneW;
      h = 0.044 * safezoneH;
      };
      class anzeige_privatkonto: Life_RscText
      {
      idc = 1002;
      x = 0.541261 * safezoneW + safezoneX;
      y = 0.357 * safezoneH + safezoneY;
      w = 0.0257882 * safezoneW;
      h = 0.033 * safezoneH;
      };
      class anzeige_konto: Life_RscText
      {
      idc = 1003;
      x = 0.541261 * safezoneW + safezoneX;
      y = 0.401 * safezoneH + safezoneY;
      w = 0.0257882 * safezoneW;
      h = 0.033 * safezoneH;
      };
      class picutre_gangkonto: Life_RscPicture
      {
      idc = 1202;
      text = "gangkonto.paa";
      x = 0.505158 * safezoneW + safezoneX;
      y = 0.445 * safezoneH + safezoneY;
      w = 0.0257882 * safezoneW;
      h = 0.033 * safezoneH;
      };
      class anzeige_gangkonto: Life_RscText
      {
      idc = 1004;
      x = 0.541261 * safezoneW + safezoneX;
      y = 0.445 * safezoneH + safezoneY;
      w = 0.0257882 * safezoneW;
      h = 0.033 * safezoneH;
      };
      class anzeige_geld: Life_RscText
      {
      idc = 1005;
      x = 30.5 * GUI_GRID_W + GUI_GRID_X;
      y = 6 * GUI_GRID_H + GUI_GRID_Y;
      w = 6.5 * GUI_GRID_W;
      h = 1 * GUI_GRID_H;
      };
      };
      Alles anzeigen

      Danke für die Bemühungen aber leider nein.
      Wieder nichts außer dem Mauszeiger auf meinem Bildschirm

    • ATM GUI

      • Eskalation
      • 18. November 2016 um 22:44

      Hab das Menü jetzt einfach mal so gelassen bloß die Werte & Namen geändert:

      Spoiler anzeigen
      Code
      class Life_atm_management {
          idd = 2700;
          name= "life_atm_menu";
          movingEnable = 0;
          enableSimulation = 1;
          class controlsBackground {
              class Life_RscTitleBackground: Life_RscText {
                  colorBackground[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.3843])", "(profilenamespace getvariable ['GUI_BCG_RGB_G',0.7019])", "(profilenamespace getvariable ['GUI_BCG_RGB_B',0.8862])", "(profilenamespace getvariable ['GUI_BCG_RGB_A',0.7])"};
                  idc = -1;
                  x = 1;
                  y = 1;
                  w = 38;
                  h = 23;
              };
          };
          class controls {
              class CashTitle: Life_RscStructuredText {
                  idc = 2701;
                  text = "";
                  x = 20.5;
                  y = 7.5;
                  w = 2;
                  h = 1.5;
              };
              class Title: Life_RscTitle {
                  colorBackground[] = {0, 0, 0, 0};
                  idc = -1;
                  text = "Bankkonto";
                  x = 2;
                  y = 1.5;
                  w = 4.5;
                  h = 1;
              };
              class WithdrawButton: Life_RscButtonMenu {
                  idc = -1;
                  text = "Abheben";
                  colorBackground[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.3843])", "(profilenamespace getvariable ['GUI_BCG_RGB_G',0.7019])", "(profilenamespace getvariable ['GUI_BCG_RGB_B',0.8862])", 0.5};
                  onButtonClick = "[] call life_fnc_bankWithdraw";
                  x = 30.5;
                  y = 13;
                  w = 6.5;
                  h = 3.5;
              };
              class DepositButton: Life_RscButtonMenu {
                  idc = -1;
                  text = "Einzahlen";
                  colorBackground[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.3843])", "(profilenamespace getvariable ['GUI_BCG_RGB_G',0.7019])", "(profilenamespace getvariable ['GUI_BCG_RGB_B',0.8862])", 0.5};
                  onButtonClick = "[] call life_fnc_bankDeposit";
                  x = 20.5;
                  y = 13;
                  w = 6.5;
                  h = 3.5;
              };
              class moneyEdit: Life_RscEdit {
                  idc = 2702;
                  text = "1";
                  sizeEx = 0.030;
                  x = 20.5;
                  y = 9.5;
                  w = 2;
                  h = 1.5;
              };
              class PlayerList: Life_RscCombo {
                  idc = 2703;
                  x = 2;
                  y = 7.5;
                  w = 16.5;
                  h = 16.5;
              };
              class TransferButton: Life_RscButtonMenu {
                  idc = -1;
                  text = "Überweisen";
                  colorBackground[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.3843])", "(profilenamespace getvariable ['GUI_BCG_RGB_G',0.7019])", "(profilenamespace getvariable ['GUI_BCG_RGB_B',0.8862])", 0.5};
                  onButtonClick = "[] call life_fnc_bankTransfer";
                  x = 30.5;
                  y = 7.5;
                  w = 6.5;
                  h = 3.5;
              };
              class GangWithdraw : TransferButton {
                  idc = 2705;
                  text = "Abheben";
                  colorBackground[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.3843])", "(profilenamespace getvariable ['GUI_BCG_RGB_G',0.7019])", "(profilenamespace getvariable ['GUI_BCG_RGB_B',0.8862])", 0.5};
                  onButtonClick = "[] call life_fnc_gangWithdraw";
                  x = 30.5;
                  y = 19.5;
                  w = 6.5;
      h = 3.5;
              };
              class GangDeposit : TransferButton {
                  idc = 2706;
                  text = "Einzahlen";
                  colorBackground[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.3843])", "(profilenamespace getvariable ['GUI_BCG_RGB_G',0.7019])", "(profilenamespace getvariable ['GUI_BCG_RGB_B',0.8862])", 0.5};
                  onButtonClick = "[] call life_fnc_gangDeposit";
                  x = 20.5;
                  y = 19.5;
                  w = 6.5;
      h = 3.5;
              };
              class CloseButtonKey: Life_RscButtonMenu {
                  idc = -1;
                  text = "Schließen";
                  onButtonClick = "closeDialog 0;";
                  x = 2;
                  y = 24;
                  w = 6.5;
                  h = 3.5;
              };
          };
      };
      Alles anzeigen

      Outcome: Ein fetten großen orangen Block unten rechts am Bildschirmrand dash

      EDIT:

      Wenn ich die beiden Backgrounds (siehe unten) vom Standard übernehme, bloß meine Werte eintrage, kommt der ganz normale Standart ATM.. dafaq

      Spoiler anzeigen
      Code
      class controlsBackground {
      class Life_RscTitleBackground: Life_RscText {
      colorBackground[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.3843])", "(profilenamespace getvariable ['GUI_BCG_RGB_G',0.7019])", "(profilenamespace getvariable ['GUI_BCG_RGB_B',0.8862])", "(profilenamespace getvariable ['GUI_BCG_RGB_A',0.7])"};
      x = 1;
      y = 1;
      w = 38;
      h = (1 / 23);
      };
      
      
      
      
      class MainBackground: Life_RscText {
      colorBackground[] = {0, 0, 0, 0.7};
      idc = -1;
      x = 1;
      y = 1 + (11 / 250);
      w = 38;
      h = 23; (22 / 250);
      };
      };
      Alles anzeigen
    • ATM GUI

      • Eskalation
      • 18. November 2016 um 21:30

      Das ist schon definiert:

      Spoiler anzeigen
      Code
      class controlsBackground {
              class Life_RscTitleBackground: Life_RscText {
                  colorBackground[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.3843])", "(profilenamespace getvariable ['GUI_BCG_RGB_G',0.7019])", "(profilenamespace getvariable ['GUI_BCG_RGB_B',0.8862])", "(profilenamespace getvariable ['GUI_BCG_RGB_A',0.7])"};
                  idc = -1;
                  x = 0.35;
                  y = 0.2;
                  w = 0.3;
                  h = (1 / 25);
              };
              class MainBackground: Life_RscText {
                  colorBackground[] = {0, 0, 0, 0.7};
                  idc = -1;
                  x = 0.35;
                  y = 0.2 + (11 / 250);
                  w = 0.3;
                  h = 0.652 - (22 / 250);
              };
          };
      Alles anzeigen

      Kann ich nicht von einem der beiden einfach nur die x,y,w,h Werte ersetzen?
      Die Frage ist welcher der beiden ?(

      EDIT:
      Wenn ich es einfach ohne Background hochlade, sehe ich gar nichts... Habe bloß eine Maus ohne Optionsfelder :D

    • ATM GUI

      • Eskalation
      • 18. November 2016 um 21:23

      Das müsste theoretisch der Hintergrund von allem sein :P

      • Code
        class IGUIBack_2200: IGUIBack
        {
        idc = 2200;
        x = 0.304009 * safezoneW + safezoneX;
        y = 0.247 * safezoneH + safezoneY;
        w = 0.391981 * safezoneW;
        h = 0.506 * safezoneH;
        colorBackground[] = {-1,-1,-1,0.4};
        };
    • Startgeld wird nicht verändert

      • Eskalation
      • 18. November 2016 um 21:04

      Ich bin auch noch nicht solange dabei aber guck mal hier:

      Code
      Vorher
      BANK = 35000; //Starting Bank Money
      life_paycheck = 1250; //Paycheck Amount
      
      
      
      
      Verändert
      live_atmcash = 100000; //Starting Bank Money
      life_paycheck = 1250; //Paycheck Amount

      1) Verändert hast du "live" und nicht "life" geschrieben.
      2) Wieso hast Du das in "live_atmcash" umbenannt?

    • ATM GUI

      • Eskalation
      • 18. November 2016 um 20:59

      Heyho,

      ich probiere derzeit ein eigenes Menü für ein ATM zu erstellen.
      Die ganze Zeit grübel ich, warum das nicht funktioniert..

      Meine Änderung sieht wie folgt aus:

      Spoiler anzeigen
      Code
      class Life_atm_management {
          idd = 2700;
          name= "life_atm_menu";
          movingEnable = 0;
          enableSimulation = 1;
      class IGUIBack_2200: IGUIBack
      {
      idc = 2200;
      x = 0.304009 * safezoneW + safezoneX;
      y = 0.247 * safezoneH + safezoneY;
      w = 0.391981 * safezoneW;
      h = 0.506 * safezoneH;
      colorBackground[] = {-1,-1,-1,0.4};
      };
      class list_player: RscListbox
      {
      idc = 1500;
      x = 0.32464 * safezoneW + safezoneX;
      y = 0.357 * safezoneH + safezoneY;
      w = 0.154729 * safezoneW;
      h = 0.374 * safezoneH;
      };
      class button_gangkonto_abheben: RscButton
      {
      idc = 1600;
      text = "Abheben"; //--- ToDo: Localize;
      x = 0.5 * safezoneW + safezoneX;
      y = 0.654 * safezoneH + safezoneY;
      w = 0.0773647 * safezoneW;
      h = 0.077 * safezoneH;
      colorBackground[] = {1,0.498,0.141,1};
      onButtonClick = "[] call life_fnc_gangWithdraw";
      };
      class button_gangkonto_einzahlen: RscButton
      {
      idc = 1601;
      text = "Einzahlen"; //--- ToDo: Localize;
      x = 0.603153 * safezoneW + safezoneX;
      y = 0.654 * safezoneH + safezoneY;
      w = 0.0773647 * safezoneW;
      h = 0.077 * safezoneH;
      onButtonClick = "[] call life_fnc_gangDeposit";
      };
      class button_abheben: RscButton
      {
      idc = 1602;
      text = "Abheben"; //--- ToDo: Localize;
      x = 0.5 * safezoneW + safezoneX;
      y = 0.522 * safezoneH + safezoneY;
      w = 0.0773647 * safezoneW;
      h = 0.077 * safezoneH;
      onButtonClick = "[] call life_fnc_bankWithdraw";
      };
      class button_einzahlen: RscButton
      {
      idc = 1603;
      text = "Einzahlen"; //--- ToDo: Localize;
      x = 0.603153 * safezoneW + safezoneX;
      y = 0.522 * safezoneH + safezoneY;
      w = 0.0773647 * safezoneW;
      h = 0.077 * safezoneH;
      onButtonClick = "[] call life_fnc_bankDeposit";
      };
      class picture_geld: RscPicture
      {
      idc = 1200;
      text = "bargeld.paa";
      x = 0.505158 * safezoneW + safezoneX;
      y = 0.357 * safezoneH + safezoneY;
      w = 0.0257882 * safezoneW;
      h = 0.033 * safezoneH;
      };
      class button_transferieren: RscButton
      {
      idc = 1604;
      text = "Überweisen"; //--- ToDo: Localize;
      x = 0.603153 * safezoneW + safezoneX;
      y = 0.39 * safezoneH + safezoneY;
      w = 0.0773647 * safezoneW;
      h = 0.077 * safezoneH;
      onButtonClick = "[] call life_fnc_bankTransfer";
      };
      class button_schliessen: RscButton
      {
      idc = 1605;
      text = "Schließen"; //--- ToDo: Localize;
      x = 0.304009 * safezoneW + safezoneX;
      y = 0.775 * safezoneH + safezoneY;
      w = 0.0773647 * safezoneW;
      h = 0.077 * safezoneH;
      onButtonClick = "closeDialog 0;";
      };
      class gangkonto: RscText
      {
      idc = 1000;
      text = "Gangkonto"; //--- ToDo: Localize;
      x = 27 * GUI_GRID_W + GUI_GRID_X;
      y = 18 * GUI_GRID_H + GUI_GRID_Y;
      w = 4 * GUI_GRID_W;
      h = 1.5 * GUI_GRID_H;
      };
      class privatkonto: RscText
      {
      idc = 1001;
      text = "Privatkonto"; //--- ToDo: Localize;
      x = 26.5 * GUI_GRID_W + GUI_GRID_X;
      y = 12 * GUI_GRID_H + GUI_GRID_Y;
      w = 4.5 * GUI_GRID_W;
      h = 1.5 * GUI_GRID_H;
      };
      class picture_konto: RscPicture
      {
      idc = 1201;
      text = "privatkonto.paa";
      x = 0.505158 * safezoneW + safezoneX;
      y = 0.401 * safezoneH + safezoneY;
      w = 0.0257882 * safezoneW;
      h = 0.033 * safezoneH;
      };
      class picture_header: RscPicture
      {
      idc = 1203;
      text = "header.jpf";
      x = 0.314325 * safezoneW + safezoneX;
      y = 0.258 * safezoneH + safezoneY;
      w = 0.376508 * safezoneW;
      h = 0.044 * safezoneH;
      };
      class anzeige_privatkonto: RscText
      {
      idc = 1002;
      x = 0.541261 * safezoneW + safezoneX;
      y = 0.357 * safezoneH + safezoneY;
      w = 0.0257882 * safezoneW;
      h = 0.033 * safezoneH;
      };
      class anzeige_konto: RscText
      {
      idc = 1003;
      x = 0.541261 * safezoneW + safezoneX;
      y = 0.401 * safezoneH + safezoneY;
      w = 0.0257882 * safezoneW;
      h = 0.033 * safezoneH;
      };
      class picutre_gangkonto: RscPicture
      {
      idc = 1202;
      text = "gangkonto.paa";
      x = 0.505158 * safezoneW + safezoneX;
      y = 0.445 * safezoneH + safezoneY;
      w = 0.0257882 * safezoneW;
      h = 0.033 * safezoneH;
      };
      class anzeige_gangkonto: RscText
      {
      idc = 1004;
      x = 0.541261 * safezoneW + safezoneX;
      y = 0.445 * safezoneH + safezoneY;
      w = 0.0257882 * safezoneW;
      h = 0.033 * safezoneH;
      };
      class anzeige_geld: RscText
      {
      idc = 1005;
      x = 30.5 * GUI_GRID_W + GUI_GRID_X;
      y = 6 * GUI_GRID_H + GUI_GRID_Y;
      w = 6.5 * GUI_GRID_W;
      h = 1 * GUI_GRID_H;
      };
      };
      Alles anzeigen

      Die Bilder sind im selben Ordner (Dialog).

      Auf den Weg ins Spiel kommt folgende Meldung:


      Code
      File mpmissions\_CUR_MP.Altis\dialog\bank.hpp 6:\Life_atm_management.IGUIBack_2200: Undefined base class "IGUIBack"

      Ich weiß nicht was ich dagegen machen kann :cursing:


      Hat da wer 'nen Plan von? In den TUTs wird immer nur der Umgang mit den GUI Editor erklärt (egal ob deutsch oder englisch dash )

      MfG

      Dateien

      arma3server_2016-11-18_20-31-07.txt 81,76 kB – 174 Downloads
    • Startgeld wird nicht verändert

      • Eskalation
      • 18. November 2016 um 20:48

      Wenn Du die Veränderungen per SQL Code hier posten würdest, ist es viel leichter zu helfen :D
      Die Log hilft auch ggf.

      EDIT:

      Bei mir sieht es z.B. so aus:


      Config_Master.hpp

      Code
      /* Paycheck & Bank System Configurations */
          bank_cop = 50000; //Amount of cash in bank for new cops
          bank_civ = 50000; //Amount of cash in bank for new civillians
          bank_med = 50000; //Amount of cash in bank for new medics


      Datenbank Änderungen musste ich nicht vornehmen.
      Ich benutze Altis Life 4.4

    • 4 dämliche Fragen

      • Eskalation
      • 18. November 2016 um 16:31

      So.. nach ca. 2 Stunden probieren frage ich jetzt trotzdem nach :P

      Derzeit probiere ich ein HALO Jump script zu installieren

      So soll die Description.ext aussehen:


      Spoiler anzeigen


      Code
      class CfgFunctions 
      {
      class COB 
      {
      class functions 
      {
      class HALO {file = "COB_HALO\functions\fn_halo.sqf"};
      class paradrop {file = "COB_HALO\functions\fn_paradrop.sqf"};
      };
      };
      };
      class CfgSounds 
      {
      sounds[] = {}; 
      class C130_exit 
      {
      sound[] = {"COB_HALO\sounds\C130_exit.wss", 50, 1};
      titles[] = {};
      };
      class flapping 
      {
      sound[] = {"COB_HALO\sounds\flapping.ogg", 10, 1};
      titles[] = {};
      };
      class open_chute 
      {
      sound[] = {"COB_HALO\sounds\open_chute.ogg", 10, 1};
      titles[] = {};
      };
      class para_pilot 
      {
      sound[] = {"COB_HALO\sounds\para_pilot.ogg", 10, 1};
      titles[] = {};
      };
      class close_chute 
      {
      sound[] = {"COB_HALO\sounds\close_chute.ogg", 10, 1};
      titles[] = {};
      };
      };
      Alles anzeigen

      So sieht meine aus:

      Spoiler anzeigen


      C
      #include "infiSTAR_AdminMenu.hpp"
      disableChannels[]={0,1,2};
      #include "Config_Spyglass.hpp"
      #include "CfgRemoteExec.hpp"
      #include "dialog\MasterHandler.hpp"
      #include "Config_Master.hpp"
      class CfgServer {
          DatabaseName = "altislife"; //Config name that'll be grep in the extdb-conf.ini. Default: [altislife]
          DebugMode = 0; //Enable many server/hc debugging logs. Default: 0 (1 = Enabled / 0 = Disabled)
          HeadlessSupport = 0; //Enable/Disable Headless client support. Default: 1 (1 = Enabled / 0 = Disabled)
          /*
          Enabled: When HeadlessSupport is set to 1 (enabled), the server will run without fault when no Headless Client is connected. However, it will support the Headless Client if you choose to connect one.
          Disabled: If HeadlessSupport is set to 0 (disabled), the connection of a Headless Client will make no difference. This option will increase server performance a TINY but negligible amount.
          */
      };
      class RscTitles {
          #include "dialog\progress.hpp"
          #include "dialog\hud_nameTags.hpp"
          #include "dialog\hud_stats.hpp"
      #include "statusBar.hpp"
      };
      class CfgFunctions {
      #include "Functions.hpp"
      class COB 
      {
      class functions 
      {
      class HALO {file = "COB_HALO\functions\fn_halo.sqf"};
      class paradrop {file = "COB_HALO\functions\fn_paradrop.sqf"};
      };
      };
      };
      class CfgSounds {
          sounds[] = {};
          class SirenLong {
              name = "SirenLong";
              sound[] = {"\sounds\Siren_Long.ogg", 1.0, 1};
              titles[] = {};
          };
          class medicSiren {
              name = "medicSiren";
              sound[] = {"\sounds\medic_siren.ogg", 1.0, 1};
              titles[] = {};
          };
      class weapondown {
              name = "weapondown";
              sound[] = {"\sounds\weapondown.ogg", 0.5, 1};
              titles[] = {};
          };
          class tazersound {
              name = "Tazersound";
              sound[] = {"\sounds\tazer.ogg", 0.25, 1};
              titles[] = {};
          };
          class flashbang {
              name = "flashbang";
              sound[] = {"\sounds\flashbang.ogg", 1.0, 1};
              titles[] = {};
          };
          class mining {
              name = "mining";
              sound[] = {"\sounds\mining.ogg", 1.0, 1};
              titles[] = {};
          };
          class harvest {
              name = "harvest";
              sound[] = {"\sounds\harvest.ogg", 1.0, 1};
              titles[] = {};
          };
          class LockCarSound {
              name = "LockCarSound";
              sound[] = {"\sounds\car_lock.ogg", 0.25, 1};
              titles[] = {};
          };
          class UnlockCarSound {
              name = "UnlockCarSound";
              sound[] = {"\sounds\unlock.ogg", 0.25, 1};
              titles[] = {};
          };
      class Restraining
      {
      name="Restraining";
      sound[] = {"\sounds\Restraining.ogg", 0.1 1};
      titles[] = {};
      };
      class Knockout
      {
      name="Knockout";
      sound[] = {"\sounds\Knockout.ogg", 0.1, 1};
      titles[] = {};
      };
      class introSong
      {
      name = "introSong";
      sound[] = {"\sounds\introSong.ogg", 1.0, 1};
      titles[] = {};
      };
      class C130_exit 
      {
      sound[] = {"COB_HALO\sounds\C130_exit.wss", 50, 1};
      titles[] = {};
      };
      class flapping 
      {
      sound[] = {"COB_HALO\sounds\flapping.ogg", 10, 1};
      titles[] = {};
      };
      class open_chute 
      {
      sound[] = {"COB_HALO\sounds\open_chute.ogg", 10, 1};
      titles[] = {};
      };
      class para_pilot 
      {
      sound[] = {"COB_HALO\sounds\para_pilot.ogg", 10, 1};
      titles[] = {};
      };
      class close_chute 
      {
      sound[] = {"COB_HALO\sounds\close_chute.ogg", 10, 1};
      titles[] = {};
      };
      };
      class CfgDebriefing {
          class NotWhitelisted {
              title = "$STR_NotWhitelisted_Title";
              subtitle = "$STR_NotWhitelisted_SubTitle";
              description = "$STR_NotWhitelisted_Descript";
              pictureBackground = "";
              picture = "";
              pictureColor[] = {0,0.3,0.6,1};
          };
      class bye
          {
              title = "!SERVUS!";
              subTitle = "";
              description = "";
              pictureBackground = "\images\AufWiedersehen.paa";
              picture = "";
              pictureColor[] = {0,0.3,0.6,1};
          };
          class Blacklisted {
              title = "$STR_Blacklisted_Title";
              subtitle = "$STR_Blacklisted_SubTitle";
              description = "$STR_Blacklisted_Descript";
              pictureBackground = "";
              picture = "";
              pictureColor[] = {0,0.3,0.6,1};
          };
          class SpyGlass {
              title = $STR_SpyDetect_Title;
              subTitle = $STR_SpyDetect_SubTitle;
              description = $STR_SpyDetect_Descript;
              pictureBackground = "";
              picture = "";
              pictureColor[] = {0,0.3,0.6,1};
          };
      };
      class CfgNotifications {
          class MedicalRequestEmerg {
              title = "$STR_MedicalRequestEmerg_Title";
              iconPicture = "\A3\ui_f\data\map\mapcontrol\taskIcon_ca.paa";
              description = "%1";
              duration = 5;
              priority = 7;
          };
          class DeliveryAssigned {
              title = "$STR_DeliveryAssigned_Title";
              iconPicture = "\A3\ui_f\data\map\mapcontrol\taskIcon_ca.paa";
              description = "%1";
              duration = 10;
              priority = 7;
          };
          class DeliveryFailed {
              title = "$STR_DeliveryFailed_Title";
              iconPicture = "\A3\ui_f\data\map\mapcontrol\taskiconfailed_ca.paa";
              description = "%1";
              duration = 7;
              priority = 7;
          };
          class DeliverySucceeded {
              title = "$STR_DeliverySucceeded_Title";
              iconPicture = "\A3\ui_f\data\map\mapcontrol\taskIcondone_ca.paa";
              description = "%1";
              duration = 6;
              priority = 6;
          };
          class TextMessage {
              title = "$STR_TextMessage_Title";
              iconPicture = "icons\ico_messageNew.paa";
              description = "%1";
              duration = 10;
              priority = 6;
          };
          class PoliceDispatch {
              title = "$STR_PoliceDispatch_Title";
              iconPicture = "icons\ico_messagePolice.paa";
              description = "%1";
              duration = 10;
              priority = 6;
          };
          class AdminDispatch {
              title = "$STR_AdminDispatch_Title";
              iconPicture = "icons\ico_messageAdmin.paa";
              description = "%1";
              duration = 10;
              priority = 6;
          };
          class AdminMessage {
              title = "$STR_AdminMessage_Title";
              iconPicture = "icons\ico_messageAdmin.paa";
              description = "%1";
              duration = 10;
              priority = 5;
          };
      class PolizeiRundfunk
      {
      title = "Polizei Rundfunk";
      iconPicture = "icons\messagepolice.paa"; //Icon kann geändert werden, kein Icon = leere ""
      description = "%1";
      duration = 10;
      priority = 5;
      };
      };
      Alles anzeigen


      Das habe ich Ingame im Editor in die Init einer Karte gemacht:
      this allowdamage false; this addAction ["<t color='#2bf000'>HALO JUMP</t><br/><img size='3' image='\a3\ui_f\data\gui\cfg\CommunicationMenu\supplydrop_ca.paa'/>", "scripts\flagHALO.sqf"];

      Ja, im Script Ordner gibt es die Datei: "scripts\flagHALO.sqf

      Was mach ich falsch? :D

    • 4 dämliche Fragen

      • Eskalation
      • 18. November 2016 um 14:37
      Zitat von STG_SilentF0x

      Ich kann dir auch die Einträge entfernen wenn du willst. Hatte das Problem auch.

      Ach.. Probleme sind zum lösen da und man lernt am besten, wenn man es selber macht ;)
      Hab´s geschafft. Habe nur ein " zu viel entfernt.. Danke für die Hilfe :thumbup:

    • 4 dämliche Fragen

      • Eskalation
      • 18. November 2016 um 12:44
      Zitat von SanDiego

      Du musst überall, wo ein setTexture Befehl steht, der die cop_uniform laden will, bei dem Dateipfad die Endung natürlich auch von ...\cop_uniform.jpg in ...\cop_uniform.paa ändern. Und dann auch die Textur im Ordner selber ändern.


      Habe ich natürlich gemacht...
      Ich probiers aber gleich erneut ;)


      Zitat von Kuchenplatte

      Merke dir bitte beim nächsten Thread Eröffnen das es keine "dämlichen" Fragen gibt ;)

      Roger lol

      EDIT:

      Wie kann man Bilder im GUI Editor einfügen? (z.B. das money icon :whistling:

    • 4 dämliche Fragen

      • Eskalation
      • 18. November 2016 um 11:51
      Zitat von blackfisch
      • Client Logs bitte mal anhängen (Erklärung in meiner Signatur verlinkt)
      • Nope. Aber vielleicht schaust du mal in den fetten Ordner dialog in der Missionfile ;)
      • Google dein Freund und Helfer - erstes Ergebnis: http://www.kylania.com/ex/?p=94 -> Suchanfragen auch auf Englisch formulieren, dann findet man auch was
      • liegt am Dateiformat jpg - wandle einfach die Cop- und Medicuniform in eine paa File um und fertig


      1) Hat sich erledigt - Das Vehicle war nur verbuggt...

      2) Danke - ich guck mal :D

      3) ty

      4) Jetzt sind meine Polizisten unsichtbar rofl


      Zitat von STG_SilentF0x

      @Frage 4: Öffne deine Map mit Notepad und suche nach cop. Lösche dann jeden setTexture das du findest. Bei mir hat es so gefunkt


      Dann startet die Mission nicht mehr fie

    • 4 dämliche Fragen

      • Eskalation
      • 18. November 2016 um 00:20

      Moinsen,

      ich habe nochmal ein paar Fragen...

      1) Aus irgendeinen Grund den ich nicht feststellen kann, kann man nicht mehr in Fahrzeuge die aus der Garage gespawnt werden aussteigen (Der U Key funzt noch - man bekommt bloß die Option zum einsteigen nicht mehr) Logs sind im Anhang.

      2) Wenn man sich eine GUI z.B. für den ATM erstellt hat, wohin muss das dann? Gibt´s da ein gescheites TUT? Hab leider nichts gefunden was mir zusagt dash

      3) Wie kann man jemanden in der Luft mit Fallschirm spawnen lassen wenn er z.B. auf eine aufgestellte Altis Karte ingame klickt (mit Fallschirm und vom Spieler ausgewählte Position ninja )

      4) Auf dem Weg von der Lobby ins Spiel bekommt man immer folgende Fehlermeldung:
      Cannot load texture
      mpmissions\altis_life.altis\textures\cop_uniform.jpg

      Gibt es da einen gescheiten Fix?

      Wie immer bedanke ich mich im voraus :thumbup:

      Dateien

      arma3server_2016-11-18_00-01-38.txt 62,07 kB – 126 Downloads
    • Frage

      • Eskalation
      • 16. November 2016 um 22:04

      Gibt es um solche Designs zu erstellen Tuts? Wenn ja - Wo? cookie

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