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    1. Nodezone.net Community
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    3. Derverdox

    Beiträge von Derverdox

    • Verarbeiter erkennt Lizenz nicht?

      • Derverdox
      • 25. März 2017 um 00:56
      Zitat von br1zey

      die variable der Lizenz muss immer gleich dem class in der config_Proces sein das ist dein Problem ^^ das ist hier nicht der fall

      Sprich dein Lizenz heist saft

      also müste es wie folgend in der config_process


      Code
      class saft {
       MaterialsReq[] = {{"apple",2}};
       MaterialsGive[] = {{"applejuice",1}};
       Text = "STR_Process_Apple";
       //ScrollText = "Process Oil";
       NoLicenseCost = 800;
       };

      Aber es gibt ja mehrere Items die unter dieser Lizenz processed werden! Wie würde dann die Config aussehen und das was ich im Händler eingebe?
      Danke schonmal!

    • Verarbeiter erkennt Lizenz nicht?

      • Derverdox
      • 25. März 2017 um 00:51
      Zitat von br1zey

      zeig mal deine config_process

      Code
      /*
      *   class:
      *       MaterialsReq (Needed to process) = Array - Format -> {{"ITEM CLASS",HOWMANY}}
      *       MaterialsGive (Returned items) = Array - Format -> {{"ITEM CLASS",HOWMANY}}
      *       Text (Progess Bar Text) = Localised String
      *       NoLicenseCost (Cost to process w/o license) = Scalar
      *
      *   Example for multiprocess:
      *
      *   class Example {
      *       MaterialsReq[] = {{"cocaine_processed",1},{"heroin_processed",1}};
      *       MaterialsGive[] = {{"diamond_cut",1}};
      *       Text = "STR_Process_Example";
      *       //ScrollText = "Process Example";
      *       NoLicenseCost = 4000;
      *   };
      */
      
      class ProcessAction {
          class apple {
              MaterialsReq[] = {{"apple",2}};
              MaterialsGive[] = {{"applejuice",1}};
              Text = "STR_Process_Apple";
              //ScrollText = "Process Oil";
              NoLicenseCost = 800;
          };
          
          class peach {
              MaterialsReq[] = {{"peach",2}};
              MaterialsGive[] = {{"peachjuice",1}};
              Text = "STR_Process_Peach";
              //ScrollText = "Process Oil";
              NoLicenseCost = 850;
          };
          
          class banana {
              MaterialsReq[] = {{"banana",2}};
              MaterialsGive[] = {{"bananajuice",1}};
              Text = "STR_Process_Banana";
              //ScrollText = "Process Oil";
              NoLicenseCost = 950;
          };
          
          class wheat {
              MaterialsReq[] = {{"wheat",2}};
              MaterialsGive[] = {{"wheatp",1}};
              Text = "STR_Process_Wheat";
              //ScrollText = "Process Oil";
              NoLicenseCost = 1000;
          };
          
          class wheat2 {
              MaterialsReq[] = {{"wheatp",1}};
              MaterialsGive[] = {{"bread",1}};
              Text = "STR_Process_Wheat2";
              //ScrollText = "Process Oil";
              NoLicenseCost = 0;
          };
          
          class sugar {
              MaterialsReq[] = {{"sugar",1}};
              MaterialsGive[] = {{"sugarp",1}};
              Text = "STR_Process_Sugar";
              //ScrollText = "Process Oil";
              NoLicenseCost = 1000;
          };
          
          class iron2 {
              MaterialsReq[] = {{"iron_refined",2}};
              MaterialsGive[] = {{"iron_refined2",1}};
              Text = "STR_Process_Iron2";
              //ScrollText = "Process Oil";
              NoLicenseCost = 1000;
          };
      
          class oil {
              MaterialsReq[] = {{"oil_unprocessed",1}};
              MaterialsGive[] = {{"oil_processed",1}};
              Text = "STR_Process_Oil";
              //ScrollText = "Process Oil";
              NoLicenseCost = 1200;
          };
      
          class diamond {
              MaterialsReq[] = {{"diamond_uncut",1}};
              MaterialsGive[] = {{"diamond_cut",1}};
              Text = "STR_Process_Diamond";
              //ScrollText = "Cut Diamonds";
              NoLicenseCost = 1350;
          };
      
          class heroin {
              MaterialsReq[] = {{"heroin_unprocessed",1}};
              MaterialsGive[] = {{"heroin_processed",1}};
              Text = "STR_Process_Heroin";
              //ScrollText = "Process Heroin";
              NoLicenseCost = 1750;
          };
      
          class copper {
              MaterialsReq[] = {{"copper_unrefined",1}};
              MaterialsGive[] = {{"copper_refined",1}};
              Text = "STR_Process_Copper";
              //ScrollText = "Refine Copper";
              NoLicenseCost = 750;
          };
      
          class iron {
              MaterialsReq[] = {{"iron_unrefined",1}};
              MaterialsGive[] = {{"iron_refined",1}};
              Text = "STR_Process_Iron";
              //ScrollText = "Refine Iron";
              NoLicenseCost = 1120;
          };
      
          class sand {
              MaterialsReq[] = {{"sand",1}};
              MaterialsGive[] = {{"glass",1}};
              Text = "STR_Process_Sand";
              //ScrollText = "Melt Sand into Glass";
              NoLicenseCost = 650;
          };
      
          class cocaine {
              MaterialsReq[] = {{"cocaine_unprocessed",1}};
              MaterialsGive[] = {{"cocaine_processed",1}};
              Text = "STR_Process_Cocaine";
              //ScrollText = "Process Cocaine";
              NoLicenseCost = 1500;
          };
      
          class marijuana {
              MaterialsReq[] = {{"cannabis",1}};
              MaterialsGive[] = {{"marijuana",1}};
              Text = "STR_Process_Marijuana";
              //ScrollText = "Harvest Marijuana";
              NoLicenseCost = 500;
          };
      
          class cement {
              MaterialsReq[] = {{"rock",1}};
              MaterialsGive[] = {{"cement",1}};
              Text = "STR_Process_Cement";
              //ScrollText = "Mix Cement";
              NoLicenseCost = 350;
          };
      };
      Alles anzeigen
    • Verarbeiter erkennt Lizenz nicht?

      • Derverdox
      • 25. März 2017 um 00:40

      Hey!
      Ich habe neue Routen eingeführt, nämlich dass Spieler Pfirsiche und Äpfel zu Säften machen können :)
      Das Problem ist beim jeweiligen Verarbeiter sagt er man hätte die Lizenz nicht. Das gleiche passiert beim Brotbäcker

      Hier die Licences Config

      Code
      /*
      *    class:
      *        variable = Variable Name
      *        displayName = License Name
      *        price = License Price
      *        illegal = Illegal License
      *        side = side indicator
      */
      class Licenses {
          //Civilian Licenses
          class driver {
              variable = "driver";
              displayName = "STR_License_Driver";
              price = 5000;
              illegal = false;
              side = "civ";
          };
      
          class boat {
              variable = "boat";
              displayName = "STR_License_Boat";
              price = 8000;
              illegal = false;
              side = "civ";
          };
      
          class pilot {
              variable = "pilot";
              displayName = "STR_License_Pilot";
              price = 50000;
              illegal = false;
              side = "civ";
          };
      
          class trucking {
              variable = "trucking";
              displayName = "STR_License_Truck";
              price = 25000;
              illegal = false;
              side = "civ";
          };
          
          class drinks {
              variable = "drinks";
              displayName = "STR_License_Drinks";
              price = 20000;
              illegal = false;
              side = "civ";
          };
          
          class sugar {
              variable = "sugar";
              displayName = "STR_License_Sugar";
              price = 40000;
              illegal = false;
              side = "civ";
          };
          
          class wheat {
              variable = "wheat";
              displayName = "STR_License_Wheat";
              price = 25000;
              illegal = false;
              side = "civ";
          };
      
          class gun {
              variable = "gun";
              displayName = "STR_License_Firearm";
              price = 30000;
              illegal = false;
              side = "civ";
          };
      
          class dive {
              variable = "dive";
              displayName = "STR_License_Diving";
              price = 2000;
              illegal = false;
              side = "civ";
          };
      
          class home {
              variable = "home";
              displayName = "STR_License_Home";
              price = 200000;
              illegal = false;
              side = "civ";
          };
      
          //Processing Licenses
          class oil {
              variable = "oil";
              displayName = "STR_License_Oil";
              price = 120000;
              illegal = false;
              side = "civ";
          };
      
          class diamond {
              variable = "diamond";
              displayName = "STR_License_Diamond";
              price = 150000;
              illegal = false;
              side = "civ";
          };
      
          class salt {
              variable = "salt";
              displayName = "STR_License_Salt";
              price = 63000;
              illegal = false;
              side = "civ";
          };
      
          class iron {
              variable = "iron";
              displayName = "STR_License_Iron";
              price = 100000;
              illegal = false;
              side = "civ";
          };
      
          class copper {
              variable = "copper";
              displayName = "STR_License_Copper";
              price = 60000;
              illegal = false;
              side = "civ";
          };
      
          class cement {
              variable = "cement";
              displayName = "STR_License_Cement";
              price = 75000;
              illegal = false;
              side = "civ";
          };
      
          class medmarijuana {
              variable = "medmarijuana";
              displayName = "STR_License_Medmarijuana";
              price = 120000;
              illegal = false;
              side = "civ";
          };
      
          //Illegal Licenses
          class cocaine {
              variable = "cocaine";
              displayName = "STR_License_Cocaine";
              price = 300000;
              illegal = true;
              side = "civ";
          };
      
          class STR_License_Heroin {
              variable = "heroin";
              displayName = "Herointraining";
              price = 350000;
              illegal = true;
              side = "civ";
          };
      
          class marijuana {
              variable = "marijuana";
              displayName = "STR_License_Marijuana";
              price = 210000;
              illegal = true;
              side = "civ";
          };
      
          class rebel {
              variable = "rebel";
              displayName = "STR_License_Rebel";
              price = 560000;
              illegal = true;
              side = "civ";
          };
      
          //Cop Licenses
          class cAir {
              variable = "cAir";
              displayName = "STR_License_Pilot";
              price = 15000;
              illegal = false;
              side = "cop";
          };
      
          class cg {
              variable = "cg";
              displayName = "STR_License_CG";
              price = 8000;
              illegal = false;
              side = "cop";
          };
      
          //Medic Licenses
          class mAir {
              variable = "mAir";
              displayName = "STR_License_Pilot";
              price = 15000;
              illegal = false;
              side = "med";
          };
      };
      Alles anzeigen

      Und hier der Code der Verarbeiter :)

      Die Lizenz heißt "drinks"

      Code
      this enableSimulation false; this allowDamage false; this addAction[localize"STR_Process_Banana",life_fnc_processAction,"banana",0,false,false,"",' life_inv_banana > 0 && !life_is_processing && !life_action_inUse']; this addAction[format ["%1 ($%2)",localize (getText(missionConfigFile >> "Licenses" >> "drinks" >> "displayName")), [(getNumber(missionConfigFile >> "Licenses" >> "drinks" >> "price"))] call life_fnc_numberText],life_fnc_buyLicense,"drinks",0,false,false,"",' !license_civ_drinks && playerSide isEqualTo civilian '];
    • Spieler können keine Ressourcen sammeln

      • Derverdox
      • 24. März 2017 um 14:28

      Es funktioniert! VIELEN DANK <33

      Zitat von moeck

      versuche mal das hier ;)

      Code
      class CfgGather {
       class Resources {
       class apple {
       amount = 5;
       zones[] = { "apple_1", "apple_2", "apple_3", "apple_4" };
       item = "";
       zoneSize = 30;
       };
      
       class peach {
       amount = 5;
       zones[] = { "peaches_1", "peaches_2", "peaches_3", "peaches_4" };
       item = "";
       zoneSize = 30;
       };
      
       class heroin_unprocessed {
       amount = 3;
       zones[] = { "heroin_1" };
       item = "";
       zoneSize = 30;
       };
      
       class cocaine_unprocessed {
       amount = 3;
       zones[] = { "cocaine_1" };
       item = "";
       zoneSize = 30;
       };
      
       class cannabis {
       amount = 3;
       zones[] = { "weed_1" };
       item = "";
       zoneSize = 30;
       };
      
       class sugar {
       amount = 3;
       zones[] = { "sugar_1" };
       item = "";
       zoneSize = 30;
       };
      
       class banana {
       amount = 3;
       zones[] = { "banana_1" };
       item = "";
       zoneSize = 30;
       };
      
       class wheat {
       amount = 3;
       zones[] = { "wheat_1" };
       item = "";
       zoneSize = 30;
       };
       };
      
      /*
      This block can be set using percent,if you want players to mine only one resource ,just leave it as it is.
      Example:
       class copper_unrefined
       {
       amount = 2;
       zones[] = { "copper_mine" };
       item = "pickaxe";
       mined[] = { "copper_unrefined" };
      This will make players mine only copper_unrefined
      Now let's go deeper
      Example 2:
       class copper_unrefined
       {
       amount = 2;
       zones[] = { "copper_mine" };
       item = "pickaxe";
       mined[] = { {"copper_unrefined",0,25},{"iron_unrefined",25,95},{"diamond_uncut",95,100} };
       };
       This will give :
       25(±1)% to copper_unrefined;
       70(±1)% to iron_unrefined;
       5%(±1)% to diamond_uncut;
      
       ! Watch Out !
       If percents are used,you MUST put more than 1 resource in the mined parameter
       mined[] = { {"copper_unrefined",0,25} }; NOT OK (But the script will work)
       mined[] = { {"copper_unrefined",0,45 },{"iron_unrefined",45} }; NOT OK (The script won't work )
       mined[] = { {"copper_unrefined",0,45},{"copper_unrefined",80,100} }; NOT OK
       mined[] = { "copper_unrefined" }; OK
       mined[] = { {"copper_unrefined",0,35} , { "iron_unrefined" ,35,100 } }; OK
      */
      
       class Minerals {
       class copper_unrefined {
       amount = 2;
       zones[] = { "copper_mine" };
       item = "pickaxe";
       mined[] = {"copper_unrefined"};
       };
      
       class iron_unrefined {
       amount = 2;
       zones[] = { "iron_mine" };
       item = "pickaxe";
       mined[] = { "iron_unrefined" };
       zoneSize = 30;
       };
      
       class salt_unrefined {
       amount = 2;
       zones[] = { "salt_mine" };
       item = "pickaxe";
       mined[] = { "salt_unrefined" };
       zoneSize = 30;
       };
      
      
       class diamond_uncut {
       amount = 2;
       zones[] = { "diamond_mine" };
       item = "pickaxe";
       mined[] = { "diamond_uncut" };
       zoneSize = 30;
       };
      
       class rock {
       amount = 2;
       zones[] = { "rock_quarry" };
       item = "pickaxe";
       mined[] = { "rock" };
       zoneSize = 30;
       };
      
       class oil_unprocessed {
       amount = 2;
       zones[] = { "oil_field_1", "oil_field_2" };
       item = "pickaxe";
       mined[] = { "oil_unprocessed" };
       zoneSize = 30;
       };
       };
      };
      Alles anzeigen
    • Spieler können keine Ressourcen sammeln

      • Derverdox
      • 24. März 2017 um 14:10

      Das is die fn_gather.sqf aus dem actions Ordner

      Code
      #include "..\..\script_macros.hpp"
      /*
          File: fn_gather.sqf
          Author: Devilfloh
      
          Description:
          Main functionality for gathering.
      */
      private["_maxGather","_resource","_amount","_maxGather","_requiredItem"];
      if (life_action_inUse) exitWith {};
      if ((vehicle player) != player) exitWith {};
      if (player getVariable "restrained") exitWith {hint localize "STR_NOTF_isrestrained";};
      if (player getVariable "playerSurrender") exitWith {hint localize "STR_NOTF_surrender";};
      
      life_action_inUse = true;
      _zone = "";
      _requiredItem = "";
      _zoneSize = (getNumber(missionConfigFile >> "CfgGather" >> "zoneSize"));
      _exit = false;
      
      _resourceCfg = missionConfigFile >> "CfgGather" >> "Resources";
      for "_i" from 0 to count(_resourceCfg)-1 do {
      
          _curConfig = _resourceCfg select _i;
          _resource = configName _curConfig;
          _maxGather = getNumber(_curConfig >> "amount");
          _resourceZones = getArray(_curConfig >> "zones");
          _requiredItem = getText(_curConfig >> "item");
          {
              if ((player distance (getMarkerPos _x)) < _zoneSize) exitWith {_zone = _x;};
          } forEach _resourceZones;
      
          if (_zone != "") exitWith {};
      };
      
      if (_zone isEqualTo "") exitWith {life_action_inUse = false;};
      
      if (_requiredItem != "") then {
          _valItem = missionNamespace getVariable "life_inv_" + _requiredItem;
      
          if (_valItem < 1) exitWith {
              switch (_requiredItem) do {
               //Messages here
              };
              life_action_inUse = false;
              _exit = true;
          };
      };
      
      if (_exit) exitWith {life_action_inUse = false;};
      
      _amount = round(random(_maxGather)) + 1;
      _diff = [_resource,_amount,life_carryWeight,life_maxWeight] call life_fnc_calWeightDiff;
      if (_diff isEqualTo 0) exitWith {
          hint localize "STR_NOTF_InvFull";
          life_action_inUse = false;
      };
      
      switch (_requiredItem) do {
          case "pickaxe": {player say3D "mining";};
          default {player say3D "harvest";};
      };
      
      for "_i" from 0 to 4 do {
          player playMoveNow "AinvPercMstpSnonWnonDnon_Putdown_AmovPercMstpSnonWnonDnon";
          waitUntil{animationState player != "AinvPercMstpSnonWnonDnon_Putdown_AmovPercMstpSnonWnonDnon";};
          sleep 0.5;
      };
      
      if ([true,_resource,_diff] call life_fnc_handleInv) then {
          _itemName = M_CONFIG(getText,"VirtualItems",_resource,"displayName");
          titleText[format[localize "STR_NOTF_Gather_Success",(localize _itemName),_diff],"PLAIN"];
      };
      
      sleep 1;
      life_action_inUse = false;
      Alles anzeigen
    • Spieler können keine Ressourcen sammeln

      • Derverdox
      • 24. März 2017 um 13:22
      Zitat von Kuchenplatte

      Ich tippe das du in der Gather ein Fehler hast ;)


      Hier die RPT Log File:
      arma3server_x64_2017-03-24_12-18-39.rpt

      Code
      Das hier wäre die Config_Gather.hpp
      
      class CfgGather {
          zoneSize = 30;
          class Resources {
              class apple {
                  amount = 5;
                  zones[] = { "apple_1", "apple_2", "apple_3", "apple_4" };
                  item = "";
              };
      
              class peach {
                  amount = 5;
                  zones[] = { "peaches_1", "peaches_2", "peaches_3", "peaches_4" };
                  item = "";
              };
      
              class heroin_unprocessed {
                  amount = 3;
                  zones[] = { "heroin_1" };
                  item = "";
              };
      
              class cocaine_unprocessed {
                  amount = 3;
                  zones[] = { "cocaine_1" };
                  item = "";
              };
      
              class cannabis {
                  amount = 3;
                  zones[] = { "weed_1" };
                  item = "";
              };
      
              class sugar {
                  amount = 3;
                  zones[] = { "sugar_1" };
                  item = "";
              };
      
              class banana {
                  amount = 3;
                  zones[] = { "banana_1" };
                  item = "";
              };
      
              class wheat {
                  amount = 3;
                  zones[] = { "wheat_1" };
                  item = "";
              };
          };
      
      /*
      This block can be set using percent,if you want players to mine only one resource ,just leave it as it is.
      Example:
              class copper_unrefined
          {
                  amount = 2;
              zones[] = { "copper_mine" };
              item = "pickaxe";
              mined[] = { "copper_unrefined" };
      This will make players mine only copper_unrefined
      Now let's go deeper
      Example 2:
              class copper_unrefined
          {
                  amount = 2;
              zones[] = { "copper_mine" };
              item = "pickaxe";
              mined[] = { {"copper_unrefined",0,25},{"iron_unrefined",25,95},{"diamond_uncut",95,100} };
          };
          This will give :
          25(±1)% to copper_unrefined;
          70(±1)% to iron_unrefined;
          5%(±1)% to diamond_uncut;
      
                                                               ! Watch Out !
       If percents are used,you MUST put more than 1 resource in the mined parameter
       mined[] = { {"copper_unrefined",0,25} }; NOT OK (But the script will work)
       mined[] = { {"copper_unrefined",0,45 },{"iron_unrefined",45} };  NOT OK (The script won't work )
       mined[] = { {"copper_unrefined",0,45},{"copper_unrefined",80,100} }; NOT OK
       mined[] = { "copper_unrefined" }; OK
       mined[] = { {"copper_unrefined",0,35} , { "iron_unrefined" ,35,100 } }; OK
      */
      
          class Minerals {
              class copper_unrefined {
                  amount = 2;
                  zones[] = { "copper_mine" };
                  item = "pickaxe";
                  mined[] = {"copper_unrefined"};
              };
      
              class iron_unrefined {
                  amount = 2;
                  zones[] = { "iron_mine" };
                  item = "pickaxe";
                  mined[] = { "iron_unrefined" };
              };
      
              class salt_unrefined {
                  amount = 2;
                  zones[] = { "salt_mine" };
                  item = "pickaxe";
                  mined[] = { "salt_unrefined" };
              };
      
      
              class diamond_uncut {
                  amount = 2;
                  zones[] = { "diamond_mine" };
                  item = "pickaxe";
                  mined[] = { "diamond_uncut" };
              };
      
              class rock {
                  amount = 2;
                  zones[] = { "rock_quarry" };
                  item = "pickaxe";
                  mined[] = { "rock" };
              };
      
              class oil_unprocessed {
                  amount = 2;
                  zones[] = { "oil_field_1", "oil_field_2" };
                  item = "pickaxe";
                  mined[] = { "oil_unprocessed" };
              };
          };
      };
      Alles anzeigen
    • Spieler können keine Ressourcen sammeln

      • Derverdox
      • 24. März 2017 um 00:28

      Bitte schreibt mir was ihr bis morgen Mittag alles braucht als Anhänge!

      Bis dahin wären Ansätze ganz hilfreich :)

    • Einrichten des Clients, Bitte warten....

      • Derverdox
      • 24. März 2017 um 00:26

      Wenn ihr auf Altis 5.0 umsteigt müsst ihr auch die life_server der 5.0 nehmen!

      So hab ich das Problem lösen können ;)

      Außerdem muss man glaube ich die altislife.db aus der 5.0 nehmen und damit ne neue datenbank erstellen!

      Das ist aber nur ne Vermutung :)

      Man müsste halt dann die Einträge rüberladen

      Mfg

    • Error WAITING FOR SERVER TO BE READY

      • Derverdox
      • 24. März 2017 um 00:23

      Das Problem kommt von der life_server

      Evtl hast du ne alte von der 4.4r4 :)

      Hol dir einfach die neuste

      Mfg

    • Felher Meldung | Warning Message: Script \life_server\init.sqf not found

      • Derverdox
      • 24. März 2017 um 00:22

      Ist deine life_server ein pbo archiv? Hatte den selben fehler als dies nicht der Fall war!

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