bitte mal kommpleten rpt log so wie extDB log anhängen
Beiträge von br1zey
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Code
Alles anzeigen#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 }; };
Versuchs mal damit bitte
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bitte mal komplette config_Master Anhängen
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dan trage bitte mal eine ein
wenn es nur condition = "true" ist
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2x ????
Codecondition="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 ?
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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 ?
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dan zeig mal bitte was du genau eingetragen hast und wo
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geht das Ausladen den bei den Anderen Fahrzeugen noch ?
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wow 2 Sec geschaut
in der fn_dpFinish.sqf
Zeile 15
_price = round(1.7 * _dis);
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dan vielleicht mal in die Client Logs schauen -.- den HUD ist ja Display und das hat der server nicht
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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
Alles anzeigen1:30:28 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
und vieles mehr
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also keine Ahnung was du dan für ein Log Angehängt hast aber der ist doch komplett
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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
bzw habe ich nie danach geschaut da ich gleich ein Festes Laufwerk gemacht habe
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eigentlich öffnet ich damit jedem Hacker Tür und Tor
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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
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Du machst eine neue Datei in core\function mit dem Name fn_lockCell.sqf mit Folgendem Inhalt
Code
Alles anzeigen#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];
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
Alles anzeigenclass 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 {}; };
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
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Nein aber gib mir mal kurz 30 min zum essen dan schreibe ich eins