Wuut?
2 SQL?
Wir aber von Extdb nur eine Benutzt?
Beiträge von Marius1773
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Da gilt man sollte sich besser auskennen mit den Sachen die man benutzt.
Und außerdem Skript Packs sind sowieso nicht zu empfehlen aber naja...Wie sieht die DB aus bzw. die SQL
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Oh boyy......
"HRESULT 0xc8000222" in Google eingeben...Externer Inhalt www.youtube.comInhalte von externen Seiten werden ohne deine Zustimmung nicht automatisch geladen und angezeigt.Durch die Aktivierung der externen Inhalte erklärst du dich damit einverstanden, dass personenbezogene Daten an Drittplattformen übermittelt werden. Mehr Informationen dazu haben wir in unserer Datenschutzerklärung zur Verfügung gestellt. -
Eine If Anweisung in einer if-then ?
Habs mit else vertauscht -
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Bei Nummer 9 bei "case" eine andere Nummer eintragen ->>>>> Keyhandler Case Nummern
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Denke ich nicht da er sonst nicht nach der extdb2 fragen würde
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Naja wie soll ich sagen das von mir kam von dem offiziellen Altis life github als fix dazu.. Hmm.
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Dann hau es in die fn_survival
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Hier die fertigen Dateien, wo man nicht mehr mit Autoclicker irgendeinen Bullshit machen kann:
Code: fn_housemenu.sqf
Alles anzeigen#include "..\..\script_macros.hpp" /* File: fn_houseMenu.sqf Author: Bryan "Tonic" Boardwine Description: Building interaction menu */ #define Btn1 37450 #define Btn2 37451 #define Btn3 37452 #define Btn4 37453 #define Btn5 37454 #define Btn6 37455 #define Btn7 37456 #define Btn8 37457 #define Title 37401 private ["_display","_curTarget","_Btn1","_Btn2","_Btn3","_Btn4","_Btn5","_Btn6","_Btn7","_Btn8"]; disableSerialization; _curTarget = param [0,objNull,[objNull]]; if (isNull _curTarget) exitWith {}; //Bad target _houseCfg = [(typeOf _curTarget)] call life_fnc_houseConfig; if (count _houseCfg isEqualTo 0 && playerSide isEqualTo civilian) exitWith {}; if (!dialog) then { createDialog "pInteraction_Menu"; }; _Btn1 = CONTROL(37400,Btn1); _Btn2 = CONTROL(37400,Btn2); _Btn3 = CONTROL(37400,Btn3); _Btn4 = CONTROL(37400,Btn4); _Btn5 = CONTROL(37400,Btn5); _Btn6 = CONTROL(37400,Btn6); _Btn7 = CONTROL(37400,Btn7); _Btn8 = CONTROL(37400,Btn8); {_x ctrlShow false;} forEach [_Btn1,_Btn2,_Btn3,_Btn4,_Btn5,_Btn6,_Btn7,_Btn8]; life_pInact_curTarget = _curTarget; if (_curTarget in life_hideoutBuildings) exitWith { closeDialog 0; hint localize "STR_House_Hideout"; }; if (_curTarget isKindOf "House_F" && playerSide isEqualTo west) exitWith { 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 ((nearestObject [_pos,"Land_Dome_Big_F"]) isEqualTo _curTarget || (nearestObject [_pos,_vaultHouse]) isEqualTo _curTarget) then { _Btn1 ctrlSetText localize "STR_pInAct_Repair"; _Btn1 buttonSetAction "[life_pInact_curTarget] spawn life_fnc_repairDoor; closeDialog 0;"; _Btn1 ctrlShow true; _Btn2 ctrlSetText localize "STR_pInAct_CloseOpen"; _Btn2 buttonSetAction "[life_pInact_curTarget] call life_fnc_doorAnimate; closeDialog 0;"; _Btn2 ctrlShow true; } else { if (!isNil {_curTarget getVariable "house_owner"}) then { _Btn1 ctrlSetText localize "STR_House_Raid_Owner"; _Btn1 buttonSetAction "[life_pInact_curTarget] call life_fnc_copHouseOwner;"; _Btn1 ctrlShow true; _Btn2 ctrlSetText localize "STR_pInAct_BreakDown"; _Btn2 buttonSetAction "[life_pInact_curTarget] spawn life_fnc_copBreakDoor; closeDialog 0;"; _Btn2 ctrlShow true; _Btn3 ctrlSetText localize "STR_pInAct_SearchHouse"; _Btn3 buttonSetAction "[life_pInact_curTarget] spawn life_fnc_raidHouse; closeDialog 0;"; _Btn3 ctrlShow true; if (player distance _curTarget > 3.6) then { _Btn3 ctrlEnable false; }; _Btn4 ctrlSetText localize "STR_pInAct_LockHouse"; _Btn4 buttonSetAction "[life_pInact_curTarget] spawn life_fnc_lockupHouse; closeDialog 0;"; _Btn4 ctrlShow true; } else { closeDialog 0; }; }; }; if (!(_curTarget in life_vehicles) || isNil {_curTarget getVariable "house_owner"}) then { private _isHouse = (isClass (missionConfigFile >> "Housing" >> worldName >> typeOf _curTarget)); private _buildingPurchaseString = [ "STR_pInAct_BuyGarage", "STR_pInAct_BuyHouse" ] select _isHouse; _Btn1 ctrlSetText localize _buildingPurchaseString; _Btn1 buttonSetAction "[life_pInact_curTarget] spawn life_fnc_buyHouse; closeDialog 0"; _Btn1 ctrlShow true; if (!isNil {_curTarget getVariable "house_owner"}) then { _Btn1 ctrlEnable false; }; if (_isHouse) then { if (getNumber (missionConfigFile >> "Housing" >> worldName >> (typeOf _curTarget) >> "canGarage") isEqualTo 1) then { _Btn2 ctrlSetText localize "STR_pInAct_GarageExt"; _Btn2 buttonSetAction 'hint format [localize "STR_pInAct_GarageExtNOTF",[LIFE_SETTINGS(getNumber,"houseGarage_buyPrice")] call life_fnc_numberText];'; _Btn2 ctrlShow true; }; }; } else { if (isClass (missionConfigFile >> "Garages" >> worldName >> (typeOf _curTarget))) then { _Btn1 ctrlSetText localize "STR_pInAct_SellGarage"; _Btn1 buttonSetAction "[life_pInact_curTarget] spawn life_fnc_sellHouse; closeDialog 0;"; _Btn1 ctrlShow true; if !(((_curTarget getVariable "house_owner") select 0) isEqualTo getPlayerUID player) then { _Btn1 ctrlEnable false; }; _Btn2 ctrlSetText localize "STR_pInAct_AccessGarage"; _Btn2 buttonSetAction "[life_pInact_curTarget,""Car""] spawn life_fnc_vehicleGarage; closeDialog 0;"; _Btn2 ctrlShow true; _Btn3 ctrlSetText localize "STR_pInAct_StoreVeh"; _Btn3 buttonSetAction "[life_pInact_curTarget,player] spawn life_fnc_storeVehicle; closeDialog 0;"; _Btn3 ctrlShow true; } else { _Btn1 ctrlSetText localize "STR_pInAct_SellHouse"; _Btn1 buttonSetAction "[life_pInact_curTarget] spawn life_fnc_sellHouse; closeDialog 0;"; _Btn1 ctrlShow true; if (((_curTarget getVariable "house_owner") select 0) != (getPlayerUID player)) then { _Btn1 ctrlEnable false; }; if (_curTarget getVariable ["locked",false]) then { _Btn2 ctrlSetText localize "STR_pInAct_UnlockStorage"; } else { _Btn2 ctrlSetText localize "STR_pInAct_LockStorage"; }; _Btn2 buttonSetAction "[life_pInact_curTarget] call life_fnc_lockHouse; closeDialog 0;"; _Btn2 ctrlShow true; if (isNull (_curTarget getVariable ["lightSource",objNull])) then { _Btn3 ctrlSetText localize "STR_pInAct_LightsOn"; } else { _Btn3 ctrlSetText localize "STR_pInAct_LightsOff"; }; _Btn3 buttonSetAction "[life_pInact_curTarget] call life_fnc_lightHouseAction; closeDialog 0;"; _Btn3 ctrlShow true; if (getNumber (missionConfigFile >> "Housing" >> worldName >> (typeOf _curTarget) >> "canGarage") isEqualTo 1 && {!(_curTarget getVariable ["blacklistedGarage",false])}) then { if (_curTarget getVariable ["garageBought",false]) then { _Btn4 ctrlSetText localize "STR_pInAct_SellGarage"; _Btn4 buttonSetAction "[life_pInact_curTarget] spawn life_fnc_sellHouseGarage; closeDialog 0;"; _Btn4 ctrlShow true; if (((_curTarget getVariable "house_owner") select 0) != (getPlayerUID player)) then { _Btn4 ctrlEnable false; }; _Btn5 ctrlSetText localize "STR_pInAct_AccessGarage"; _Btn5 buttonSetAction "[life_pInact_curTarget,""Car""] spawn life_fnc_vehicleGarage; closeDialog 0;"; _Btn5 ctrlShow true; _Btn6 ctrlSetText localize "STR_pInAct_StoreVeh"; _Btn6 buttonSetAction "[life_pInact_curTarget,player] spawn life_fnc_storeVehicle; closeDialog 0;"; _Btn6 ctrlShow true; } else { _Btn5 ctrlSetText localize "STR_pInAct_BuyGarage"; _Btn5 buttonSetAction "[life_pInact_curTarget] spawn life_fnc_buyHouseGarage; closeDialog 0;"; }; _Btn5 ctrlShow true; }; }; };
Code: fn_sellhouse.sqf
Alles anzeigen#include "..\..\script_macros.hpp" /* File: fn_sellHouse.sqf Author: Bryan "Tonic" Boardwine Modified : NiiRoZz Description: Sells the house and delete all container near house. */ private ["_house","_uid","_action","_houseCfg"]; if (dialog) then {closeDialog 0}; _house = param [0,objNull,[objNull]]; _uid = getPlayerUID player; if (isNull _house) exitWith {}; if (!(_house isKindOf "House_F")) exitWith {}; if (isNil {_house getVariable "house_owner"}) exitWith {hint localize "STR_House_noOwner";}; closeDialog 0; _houseCfg = [(typeOf _house)] call life_fnc_houseConfig; if (count _houseCfg isEqualTo 0) exitWith {}; _action = [ format [localize "STR_House_SellHouseMSG", (round((_houseCfg select 0)/2)) call life_fnc_numberText, (_houseCfg select 1)],localize "STR_pInAct_SellHouse",localize "STR_Global_Sell",localize "STR_Global_Cancel" ] call BIS_fnc_guiMessage; if (_action) then { _house setVariable ["house_sold",true,true]; if (life_HC_isActive) then { [_house] remoteExecCall ["HC_fnc_sellHouse",HC_Life]; } else { [_house] remoteExecCall ["TON_fnc_sellHouse",RSERV]; }; _house setVariable ["locked",false,true]; deleteMarkerLocal format ["house_%1",_house getVariable "uid"]; _house setVariable ["uid",nil,true]; BANK = BANK + (round((_houseCfg select 0)/2)); [1] call SOCK_fnc_updatePartial; _index = life_vehicles find _house; if (LIFE_SETTINGS(getNumber,"player_advancedLog") isEqualTo 1) then { if (LIFE_SETTINGS(getNumber,"battlEye_friendlyLogging") isEqualTo 1) then { advanced_log = format [localize "STR_DL_AL_soldHouse_BEF",(round((_houseCfg select 0)/2)),[BANK] call life_fnc_numberText]; } else { advanced_log = format [localize "STR_DL_AL_soldHouse",profileName,(getPlayerUID player),(round((_houseCfg select 0)/2)),[BANK] call life_fnc_numberText]; }; publicVariableServer "advanced_log"; }; if !(_index isEqualTo -1) then { life_vehicles deleteAt _index; }; _index = [str(getPosATL _house),life_houses] call TON_fnc_index; if !(_index isEqualTo -1) then { life_houses deleteAt _index; }; _numOfDoors = FETCH_CONFIG2(getNumber,"CfgVehicles",(typeOf _house), "numberOfDoors"); for "_i" from 1 to _numOfDoors do { _house setVariable [format ["bis_disabled_Door_%1",_i],0,true]; }; _containers = _house getVariable ["containers",[]]; if (count _containers > 0) then { { _x setVariable ["Trunk",nil,true]; if (life_HC_isActive) then { [_x] remoteExecCall ["HC_fnc_sellHouseContainer",HC_Life]; } else { [_x] remoteExecCall ["TON_fnc_sellHouseContainer",RSERV]; }; } forEach _containers; }; _house setVariable ["containers",nil,true]; };
Code: fn_sellhousegarage.sqf
Alles anzeigen#include "..\..\script_macros.hpp" /* File: fn_sellHouseGarage.sqf Author: BoGuu Description: Sell functionality for house garages. */ if (dialog) then {closeDialog 0}; private _house = param [0,objNull,[objNull]]; private _uid = getPlayerUID player; if (isNull _house) exitWith {}; if !(_house getVariable ["garageBought",false]) exitWith {hint localize "STR_Garage_NotOwned";}; if ((_house getVariable "house_owner") select 0 != getPlayerUID player) exitWith {hint localize "STR_Garage_NotOwner";}; closeDialog 0; private _sellPrice = LIFE_SETTINGS(getNumber,"houseGarage_sellPrice"); _action = [ format [localize "STR_House_SellGarageMSG", [_sellPrice] call life_fnc_numberText], localize "STR_House_GarageSell", localize "STR_Global_Sell", localize "STR_Global_Cancel" ] call BIS_fnc_guiMessage; if (_action) then { if (life_HC_isActive) then { [_uid,_house,1] remoteExec ["HC_fnc_houseGarage",HC_Life]; } else { [_uid,_house,1] remoteExec ["TON_fnc_houseGarage",RSERV]; }; BANK = BANK + _sellPrice; [1] call SOCK_fnc_updatePartial; _house setVariable ["garageBought",false,true]; };
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Wo genau ? in der Datei ?
Zitat von Königsegg
Ok es ist in der pInteraction.hpp drinnen hab nun bei ButtonOne das eingefügt onButtonClick = "closeDialog 0;"; -
closeDialog 0; sonst klappt es nicht
Einfach in die die fn_housemenu.sqf
Versuch die mal und teste mal
Julian Das zweite Simikolon beendet den onButtonClick...
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nehmt die 3.12.0 und es ist alles gut
Eben nicht nur damit hat man das Problem..
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ja unsere Uniformen sind ja alle dunkel
Lg Patrick
Es war nur ein Beispiel...
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sry aber man sieht fed wenn man längere zeit scriptet weis man das doch
aber sowas kamm schon so oft von dir man sollte es doch lernen oder
Was sollte ich denn Lernen????
Ich fixe sowas direkt?!Kompletter blödsinn was von dir manchmal kommt.
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ja wer lesen kann ist klar im Vorteil das steht da weil ich grade die map gewechselt habe und bank noch nicht eingerichtet habe Federal (FED) = ist die zentral bank
sry aber das musste mal raus ich wusste das schon wieder irgend einer sowas meint zu antworten
cleint log.txt bitte sehr habe da die bank errors raus gelöscht sonst denkt das wieder einer das das bank system mit paintball system zu tun das mal keinen sinn macht
Ehm... Sowas raus zuhauen ne danke..
Ich habe mein Kommentar geschrieben vor 2 Stunden.. und du hast es erst vor 15 Min Editiert.
Frechheit. Kann dir jemand anders helfen..Fix das mal lieber erstmal.
Code10:37:27 Error in expression <[] spawn life_fnc_initIntro; waitUntil {scriptDone _handle}; life_firstSpawn = f> 10:37:27 Error position: <scriptDone _handle}; life_firstSpawn = f> 10:37:27 Error Allgemeiner Fehler in Ausdruck 10:37:27 File dialog\function\fn_spawnConfirm.sqf [life_fnc_spawnConfirm], line 60
Code10:37:01 Error in expression <false", true]; }; ASN_currentanim = ""; ASN_Fire_Signup addAction[(gettext(Missi> 10:37:01 Error position: <ASN_Fire_Signup addAction[(gettext(Missi> 10:37:01 Error Nicht definierte Variable in Ausdruck: asn_fire_signup
Und dann noch den Fed Fehler.
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Aber sehe schon das hier:
CodeError in expression <_bank getVariable ["safe",0]; _bfunds = fed_bank_1 getVariable ["safe",0]; fed_b> Error position: <fed_bank_1 getVariable ["safe",0]; fed_b> Error Undefined variable in expression: fed_bank_1 File \life_server\Functions\Systems\fn_federalUpdate.sqf [TON_fnc_federalUpdate], line 12