Wir kann man das mit dem RCON Tool verbinden/ die BEServer_x64.cfg aktivieren lassen?
Beiträge von TheFireRunner Felix
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Habe meins gefixt^^
:)!
Und wie?
ich will auch music beim outro haben :3
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Ich hatte noch ein backup und habe das einfach genutzt und es geht
Trotzdem danke
#close
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Ich habe zuletzt [Tutorial] Kabelbinder mit Knebel und Augenbinden für Civs eingefügt aber da es nicht funktioniert hat habe ich es wieder entfernt und [Tutorial] Kabelbinder Script mit Icon für Version: 4.4R3 - 5.0 eingefügt...
bdw der error ist mir schon bekannt
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Naa ihr
Meine fn_keyHandler.sqf funkt. nicht mehr und ich habe keine Ahnung woran das liegen könnte...
Hat v.l einer eine Lösung?
Danke im Vorraus :3
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Leider geht es nochimmer nicht... wenn ich Shift+R drücke lädt der nur seine Waffe nach...
Was muss denn in der fn_keyHander.sqf rein?
Weil ich hatte da noch ein anderes kabelbinder script und jetzt ist da was "anderes"
Spoiler anzeigen
//Restraining (Shift + R)
case 19: {
if (_shift) then {_handled = true;};
if (_shift && playerSide isEqualTo west && {!isNull cursorObject} && {cursorObject isKindOf "Man"} && {(isPlayer cursorObject)} && {(side cursorObject in [civilian,independent])} && {alive cursorObject} && {cursorObject distance player < 3.5} && {!(cursorObject getVariable "Escorting")} && {!(cursorObject getVariable "restrained")} && {speed cursorObject < 1}) then {
[] call life_fnc_restrainAction;
} else {
if (_shift && playerSide isEqualTo civilian && {!isNull cursorObject} && {cursorObject isKindOf "Man"} && {(isPlayer cursorObject)} && {(side cursorObject in [civilian,west])} && {alive cursorObject} && {cursorObject distance player < 3.5} && {!(cursorObject getVariable "Escorting")} && {!(cursorObject getVariable "restrained")} && {speed cursorObject < 1}) then {
if (life_inv_kabelbinder > 0) then {
if ([false,"kabelbinder",1] call life_fnc_handleInv) then {
[] call life_fnc_restrainAction;
} else {hintSilent "Du besitzt keine Kabelbinder";};
} else {hintSilent "Du besitzt keine Kabelbinder";};
};
};
};
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Hey Guys
Ich habe einen Rootserver und dort einen Arma 3 Server laufen.So jetzt habe ich BattlEye aktiviert und im BattlEye Ordner habe ich ein BEServer.cfg Datei erstellt mit Folgenem Inhalt:
Wenn ich den Server MIT BattlEye starte und auf dem Server joine kommt folgenes: "Der Verbindungsvorgang ist gescheitert.". Wenn ich den Server OHNE BattlEye starte kann ich ohne Probleme joinen...
Hat jemand eine Lösung?
Danke im Vorraus
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Ich bekomme jetzt ein Error:
arma3server_2018-05-05_12-53-44.rptSQL: fn_copInterationMenu.sqf
Alles anzeigen#include "..\..\script_macros.hpp" /* File: fn_copInteractionMenu.sqf Author: Bryan "Tonic" Boardwine Description: Replaces the mass addactions for various cop actions towards another player. */ #define Btn1 37450 #define Btn2 37451 #define Btn3 37452 #define Btn4 37453 #define Btn5 37454 #define Btn6 37455 #define Btn7 37456 #define Btn8 37457 #define Btn9 37458 #define Title 37401 private["_display","_curTarget","_seizeRank","_Btn1","_Btn2","_Btn3","_Btn4","_Btn5","_Btn6","_Btn7","_Btn8","_Btn9"]; disableSerialization; _curTarget = param [0,objNull,[objNull]]; _seizeRank = LIFE_SETTINGS(getNumber,"seize_minimum_rank"); if (player getVariable ["Escorting", false]) then { if (isNull _curTarget) exitWith {closeDialog 0;}; //Bad target if (!isPlayer _curTarget && side _curTarget isEqualTo civilian) exitWith {closeDialog 0;}; //Bad side check? if (player distance _curTarget > 4 ) exitWith {closeDialog 0;}; // Prevents menu accessing from far distances. }; if (!dialog) then { createDialog "pInteraction_Menu"; }; _display = findDisplay 37400; _Btn1 = _display displayCtrl Btn1; _Btn2 = _display displayCtrl Btn2; _Btn3 = _display displayCtrl Btn3; _Btn4 = _display displayCtrl Btn4; _Btn5 = _display displayCtrl Btn5; _Btn6 = _display displayCtrl Btn6; _Btn7 = _display displayCtrl Btn7; _Btn8 = _display displayCtrl Btn8; _Btn9 = _display displayCtrl Btn9; life_pInact_curTarget = _curTarget; switch (playerSide) do { case west: { if (player getVariable ["isEscorting",false]) then { { _x ctrlShow false; } forEach [_Btn1,_Btn2,_Btn3,_Btn5,_Btn6,_Btn7,_Btn8,_Btn9]; }; //Set Unrestrain Button _Btn1 ctrlSetText localize "STR_pInAct_Unrestrain"; _Btn1 buttonSetAction "[life_pInact_curTarget] call life_fnc_unrestrain; closeDialog 0;"; //Set Check Licenses Button _Btn2 ctrlSetText localize "STR_pInAct_checkLicenses"; _Btn2 buttonSetAction "[player] remoteExecCall [""life_fnc_licenseCheck"",life_pInact_curTarget]; closeDialog 0;"; //Set Search Button _Btn3 ctrlSetText localize "STR_pInAct_SearchPlayer"; _Btn3 buttonSetAction "[life_pInact_curTarget] spawn life_fnc_searchAction; closeDialog 0;"; //Set Escort Button if (player getVariable ["isEscorting",false]) then { _Btn4 ctrlSetText localize "STR_pInAct_StopEscort"; _Btn4 buttonSetAction "[] call life_fnc_stopEscorting; closeDialog 0;"; } else { _Btn4 ctrlSetText localize "STR_pInAct_Escort"; _Btn4 buttonSetAction "[life_pInact_curTarget] call life_fnc_escortAction; closeDialog 0;"; }; //Set Ticket Button _Btn5 ctrlSetText localize "STR_pInAct_TicketBtn"; _Btn5 buttonSetAction "[life_pInact_curTarget] call life_fnc_ticketAction;"; _Btn6 ctrlSetText localize "STR_pInAct_Arrest"; _Btn6 buttonSetAction "[life_pInact_curTarget] call life_fnc_arrestAction; closeDialog 0;"; _Btn6 ctrlEnable false; _Btn7 ctrlSetText localize "STR_pInAct_PutInCar"; _Btn7 buttonSetAction "[life_pInact_curTarget] call life_fnc_putInCar; closeDialog 0;"; //SeizeWeapons Button _Btn8 ctrlSetText localize "STR_pInAct_Seize"; _Btn8 buttonSetAction "[life_pInact_curTarget] spawn life_fnc_seizePlayerAction; closeDialog 0;"; _Btn9 ctrlSetText localize "STR_pInAct_RevokeLicense"; _Btn9 buttonSetAction "[life_pInact_curTarget] call life_fnc_revokeLicense;"; if (FETCH_CONST(life_coplevel) < _seizeRank) then {_Btn8 ctrlEnable false;}; { if ((player distance (getMarkerPos _x) <30)) exitWith { _Btn6 ctrlEnable true;}; } forEach LIFE_SETTINGS(getArray,"sendtoJail_locations"); }; case civilian: { if (player getVariable ["isEscorting",false]) then { { _x ctrlShow false; } forEach [_Btn1,_Btn2,_Btn4,_Btn5,_Btn6]; }; if (player getVariable ["isEscorting",false]) then { _Btn3 ctrlSetText localize "STR_pInAct_StopEscort"; _Btn3 buttonSetAction "[] call life_fnc_stopEscorting; closeDialog 0;"; } else { _Btn3 ctrlSetText localize "STR_pInAct_Escort"; _Btn3 buttonSetAction "[life_pInact_curTarget] call life_fnc_escortAction; closeDialog 0;"; }; _Btn4 ctrlSetText localize "STR_pInAct_PutInCar"; _Btn4 buttonSetAction "[life_pInact_curTarget] call life_fnc_putInCar;"; //SeizeWeapons Button _Btn5 ctrlSetText localize "STR_pInAct_Seize"; _Btn5 buttonSetAction "[life_pInact_curTarget] spawn life_fnc_seizePlayerAction; closeDialog 0;"; if ((_curTarget getVariable ["blindfolded", false])) then { _Btn2 ctrlSetText "Remove blindfold"; _Btn2 buttonSetAction "[] call life_fnc_untieb; closeDialog 0;"; } else { _Btn2 ctrlSetText "Blindfold Person"; _Btn2 buttonSetAction "[] call life_fnc_tieingActionb; closeDialog 0;"; }; if ((_curTarget getVariable ["gagged", false])) then { _Btn6 ctrlSetText "Remove Gag"; _Btn6 buttonSetAction "[] call life_fnc_removeGagAction; closeDialog 0;"; } else { _Btn6 ctrlSetText "Gag Person"; _Btn6 buttonSetAction "[] call life_fnc_gagAction; closeDialog 0;"; }; if (!(_curTarget getVariable ["tied", false])) then { _Btn1 ctrlSetText "Ziptie Person"; _Btn1 buttonSetAction "[] call life_fnc_tieingAction; closeDialog 0;"; _Btn2 ctrlEnable false; _Btn3 ctrlEnable false; _Btn4 ctrlEnable false; _Btn5 ctrlEnable false; _Btn6 ctrlEnable false; } else { _Btn1 ctrlSetText "Remove Zipties"; _Btn1 buttonSetAction "[] call life_fnc_untie; closeDialog 0;"; }; if (player getVariable ["isEscorting",false]) then { { _x ctrlShow false; } forEach [_Btn1,_Btn2,_Btn4,_Btn5,_Btn6]; _Btn3 ctrlEnable true; }; _Btn7 ctrlShow false; _Btn8 ctrlShow false; }; }; };
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Müsste ich eig. auch gefixt haben... ich guck mal ob ich wieder jemanden finde
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Bei kann ich die Leute als Cop nicht mehr festnehmen...
Server Logs:
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Würde ich an deiner Stelle alle auf 1024x1024 ändern dann wird die Misson nicht so groß
Nice es geht
Danke
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Fahrzeug Teil: Auflösung: Prowler 1
1110x1110
Prowler 2 1410x1410 Prowler 3 1620x1620 Prowler 4 2048x1024 Bitte
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Hey NN Community,
Ich hab nen Prowler Skin in mein Game eingefügt (
Tony Emilio26. April 2018 um 22:34 ) aber Ingame ist der Skin Rot statt Blau..
Ich hab alles als .paa Datei abgespeichert...
Jemand eine Lösung?
LG Felix
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SQL: fn_playerSkins.sqf
Alles anzeigen#include "..\..\script_macros.hpp" /* File: fn_playerSkins.sqf Author: Daniel Stuart Description:U_C_Commoner1_3 Sets skins for players by their side and uniform. */ private["_skinName"]; switch (playerSide) do { case civilian: { if (uniform player == "U_C_Poloshirt_stripped") then { player setObjectTextureGlobal [0,"textures\civ\man\HDTeam.paa"]; }; }; case west: { if (backpack player != "") then { unitBackpack player setObjectTextureGlobal [0,""]; }; if (backpack player == "B_Carryall_khk") then { (backpackContainer player) setObjectTextureGlobal[0,""]; }; if (uniform player isEqualTo "U_B_CombatUniform_mcam_tshirt") then { player setObjectTextureGlobal [0, "textures\cop\human\polizei_uniform.paa"]; }; if (uniform player isEqualTo "U_B_CombatUniform_mcam") then { player setObjectTextureGlobal [0, "textures\cop\human\polizei_uniform.paa"]; }; if ((uniform player isEqualTo "U_I_CombatUniform")) then { player setObjectTextureGlobal [0, "textures\cop\human\sek.paa"]; }; if ((uniform player isEqualTo "U_B_GEN_Commander_F")) then { player setObjectTextureGlobal [0, "textures\cop\human\cop_uni.paa"]; }; if ((uniform player isEqualTo "U_B_CombatUniform_mcam_worn")) then { player setObjectTextureGlobal [0, "textures\cop\human\prasen.paa"]; }; if (((call life_coplevel) == 1) && (uniform player isEqualTo "U_Rangemaster")) then { player setObjectTextureGlobal [0, "textures\cop_uniform.paa"]; }; if (((call life_coplevel) == 2) && (uniform player isEqualTo "U_Rangemaster")) then { player setObjectTextureGlobal [0, "textures\cop\human\A1.paa"]; }; if (((call life_coplevel) == 3) && (uniform player isEqualTo "U_Rangemaster")) then { player setObjectTextureGlobal [0, "textures\cop\human\A1.paa"]; }; if (((call life_coplevel) == 4) && (uniform player isEqualTo "U_Rangemaster")) then { player setObjectTextureGlobal [0, "textures\cop\human\A2.paa"]; }; if (((call life_coplevel) == 5) && (uniform player isEqualTo "U_Rangemaster")) then { player setObjectTextureGlobal [0, "textures\cop\human\A2.paa"]; }; if (((call life_coplevel) == 6) && (uniform player isEqualTo "U_Rangemaster")) then { player setObjectTextureGlobal [0, "textures\cop\human\A2.paa"]; }; if (((call life_coplevel) == 7) && (uniform player isEqualTo "U_Rangemaster")) then { player setObjectTextureGlobal [0, "textures\cop\human\A3.paa"]; }; if (((call life_coplevel) == 8) && (uniform player isEqualTo "U_Rangemaster")) then { player setObjectTextureGlobal [0, "textures\cop\human\A3.paa"]; }; }; case independent: { if (backpack player != "") then { unitBackpack player setObjectTextureGlobal [0,""]; }; if (uniform player isEqualTo "U_Rangemaster") then { player setObjectTextureGlobal [0, "textures\medic_uniform.paa"]; }; if (uniform player isEqualTo "U_B_CombatUniform_mcam") then { player setObjectTextureGlobal [0, "textures\med\Medic.paa"]; }; }; };
Also in meinem Auge ist da alles richtig
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Ok nochmal anders gesagt ich will die Schleife deaktivieren die normalerweise da ist... aber als ob das unmöglich ist xD
#push