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    1. Nodezone.net Community
    2. Mitglieder
    3. RobinWinner

    Beiträge von RobinWinner

    • Namen werden Grün angezeigt von Cops und Medics

      • RobinWinner
      • 23. April 2017 um 00:13

      Vielen Dank hat geklappt!

    • Namen werden Grün angezeigt von Cops und Medics

      • RobinWinner
      • 22. April 2017 um 18:56

      Users/"benutzer"/benutzer.Arma3Profil

    • Namen werden Grün angezeigt von Cops und Medics

      • RobinWinner
      • 22. April 2017 um 18:18

      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?

    • Namen werden Grün angezeigt von Cops und Medics

      • RobinWinner
      • 20. April 2017 um 01:05

      Kann jemand erklären wie man das überhaupt in den Serverprofilen macht? :D

    • Namen werden Grün angezeigt von Cops und Medics

      • RobinWinner
      • 19. April 2017 um 22:37

      Dadurch geht aber die 3-Person nicht mehr, sonstige Vorschläge? :D

    • Namen werden Grün angezeigt von Cops und Medics

      • RobinWinner
      • 19. April 2017 um 19:06

      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?

      Screenshot

      Hoffe jemand kann helfen :)

    • Rucksäche werden nicht unsichtbar

      • RobinWinner
      • 18. April 2017 um 16:12

      Oder auch nicht :( Die Inventar größe bleibt gleich egal was für ein Rucksack man sich kauft ...

    • Rucksäche werden nicht unsichtbar

      • RobinWinner
      • 18. April 2017 um 02:37

      Vielen dank hat funktioniert :D

    • Rucksäche werden nicht unsichtbar

      • RobinWinner
      • 16. April 2017 um 15:00

      Ich werde es probieren! Vielen Dank ich schreibe dann nochmal ob es funktioniert hat :)

    • Verwarungstelle nach dem Impounden nicht für Medics??

      • RobinWinner
      • 16. April 2017 um 14:53

      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 :)

    • Rucksäche werden nicht unsichtbar

      • RobinWinner
      • 16. April 2017 um 14:42

      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;

      };

    • Rucksäche werden nicht unsichtbar

      • RobinWinner
      • 16. April 2017 um 13:46

      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

    • [TUTORIAL] Sitzscript | by Jay

      • RobinWinner
      • 14. April 2017 um 02:02

      Wie sitzt man sich denn bitte hin, im Scroll Menü gibt es nichts

    • Uniformen der Fraktionen werden manchmal unsichtbar

      • RobinWinner
      • 13. April 2017 um 16:36

      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"];

      };

      };

      };

    • Nachricht beim Abbauen

      • RobinWinner
      • 13. April 2017 um 16:35

      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;

    • Uniformen der Fraktionen werden manchmal unsichtbar

      • RobinWinner
      • 13. April 2017 um 00:07

      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"};

      };

      };

    • Tazer Animation RagDoll

      • RobinWinner
      • 13. April 2017 um 00:03

      Ja oder einfach ganz rauslöschen

    • Tazer Animation RagDoll

      • RobinWinner
      • 12. April 2017 um 21:40

      Hat funktioniert danke aber wir werden denn Damage Effekt raus machen ist zu nerfig!

    • [Tutorial] SOS Panikitem für 4.4r3+ | by Brizi Jaeger

      • RobinWinner
      • 12. April 2017 um 19:51

      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;

      };

    • Nachricht beim Abbauen

      • RobinWinner
      • 12. April 2017 um 19:43

      Nein es ist generell bei jeder Resource so..

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