Vielen Dank hat geklappt!
Beiträge von RobinWinner
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Users/"benutzer"/benutzer.Arma3Profil
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Wir haben eine Custom Difficulty eigestellt mit folgendem
Spoiler anzeigen
class DifficultyPresets
{
class CustomDifficulty
{
class Options
{
// Simulation
reducedDamage = 0; // Reduced damage
// Situational awareness
groupIndicators = 2; // Group indicators (0 = never, 1 = limited distance, 2 = always)
friendlyTags = 0; // Friendly name tags (0 = never, 1 = limited distance, 2 = always)
enemyTags = 0; // Enemy name tags (0 = never, 1 = limited distance, 2 = always)
detectedMines = 0; // Detected mines (0 = never, 1 = limited distance, 2 = always)
commands = 1; // Commands (0 = never, 1 = fade out, 2 = always)
waypoints = 2; // Waypoints (0 = never, 1 = fade out, 2 = always)
// Personal awareness
weaponInfo = 2; // Weapon info (0 = never, 1 = fade out, 2 = always)
stanceIndicator = 2; // Stance indicator (0 = never, 1 = fade out, 2 = always)
staminaBar = 0; // Stamina bar
weaponCrosshair = 1; // Weapon crosshair
visionAid = 0; // Vision aid
// View
thirdPersonView = 1; // 3rd person view
cameraShake = 1; // Camera shake
// Multiplayer
scoreTable = 1; // Score table
deathMessages = 1; // Killed by
vonID = 1; // VON ID
// Misc
mapContent = 1; // Extended map content
autoReport = 0; // Automatic reporting
multipleSaves = 1; // Multiple saves
};
//aiLevelPreset is counted from 0 and can have following values: 0 (AI Level Low), 1 (AI Level Normal), 2 (AI Level High), 3 (AI Level Custom).
//When 3 (AI Level Custom) is chosen, values of skill and precision are stored to the class CustomAILevel.
aiLevelPreset=3;
};
class CustomAILevel
{
skillAI=0.85;
precisionAI=0.5;
};
};
und ja auch in der server.cfg ist bei Difficulty "CustomDifficulty" angegeben
doch dennoch werden die Grünen namen bei den Cops und Medics angezeigt hat jemand eine Idee wie man diese ausschalten kann?
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Kann jemand erklären wie man das überhaupt in den Serverprofilen macht?
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Dadurch geht aber die 3-Person nicht mehr, sonstige Vorschläge?
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Hallo erstmal, wir haben das Problem das man die Namen von Cops und Medics in dieser grünen Schrift angezeigt bekommt wenn man auf diese Person schaut, gibt es eine Möglichkeit dieses Funktion auszuschalten?
Hoffe jemand kann helfen
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Oder auch nicht
Die Inventar größe bleibt gleich egal was für ein Rucksack man sich kauft ...
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Vielen dank hat funktioniert
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Ich werde es probieren! Vielen Dank ich schreibe dann nochmal ob es funktioniert hat
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Hallo,
Wir haben auf unserem Server dieses Script: [Link] eingebaut, jetzt wollen wir das die Medics/ADAC (independent) auch Fahrzeuge abschleppen können aber diese Fahrzeuge nicht in der Verwahrstelle landen sondern in der Garage, (Nur bei Polizisten in der Verwahrstelle).
Hat jemand eine Idee?
Vielen Dank im vorraus -
Hier die fn_survival.sqf
Spoiler anzeigen
#include "..\script_macros.hpp"
/*
File: fn_survival.sqf
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
{
life_hunger = 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 (LIFE_SETTINGS(getNumber,"enable_fatigue") isEqualTo 1) then {player setFatigue 1;};
};
};
};
};
_fnc_water = {
if (life_thirst < 2) then {player setDamage 1; hint localize "STR_NOTF_DrinkMSG_Death";}
else
{
life_thirst = 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 (LIFE_SETTINGS(getNumber,"enable_fatigue") isEqualTo 1) then {player setFatigue 1;};
};
case 10: {
hint localize "STR_NOTF_DrinkMSG_3";
if (LIFE_SETTINGS(getNumber,"enable_fatigue") isEqualTo 1) then {player setFatigue 1;};
};
};
};
};
//Setup the time-based variables.
_foodTime = time;
_waterTime = time;
_walkDis = 0;
_bp = "";
_lastPos = visiblePosition player;
_lastPos = (_lastPos select 0) + (_lastPos select 1);
_lastState = vehicle player;
for "_i" from 0 to 1 step 0 do {
/* Thirst / Hunger adjustment that is time based */
if ((time - _waterTime) > 600) then {[] call _fnc_water; _waterTime = time;};
if ((time - _foodTime) > 850) then {[] call _fnc_food; _foodTime = time;};
/* Adjustment of carrying capacity based on backpack changes */
if (backpack player isEqualTo "") then {
life_maxWeight = LIFE_SETTINGS(getNumber,"total_maxWeight");
_bp = backpack player;
} else {
if (!(backpack player isEqualTo "") && {!(backpack player isEqualTo _bp)}) then {
_bp = backpack player;
life_maxWeight = LIFE_SETTINGS(getNumber,"total_maxWeight") + round(FETCH_CONFIG2(getNumber,"CfgVehicles",_bp,"maximumload") / 4);
};
};
/* Check if the player's state changed? */
if (vehicle player != _lastState
{!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 (LIFE_SETTINGS(getNumber,"enable_fatigue") isEqualTo 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 = (_curPos select 0) + (_curPos select 1);
if (!(_curPos isEqualTo _lastPos) && {(isNull objectParent player)}) then {
_walkDis = _walkDis + 1;
if (_walkDis isEqualTo 650) then {
_walkDis = 0;
life_thirst = life_thirst - 5;
life_hunger = life_hunger - 5;
[] call life_fnc_hudUpdate;
};
};
_lastPos = visiblePosition player;
_lastPos = (_lastPos select 0) + (_lastPos select 1);
};
uiSleep 1;
};
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Hallo, ich habe dieses Tutorial benutzt: Link um die Rucksäcke von Cops und Medics unsichtbar zu machen, wenn man dies in fn_survival einfügt ist das vInventar verbugt und man kann nichts mehr abbauen,
außerdem werden die Rucksäcke nicht unsichtbar
vielleicht kann ja jemand helfen
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Wie sitzt man sich denn bitte hin, im Scroll Menü gibt es nichts
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fn_playerSkins.sqf
Spoiler anzeigen
#include "..\..\script_macros.hpp"
/*
File: fn_playerSkins.sqf
Author: Daniel Stuart
Description:
Sets skins for players by their side and uniform.
*/
private ["_skinName"];
switch (playerSide) do {
case civilian: {
if (LIFE_SETTINGS(getNumber,"civ_skins") isEqualTo 1) then {
if (uniform player isEqualTo "U_C_Poloshirt_blue") then {
player setObjectTextureGlobal [0, "textures\civilian_uniform_1.jpg"];
};
if (uniform player isEqualTo "U_C_Poloshirt_burgundy") then {
player setObjectTextureGlobal [0, "textures\civilian_uniform_2.jpg"];
};
if (uniform player isEqualTo "U_C_Poloshirt_stripped") then {
player setObjectTextureGlobal [0, "textures\civilian_uniform_3.jpg"];
};
if (uniform player isEqualTo "U_C_Poloshirt_tricolour") then {
player setObjectTextureGlobal [0, "textures\civilian_uniform_4.jpg"];
};
if (uniform player isEqualTo "U_C_Poloshirt_salmon") then {
player setObjectTextureGlobal [0, "textures\civilian_uniform_5.jpg"];
};
if (uniform player isEqualTo "U_C_Poloshirt_redwhite") then {
player setObjectTextureGlobal [0, "textures\civilian_uniform_6.jpg"];
};
if (uniform player isEqualTo "U_C_Commoner1_1") then {
player setObjectTextureGlobal [0, "textures\civilian_uniform_7.jpg"];
};
};
};
case west: {
if (uniform player isEqualTo "U_Rangemaster") then {
_skinName = "textures\cop_uniform.jpg";
if (LIFE_SETTINGS(getNumber,"cop_extendedSkins") isEqualTo 1) then {
if (FETCH_CONST(life_coplevel) >= 1) then {
_skinName = ["textures\cop_uniform_",(FETCH_CONST(life_coplevel)),".jpg"] joinString "";
};
};
player setObjectTextureGlobal [0, _skinName];
};
};
case independent: {
if (uniform player isEqualTo "U_Rangemaster") then {
player setObjectTextureGlobal [0, "textures\medic_uniform.jpg"];
};
};
};
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Hier die fn_gather.sqf
Spoiler anzeigen
#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 = "";
_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");
_zoneSize = getNumber(_curConfig >> "zoneSize");
_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;
fn_mine.sqf
Spoiler anzeigen
#include "..\..\script_macros.hpp"
/*
File: fn_mine.sqf
Author: Devilfloh
Editor: Dardo
Description:
Same as fn_gather,but it allows use of probabilities for mining.
*/
private ["_maxGather", "_resource", "_amount", "_requiredItem", "_mined"];
if (life_action_inUse) exitWith {};
if ((vehicle player) != player) exitWith {};
if (player getVariable "restrained") exitWith {
hint localize "STR_NOTF_isrestrained";
};
_exit = false;
if (player getVariable "playerSurrender") exitWith {
hint localize "STR_NOTF_surrender";
};
life_action_inUse = true;
_zone = "";
_requiredItem = "";
_resourceCfg = missionConfigFile >> "CfgGather" >> "Minerals";
_percent = (floor random 100) + 1; //Make sure it's not 0
for "_i" from 0 to count(_resourceCfg)-1 do {
_curConfig = _resourceCfg select _i;
_resources = getArray(_curConfig >> "mined");
_maxGather = getNumber(_curConfig >> "amount");
_zoneSize = getNumber(_curConfig >> "zoneSize");
_resourceZones = getArray(_curConfig >> "zones");
_requiredItem = getText(_curConfig >> "item");
_mined = "";
if (_resources isEqualTo []) exitWith {}; //Smart guy :O
for "_i" from 0 to count (_resources) do {
if (count _resources isEqualTo 1) exitWith {
if (!((_resources select 0) isEqualType [])) then {
_mined = _resources select 0;
} else {
_mined = (_resources select 0) select 0;
};
};
_resource = (_resources select _i) select 0;
_prob = (_resources select _i) select 1;
_probdiff = (_resources select _i) select 2;
if ((_percent >= _prob) && (_percent <= _probdiff)) exitWith {
_mined = _resource;
};
};
{
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 {
case "pickaxe": {
titleText[(localize "STR_NOTF_Pickaxe"), "PLAIN"];
};
};
life_action_inUse = false;
_exit = true;
};
};
if (_exit) exitWith {
life_action_inUse = false;
};
_amount = round(random(_maxGather)) + 1;
_diff = [_mined, _amount, life_carryWeight, life_maxWeight] call life_fnc_calWeightDiff;
if (_diff isEqualTo 0) exitWith {
hint localize "STR_NOTF_InvFull";
life_action_inUse = false;
};
player say3D "mining";
for "_i" from 0 to 4 do {
player playMoveNow "AinvPercMstpSnonWnonDnon_Putdown_AmovPercMstpSnonWnonDnon";
waitUntil {
animationState player != "AinvPercMstpSnonWnonDnon_Putdown_AmovPercMstpSnonWnonDnon";
};
sleep 0.5;
};
if (([true, _mined, _diff] call life_fnc_handleInv)) then {
_itemName = M_CONFIG(getText, "VirtualItems", _mined, "displayName");
titleText[format [localize "STR_NOTF_Mine_Success", (localize _itemName), _diff], "PLAIN"];
};
sleep 2.5;
life_action_inUse = false;
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Die Uniformen werden einfach so manchmal Unsichtbar z.B. wenn man sie auszieht und wieder anzieht. Vielleicht kann ja jemand helfen
hier die fn_initCop.sqf für die Texturen
Spoiler anzeigen
[] spawn
{
while {true} do
{
waitUntil {uniform player == "U_Rangemaster"};
player setObjectTextureGlobal [0,"textures\cop\Kleidung\polizei1.jpg"];
waitUntil {uniform player != "U_Rangemaster"};
};
};
[] spawn
{
while {true} do
{
waitUntil {uniform player == "U_BG_Guerilla2_1"};
player setObjectTextureGlobal [0,"textures\cop\Kleidung\polizei2.jpg"];
waitUntil {uniform player != "U_BG_Guerilla2_1"};
};
};
[] spawn
{
while {true} do
{
waitUntil {uniform player == "U_B_CombatUniform_mcam"};
player setObjectTextureGlobal [0,"textures\cop\Kleidung\swat1.jpg"];
waitUntil {uniform player != "U_B_CombatUniform_mcam"};
};
};
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Ja oder einfach ganz rauslöschen
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Hat funktioniert danke aber wir werden denn Damage Effekt raus machen ist zu nerfig!
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Sicher da ist nämlich das hier drin und wenn ja wo genau?
Spoiler anzeigen
#include "..\script_macros.hpp"
/*
File: fn_survival.sqf
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
{
life_hunger = 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 (LIFE_SETTINGS(getNumber,"enable_fatigue") isEqualTo 1) then {player setFatigue 1;};
};
};
};
};
_fnc_water = {
if (life_thirst < 2) then {player setDamage 1; hint localize "STR_NOTF_DrinkMSG_Death";}
else
{
life_thirst = 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 (LIFE_SETTINGS(getNumber,"enable_fatigue") isEqualTo 1) then {player setFatigue 1;};
};
case 10: {
hint localize "STR_NOTF_DrinkMSG_3";
if (LIFE_SETTINGS(getNumber,"enable_fatigue") isEqualTo 1) then {player setFatigue 1;};
};
};
};
};
//Setup the time-based variables.
_foodTime = time;
_waterTime = time;
_walkDis = 0;
_bp = "";
_lastPos = visiblePosition player;
_lastPos = (_lastPos select 0) + (_lastPos select 1);
_lastState = vehicle player;
for "_i" from 0 to 1 step 0 do {
/* Thirst / Hunger adjustment that is time based */
if ((time - _waterTime) > 600) then {[] call _fnc_water; _waterTime = time;};
if ((time - _foodTime) > 850) then {[] call _fnc_food; _foodTime = time;};
/* Adjustment of carrying capacity based on backpack changes */
if (backpack player isEqualTo "") then {
life_maxWeight = LIFE_SETTINGS(getNumber,"total_maxWeight");
_bp = backpack player;
} else {
if (!(backpack player isEqualTo "") && {!(backpack player isEqualTo _bp)}) then {
_bp = backpack player;
life_maxWeight = LIFE_SETTINGS(getNumber,"total_maxWeight") + round(FETCH_CONFIG2(getNumber,"CfgVehicles",_bp,"maximumload") / 4);
};
};
/* Check if the player's state changed? */
if (vehicle player != _lastState
{!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 (LIFE_SETTINGS(getNumber,"enable_fatigue") isEqualTo 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 = (_curPos select 0) + (_curPos select 1);
if (!(_curPos isEqualTo _lastPos) && {(isNull objectParent player)}) then {
_walkDis = _walkDis + 1;
if (_walkDis isEqualTo 650) then {
_walkDis = 0;
life_thirst = life_thirst - 5;
life_hunger = life_hunger - 5;
[] call life_fnc_hudUpdate;
};
};
_lastPos = visiblePosition player;
_lastPos = (_lastPos select 0) + (_lastPos select 1);
};
uiSleep 1;
};
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Nein es ist generell bei jeder Resource so..