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    1. Nodezone.net Community
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    3. br1zey

    Beiträge von br1zey

    • brauche mal Hilfe bei der Datenbank

      • br1zey
      • 14. Oktober 2018 um 12:57

      bitte mal kommpleten rpt log so wie extDB log anhängen

    • Wort - Spiel

      • br1zey
      • 14. Oktober 2018 um 04:20

      Anna

    • Reparing Map objects problem

      • br1zey
      • 12. Oktober 2018 um 20:12
      Code
      #define true 1
      
      #define false 0
      
      
      
      /*
      
      Master settings for various features and functionality
      
      */
      
      class Life_Settings {
      
      /* Logging and Security Settings*/
      
      /* Security Settings */
      
      spyGlass_toggle = false; //Spyglass On/Off Toggle --> True = On & False = Off
      
      
      
      /* Data Logging Settings */
      
      battlEye_friendlyLogging = false; //False [default] - Read the logs from the server.rpt. True - Read the logs from the publicVariable.log. NOTE: Due to how diag_log works it will log to both files either way and the setting is merely for beautification purposes.
      
      player_advancedLog = false; //False [default] - No advanced logging. True - Logs house purchase and sale, vehicle purchase, sale, and chop shopping, police arrests, and gang creations. Search for: advanced_log
      
      player_moneyLog = false; //False [default] - No money logging. True - Logs player bank deposits, withdraws, and transfers, gang bank deposits and withdraws, money picked up off of the ground, and player robbery. Search for: money_log
      
      player_deathLog = false; //False [default] - No death logging. True - Logs victim and killer, and vehicle or weapon if used, when a player dies. Search for: death_log
      
      
      
      /* Database Related Settings */
      
      /* Player Data Saving */
      
      save_virtualItems = true; //Save Virtual items (all sides)?
      
      saved_virtualItems[] = { "pickaxe","fuelEmpty","fuelFull", "spikeStrip", "lockpick", "defuseKit","storageSmall","storageBig","redgull","coffee","waterBottle","apple","peach","tbacon","donuts","rabbit","salema","ornate","mackerel","tuna","mullet","catshark","turtle_soup","hen","rooster","sheep","goat","defibrillator","toolkit","morphine","bandages","gpstracker","dirt","plastic","leather","leather_scrap","textile","paper","Bachenlexikon_2","Bachenlexikon_3","Bachenlexikon_1","bp_dkv","kabelbinder","bp_ghilie_l","Blueprint_1","Blueprint_2","Blueprint_3","Blueprint_4","Blueprint_5","Blueprint_6","Blueprint_7","Blueprint_8","Blueprint_9","Blueprint_10","Blueprint_11","Blueprint_12","Blueprint_13","Blueprint_14","Blueprint_15","Blueprint_16","Blueprint_17","Blueprint_18","Blueprint_19","Blueprint_20","goldbar","panic","kokos", "banana", "lolli","teddy","fruchtshake","heroin_unprocessed","heroin_processed","cannabis","marijuana","cocaine_unprocessed","cocaine_processed","turtle_raw"}; //Array of virtual items that can be saved on your player.
      
      save_playerStats = true; //Save food, water and damage (all sides)?
      
      save_civilian_weapons = true; //Allow civilians to save weapons on them?
      
      save_civilian_position = true; //Save civilian location?
      
      save_civilian_position_restart = true; //Save civilian location only between restarts. After a server restart you'll have to spawn again.
      
      /* !!!TO SAVE POSITION BETWEEN RESTARTS save_civilian_position MUST BE TRUE!!! */
      
      save_civilian_positionStrict = false; //Strip the player if possible combat-log? WARNING: Server crashes and lack of reliable syncing can trigger this.
      
      
      
      /* Vehicle Data Saving */
      
      save_vehicle_virtualItems = true; //Save virtual items inside the vehicle (all sides)(-- See defined items on next line --)
      
      save_vehicle_items[] = { "pickaxe","fuelEmpty","fuelFull", "spikeStrip", "lockpick", "defuseKit","storageSmall","storageBig","redgull","coffee","waterBottle","apple","peach","tbacon","donuts","rabbit","salema","ornate","mackerel","tuna","mullet","catshark","turtle_soup","hen","rooster","sheep","goat","defibrillator","toolkit","morphine","bandages","gpstracker" };
      
      save_vehicle_inventory = true; //Save Arma inventory of vehicle to the database
      
      save_vehicle_fuel = true; //Save vehicle fuel level to the database (Impounded/Garaged).
      
      save_vehicle_damage = true; //Save vehicle damage to the database.
      
      save_vehicle_illegal = true; //This will allow cops to be advised when a vehicle, with illegal items in it, is impounded. This will also save illegal items as proof of crime, and needs "save_vehicle_virtualItems" set as true. Illegal items don't need to be set in save_vehicle_items[] for being saved, if it's enabled.
      
      
      
      
      
      /* System Settings */
      
      /* ATM & Federal Reserve System Configurations */
      
      global_ATM = true; //Allow users to access any ATM on the map (Marked & Unmarked).
      
      noatm_timer = 10; //Time in minutes that players cannot deposit money after selling stolen gold.
      
      minimum_cops = 5; //Minimum cops required online to rob the Federal Reserve
      
      
      
      /* Basic System Configurations */
      
      donor_level = false; //Enable the donor level set in database (var = life_donorlevel; levels = 0,1,2,3,4,5). ATTENTION! Before enabling, read: https://www.bistudio.com/community/game-content-usage-rules & https://www.bistudio.com/monetization
      
      enable_fatigue = false; //Set to false to disable the ARMA 3 fatigue system.
      
      total_maxWeight = 24; //Static variable for the maximum weight allowed without having a backpack
      
      respawn_timer = 30; //How many seconds a player should wait, before being able to respawn. Minimum 5 seconds.
      
      
      
      /* Channel 7 News Station Configurations */
      
      news_broadcast_cost = 5000; //Cost for a player to send a news station broadcast.
      
      news_broadcast_cooldown = 20; //Time in minutes that is required between news station broadcasts. (Default = 20 minutes)
      
      news_broadcast_header_length = 60; //Number of characters that a header can consist of. Anything over this may clip. This depends on the font size and various other factors. Adjust with caution.
      
      
      
      /* Clothing System Configurations */
      
      civ_skins = true; //Enable or disable civilian skins. Before enabling, you must add all the SEVEN files to textures folder. (It must be named as: civilian_uniform_1.jpg, civilian_uniform_2.jpg...civilian_uniform_6.jpg, civilian_uniform_7.jpg)
      
      cop_extendedSkins = true; //Enable or disable cop skins by level. Before enabling, you must add all the EIGHT files to textures folder. (It must be named as: cop_uniform.jpg + cop_uniform_1.jpg, cop_uniform_2.jpg...cop_uniform_6.jpg, cop_uniform_7.jpg; meaning cop_uniform = life_coplevel=0, cop_uniform_1 = life_coplevel=1, cop_uniform_2 = life_coplevel=2, etc...)
      
      clothing_noTP = false; //Disable clothing preview teleport? (true = no teleport. false = teleport)
      
      clothing_box = true; //true = teleport to a black box. false = teleport to somewhere on map. (It only affects the game if clothing_noTP is set as false)
      
      clothing_masks[] = { "H_Shemag_olive", "H_Shemag_khk", "H_Shemag_tan", "H_Shemag_olive_hs", "H_ShemagOpen_khk", "H_ShemagOpen_tan", "G_Balaclava_blk", "G_Balaclava_combat", "G_Balaclava_lowprofile", "G_Balaclava_oli", "G_Bandanna_aviator", "G_Bandanna_beast", "G_Bandanna_blk", "G_Bandanna_khk", "G_Bandanna_oli", "G_Bandanna_shades", "G_Bandanna_sport", "G_Bandanna_tan", "U_O_GhillieSuit", "U_I_GhillieSuit", "U_B_GhillieSuit", "H_RacingHelmet_1_black_F", "H_RacingHelmet_1_red_F", "H_RacingHelmet_1_white_F", "H_RacingHelmet_1_blue_F", "H_RacingHelmet_1_yellow_F", "H_RacingHelmet_1_green_F", "H_RacingHelmet_1_F", "H_RacingHelmet_2_F", "H_RacingHelmet_3_F", "H_RacingHelmet_4_F"
      };
      
      
      
      /* Fuel System Configurations */
      
      pump_service = true; //Allow users to use pump service on the map. Default = false
      
      fuel_cost = 20; //Cost of fuel per liter at fuel stations (if not defined for the vehicle already).
      
      service_chopper = 1500; //Cost to service chopper at chopper service station(Repair/Refuel).
      
      fuelCan_refuel = 100; //Cost to refuel an empty fuel canister at the fuel station pumps. (Be wary of your buy/sell prices on fuel cans to prevent exploits...)
      
      
      
      /* Gang System Configurations */
      
      gang_price = 90000; //Gang creation price. --Remember they are persistent so keep it reasonable to avoid millions of gangs.
      
      gang_upgradeBase = 12000; //The base cost for purchasing additional slots in a gang
      
      gang_upgradeMultiplier = 2.5; //CURRENTLY NOT IN USE
      
      
      
      /* Housing System Configurations */
      
      house_limit = 3; //Maximum number of houses a player can own.
      
      
      
      /* Hunting & Fishing System Configurations */
      
      animaltypes_fish[] = { "Salema_F", "Ornate_random_F", "Mackerel_F", "Tuna_F", "Mullet_F", "CatShark_F", "Turtle_F" }; //Classnames of fish you can catch
      
      animaltypes_hunting[] = { "Sheep_random_F", "Goat_random_F", "Hen_random_F", "Cock_random_F", "Rabbit_F" }; //Classnames of aniamls you can hunt/gut
      
      
      
      /* Item-related Restrictions */
      
      restrict_medic_weapons = false; //Set to false to allow medics to use any weapon --true will remove ANY weapon they attempt to use (primary,secondary,launcher)
      
      restrict_clothingPickup = true; //Set to false to allow civilians to pickup/take any uniform (ground/crates/vehicles)
      
      restrict_weaponPickup = false; //Set to false to allow civilians to pickup/take any weapon (ground/crates/vehicles)
      
      restricted_uniforms[] = { "U_Rangemaster", "U_B_CombatUniform_mcam_tshirt", "U_B_CombatUniform_mcam_worn", "U_B_survival_uniform" };
      
      restricted_weapons[] = { "hgun_P07_snds_F", "arifle_MX_F", "arifle_MXC_F" };
      
      
      
      /* Jail System Configurations */
      
      jail_seize_vItems[] = { "spikeStrip","lockpick","goldbar","blastingcharge","boltcutter","defusekit","heroin_unprocessed","heroin_processed","cannabis","marijuana","cocaine_unprocessed","cocaine_processed","turtle_raw" }; //Define VIRTUAL items you want to be removed from players upon jailing here. Use "jail_seize_inventory" for Arma inventory items.
      
      jail_seize_inventory = false; //Set to true to run the cop seize script on inmates. False will remove only weapons and magazines otherwise. (Basically used in case cops forget to seize items). [See Lines 106-111 below]
      
      sendtoJail_locations[] = { "police_hq_1", "police_hq_2", "cop_spawn_3", "cop_spawn_5", "Correctional_Facility" }; //Enter the variableName from the mission.sqm here to allow cops to send a person to jail at these locations.
      
      
      
      /* Medical System Configurations */
      
      revive_cops = false; //true to enable cops the ability to revive everyone or false for only medics/ems.
      
      revive_fee = 700; //Revive fee that players have to pay and medics only EMS(independent) are rewarded with this amount.
      
      hospital_heal_fee = 1400; //Fee to heal at a hospital NPC
      
      
      
      /* Paycheck & Bank System Configurations */
      
      bank_cop = 4000; //Amount of cash in bank for new cops
      
      bank_civ = 4000; //Amount of cash in bank for new civillians
      
      bank_med = 4000; //Amount of cash in bank for new medics
      
      
      
      paycheck_cop = 650; //Payment for cops
      
      paycheck_civ = 150; //Payment for civillians
      
      paycheck_med = 600; //Payment for medics
      
      
      
      paycheck_period = 5; //Scaled in minutes
      
      bank_transferTax = .05; //Tax that player pays when transferring money from ATM. Tax = Amount * multiplier
      
      
      
      /* Player Job System Configurations */
      
      delivery_points[] = { "dp_1", "dp_2", "dp_3", "dp_4", "dp_5", "dp_6", "dp_7", "dp_8", "dp_9", "dp_10", "dp_11", "dp_12", "dp_13", "dp_14", "dp_15", "dp_15", "dp_16", "dp_17", "dp_18", "dp_19", "dp_20", "dp_21", "dp_22", "dp_23", "dp_24", "dp_25"
      };
      
      fuelTank_winMultiplier = 1; //Win Multiplier in FuelTank Missions. Increase for greater payout. Default = 1
      
      
      
      /* Search & Seizure System Configurations */
      
      seize_exempt[] = { "Binocular", "ItemWatch", "ItemCompass", "ItemGPS", "ItemMap", "NVGoggles", "FirstAidKit", "ToolKit", "Chemlight_red", "Chemlight_yellow", "Chemlight_green", "Chemlight_blue", "optic_ACO_grn_smg" }; //Arma items that will not get seized from player inventories
      
      seize_uniform[] = { "U_Rangemaster" }; //Any specific uniforms you want to be seized from players
      
      seize_vest[] = { "V_TacVest_blk_POLICE" }; //Any specific vests you want to be seized from players
      
      seize_headgear[] = { "H_Cap_police" }; //Any hats or helmets you want seized from players
      
      seize_minimum_rank = 2; //Required minimum CopLevel to be able to seize items from players
      
      
      
      /* Vehicle System Configurations */
      
      chopShop_vehicles[] = { "Car", "Air" }; //Vehicles that can be chopped. (Can add: "Ship" and possibly more -> look at the BI wiki...)
      
      vehicle_infiniteRepair[] = {false, true, true, true}; //Set to true for unlimited repairs with 1 toolkit. False will remove toolkit upon use. civilian, west, independent, east
      
      vehicleShop_rentalOnly[] = { "B_MRAP_01_hmg_F", "B_G_Offroad_01_armed_F", "B_Boat_Armed_01_minigun_F" }; //Vehicles that can only be rented and not purchased. (Last only for the session)
      
      vehicleShop_3D = true; //Add preview 3D inside Shop vehicle. Default : False
      
      
      
      /* Vehicle Purchase Prices */
      
      vehicle_purchase_multiplier_CIVILIAN = 1; //Civilian Vehicle Buy Price = Config_Vehicle price * multiplier
      
      vehicle_purchase_multiplier_COP = .017; //Cop Vehicle Buy Price = Config_Vehicle price * multiplier
      
      vehicle_purchase_multiplier_MEDIC = .017; //Medic Vehicle Buy Price = Config_Vehicle price * multiplier
      
      vehicle_purchase_multiplier_OPFOR = .017; // -- NOT IN USE -- Simply left in for east support.
      
      
      
      /* Vehicle Rental Prices */
      
      vehicle_rental_multiplier_CIVILIAN = .60; //Civilian Vehicle Rental Price = Config_Vehicle price * multiplier
      
      vehicle_rental_multiplier_COP = .0085; //Cop Vehicle Rental Price = Config_Vehicle price * multiplier
      
      vehicle_rental_multiplier_MEDIC = .0085; //Medic Vehicle Rental Price = Config_Vehicle price * multiplier
      
      vehicle_rental_multiplier_OPFOR = .0085; // -- NOT IN USE -- Simply left in for east support.
      
      
      
      /* Vehicle Sell Prices */
      
      vehicle_sell_multiplier_CIVILIAN = .5; //Civilian Vehicle Garage Sell Price = Vehicle Buy Price * multiplier
      
      vehicle_sell_multiplier_COP = .5; //Cop Vehicle Garage Sell Price = Vehicle Buy Price * multiplier
      
      vehicle_sell_multiplier_MEDIC = .5; //Medic Vehicle Garage Sell Price = Vehicle Buy Price * multiplier
      
      vehicle_sell_multiplier_OPFOR = .5; // -- NOT IN USE -- Simply left in for east support.
      
      
      
      /* "Other" Vehicle Prices */
      
      vehicle_chopShop_multiplier = .25; //Chop Shop price for vehicles. TO AVOID EXPLOITS NEVER SET HIGHER THAN A PURCHASE/RENTAL multipler! Payout = Config_vehicle Price * multiplier
      
      vehicle_storage_fee_multiplier = .07; //Pull from garage cost --> Cost takes the playersides Buy Price * multiplier
      
      vehicle_cop_impound_multiplier = .005; //TO AVOID EXPLOITS NEVER SET HIGHER THAN A PURCHASE/RENTAL multipler! Payout = Config_vehicle Price * multiplier
      
      vehicle_impound_fee_multiplier = .12; //Pull from impound Garage cost --> Cost takes the playersides Buy Price * multiplier
      
      
      
      /* Wanted System Settings *
      
      /* crimes[] = {String, Bounty, Code} */
      
      crimes[] = {
      
      {"STR_Crime_1","1250","1"},
      
      {"STR_Crime_1A","3200","1A"},
      
      {"STR_Crime_45","12000","45"},
      
      {"STR_Crime_5","450","5"},
      
      {"STR_Crime_6","300","6"},
      
      {"STR_Crime_42","2000","42"},
      
      {"STR_Crime_2","1800","2"},
      
      {"STR_Crime_480","6000","480"},
      
      {"STR_Crime_44","1800","44"},
      
      {"STR_Crime_7","800","7"},
      
      {"STR_Crime_4","1800","4"},
      
      {"STR_Crime_13","3500","13"},
      
      {"STR_Crime_215","2500","215"},
      
      {"STR_Crime_487","4000","487"},
      
      {"STR_Crime_48","7000","48"},
      
      {"STR_Crime_10","77","10"},
      
      {"STR_Crime_43","2000","43"},
      
      {"STR_Crime_11","5000","11"},
      
      {"STR_Crime_26","77","26"},
      
      {"STR_Crime_46","1500","46"},
      
      {"STR_Crime_47","4000","47"},
      
      {"STR_Crime_12","4500","12"},
      
      {"STR_Crime_8","6000","8"},
      
      {"STR_Crime_49","7000","49"},
      
      {"STR_Crime_3","3750","3"},
      
      {"STR_Crime_20","700","20"},
      
      {"STR_Crime_21","1750","21"},
      
      {"STR_Crime_18","3500","18"},
      
      {"STR_Crime_30","4000","30"},
      
      {"STR_Crime_35","4000","35"},
      
      {"STR_Crime_34","700","34"},
      
      {"STR_Crime_37","4500","37"},
      
      {"STR_Crime_32","10000","32"},
      
      {"STR_Crime_668","1500","668"},
      
      {"STR_Crime_488","3500","488"},
      
      {"STR_Crime_481","4500","481"},
      
      {"STR_Crime_390","7000","390"},
      
      {"STR_Crime_482","8500","482"},
      
      {"STR_Crime_483","11000","483"},
      
      {"STR_Crime_31","5500","31"},
      
      {"STR_Crime_38","8000","38"},
      
      {"STR_Crime_17","1000","17"},
      
      {"STR_Crime_39","77","39"},
      
      {"STR_Crime_14","3000","14"},
      
      {"STR_Crime_40","3500","40"},
      
      {"STR_Crime_15","6000","15"},
      
      {"STR_Crime_41","11000","41"},
      
      {"STR_Crime_666","4000","666"},
      
      {"STR_Crime_211","5500","211"},
      
      {"STR_Crime_28","4000","28"},
      
      {"STR_Crime_29","8000","29"},
      
      {"STR_Crime_459","4000","459"},
      
      {"STR_Crime_213","6000","213"},
      
      {"STR_Crime_207A","8700","207A"},
      
      {"STR_Crime_207","12500","207"},
      
      {"STR_Crime_27","9000","27"},
      
      {"STR_Crime_187V","5500","187V"},
      
      {"STR_Crime_187","4000","187"},
      
      {"STR_Crime_25","12000","25"},
      
      {"STR_Crime_33","6000","33"},
      
      {"STR_Crime_901","12000","901"},
      
      {"STR_Crime_23","16500","23"},
      
      {"STR_Crime_36","15000","36"},
      
      {"STR_Crime_667","18000","667"}
      
      };
      
      };
      
      class Toxic_Repair {
        Cop_Repairing = false; //Allow cops to repair objects
        Medic_Repairing = true; //Allow medics to repair objects
        Civ_Repairing = false; //Allow civs to repair objects
      
        class Civilian {
        Repair_Reward = 100; //How much they get per object they repair
        Cooldown = true; //If you want to have a cooldown on the repairing
        Cooldown_Time = 60; //Time is seconds for the cooldown between repairing
        };
      
        class Cop {
        Repair_Reward = 100; //How much they get per object they repair
        Cooldown = true; //If you want to have a cooldown on the repairing
        Cooldown_Time = 60; //Time is seconds for the cooldown between repairing
        };
      
        class Medic {
        Repair_Reward = 300; //How much they get per object they repair
        Cooldown = true; //If you want to have a cooldown on the repairing
        Cooldown_Time = 10; //Time is seconds for the cooldown between repairing
        };
      };
      Alles anzeigen

      Versuchs mal damit bitte

    • Erneutes neues Nachrichtensystem mit Emojis

      • br1zey
      • 12. Oktober 2018 um 19:09
      Code
      [format [localize "STR_Shop_Virt_BoughtItem",_amount,(localize _name),[(_price * _amount)] call life_fnc_numberText],"ANZEIGE ZEIT [SLOW,FAST,MSG]","DIE FARBE"] spawn life_fnc_message;
    • Reparing Map objects problem

      • br1zey
      • 12. Oktober 2018 um 19:06

      bitte mal komplette config_Master Anhängen

    • Charlieco Trage nicht ausladbar

      • br1zey
      • 12. Oktober 2018 um 01:25

      dan trage bitte mal eine ein

      wenn es nur condition = "true" ist

    • Charlieco Trage nicht ausladbar

      • br1zey
      • 12. Oktober 2018 um 01:17

      ok du hast ja das Fahrzeug auch in die Config Eingetragen

      Code
      class AF_sprinter_rtw_
      
      {
      
      pos[]={-0.2,-2.3,-0.60};
      
      load_radius=5;
      
      move_length=5;
      
      move_chassis=3;
      
      };
      Alles anzeigen

      aber eine condition hast du nicht Eingetragen oder? wenn ja was hast du da

    • Charlieco Trage nicht ausladbar

      • br1zey
      • 12. Oktober 2018 um 00:43

      2x ????

      Code
      condition="this getVariable['brancard_state',0] == 3 && [this]call ch_fnc_isOutloadable && (cameraOn isKindOf 'CAManBase')";
      
      condition="this getVariable['brancard_state',0] == 3 && [this]call ch_fnc_isOutloadable";

      Bekommst du den wenn du die Trage Eingeladen hast und aufs Auto Schaust und mal

      [cursorTarget]spawn ch_fnc_loadoutBrancard Ausführst die Trage raus ?

    • Charlieco Trage nicht ausladbar

      • br1zey
      • 11. Oktober 2018 um 22:57

      also bitte mal prüfen ob der classname auch wirklich

      AF_sprinter_rtw_ und vorallem auf die Groß und Kleinschreibung achten

      was würde als Condition eingetragen in der config ?

    • Charlieco Trage nicht ausladbar

      • br1zey
      • 11. Oktober 2018 um 03:15

      dan zeig mal bitte was du genau eingetragen hast und wo

    • Charlieco Trage nicht ausladbar

      • br1zey
      • 11. Oktober 2018 um 02:05

      geht das Ausladen den bei den Anderen Fahrzeugen noch ?

    • DP Misionen

      • br1zey
      • 11. Oktober 2018 um 01:56

      wow 2 Sec geschaut

      in der fn_dpFinish.sqf

      Zeile 15

      _price = round(1.7 * _dis);

    • Unvollständige RPT Logs

      • br1zey
      • 11. Oktober 2018 um 01:53

      dan vielleicht mal in die Client Logs schauen -.- den HUD ist ja Display und das hat der server nicht

    • Charlieco Trage nicht ausladbar

      • br1zey
      • 11. Oktober 2018 um 01:49
      Code
      1:30:48 Warning Message: No entry 'bin\config.bin/CfgVehicles/brancardch/UserActions/Loadout.condition'.
      1:30:48 Warning Message: '/' is not a value

      Das wird das Problem sein denke ich

      aber mal im Ernst der Log Explodiert ja nur vor Fehlern

      Code
       1:30:28 Warning Message: No entry 'bin\config.bin/CfgVehicles/AMG_GT3lu_civ.side'.
       1:30:28 Warning Message: '/' is not a value
       1:30:28 Warning Message: No entry 'bin\config.bin/CfgVehicles/EC635_Unarmed_Cargo.side'.
       1:30:28 Warning Message: '/' is not a value
       1:30:29 Warning Message: No entry 'bin\config.bin/CfgVehicles/AMG_GT3lu_civ.scope'.
       1:30:29 Warning Message: '/' is not a value
       1:30:29 Warning Message: No entry 'bin\config.bin/CfgVehicles/AMG_RACE.vehicleClass'.
       1:30:29 Warning Message: '/' is not a value
       1:30:29 Warning Message: No entry 'bin\config.bin/CfgVehicles/AMG_RACE_1.vehicleClass'.
       1:30:29 Warning Message: '/' is not a value
       1:30:29 Warning Message: No entry 'bin\config.bin/CfgVehicles/AMG_RACE_2.vehicleClass'.
      
       1:30:32 Warning Message: No entry 'bin\config.bin/CfgVehicles/EC635_Unarmed_Cargo.scope'.
       1:30:32 Warning Message: '/' is not a value
       1:30:32 Warning Message: No entry 'bin\config.bin/CfgVehicles/CY_GENDARMERIE_EC635_CARGO.vehicleClass'.
       1:30:32 Warning Message: '/' is not a value
       1:30:32 Warning Message: No entry 'bin\config.bin/CfgVehicles/CY_SC_EC635_CARGO.vehicleClass'.
       1:30:32 Warning Message: '/' is not a value
       1:30:32 Warning Message: No entry 'bin\config.bin/CfgVehicles/CY_SAMU_EC635_CARGO.vehicleClass'.
       1:30:32 Warning Message: '/' is not a value
       1:30:33 Warning Message: No entry 'bin\config.bin/CfgFactionClasses.OPF_F_A'.
       1:30:33 Warning Message: No entry '.displayName'.
       1:30:33 Warning Message: '/' is not a value
       1:30:33 Warning Message: No entry 'bin\config.bin/CfgFactionClasses.OPF_F_A'.
       1:30:33 Warning Message: No entry '.displayName'.
       1:30:33 Warning Message: '/' is not a value
      
       1:30:54 AF_sprinter_rtw_: wheel_1_1_destruct - unknown animation source hitlfwheel
       1:30:54 AF_sprinter_rtw_: wheel_1_2_destruct - unknown animation source hitlbwheel
       1:30:54 AF_sprinter_rtw_: wheel_1_3_destruct - unknown animation source hitlmwheel
       1:30:54 AF_sprinter_rtw_: wheel_1_4_destruct - unknown animation source hitlf2wheel
       1:30:54 AF_sprinter_rtw_: wheel_2_1_destruct - unknown animation source hitrfwheel
       1:30:54 AF_sprinter_rtw_: wheel_2_2_destruct - unknown animation source hitrbwheel
       1:30:54 AF_sprinter_rtw_: wheel_2_3_destruct - unknown animation source hitrmwheel
       1:30:54 AF_sprinter_rtw_: wheel_2_4_destruct - unknown animation source hitrf2wheel
       1:30:54 AF_sprinter_rtw_: wheel_1_1_destruct_unhide - unknown animation source hitlfwheel
       1:30:54 AF_sprinter_rtw_: wheel_1_2_destruct_unhide - unknown animation source hitlbwheel
       1:30:54 AF_sprinter_rtw_: wheel_1_3_destruct_unhide - unknown animation source hitlmwheel
       1:30:54 AF_sprinter_rtw_: wheel_1_4_destruct_unhide - unknown animation source hitlf2wheel
       1:30:54 AF_sprinter_rtw_: wheel_2_1_destruct_unhide - unknown animation source hitrfwheel
       1:30:54 AF_sprinter_rtw_: wheel_2_2_destruct_unhide - unknown animation source hitrbwheel
       1:30:54 AF_sprinter_rtw_: wheel_2_3_destruct_unhide - unknown animation source hitrmwheel
       1:30:54 AF_sprinter_rtw_: wheel_2_4_destruct_unhide - unknown animation source hitrf2wheel
       1:30:54 AF_sprinter_rtw_: wheel_1_3_damage - unknown animation source hitlmwheel
       1:30:54 AF_sprinter_rtw_: wheel_1_4_damage - unknown animation source hitlf2wheel
       1:30:54 AF_sprinter_rtw_: wheel_2_3_damage - unknown animation source hitrmwheel
       1:30:54 AF_sprinter_rtw_: wheel_2_4_damage - unknown animation source hitrf2wheel
       1:30:54 AF_sprinter_rtw_: wheel_1_3_damper_damage_backanim - unknown animation source hitlmwheel
       1:30:54 AF_sprinter_rtw_: wheel_1_4_damper_damage_backanim - unknown animation source hitlf2wheel
       1:30:54 AF_sprinter_rtw_: wheel_2_3_damper_damage_backanim - unknown animation source hitrmwheel
       1:30:54 AF_sprinter_rtw_: wheel_2_4_damper_damage_backanim - unknown animation source hitrf2wheel
       1:30:54 AF_sprinter_rtw_: glass1_destruct - unknown animation source hitglass1
       1:30:54 AF_sprinter_rtw_: glass2_destruct - unknown animation source hitglass2
       1:30:54 AF_sprinter_rtw_: glass3_destruct - unknown animation source hitglass3
       1:30:54 AF_sprinter_rtw_: glass4_destruct - unknown animation source hitglass4
       1:30:54 AF_sprinter_rtw_: clignotantsgauchestart - unknown animation source clignotantsgauche
       1:30:54 AF_sprinter_rtw_: clignotantsdroitstart - unknown animation source clignotantsdroit
       1:30:54 AF_sprinter_rtw_: lightb - unknown animation source gyro
       1:30:54 AF_sprinter_rtw_: lamp1 - unknown animation source gyro
       1:30:54 AF_sprinter_rtw_: lamp2 - unknown animation source gyro
       1:30:54 AF_sprinter_rtw_: wheel_1_1_damage - unknown animation source hitlfwheel
       1:30:54 AF_sprinter_rtw_: wheel_1_2_damage - unknown animation source hitlbwheel
       1:30:54 AF_sprinter_rtw_: wheel_2_1_damage - unknown animation source hitrfwheel
       1:30:54 AF_sprinter_rtw_: wheel_2_2_damage - unknown animation source hitrbwheel
       1:30:54 AF_sprinter_rtw_: wheel_1_1_damper_damage_backanim - unknown animation source hitlfwheel
       1:30:54 AF_sprinter_rtw_: wheel_1_2_damper_damage_backanim - unknown animation source hitlbwheel
       1:30:54 AF_sprinter_rtw_: wheel_2_1_damper_damage_backanim - unknown animation source hitrfwheel
       1:30:54 AF_sprinter_rtw_: wheel_2_2_damper_damage_backanim - unknown animation source hitrbwheel
       1:30:54 AF_sprinter_rtw_: glass5_destruct - unknown animation source hitglass5
       1:30:54 af_sprinter_rtw\prx\int.p3d: No geometry and no visual shape
       1:30:54 af_sprinter_rtw\prx\wheel_1_2_hide.p3d: No geometry and no visual shape
       1:30:54 af_sprinter_rtw\prx\wheel_2_2_hide.p3d: No geometry and no visual shape
       1:30:54 af_sprinter_rtw\prx\chrome.p3d: No geometry and no visual shape
       1:30:54 af_sprinter_rtw\prx\lichter.p3d: No geometry and no visual shape
       1:30:54 af_sprinter_rtw\prx\zadni svetlo.p3d: No geometry and no visual shape
       1:30:54 af_sprinter_rtw\prx\plastic.p3d: No geometry and no visual shape
       1:30:54 af_sprinter_rtw\prx\front.p3d: No geometry and no visual shape
       1:30:54 af_sprinter_rtw\prx\gereate.p3d: No geometry and no visual shape
       1:30:54 af_sprinter_rtw\prx\cl_g.p3d: No geometry and no visual shape
       1:30:54 af_sprinter_rtw\prx\cl_d.p3d: No geometry and no visual shape
       1:30:54 af_sprinter_rtw\prx\blitzer.p3d: No geometry and no visual shape
       1:30:54 af_sprinter_rtw\prx\brzdove svetlo.p3d: No geometry and no visual shape
       1:30:54 af_sprinter_rtw\prx\boxarr.p3d: No geometry and no visual shape
       1:30:54 af_sprinter_rtw\prx\rad.p3d: No geometry and no visual shape
       1:30:54 af_sprinter_rtw\prx\blaulicht.p3d: No geometry and no visual shape
       1:30:54 af_sprinter_rtw\prx\int.p3d: vehicle, config class missing
       1:30:54 af_sprinter_rtw\prx\wheel_1_2_hide.p3d: vehicle, config class missing
       1:30:54 af_sprinter_rtw\prx\wheel_2_2_hide.p3d: vehicle, config class missing
       1:30:54 af_sprinter_rtw\prx\chrome.p3d: vehicle, config class missing
       1:30:54 af_sprinter_rtw\prx\lichter.p3d: vehicle, config class missing
       1:30:54 af_sprinter_rtw\prx\zadni svetlo.p3d: vehicle, config class missing
       1:30:54 af_sprinter_rtw\prx\plastic.p3d: vehicle, config class missing
       1:30:54 af_sprinter_rtw\prx\front.p3d: vehicle, config class missing
       1:30:54 af_sprinter_rtw\prx\gereate.p3d: vehicle, config class missing
       1:30:54 af_sprinter_rtw\prx\cl_g.p3d: vehicle, config class missing
       1:30:54 af_sprinter_rtw\prx\cl_d.p3d: vehicle, config class missing
       1:30:54 af_sprinter_rtw\prx\blitzer.p3d: vehicle, config class missing
       1:30:54 af_sprinter_rtw\prx\brzdove svetlo.p3d: vehicle, config class missing
       1:30:54 af_sprinter_rtw\prx\boxarr.p3d: vehicle, config class missing
       1:30:54 af_sprinter_rtw\prx\rad.p3d: vehicle, config class missing
       1:30:54 af_sprinter_rtw\prx\blaulicht.p3d: vehicle, config class missing
      Alles anzeigen

      und vieles mehr :rolleyes:

    • Unvollständige RPT Logs

      • br1zey
      • 11. Oktober 2018 um 00:54

      also keine Ahnung was du dan für ein Log Angehängt hast aber der ist doch komplett

    • Wie kann ich den P-Drive ändern ?

      • br1zey
      • 9. Oktober 2018 um 02:49
      Zitat von taker9999

      In den Arma 3 Tools kannst du unter Perferences und Optionen, den Pfad zum Arma 3 Projekt Ordner Ändern. Aber deine Daten musst du selber rüber kopieren

      ohhh Nice wieder was gelernt :P bzw habe ich nie danach geschaut da ich gleich ein Festes Laufwerk gemacht habe ^^

    • Battleeye Deaktivieren (wie geschützt ist das Spiel dann noch)

      • br1zey
      • 8. Oktober 2018 um 22:31

      eigentlich öffnet ich damit jedem Hacker Tür und Tor

    • Wie kann ich den P-Drive ändern ?

      • br1zey
      • 8. Oktober 2018 um 22:27

      also och wuste nicht das es geht aber du könntest deine D Festplatte in 2 Partition teilen und Dan einer den Laufwerk Buchstaben P geben das geht Dan auch

    • Zellensystem; Türen lassen sich weder öffnen noch schließen

      • br1zey
      • 6. Oktober 2018 um 19:35

      Du machst eine neue Datei in core\function mit dem Name fn_lockCell.sqf mit Folgendem Inhalt

      Code
      #include "..\..\script_macros.hpp"
      /*
       * Author: br1zey
       *
       * Description:
       * This File Make The Green Container locked for Cops
       *
       * Arguments:
       * 0: NUMBER - Example Number
       * 1: ARRAY - Example Array
       * 2: CODE or STRING - Example Code or String
       *
       * Return Value:
       * Nothing
       *
       * Example:
       * N/A
       *
       */
      
      params [
          ["_obj",objNull,[objNull]]
      ];
      
      _obj addAction ["Zeller Verschließen", {params ["_target", "_caller", "_actionId", "_arguments"]; _target setVariable ["bis_disabled_Door_1",1,true]; _target animate["door_1_rot",0];hint "Tür wurde verschlossen"},nil, 1, true, true, "shortcut", "playerSide isEqualTo west", 7];
      _obj addAction ["Zeller Aufschließen", {params ["_target", "_caller", "_actionId", "_arguments"]; _target setVariable ["bis_disabled_Door_1",0,true];hint "Tür wurde Aufgeschlossen"},nil, 1, true, true, "", "playerSide isEqualTo west" , 7];
      Alles anzeigen

      Jetzt gehst du in deine Function.hpp undzwar zu class Function etwa Zeile 173 in AL 5.0 und trägst unten

      class lockCell {}; ein sollte dan so Aussehen

      Code
      class Functions {
              file = "core\functions";
              class AAN {};
              class accType {};
              class actionKeyHandler {};
              class animSync {};
              class calWeightDiff {};
              class checkMap {};
              class clearVehicleAmmo {};
              class dropItems {};
              class escInterupt {};
              class fetchCfgDetails {};
              class fetchDeadGear {};
              class fetchVehInfo {};
              class isDamaged {};
              class giveDiff {};
              class handleDamage {};
              class handleInv {};
              class handleItem {};
              class hideObj {};
              class hudSetup {};
              class hudUpdate {};
              class inventoryClosed {};
              class inventoryOpened {};
              class isUIDActive {};
              class keyHandler {};
              class loadDeadGear {};
              class loadGear {};
              class nearATM {};
              class nearestDoor {};
              class nearUnits {};
              class numberText {};
              class onFired {};
              class onTakeItem {};
              class playerSkins {};
              class playerTags {};
              class postNewsBroadcast {};
              class pullOutVeh {};
              class pushObject {};
              class receiveItem {};
              class receiveMoney {};
              class revealObjects {};
              class saveGear {};
              class simDisable {};
              class stripDownPlayer {};
              class teleport {};
              class whereAmI {};
              class lockCell {};
          };
      Alles anzeigen

      Jetzt gehst du auf die Map und machst in die Init vom Container Folgendes Rein

      this call life_fnc_lockCell;

      Mit Folgenden Containern Getestet

      Könnte aber auch mit Anderen Gehen

    • Zellensystem; Türen lassen sich weder öffnen noch schließen

      • br1zey
      • 6. Oktober 2018 um 18:41

      Nein aber gib mir mal kurz 30 min zum essen dan schreibe ich eins ^^

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