Beiträge von TheFireRunner Felix
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Ihrgentwie geht jetzt garnix mehr AvirexDE xD
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Negativ
Aber danke trotzdem
Spoiler anzeigen
16:06:02 Error in expression <) ']];
};
case west: {
life_actions = life_actions + [player addAction["<t col>
16:06:02 Error position: <life_actions + [player addAction["<t col>
16:06:02 Error Nicht definierte Variable in Ausdruck: life_actions
16:06:02 File core\fn_setupActions.sqf [life_fnc_setupActions], line 15
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Hmmm einer der Error der immer kommen ist:
Zitat15:44:27 Error in expression <ectTextureGlobal [0, ""];
};
if (((call life_coplevel) == 1) && (uniform player >
15:44:27 Error position: <life_coplevel) == 1) && (uniform player >
15:44:27 Error Nicht definierte Variable in Ausdruck: life_coplevel
15:44:27 File core\functions\fn_playerSkins.sqf [life_fnc_playerSkins], line 100
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"]; (unitBackpack player) setObjectTextureGlobal [0, ""]; }; if (uniform player isEqualTo "U_B_CombatUniform_mcam") then { player setObjectTextureGlobal [0, "textures\cop\human\polizei_uniform.paa"]; (unitBackpack player) setObjectTextureGlobal [0, ""]; }; if ((uniform player isEqualTo "U_I_CombatUniform")) then { player setObjectTextureGlobal [0, "textures\cop\human\sek.paa"]; (unitBackpack player) setObjectTextureGlobal [0, ""]; }; if ((uniform player isEqualTo "U_B_GEN_Commander_F")) then { player setObjectTextureGlobal [0, "textures\cop\human\cop_uni.paa"]; (unitBackpack player) setObjectTextureGlobal [0, ""]; }; if ((uniform player isEqualTo "U_B_CombatUniform_mcam_worn")) then { player setObjectTextureGlobal [0, "textures\cop\human\prasen.paa"]; (unitBackpack player) setObjectTextureGlobal [0, ""]; }; if (((call life_coplevel) == 1) && (uniform player isEqualTo "U_Rangemaster")) then { player setObjectTextureGlobal [0, "textures\cop\human\A1.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"]; (unitBackpack player) setObjectTextureGlobal [0, ""]; }; if (uniform player isEqualTo "U_B_CombatUniform_mcam") then { player setObjectTextureGlobal [0, "textures\med\Medic.paa"]; (unitBackpack player) setObjectTextureGlobal [0, ""]; }; }; };
Ab 15:40 arma3server_2018-04-26_15-40-52.rpt
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Emmm ich habe nix verändert aber es enstehen neuer Errors...
Habe es um ca. 15uhr getestet
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SQL: fn_setupActions.sqf
Alles anzeigen/* File: fn_setupActions.sqf Author: Description: Master addAction file handler for all client-based actions. */ switch (playerSide) do { case civilian: { //Ausweis life_actions = life_actions + [player addAction["<t color='#FFFF00'>Ausweis zeigen</t>",life_fnc_Lizenzsehen,"",1,false,true,"",'!isNull cursorTarget && cursorTarget isKindOf "Man"']]; //Drop fishing net life_actions = [player addAction[localize "STR_pAct_DropFishingNet",life_fnc_dropFishingNet,"",0,false,false,"",' (surfaceisWater (getPos vehicle player)) && (vehicle player isKindOf "Ship") && life_carryWeight < life_maxWeight && speed (vehicle player) < 2 && speed (vehicle player) > -1 && !life_net_dropped ']]; //Rob person life_actions = life_actions + [player addAction[localize "STR_pAct_RobPerson",life_fnc_robAction,"",0,false,false,"",' !isNull cursorObject && player distance cursorObject < 3.5 && isPlayer cursorObject && animationState cursorObject == "Incapacitated" && !(cursorObject getVariable["robbed",FALSE]) ']]; }; case west: { // nano EMP Little Bird life_actions = life_actions + [player addAction["<t color='#FF0000'>EMP Operator Konsole öffnen</t>",life_fnc_openEmpMenu,[],8,false,false,"",'[_this] call life_fnc_isEmpOperator']]; // Polizeimarke life_actions = life_actions + [player addAction["<t color='#00FF00'>Polizeimarke zeigen</t>",life_fnc_copShowLicense,"",1,false,true,"",'playerSide == west && !isNull cursorTarget &&cursorTarget isKindOf "Man" ']]; //Waffen Entfernen life_actions = life_actions + [player addAction["Sachen Beschlagnahmen",life_fnc_seizeWeapon,cursorTarget,0,false,false,"",'count(nearestObjects [player,["weaponholder"],3])>0']]; //Ausweis life_actions = life_actions + [player addAction["<t color='#FFFF00'>Ausweis zeigen</t>",life_fnc_Lizenzsehen,"",1,false,true,"",'!isNull cursorTarget && cursorTarget isKindOf "Man"']]; //Call backup life_actions pushBack (player addAction["<t color='#ADFF2F'>Rufe Unterstützung</t>",life_fnc_callBackup,"",0,FALSE,FALSE,""]); }; case independent: { //Ausweis life_actions = life_actions + [player addAction["<t color='#FFFF00'>Ausweis zeigen</t>",life_fnc_Lizenzsehen,"",1,false,true,"",'!isNull cursorTarget && cursorTarget isKindOf "Man"']]; }; };
Bidde
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Kuchenplatte OK vergiss es weil das wahren alte Errors
Der einzigste Error ist :
Zitat14:24:35 Error in expression <};
case independent: {
life_actions = life_actions + [player addAction["<t col>
14:24:35 Error position: <life_actions + [player addAction["<t col>
14:24:35 Error Nicht definierte Variable in Ausdruck: life_actions
14:24:35 File core\fn_setupActions.sqf [life_fnc_setupActions], line 35
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Passiert leider noch immer nix...
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Ist in der fn_playerSkins.sqf ein fehler?
Weil Logs sagen:
Zitat20:50:02 Error in expression <ectTextureGlobal [0, ""];
};
if (((call life_coplevel) == 1) && (uniform player >
20:50:02 Error position: <life_coplevel) == 1) && (uniform player >
20:50:02 Error Nicht definierte Variable in Ausdruck: life_coplevel
20:50:03 File core\functions\fn_playerSkins.sqf [life_fnc_playerSkins], line 100
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"]; (unitBackpack player) setObjectTextureGlobal [0, ""]; }; if (uniform player isEqualTo "U_B_CombatUniform_mcam") then { player setObjectTextureGlobal [0, "textures\cop\human\polizei_uniform.paa"]; (unitBackpack player) setObjectTextureGlobal [0, ""]; }; if ((uniform player isEqualTo "U_I_CombatUniform")) then { player setObjectTextureGlobal [0, "textures\cop\human\sek.paa"]; (unitBackpack player) setObjectTextureGlobal [0, ""]; }; if ((uniform player isEqualTo "U_B_GEN_Commander_F")) then { player setObjectTextureGlobal [0, "textures\cop\human\cop_uni.paa"]; (unitBackpack player) setObjectTextureGlobal [0, ""]; }; if ((uniform player isEqualTo "U_B_CombatUniform_mcam_worn")) then { player setObjectTextureGlobal [0, "textures\cop\human\prasen.paa"]; (unitBackpack player) setObjectTextureGlobal [0, ""]; }; 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"]; (unitBackpack player) setObjectTextureGlobal [0, ""]; }; if (uniform player isEqualTo "U_B_CombatUniform_mcam") then { player setObjectTextureGlobal [0, "textures\med\Medic.paa"]; (unitBackpack player) setObjectTextureGlobal [0, ""]; }; }; };
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Hallöle,
Wie im Titel schon gesagt Produzieren meine Server & Client Errors die für mich keinen Sinn ergeben (ich bin nicht der beste im Scripten :D)!
Client Logs:
Arma3_x64_2018-04-25_17-36-23.rpt
Hier ein Beispiel im Server Log:
Spoiler anzeigen
Error in expression <syncCall;
};
};
master_group attachTo[bank_obj,[0,0,0]];
{
_hs = createVehicl>
Error position: <bank_obj,[0,0,0]];
{
_hs = createVehicl>
Error Undefined variable in expression: bank_obj
File life_server\init.sqf, line 84
Nun kommen die Scripts:
Scripts
SQL: fn_initCop.sqf
Alles anzeigen#include "..\script_macros.hpp" /* File: fn_initCop.sqf Author: Bryan "Tonic" Boardwine Description: Cop Initialization file. */ private "_end"; player addRating 9999999; if(playerSide in [west,independent]) then {(unitBackpack player) setObjectTextureGlobal [0,""];}; waitUntil {!(isNull (findDisplay 46))}; _end = false; if (life_blacklisted) exitWith { ["Blacklisted",false,true] call BIS_fnc_endMission; sleep 30; }; if (!(str(player) in [""])) then { if ((FETCH_CONST(life_coplevel) isEqualTo 0) && (FETCH_CONST(life_adminlevel) isEqualTo 0)) then { ["NotWhitelisted",false,true] call BIS_fnc_endMission; sleep 35; }; }; [] spawn life_fnc_placeablesInit; player setVariable["rank",(FETCH_CONST(life_coplevel)),true]; [] call life_fnc_spawnMenu; waitUntil{!isNull (findDisplay 38500)}; //Wait for the spawn selection to be open. waitUntil{isNull (findDisplay 38500)}; //Wait for the spawn selection to be done. [] spawn { while {true} do { waitUntil {uniform player == "U_B_CombatUniform_mcam_tshirt"}; player setObjectTextureGlobal [0,"textures\cop\human\polizei_uniform.paa"]; waitUntil {uniform player != "U_B_CombatUniform_mcam_tshirt"}; }; }; [] spawn { while {true} do { waitUntil {uniform player == "U_B_CombatUniform_mcam"}; player setObjectTextureGlobal [0,"textures\cop\human\polizei_uniform.paa"]; waitUntil {uniform player != "U_B_CombatUniform_mcam"}; }; }; [] spawn { while {true} do { waitUntil {uniform player == "U_B_CombatUniform_mcam_vest"}; player setObjectTextureGlobal [0,"textures\cop\human\sek.paa"]; waitUntil {uniform player != "U_B_CombatUniform_mcam_vest"}; }; }; [] spawn { while {true} do { waitUntil {uniform player == "U_B_CombatUniform_mcam_worn"}; player setObjectTextureGlobal [0,"textures\cop\human\prasen.paa"]; waitUntil {uniform player != "U_B_CombatUniform_mcam_worn"}; }; }; if(playerSide in [west,independent]) then {(unitBackpack player) setObjectTextureGlobal [0,""];}; [] spawn { while {true} do { waitUntil {uniform player == "U_Rangemaster"}; player setObjectTextureGlobal [0,"textures\Uniform.paa"]; waitUntil {uniform player != "U_Rangemaster"}; }; };
SQL: fn_initMedic.sqf
Alles anzeigen#include "..\script_macros.hpp" /* File: fn_initMedic.sqf Author: Bryan "Tonic" Boardwine Description: Initializes the medic.. */ [] spawn life_fnc_placeablesInit; private["_end"]; player addRating 99999999; waitUntil {!(isNull (findDisplay 46))}; if(playerSide in [west,independent]) then {(unitBackpack player) setObjectTextureGlobal [0,""];}; if ((FETCH_CONST(life_medicLevel)) < 1 && (FETCH_CONST(life_adminlevel) isEqualTo 0)) exitWith { ["Notwhitelisted",FALSE,TRUE] call BIS_fnc_endMission; sleep 35; }; if (LIFE_SETTINGS(getNumber,"restrict_medic_weapons") isEqualTo 1) then { [] spawn { for "_i" from 0 to 1 step 0 do { waitUntil {sleep 3; currentWeapon player != ""}; removeAllWeapons player; }; }; }; player setVariable["medrank",(FETCH_CONST(life_medicLevel)),true]; [] call life_fnc_spawnMenu; waitUntil{!isNull (findDisplay 38500)}; //Wait for the spawn selection to be open. waitUntil{isNull (findDisplay 38500)}; //Wait for the spawn selection to be done. [] spawn { while {true} do { waitUntil {uniform player == "U_B_CombatUniform_mcam"}; player setObjectTextureGlobal [0,"textures\med\Medic.paa"]; waitUntil {uniform player != "U_B_CombatUniform_mcam"}; }; }; { while {true} do { waitUntil {uniform player == "U_Rangemaster"}; player setObjectTextureGlobal [0,"textures\med\RD.jpg"]; waitUntil {uniform player != "U_Rangemaster"}; }; };
SQL: fn_callBackup
Alles anzeigen/* File: fn_backup.sqf */ params [ ["_player", objnull, [objnull]], ["_deleteTime", 60, [0]] ]; if (isNull _player) exitWith {}; if !(playerSide isEqualTo west) exitWith {}; _backupmsg = createMarkerLocal [("_backupmsg" + (_player getVariable["realname",name _player])), getPos _player]; _backupmsg setMarkerTypeLocal "mil_warning"; _backupmsg setMarkerColorLocal "colorRed"; _backupmsg setMarkerTextLocal format ["%1 is requesting backup here!", _player getVariable["realname",name _player]]; [1,format["%1 braucht dringend Unterstützung !",name _player]] remoteExecCall ["life_fnc_broadcast",west]; uiSleep _deleteTime; deleteMarkerLocal _backupmsg;
SQL: life_server - init.sqf
Alles anzeigen#include "script_macros.hpp" /* File: init.sqf Author: Bryan "Tonic" Boardwine Edit: Nanou for HeadlessClient optimization. Please read support for more informations. Description: Initialize the server and required systems. */ private["_dome","_rsb","_timeStamp"]; DB_Async_Active = false; DB_Async_ExtraLock = false; life_server_isReady = false; life_server_extDB_notLoaded = ""; serv_sv_use = []; publicVariable "life_server_isReady"; life_save_civilian_position = if (LIFE_SETTINGS(getNumber,"save_civilian_position") isEqualTo 0) then {false} else {true}; fn_whoDoneit = compile preprocessFileLineNumbers "\life_server\Functions\Systems\fn_whoDoneit.sqf"; /* Prepare the headless client. */ life_HC_isActive = false; publicVariable "life_HC_isActive"; HC_Life = false; publicVariable "HC_Life"; if (EXTDB_SETTING(getNumber,"HeadlessSupport") isEqualTo 1) then { [] execVM "\life_server\initHC.sqf"; }; /* Prepare extDB before starting the initialization process for the server. */ if (isNil {uiNamespace getVariable "life_sql_id"}) then { life_sql_id = round(random(9999)); CONSTVAR(life_sql_id); uiNamespace setVariable ["life_sql_id",life_sql_id]; try { _result = EXTDB format["9:ADD_DATABASE:%1",EXTDB_SETTING(getText,"DatabaseName")]; if (!(_result isEqualTo "[1]")) then {throw "extDB2: Error with Database Connection"}; _result = EXTDB format["9:ADD_DATABASE_PROTOCOL:%2:SQL_RAW_V2:%1:ADD_QUOTES",FETCH_CONST(life_sql_id),EXTDB_SETTING(getText,"DatabaseName")]; if (!(_result isEqualTo "[1]")) then {throw "extDB2: Error with Database Connection"}; } catch { diag_log _exception; life_server_extDB_notLoaded = [true, _exception]; }; publicVariable "life_server_extDB_notLoaded"; if (life_server_extDB_notLoaded isEqualType []) exitWith {}; EXTDB "9:LOCK"; diag_log "extDB2: Connected to Database"; } else { life_sql_id = uiNamespace getVariable "life_sql_id"; CONSTVAR(life_sql_id); diag_log "extDB2: Still Connected to Database"; }; if (life_server_extDB_notLoaded isEqualType []) exitWith {}; /* Run stored procedures for SQL side cleanup */ ["CALL resetLifeVehicles",1] call DB_fnc_asyncCall; ["CALL deleteDeadVehicles",1] call DB_fnc_asyncCall; ["CALL deleteOldHouses",1] call DB_fnc_asyncCall; ["CALL deleteOldGangs",1] call DB_fnc_asyncCall; _timeStamp = diag_tickTime; diag_log "----------------------------------------------------------------------------------------------------"; diag_log "---------------------------------- Starting Altis Life Server Init ---------------------------------"; diag_log "------------------------------------------ Version 4.4r4 -------------------------------------------"; diag_log "----------------------------------------------------------------------------------------------------"; if (LIFE_SETTINGS(getNumber,"save_civilian_position_restart") isEqualTo 1) then { [] spawn { _query = "UPDATE players SET civ_alive = '0' WHERE civ_alive = '1'"; [_query,1] call DB_fnc_asyncCall; }; }; /* Map-based server side initialization. */ master_group attachTo[bank_obj,[0,0,0]]; { _hs = createVehicle ["Land_Hospital_main_F", [0,0,0], [], 0, "NONE"]; _hs setDir (markerDir _x); _hs setPosATL (getMarkerPos _x); _var = createVehicle ["Land_Hospital_side1_F", [0,0,0], [], 0, "NONE"]; _var attachTo [_hs, [4.69775,32.6045,-0.1125]]; detach _var; _var = createVehicle ["Land_Hospital_side2_F", [0,0,0], [], 0, "NONE"]; _var attachTo [_hs, [-28.0336,-10.0317,0.0889387]]; detach _var; } forEach ["hospital_2","hospital_3"]; { if (!isPlayer _x) then { _npc = _x; { if (_x != "") then { _npc removeWeapon _x; }; } forEach [primaryWeapon _npc,secondaryWeapon _npc,handgunWeapon _npc]; }; } forEach allUnits; [8,true,12] execFSM "\life_server\FSM\timeModule.fsm"; life_adminLevel = 0; life_medicLevel = 0; life_copLevel = 0; CONST(JxMxE_PublishVehicle,"false"); /* Setup radio channels for west/independent/civilian */ life_radio_west = radioChannelCreate [[0, 0.95, 1, 0.8], "Side Channel", "%UNIT_NAME", []]; life_radio_civ = radioChannelCreate [[0, 0.95, 1, 0.8], "Side Channel", "%UNIT_NAME", []]; life_radio_indep = radioChannelCreate [[0, 0.95, 1, 0.8], "Side Channel", "%UNIT_NAME", []]; /* Set the amount of gold in the federal reserve at mission start */ fed_bank setVariable ["safe",count playableUnits,true]; [] spawn TON_fnc_federalUpdate; /* Event handler for disconnecting players */ addMissionEventHandler ["HandleDisconnect",{_this call TON_fnc_clientDisconnect; false;}]; [] call compile PreProcessFileLineNumbers "\life_server\functions.sqf"; /* Set OwnerID players for Headless Client */ TON_fnc_requestClientID = { (_this select 1) setVariable ["life_clientID", owner (_this select 1), true]; }; "life_fnc_RequestClientId" addPublicVariableEventHandler TON_fnc_requestClientID; /* Event handler for logs */ "money_log" addPublicVariableEventHandler {diag_log (_this select 1)}; "advanced_log" addPublicVariableEventHandler {diag_log (_this select 1)}; /* Miscellaneous mission-required stuff */ life_wanted_list = []; cleanupFSM = [] execFSM "\life_server\FSM\cleanup.fsm"; [] spawn { for "_i" from 0 to 1 step 0 do { uiSleep (30 * 60); { _x setVariable["sellers",[],true]; } forEach [Dealer_1,Dealer_2,Dealer_3]; }; }; [] spawn TON_fnc_initHouses; cleanup = [] spawn TON_fnc_cleanup; TON_fnc_playtime_values = []; TON_fnc_playtime_values_request = []; //Just incase the Headless Client connects before anyone else publicVariable "TON_fnc_playtime_values"; publicVariable "TON_fnc_playtime_values_request"; /* Setup the federal reserve building(s) */ _dome = nearestObject [[16019.5,16952.9,0],"Land_Dome_Big_F"]; _rsb = nearestObject [[16019.5,16952.9,0],"Land_Research_house_V1_F"]; for "_i" from 1 to 3 do {_dome setVariable[format["bis_disabled_Door_%1",_i],1,true]; _dome animate [format["Door_%1_rot",_i],0];}; _dome setVariable["locked",true,true]; _rsb setVariable["locked",true,true]; _rsb setVariable["bis_disabled_Door_1",1,true]; _dome allowDamage false; _rsb allowDamage false; /* Tell clients that the server is ready and is accepting queries */ life_server_isReady = true; publicVariable "life_server_isReady"; /* Initialize hunting zone(s) */ aiSpawn = ["hunting_zone",30] spawn TON_fnc_huntingZone; // We create the attachment point to be used for objects to attachTo load virtually in vehicles. life_attachment_point = "Land_HelipadEmpty_F" createVehicle [0,0,0]; life_attachment_point setPosASL [0,0,0]; life_attachment_point setVectorDirAndUp [[0,1,0], [0,0,1]]; // Sharing the point of attachment with all players. publicVariable "life_attachment_point"; bf_copDispatchCount = 1; bf_medDispatchCount = 1; publicVariable "bf_copDispatchCount"; publicVariable "bf_medDispatchCount"; diag_log "----------------------------------------------------------------------------------------------------"; diag_log format[" End of Altis Life Server Init :: Total Execution Time %1 seconds ",(diag_tickTime) - _timeStamp]; diag_log "----------------------------------------------------------------------------------------------------";
V.l weiß jemand mehr als ich und kann mir Helfen
Das währe mega Nett und Hilfreich
LG Felix
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