Beiträge von YouKnowIT
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The Programmer Growing System (Keine Werbung)
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Nein da kannst du irgendein Namen reinschreiben.
Wie Tüv Mechatroniker oder so
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Spawn
Codeclass TUV { displayName = "TUV"; spawnMarker = "civ_spawn_tuv"; icon = "\a3\ui_f\data\map\MapControl\bunker_ca.paa"; conditions = "license_civ_tuv"; };
LizenzCodeclass tuv { variable = "tuv"; displayName = "Tuv Lizenz name HIER REIN"; price = 0; illegal = false; side = "civ"; };
versuch es mal so
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Code
class RebelN { displayName = "Anzeige Name"; spawnMarker = "MARKER_NAME"; icon = "\a3\ui_f\data\map\MapControl\bunker_ca.paa"; conditions = "DEINELIZENZ"; //beispielweise license_civ_rebel };
Auszug Config_SpawnPoints.hpp
Codeclass DEINELIZENZ { variable = "DEINELIZENZ"; //Muss gleich sein wie beim Titel! displayName = "STR_License_Driver"; //Anzeige Name illegal = false; side = "civ"; };
Auszug Config_Licenses.hpp
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Sieht nicht schlecht aus.
Wo liegt das Krankenhaus Preislich (Mit und Ohne Source)
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Code
Alles anzeigen/* File: fn_copLights.sqf Author: mindstorm, modified by Adanteh Link: http://forums.bistudio.com/showthread.php?157474-Offroad-Police-sirens-lights-and-underglow Description: Adds the light effect to cop vehicles. */ params [ ["_vehicle", objNull, [objNull]], ["_lightTime", 0.22, [0]] ]; if (isNil "_vehicle" || {isNull _vehicle || {!(_vehicle getVariable "lights")}}) exitWith {}; private _lightRed = [20, 0.1, 0.1]; private _lightBlue = [0.1, 0.1, 20]; private _lightLeft = "#lightpoint" createVehicleLocal getPos _vehicle; sleep 0.2; _lightLeft setLightColor _lightRed; _lightLeft setLightBrightness 0.2; _lightLeft setLightAmbient [0.1,0.1,1]; private _offset = switch (typeOf _vehicle) do { case "C_Offroad_01_F": { [-0.37, 0.0, 0.56]; }; case "B_MRAP_01_F": { [-0.37, -1.9, 0.7]; }; case "C_SUV_01_F": { [-0.37,-1.2,0.42]; }; case "C_Hatchback_01_sport_F": { [-0.35,-0.2,0.25]; }; case "B_Heli_Light_01_F": { [-0.37, 0.0, -0.80]; }; case "B_Heli_Transport_01_F": { [-0.5, 0.0, 0.81]; }; default { [-1]; }; }; if (_offset isEqualTo [-1]) exitWith { diag_log format ["Vehicle emergency lights not set for: %1",_vehicle]; hint localize "STR_NOTF_ELSNotSet"; }; _lightLeft lightAttachObject [_vehicle, _offset]; _lightLeft setLightAttenuation [0.181, 0, 1000, 130]; _lightLeft setLightIntensity 10; _lightLeft setLightFlareSize 0.38; _lightLeft setLightFlareMaxDistance 150; _lightLeft setLightUseFlare true; private _lightRight = "#lightpoint" createVehicleLocal getPos _vehicle; sleep 0.2; _lightRight setLightColor _lightBlue; _lightRight setLightBrightness 0.2; _lightRight setLightAmbient [0.1,0.1,1]; _offset = switch (typeOf _vehicle) do { case "C_Offroad_01_F": { [0.37, 0.0, 0.56]; }; case "B_MRAP_01_F": { [0.37, -1.9, 0.7]; }; case "C_SUV_01_F": { [0.37,-1.2,0.42]; }; case "C_Hatchback_01_sport_F": { [0.35,-0.2,0.25]; }; case "B_Heli_Light_01_F": { [0.37, 0.0, -0.80]; }; case "B_Heli_Transport_01_F": { [0.5, 0.0, 0.81]; }; }; _lightRight lightAttachObject [_vehicle, _offset]; _lightRight setLightAttenuation [0.181, 0, 1000, 130]; _lightRight setLightIntensity 10; _lightRight setLightFlareSize 0.38; _lightRight setLightFlareMaxDistance 150; _lightRight setLightUseFlare true; _lightLeft setLightDayLight true; _lightRight setLightDayLight true; _now = date; _hour = _now select 3; if (_hour > 5 && _hour <= 20) then { _brightness = 8; } else { _brightness = 4; }; private _leftRed = true; while {alive _vehicle} do { if !(_vehicle getVariable "lights") exitWith {}; if (_leftRed) then { _lightRight setLightBrightness 0.0; sleep 0.05; _lightLeft setLightBrightness _brightness; } else { _lightLeft setLightBrightness 0.0; sleep 0.05; _lightRight setLightBrightness _brightness; }; _leftRed = !_leftRed; sleep _lightTime; }; deleteVehicle _lightLeft; deleteVehicle _lightRight;
so müsste es funktionieren, die lichtwerte die ich eingestellt habe müssten eigentlich Hell genug sein.
Da ich 5 Meine ich schon Knallig Hell war aber versuch es selber aus
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fn_playerSkins.sqf
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Nehme dass mal aus deiner copInit weg
Code
Alles anzeigen[] spawn { while {true} do { waitUntil {uniform player == "B_GEN_Commander_F"}; player setObjectTextureGlobal [0,"textures\Zoll kampfuniform.jpg"]; waitUntil {uniform player != "B_GEN_Commander_F"};// Name der class name deiner Uniform }; }; [] spawn { while {true} do { waitUntil {uniform player == "U_B_CombatUniform_mcam_worn"}; player setObjectTextureGlobal [0,"textures\sek.jpg"]; waitUntil {uniform player != "U_B_CombatUniform_mcam_worn"};// Name der class name deiner Uniform }; };
Alle Skins müssen in der fn_playerSkins.sqf eingetragen werden und nicht mehr in der init.
Hoffe ich konnte helfen
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Code
Alles anzeigen/* * Format: * 3: STRING (Conditions) - Must return boolean : * String can contain any amount of conditions, aslong as the entire * string returns a boolean. This allows you to check any levels, licenses etc, * in any combination. For example: * "call life_coplevel && license_civ_someLicense" * This will also let you call any other function. * */ class CfgSpawnPoints { class LakesideValley { class Civilian { class LakesideValley { displayName = "Lakeside"; spawnMarker = "civ_spawn_1"; icon = ""; conditions = "!license_civ_rebel"; }; class Athira { displayName = "Morrison Town"; spawnMarker = "civ_spawn_2"; icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa"; conditions = ""; }; class Los Diablos { displayName = "Los Diablos"; spawnMarker = "civ_spawn_3"; icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa"; conditions = ""; }; class RebelN { displayName = "Rebellen Lager"; spawnMarker = "Rebelop"; icon = "\a3\ui_f\data\map\MapControl\bunker_ca.paa"; conditions = "license_civ_rebel"; }; }; class Cop { class Kavala { displayName = "Lakeside"; spawnMarker = "cop_spawn_1"; icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa"; conditions = ""; }; class Athira { displayName = "Los Diablos"; spawnMarker = "cop_spawn_3"; icon = "\a3\ui_f\data\map\MapControl\fuelstation_ca.paa"; conditions = ""; }; class Air { displayName = $STR_MAR_Police_Air_HQ; spawnMarker = "cop_spawn_4"; icon = "\a3\ui_f\data\map\Markers\NATO\b_air.paa"; conditions = "call life_coplevel >= 2 && {license_cop_cAir}"; }; class HW { displayName = $STR_MAR_Highway_Patrol; spawnMarker = "cop_spawn_5"; icon = "\a3\ui_f\data\map\GroupIcons\badge_rotate_0_gs.paa"; conditions = "call life_coplevel >= 3"; }; }; class Medic { class Kavala { displayName = "Lakeside Krankenhaus"; spawnMarker = "medic_spawn_1"; icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa"; conditions = ""; }; }; }; class Tanoa { class Civilian { class Georgetown { displayName = "Georgetown"; spawnMarker = "civ_spawn_1"; icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa"; conditions = "!license_civ_rebel"; }; class Balavu { displayName = "Balavu"; spawnMarker = "civ_spawn_3"; icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa"; conditions = ""; }; class Tuvanaka { displayName = "Tuvanaka"; spawnMarker = "civ_spawn_2"; icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa"; conditions = ""; }; class Lijnhaven { displayName = "Lijnhaven"; spawnMarker = "civ_spawn_4"; icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa"; conditions = ""; }; class RebelNW { displayName = $STR_SP_Reb_NW; spawnMarker = "Rebelop"; icon = "\a3\ui_f\data\map\MapControl\bunker_ca.paa"; conditions = "license_civ_rebel"; }; class RebelS { displayName = $STR_SP_Reb_S; spawnMarker = "Rebelop_1"; icon = "\a3\ui_f\data\map\MapControl\bunker_ca.paa"; conditions = "license_civ_rebel"; }; class RebelNE { displayName = $STR_SP_Reb_NE; spawnMarker = "Rebelop_2"; icon = "\a3\ui_f\data\map\MapControl\bunker_ca.paa"; conditions = "license_civ_rebel"; }; }; class Cop { class NAirport { displayName = $STR_SP_Cop_Air_N; spawnMarker = "cop_spawn_1"; icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa"; conditions = ""; }; class SWAirport { displayName = $STR_SP_Cop_Air_SW; spawnMarker = "cop_spawn_3"; icon = "\a3\ui_f\data\map\MapControl\fuelstation_ca.paa"; conditions = ""; }; class GeorgetownHQ { displayName = "Georgetown HQ"; spawnMarker = "cop_spawn_2"; icon = "\a3\ui_f\data\map\GroupIcons\badge_rotate_0_gs.paa"; conditions = ""; }; class Air { displayName = $STR_MAR_Police_Air_HQ; spawnMarker = "cop_spawn_4"; icon = "\a3\ui_f\data\map\Markers\NATO\b_air.paa"; conditions = "call life_coplevel >= 2 && {license_cop_cAir}"; }; class HW { displayName = $STR_MAR_Highway_Patrol; spawnMarker = "cop_spawn_5"; icon = "\a3\ui_f\data\map\GroupIcons\badge_rotate_0_gs.paa"; conditions = "call life_coplevel >= 3"; }; }; class Medic { class SEHospital { displayName = $STR_SP_EMS_SE; spawnMarker = "medic_spawn_1"; icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa"; conditions = ""; }; class TanoukaHospital { displayName = $STR_SP_EMS_Tan; spawnMarker = "medic_spawn_2"; icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa"; conditions = ""; }; class NEAirportHospital { displayName = $STR_SP_EMS_NEair; spawnMarker = "medic_spawn_3"; icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa"; conditions = ""; }; }; }; };
So die müsste funktionieren.
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Oben Links die Zwei einträge.
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Größe einhalten immer mal *2 also Beispielweise 2048x1024 oder 2048x2048
kannst du dir im Taschenrechner mit 2*2 ausrechnen.
Bei Texview muss es meine ich der Wert ARGB und DXT5 sein.
Hoffe ich konnte helfen
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Moin, immer wenn ich in der lobby als civ fast beim spawn screen bin stürzt es ab.
wisst ihr wo der Fehler liegt?
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Hast du das Eingefügt was PeterMayer korrigiert hatte?
Hi,
du musst die Skins in der fn_playerSkins.sqf festlegen.
Dazu hat sich da ein Bezeichnungsfehler eingeschlichen.
Code
Alles anzeigenclass cop { title = "STR_Shops_C_Police"; conditions = ""; side = "cop"; uniforms[] = { { "NONE", $STR_C_Remove_uniforms, 0, "" }, { "U_B_CombatUniform_mcam", $STR_C_EMS_uniforms, "Polizei Uniform (Standard)", 350, "" }, //Fehler { "U_I_CombatUniform", "SEK Uniform", 350, "license_cop_sek" }, { "U_B_GEN_Commander_F", "Zoll Uniform", 350, "license_cop_zoll" }, { "U_B_Wetsuit", "Taucheranzug", 350, "" } };
Code
Alles anzeigenclass cop { title = "STR_Shops_C_Police"; conditions = ""; side = "cop"; uniforms[] = { { "NONE", $STR_C_Remove_uniforms, 0, "" }, { "U_B_CombatUniform_mcam", "Polizei Uniform (Standard)", 350, "" }, //Richtig { "U_I_CombatUniform", "SEK Uniform", 350, "license_cop_sek" }, { "U_B_GEN_Commander_F", "Zoll Uniform", 350, "license_cop_zoll" }, { "U_B_Wetsuit", "Taucheranzug", 350, "" } };