Ja werde ich mal versuchen melde mich dann mal gleich, danke schonmal für den Tipp!
Beiträge von uuunix
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Vielleicht auch mal nachgeschaut ob du in der Mission.sqm in der Attribute -> Multiplayer > Ki Disabled hast?
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Ja wir haben eine neue Bank von Catalina Island.
Das konnte ich gerade in der Server RPT unteranderem finden.
Code
Alles anzeigenmaster_group attachTo[bank_obj,[0,0,0]]; { _hs = createVehicl> Error position: <bank_obj,[0,0,0]]; { _hs = createVehicl> Error Undefined variable in expression: bank_obj File life_server\init.sqf, line 89 "----------------------------------------------------------------------------------------------------" " End of Altis Life Server Init :: Total Execution Time 0.658005 seconds " "----------------------------------------------------------------------------------------------------" Error in expression <y]]] call TON_fnc_terrainSort; _dome = nearestObject [_pos,"Land_Dome_Big_F"]; > Error position: <nearestObject [_pos,"Land_Dome_Big_F"]; > Error Type Array, expected Number File life_server\init.sqf, line 191 Unaccessible
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Hey NN Community,
ich habe mal in die Client Rpt Datei ein Blick geworfen und gesehen das ich andauern diese Meldung bekomme :
Code
Alles anzeigenif ((nearestObject [_pos,"Land_Dome_Big_F"]) > 0:12:35 Error position: <nearestObject [_pos,"Land_Dome_Big_F"]) > 0:12:35 Error Typ Array, erwartet Zahl 0:12:35 File core\housing\fn_houseMenu.sqf [life_fnc_houseMenu], line 109 0:12:35 Error in expression < {player distance _curObject < 12} || ((nearestObject [_pos,"Land_Dome_Big_F"]) > 0:12:35 Error position: <nearestObject [_pos,"Land_Dome_Big_F"]) > 0:12:35 Error Typ Array, erwartet Zahl 0:12:35 File core\functions\fn_actionKeyHandler.sqf [life_fnc_actionKeyHandler], line 124 0:12:35 Error in expression <rray]]] call TON_fnc_terrainSort; if ((nearestObject [_pos,"Land_Dome_Big_F"]) > 0:12:35 Error position: <nearestObject [_pos,"Land_Dome_Big_F"]) > 0:12:35 Error Typ Array, erwartet Zahl 0:12:35 File core\housing\fn_houseMenu.sqf [life_fnc_houseMenu], line 109 0:12:35 Error in expression < {player distance _curObject < 12} || ((nearestObject [_pos,"Land_Dome_Big_F"]) > 0:12:35 Error position: <nearestObject [_pos,"Land_Dome_Big_F"]) > 0:12:35 Error Typ Array, erwartet Zahl 0:12:35 File core\functions\fn_actionKeyHandler.sqf [life_fnc_actionKeyHandler], line 124 0:12:37 Error in expression <rray]]] call TON_fnc_terrainSort; if ((nearestObject [_pos,"Land_Dome_Big_F"]) > 0:12:37 Error position: <nearestObject [_pos,"Land_Dome_Big_F"]) > 0:12:37 Error Typ Array, erwartet Zahl 0:12:37 File core\housing\fn_houseMenu.sqf [life_fnc_houseMenu], line 109 0:12:37 Error in expression < {player distance _curObject < 12} || ((nearestObject [_pos,"Land_Dome_Big_F"]) > 0:12:37 Error position: <nearestObject [_pos,"Land_Dome_Big_F"]) > 0:12:37 Error Typ Array, erwartet Zahl 0:12:37 File core\functions\fn_actionKeyHandler.sqf [life_fnc_actionKeyHandler], line 124 0:12:37 Error in expression <rray]]] call TON_fnc_terrainSort; if ((nearestObject [_pos,"Land_Dome_Big_F"]) > 0:12:37 Error position: <nearestObject [_pos,"Land_Dome_Big_F"]) > 0:12:37 Error Typ Array, erwartet Zahl 0:12:37 File core\housing\fn_houseMenu.sqf [life_fnc_houseMenu], line 109 0:12:37 Error in expression < {player distance _curObject < 12} || ((nearestObject [_pos,"Land_Dome_Big_F"]) > 0:12:37 Error position: <nearestObject [_pos,"Land_Dome_Big_F"]) > 0:12:37 Error Typ Array, erwartet Zahl 0:12:37 File core\functions\fn_actionKeyHandler.sqf [life_fnc_actionKeyHandler], line 124 0:12:38 Error in expression <rray]]] call TON_fnc_terrainSort; if ((nearestObject [_pos,"Land_Dome_Big_F"]) > 0:12:38 Error position: <nearestObject [_pos,"Land_Dome_Big_F"]) > 0:12:38 Error Typ Array, erwartet Zahl 0:12:38 File core\housing\fn_houseMenu.sqf [life_fnc_houseMenu], line 109 0:12:38 Error in expression < {player distance _curObject < 12} || ((nearestObject [_pos,"Land_Dome_Big_F"]) > 0:12:38 Error position: <nearestObject [_pos,"Land_Dome_Big_F"]) > 0:12:38 Error Typ Array, erwartet Zahl 0:12:38 File core\functions\fn_actionKeyHandler.sqf [life_fnc_actionKeyHandler], line 124 0:12:38 Error in expression < {player distance _curObject < 12} || ((nearestObject [_pos,"Land_Dome_Big_F"]) > 0:12:38 Error position: <nearestObject [_pos,"Land_Dome_Big_F"]) > 0:12:38 Error Typ Array, erwartet Zahl 0:12:38 File core\functions\fn_actionKeyHandler.sqf [life_fnc_actionKeyHandler], line 124 0:12:38 Error in expression <rray]]] call TON_fnc_terrainSort;
Ich bekomme andauern den Fehler unteranderem in :
und
Könnte mir jemand helfen woran es liegt? Nebenbei erwähnt haben wir auf Lakeside gewechselt könnte es damit was zu tun haben?
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Hallo NN Community,
ich habe mit paar Leuten auf einem Lakeside Server gespielt und der Server schmiert nach 5 Minuten ab. Genau zu sein Freezed sich alles.
Hier die Fehler die wir Vermuten:
Code
Alles anzeigenError: Object(5 : 59) not found Error: Object(5 : 59) not found Error: Object(5 : 61) not found Error: Object(5 : 62) not found Error: Object(5 : 62) not found Error: Object(5 : 61) not found Server: Object 4:11 not found (message Type_93) Server: Object 4:10 not found (message Type_93) Server: Object 6:13 not found (message Type_121) Server: Object 6:12 not found (message Type_121) Error: Object(7 : 12) not found Error: Object(7 : 11) not found Error: Object(7 : 12) not found Error: Object(7 : 11) not found Message not sent - error 0, message ID = ffffffff, to 1634255400 (Dennis Rook) NetServer::SendMsg: cannot find channel #1634255400, users.card=1 NetServer: users.get failed when sending to 1634255400 Message not sent - error 0, message ID = ffffffff, to 1634255400 (Dennis Rook) NetServer::SendMsg: cannot find channel #1634255400, users.card=1 NetServer: users.get failed when sending to 1634255400 Message not sent - error 0, message ID = ffffffff, to 1634255400 (Dennis Rook) NetServer::SendMsg: cannot find channel #1634255400, users.card=1 NetServer: users.get failed when sending to 1634255400 Message not sent - error 0, message ID = ffffffff, to 1634255400 (Dennis Rook) NetServer::SendMsg: cannot find channel #1634255400, users.card=1 NetServer: users.get failed when sending to 1634255400 Message not sent - error 0, message ID =
Hoffe auf schnelle Hilfe!
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Danke, soweit keine Fehlermeldung mehr, jedoch wird mir das Bild nicht angezeigt. Ich habe die .paa Datei im Dialog Ordner abgelassen wo sich auch die Hud_stats befindet, jedoch immernoch ohne Erfolg.
Code
Alles anzeigenclass playerHUD { idd = -1; duration = 10e10; movingEnable = 0; fadein = 0; fadeout = 0; name = "playerHUD"; onLoad = "uiNamespace setVariable ['playerHUD',_this select 0]"; objects[] = {}; controls[] = { Life_RscBackground_HUD, Life_RscProgress_HUDFood, Life_RscProgress_HUDHealth, Life_RscProgress_HUDWater, Life_RscText_HUDFood, Life_RscText_HUDHealth, Life_RscText_HUDWater, Life_RscPicture_Logo // }; /* Background */ class Life_RscBackground_HUD: Life_RscBackground { colorBackground[] = {0,0,0,0.35}; x = 0.414815 * safezoneW + safezoneX; y = 0.966667 * safezoneH + safezoneY; w = 0.170371 * safezoneW; h = 0.0333333 * safezoneH; }; /* LOGO */ class Life_RscPicture_Logo: Life_RscPicture { idc = 1200; text = "logo.paa"; x = -0.575; y = 0.72; w = 0.2; h = 0.24;
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Hab's hinbekommen, vielen Dank
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So?
Code
Alles anzeigen#include "..\script_macros.hpp" /* File: fn_initCiv.sqf Author: Bryan "Tonic" Boardwine Description: Initializes the civilian. */ private _altisArray = [""]; private _tanoaArray = ["Land_House_Small_01_F"]; private _spawnBuildings = [[["Altis", _altisArray], ["Tanoa", _tanoaArray]]] call TON_fnc_terrainSort; civ_spawn_1 = nearestObjects[getMarkerPos "civ_spawn_1", 350]; civ_spawn_2 = nearestObjects[getMarkerPos "civ_spawn_2", _spawnBuildings,350]; civ_spawn_3 = nearestObjects[getMarkerPos "civ_spawn_3", _spawnBuildings,350]; civ_spawn_4 = nearestObjects[getMarkerPos "civ_spawn_4", _spawnBuildings,350]; waitUntil {!(isNull (findDisplay 46))}; if (life_is_alive && !life_is_arrested) then { /* Spawn at our last position */ player setVehiclePosition [life_civ_position, [], 0, "CAN_COLLIDE"]; } else { if (!life_is_alive && !life_is_arrested) then { if (LIFE_SETTINGS(getNumber,"save_civilian_positionStrict") isEqualTo 1) then { _handle = [] spawn life_fnc_civLoadout; waitUntil {scriptDone _handle}; CASH = 0; [0] call SOCK_fnc_updatePartial; }; [] call life_fnc_spawnMenu; waitUntil{!isNull (findDisplay 38500)}; //Wait for the spawn selection to be open. waitUntil{isNull (findDisplay 38500)}; //Wait for the spawn selection to be done. } else { if (life_is_arrested) then { life_is_arrested = false; [player,true] spawn life_fnc_jail; }; }; }; life_is_alive = true; player addRating 9999999;
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Guten Abend NN Community,
wir haben nach einem Map wechsel keine Spawnpoints mehr. Alles 1 zu 1 verschoben, jedoch immernoch keine Spawnpoints. Ich habe gesehen, dass SpawnObjects/Häuser nötig sind um zu spawnen. Könnte man diese einfach rausnehmen?
Ich denke mal dies hat mit der fn_initCiv zutun:
Code
Alles anzeigen#include "..\script_macros.hpp" /* File: fn_initCiv.sqf Author: Bryan "Tonic" Boardwine Description: Initializes the civilian. */ private _altisArray = ["Land_i_Shop_01_V1_F","Land_i_Shop_01_V2_F","Land_i_Shop_01_V3_F","Land_i_Shop_02_V1_F","Land_i_Shop_02_V2_F","Land_i_Shop_02_V3_F"]; private _tanoaArray = ["Land_House_Small_01_F"]; private _spawnBuildings = [[["Altis", _altisArray], ["Tanoa", _tanoaArray]]] call TON_fnc_terrainSort; civ_spawn_1 = nearestObjects[getMarkerPos "civ_spawn_1", _spawnBuildings,350]; civ_spawn_2 = nearestObjects[getMarkerPos "civ_spawn_2", _spawnBuildings,350]; civ_spawn_3 = nearestObjects[getMarkerPos "civ_spawn_3", _spawnBuildings,350]; civ_spawn_4 = nearestObjects[getMarkerPos "civ_spawn_4", _spawnBuildings,350]; waitUntil {!(isNull (findDisplay 46))}; if (life_is_alive && !life_is_arrested) then { /* Spawn at our last position */ player setVehiclePosition [life_civ_position, [], 0, "CAN_COLLIDE"]; } else { if (!life_is_alive && !life_is_arrested) then { if (LIFE_SETTINGS(getNumber,"save_civilian_positionStrict") isEqualTo 1) then { _handle = [] spawn life_fnc_civLoadout; waitUntil {scriptDone _handle}; CASH = 0; [0] call SOCK_fnc_updatePartial; }; [] call life_fnc_spawnMenu; waitUntil{!isNull (findDisplay 38500)}; //Wait for the spawn selection to be open. waitUntil{isNull (findDisplay 38500)}; //Wait for the spawn selection to be done. } else { if (life_is_arrested) then { life_is_arrested = false; [player,true] spawn life_fnc_jail; }; }; }; life_is_alive = true; player addRating 9999999;
Hoffe auf hilfreiche Antworten!
Mit freundlichen Grüßen,
uuunix
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PlaySound funktioniert gerade irgendwie nicht, jemand eine Lösung?
C
Alles anzeigen/* //--By Repentz //--Translated to german by Marius1773 */ #include "..\..\script_macros.hpp" /* fn_seatBelt.sqf */ //playSound "seatbelt"; //--Aktivier das wenn du ein Sound willst für deinen Anschnallgurt (nach belieben ändern) if(!life_seatbelt) then { life_seatbelt = true; playSound "sounds\seaton.ogg"; } else { life_seatbelt = false; playSound "sounds\seaton.ogg"; }; //[] call life_fnc_hudUpdate; //--Aktivier das wenn du eine Hud Option einfügen möchtest wenn der Anschnallgurt angelegt ist.
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Mach mal aus
Life_RscPicture Logo
Das
Life_RscPicture_Logo
Und aus
class Life_RscPicture_Logo: Life_RscPicture
Hoffe das hilft, bin am Handy.
Habs gemacht hab jedoch noch immer diese Fehler Meldung
ZitatWarning Message: File mpmissions\Altis_Life.Altis\dialog\hud_stats.hpp, line 30: /playerHUD/: 'i' encountered instead of '{'
Warning Message: Config : some input after EndOfFile.
Class Life_RscBackground destroyed with lock count 1Code
Alles anzeigenclass playerHUD { idd = -1; duration = 10e10; movingEnable = 0; fadein = 0; fadeout = 0; name = "playerHUD"; onLoad = "uiNamespace setVariable ['playerHUD',_this select 0]"; objects[] = {}; controls[] = { Life_RscBackground_HUD, Life_RscProgress_HUDFood, Life_RscProgress_HUDHealth, Life_RscProgress_HUDWater, Life_RscText_HUDFood, Life_RscText_HUDHealth, Life_RscText_HUDWater, Life_RscPicture_Logo // }; /* Background */ class Life_RscBackground_HUD: Life_RscBackground { colorBackground[] = {0,0,0,0.35}; x = 0.414815 * safezoneW + safezoneX; y = 0.966667 * safezoneH + safezoneY; w = 0.170371 * safezoneW; h = 0.0333333 * safezoneH; }; /* LOGO */ class Life_RscPicture_Logo: Life_RscPicture idc = 1200; text = "mpmissions/Altis_Life.Altis/textures/klein.jpg"; x = -0.575; y = 0.72; w = 0.2; h = 0.24; };
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Leider funktioniert das nicht so ganz, kann da jemand mal bitte reinschauen ?
Code
Alles anzeigenclass playerHUD { idd = -1; duration = 10e10; movingEnable = 0; fadein = 0; fadeout = 0; name = "playerHUD"; onLoad = "uiNamespace setVariable ['playerHUD',_this select 0]"; objects[] = {}; controls[] = { Life_RscBackground_HUD, Life_RscProgress_HUDFood, Life_RscProgress_HUDHealth, Life_RscProgress_HUDWater, Life_RscText_HUDFood, Life_RscText_HUDHealth, Life_RscText_HUDWater, Life_RscPicture Logo // }; /* Background */ class Life_RscBackground_HUD: Life_RscBackground { colorBackground[] = {0,0,0,0.35}; x = 0.414815 * safezoneW + safezoneX; y = 0.966667 * safezoneH + safezoneY; w = 0.170371 * safezoneW; h = 0.0333333 * safezoneH; }; /* LOGO */ class logo: Life_RscPicture idc = 1200; text = "mpmissions/Altis_Life.Altis/textures/klein.jpg"; x = -0.575; y = 0.72; w = 0.2; h = 0.24; };
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Hat leider nicht so geklappt wie erhoft
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Also müsste das so sein?
Code//Handle the tazer first (Top-Priority). if (!isNull _source) then { if (_source != _unit) then { if (currentWeapon _source in ["hgun_P07_snds_F","arifle_SDAR_F"] && _projectile in ["B_9x21_Ball","B_556x45_dual"]) then { if (side _source isEqualTo west && playerSide isEqualTo civilian) then { [player,player] call ACE_medical_fnc_treatmentAdvanced_fullHealLocal;
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Kann man eigentlich nicht aus dem Script das Arma Healing rausmachen und dort das Ace Healing einbauen?
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Kannst du mir sagen wo die Ace-HandleDamage ist?
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Hey NN Community,
der Taser macht anscheinend Schaden obwohl er eigentlich heilen sollte. Deswegen denke ich mal das es an ACE liegt hat jemand eine lösung?
fn_handleDamage:
Code
Alles anzeigen#include "..\..\script_macros.hpp" /* File: fn_handleDamage.sqf Author: Bryan "Tonic" Boardwine Description: Handles damage, specifically for handling the 'tazer' pistol and nothing else. */ params [ ["_unit",objNull,[objNull]], ["_part","",[""]], ["_damage",0,[0]], ["_source",objNull,[objNull]], ["_projectile","",[""]], ["_index",0,[0]] ]; //Handle the tazer first (Top-Priority). if (!isNull _source) then { if (_source != _unit) then { if (currentWeapon _source in ["hgun_P07_snds_F","arifle_SDAR_F"] && _projectile in ["B_9x21_Ball","B_556x45_dual"]) then { if (side _source isEqualTo west && playerSide isEqualTo civilian) then { _damage = 0; if (alive player && !life_istazed && !life_isknocked && !(_unit getVariable ["restrained",false])) then { private ["_distance"]; _distance = 35; if (_projectile == "B_556x45_dual") then {_distance = 100;}; if (_unit distance _source < _distance) then { if !(isNull objectParent player) then { if (typeOf (vehicle player) == "B_Quadbike_01_F") then { player action ["Eject",vehicle player]; [_unit,_source] spawn life_fnc_tazed; }; } else { [_unit,_source] spawn life_fnc_tazed; }; }; }; }; //Temp fix for super tasers on cops. if (side _source isEqualTo west && (playerSide isEqualTo west || playerSide isEqualTo independent)) then { _damage = 0; }; }; }; }; [] spawn life_fnc_hudUpdate; _damage;
Mit freundlichen Grüßen,
uuunix
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Ich habe mir die Altis Life Version 5.0.0 installiert, da meine vorherige Version ziemliche Bugs hatte.
Wie mir br1zey geschrieben hatte, habe ich einfach das in die fn_survival geschrieben :
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Gib mal ne Ts IP oder so über PN ich kann dir das eben machen!
Mfg Pius von GermanRPG
Habs schon aber trotzdem danke
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Leider immernoch nicht was mich ziemlich verwundet obwohl es eigentlich richtig ist.. br1zey
Code
Alles anzeigen#include <macro.h> /* Author: Bryan "Tonic" Boardwine Description: All survival? things merged into one thread. */ private["_fnc_food","_fnc_water","_foodTime","_waterTime","_bp","_walkDis","_lastPos","_curPos"]; _fnc_food = { if(life_hunger < 2) then {player setDamage 1; hint localize "STR_NOTF_EatMSG_Death";} else { SUB(life_hunger,10); [] call life_fnc_hudUpdate; if(life_hunger < 2) then {player setDamage 1; hint localize "STR_NOTF_EatMSG_Death";}; switch(life_hunger) do { case 30: {hint localize "STR_NOTF_EatMSG_1";}; case 20: {hint localize "STR_NOTF_EatMSG_2";}; case 10: { hint localize "STR_NOTF_EatMSG_3"; if(EQUAL(LIFE_SETTINGS(getNumber,"enable_fatigue"),1)) then {player setFatigue 1;}; }; }; }; }; _fnc_water = { if(life_thirst < 2) then {player setDamage 1; hint localize "STR_NOTF_DrinkMSG_Death";} else { SUB(life_thirst,10); [] call life_fnc_hudUpdate; if(life_thirst < 2) then {player setDamage 1; hint localize "STR_NOTF_DrinkMSG_Death";}; switch(life_thirst) do { case 30: {hint localize "STR_NOTF_DrinkMSG_1";}; case 20: { hint localize "STR_NOTF_DrinkMSG_2"; if(EQUAL(LIFE_SETTINGS(getNumber,"enable_fatigue"),1)) then {player setFatigue 1;}; }; case 10: { hint localize "STR_NOTF_DrinkMSG_3"; if(EQUAL(LIFE_SETTINGS(getNumber,"enable_fatigue"),1)) then {player setFatigue 1;}; }; }; }; }; //Setup the time-based variables. _foodTime = time; _waterTime = time; _walkDis = 0; _bp = ""; _lastPos = visiblePosition player; _lastPos = (SEL(_lastPos,0)) + (SEL(_lastPos,1)); _lastState = vehicle player; while {true} do { if(alive player) then { sleep 150; [] call _fnc_water; sleep 300; [] call _fnc_food; }; }; /* Long Range invisible */ if(playerSide isEqualTo west) then { if(backpack player == "tf_anprc155") then { unitBackpack player setObjectTextureGlobal [0, ""]; }; }; /* Check if the player's state changed? */ if(vehicle player != _lastState OR {!alive player}) then { [] call life_fnc_updateViewDistance; _lastState = vehicle player; }; /* Check if the weight has changed and the player is carrying to much */ if(life_carryWeight > life_maxWeight && {!isForcedWalk player}) then { player forceWalk true; if(EQUAL(LIFE_SETTINGS(getNumber,"enable_fatigue"),1)) then {player setFatigue 1;}; hint localize "STR_NOTF_MaxWeight"; } else { if(isForcedWalk player) then { player forceWalk false; }; }; /* Travelling distance to decrease thirst/hunger which is captured every second so the distance is actually greater then 650 */ if(!alive player) then {_walkDis = 0;} else { _curPos = visiblePosition player; _curPos = (SEL(_curPos,0)) + (SEL(_curPos,1)); if(!(EQUAL(_curPos,_lastPos)) && {(vehicle player == player)}) then { ADD(_walkDis,1); if(EQUAL(_walkDis,650)) then { _walkDis = 0; SUB(life_thirst,5); SUB(life_hunger,5); [] call life_fnc_hudUpdate; }; }; _lastPos = visiblePosition player; _lastPos = (SEL(_lastPos,0)) + (SEL(_lastPos,1)); }; uiSleep 1; }; [player, uniform player] call life_fnc_equipGear;