So, alle Probleme sind gelöst, einen RIESEN Dank an B4v4r!4n_Str!k3r für den privaten Support. Sehr gute Leistung von ihm!
Beiträge von Jaeb
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Keine Fehlerlogs mehr, alles funktioniert, bis auf die Kleidung. Opfor spawnt immer in Unterwäsche und ohne jegliche Items. Unten hängt die fn_adacLoadout.sqf dran, in der Functions.hpp habe ich schon 10x geguckt ob alles richtig ist.
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Das Problem mit dem SpawnMenü habe ich hinbekommen, spawne jetzt nur noch ohne Kleidung und Items.
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C
Alles anzeigen#define true 1 #define false 0 /* Master settings for various features and functionality */ class Life_Settings { /* Logging and Security Settings*/ /* Security Settings */ spyGlass_toggle = false; //Spyglass On/Off Toggle --> True = On & False = Off /* Data Logging Settings */ battlEye_friendlyLogging = false; //False [default] - Read the logs from the server.rpt. True - Read the logs from the publicVariable.log. NOTE: Due to how diag_log works it will log to both files either way and the setting is merely for beautification purposes. player_advancedLog = true; //False [default] - No advanced logging. True - Logs house purchase and sale, vehicle purchase, sale, and chop shopping, police arrests, and gang creations. Search for: advanced_log player_moneyLog = true; //False [default] - No money logging. True - Logs player bank deposits, withdraws, and transfers, gang bank deposits and withdraws, money picked up off of the ground, and player robbery. Search for: money_log player_deathLog = true; //False [default] - No death logging. True - Logs victim and killer, and vehicle or weapon if used, when a player dies. Search for: death_log /* Database Related Settings */ /* Player Data Saving */ save_virtualItems = true; //Save Virtual items (all sides)? saved_virtualItems[] = { "pickaxe","fuelEmpty","fuelFull", "spikeStrip", "lockpick", "defuseKit","storageSmall","storageBig","redgull","coffee","waterBottle","weintrauben","pfirsich","tbacon","donuts","rabbit","salema","ornate","mackerel","tuna","mullet","catshark","turtle_soup","hen","rooster","sheep","goat","defibrillator","toolkit" }; //Array of virtual items that can be saved on your player. save_playerStats = false; //Save food, water and damage (all sides)? save_civilian_weapons = true; //Allow civilians to save weapons on them? save_civilian_position = true; //Save civilian location? save_civilian_position_restart = true; //Save civilian location only between restarts. After a server restart you'll have to spawn again. /* !!!TO SAVE POSITION BETWEEN RESTARTS save_civilian_position MUST BE TRUE!!! */ save_civilian_positionStrict = false; //Strip the player if possible combat-log? WARNING: Server crashes and lack of reliable syncing can trigger this. /* Vehicle Data Saving */ save_vehicle_virtualItems = true; //Save virtual items inside the vehicle (all sides)(-- See defined items on next line --) save_vehicle_items[] = { "pickaxe","fuelEmpty","fuelFull", "spikeStrip", "lockpick", "defuseKit","storageSmall","storageBig","redgull","coffee","waterBottle","weintrauben","pfirsich","tbacon","donuts","rabbit","salema","ornate","mackerel","tuna","mullet","catshark","turtle_soup","hen","rooster","sheep","goat","defibrillator","toolkit" }; save_vehicle_inventory = true; //Save Arma inventory of vehicle to the database save_vehicle_fuel = true; //Save vehicle fuel level to the database (Impounded/Garaged). save_vehicle_damage = true; //Save vehicle damage to the database. save_vehicle_illegal = false; //This will allow cops to be advised when a vehicle, with illegal items in it, is impounded. This will also save illegal items as proof of crime, and needs "save_vehicle_virtualItems" set as true. Illegal items don't need to be set in save_vehicle_items[] for being saved, if it's enabled. /* System Settings */ /* ATM & Federal Reserve System Configurations */ global_ATM = true; //Allow users to access any ATM on the map (Marked & Unmarked). noatm_timer = 10; //Time in minutes that players cannot deposit money after selling stolen gold. minimum_cops = 5; //Minimum cops required online to rob the Federal Reserve /*Death settings*/ drop_weapons_onDeath = true; //Set true to enable weapon dropping on death. False (default) will delete player weapons on death, allowing them to be revived with them instead /* Basic System Configurations */ donor_level = false; //Enable the donor level set in database (var = life_donorlevel; levels = 0,1,2,3,4,5). ATTENTION! Before enabling, read: https://www.bistudio.com/community/game-content-usage-rules & https://www.bistudio.com/monetization enable_fatigue = true; //Set to false to disable the ARMA 3 fatigue system. total_maxWeight = 40; //Static variable for the maximum weight allowed without having a backpack respawn_timer = 30; //How many seconds a player should wait, before being able to respawn. Minimum 5 seconds. /* Channel 7 News Station Configurations */ news_broadcast_cost = 550000; //Cost for a player to send a news station broadcast. news_broadcast_cooldown = 20; //Time in minutes that is required between news station broadcasts. (Default = 20 minutes) news_broadcast_header_length = 60; //Number of characters that a header can consist of. Anything over this may clip. This depends on the font size and various other factors. Adjust with caution. /* Clothing System Configurations */ civ_skins = false; //Enable or disable civilian skins. Before enabling, you must add all the SEVEN files to textures folder. (It must be named as: civilian_uniform_1.jpg, civilian_uniform_2.jpg...civilian_uniform_6.jpg, civilian_uniform_7.jpg) cop_extendedSkins = false; //Enable or disable cop skins by level. Before enabling, you must add all the EIGHT files to textures folder. (It must be named as: cop_uniform.jpg + cop_uniform_1.jpg, cop_uniform_2.jpg...cop_uniform_6.jpg, cop_uniform_7.jpg; meaning cop_uniform = life_coplevel=0, cop_uniform_1 = life_coplevel=1, cop_uniform_2 = life_coplevel=2, etc...) clothing_noTP = false; //Disable clothing preview teleport? (true = no teleport. false = teleport) clothing_box = true; //true = teleport to a black box. false = teleport to somewhere on map. (It only affects the game if clothing_noTP is set as false) clothing_masks[] = { "H_Shemag_olive", "H_Shemag_khk", "H_Shemag_tan", "H_Shemag_olive_hs", "H_ShemagOpen_khk", "H_ShemagOpen_tan", "G_Balaclava_blk", "G_Balaclava_combat", "G_Balaclava_lowprofile", "G_Balaclava_oli", "G_Bandanna_aviator", "G_Bandanna_beast", "G_Bandanna_blk", "G_Bandanna_khk", "G_Bandanna_oli", "G_Bandanna_shades", "G_Bandanna_sport", "G_Bandanna_tan", "U_O_GhillieSuit", "U_I_GhillieSuit", "U_B_GhillieSuit", "H_RacingHelmet_1_black_F", "H_RacingHelmet_1_red_F", "H_RacingHelmet_1_white_F", "H_RacingHelmet_1_blue_F", "H_RacingHelmet_1_yellow_F", "H_RacingHelmet_1_green_F", "H_RacingHelmet_1_F", "H_RacingHelmet_2_F", "H_RacingHelmet_3_F", "H_RacingHelmet_4_F" }; /* Escape Menu Configuration */ escapeMenu_timer = 10; //Time required to pass before you can click the abort button in the escape menu. escapeMenu_displayExtras = true; //Display the players UID & serverName specified below in the escape menu. escapeMenu_displayText = "Auf Wiedersehen!"; //Text displayed in the escape menu. Make it short.. around 20 characters. /* Fuel System Configurations */ pump_service = false; //Allow users to use pump service on the map. Default = false fuel_cost = 200; //Cost of fuel per liter at fuel stations (if not defined for the vehicle already). service_chopper = 10000; //Cost to service chopper at chopper service station(Repair/Refuel). fuelCan_refuel = 250; //Cost to refuel an empty fuel canister at the fuel station pumps. (Be wary of your buy/sell prices on fuel cans to prevent exploits...) /* Gang System Configurations */ gang_price = 15000; //Gang creation price. --Remember they are persistent so keep it reasonable to avoid millions of gangs. gang_upgradeBase = 10000; //The base cost for purchasing additional slots in a gang gang_upgradeMultiplier = 2.5; //CURRENTLY NOT IN USE /* Housing System Configurations */ house_limit = 3; //Maximum number of houses a player can own. houseGarage_buyPrice = 5000000; houseGarage_sellPrice = 350000; /* Hunting & Fishing System Configurations */ animaltypes_fish[] = { "Salema_F", "Ornate_random_F", "Mackerel_F", "Tuna_F", "Mullet_F", "CatShark_F", "Turtle_F" }; //Classnames of fish you can catch animaltypes_hunting[] = { "Sheep_random_F", "Goat_random_F", "Hen_random_F", "Cock_random_F", "Rabbit_F" }; //Classnames of aniamls you can hunt/gut /* Item-related Restrictions */ restrict_medic_weapons = false; //Set to false to allow medics to use any weapon --true will remove ANY weapon they attempt to use (primary,secondary,launcher) restrict_clothingPickup = false; //Set to false to allow civilians to pickup/take any uniform (ground/crates/vehicles) restrict_weaponPickup = false; //Set to false to allow civilians to pickup/take any weapon (ground/crates/vehicles) restricted_uniforms[] = { "U_Rangemaster", "U_B_CombatUniform_mcam_tshirt", "U_B_CombatUniform_mcam_worn", "U_B_survival_uniform" }; restricted_weapons[] = { "hgun_P07_snds_F", "arifle_MX_F", "arifle_MXC_F" }; /* Jail System Configurations */ jail_seize_vItems[] = { "spikeStrip","lockpick","goldbar","blastingcharge","boltcutter","defusekit","heroin","heroin","cannabis","joint","","kokain","turtle_raw" }; //Define VIRTUAL items you want to be removed from players upon jailing here. Use "jail_seize_inventory" for Arma inventory items. jail_seize_inventory = false; //Set to true to run the cop seize script on inmates. False will remove only weapons and magazines otherwise. (Basically used in case cops forget to seize items). [See Lines 106-111 below] sendtoJail_locations[] = { "police_hq_1", "police_hq_2", "cop_spawn_3", "cop_spawn_5", "Correctional_Facility" }; //Enter the variableName from the mission.sqm here to allow cops to send a person to jail at these locations. jail_forceWalk = true; /* Medical System Configurations */ revive_cops = false; //true to enable cops the ability to revive everyone or false for only medics/ems. revive_civ = false; //true to enable civs the ability to revive everyone or false for only medics/ems or medic/ems/cops. revive_east = false; //true to enable opfor the ability to revive everyone or false for only medics/ems or medic/ems/cops. revive_fee = 150000; //Revive fee that players have to pay and medics only EMS(independent) are rewarded with this amount. hospital_heal_fee = 1000000; //Fee to heal at a hospital NPC /* Paycheck & Bank System Configurations */ bank_cop = 60000; //Amount of cash in bank for new cops bank_civ = 60000; //Amount of cash in bank for new civillians bank_med = 60000; //Amount of cash in bank for new medics bank_adac = 60000; //Amount of cash on bank for the ada paycheck_cop = 5000; //Payment for cops paycheck_civ = 1900; //Payment for civillians paycheck_med = 8000; //Payment for medics paycheck_adac = 5500; //Amount of cash on bank for the adac paycheck_period = 5; //Scaled in minutes bank_transferTax = .02; //Tax that player pays when transferring money from ATM. Tax = Amount * multiplier /* Player Job System Configurations */ delivery_points[] = { "dp_1", "dp_2", "dp_3", "dp_4", "dp_5", "dp_6", "dp_7", "dp_8", "dp_9", "dp_10", "dp_11", "dp_12", "dp_13", "dp_14", "dp_15", "dp_15", "dp_16", "dp_17", "dp_18", "dp_19", "dp_20", "dp_21", "dp_22", "dp_23", "dp_24", "dp_25" }; fuelTank_winMultiplier = 1; //Win Multiplier in FuelTank Missions. Increase for greater payout. Default = 1 /* Search & Seizure System Configurations */ seize_exempt[] = { "Binocular", "ItemWatch", "ItemCompass", "ItemGPS", "ItemMap", "NVGoggles", "FirstAidKit", "ToolKit", "Chemlight_red", "Chemlight_yellow", "Chemlight_green", "Chemlight_blue", "optic_ACO_grn_smg" }; //Arma items that will not get seized from player inventories seize_uniform[] = { "U_Rangemaster" }; //Any specific uniforms you want to be seized from players seize_vest[] = { "V_TacVest_blk_POLICE" }; //Any specific vests you want to be seized from players seize_headgear[] = { "H_Cap_police" }; //Any hats or helmets you want seized from players seize_minimum_rank = 3; //Required minimum CopLevel to be able to seize items from players /* Vehicle System Configurations */ chopShop_vehicles[] = { "Car", "Air" }; //Vehicles that can be chopped. (Can add: "Ship" and possibly more -> look at the BI wiki...) vehicle_infiniteRepair[] = {false, false, true, true}; //Set to true for unlimited repairs with 1 toolkit. False will remove toolkit upon use. civilian, west, independent, east vehicleShop_rentalOnly[] = { "B_Boat_Armed_01_minigun_F" }; //Vehicles that can only be rented and not purchased. (Last only for the session) vehicleShop_3D = true; //Add preview 3D inside Shop vehicle. Default : False /* Vehicle Purchase Prices */ vehicle_purchase_multiplier_CIVILIAN = 1; //Civilian Vehicle Buy Price = Config_Vehicle price * multiplier vehicle_purchase_multiplier_COP = .5; //Cop Vehicle Buy Price = Config_Vehicle price * multiplier vehicle_purchase_multiplier_MEDIC = .15; //Medic Vehicle Buy Price = Config_Vehicle price * multiplier vehicle_purchase_multiplier_OPFOR = .15; // -- NOT IN USE -- Simply left in for east support. /* Vehicle Rental Prices */ vehicle_rental_multiplier_CIVILIAN = .80; //Civilian Vehicle Rental Price = Config_Vehicle price * multiplier vehicle_rental_multiplier_COP = .3; //Cop Vehicle Rental Price = Config_Vehicle price * multiplier vehicle_rental_multiplier_MEDIC = .05; //Medic Vehicle Rental Price = Config_Vehicle price * multiplier vehicle_rental_multiplier_OPFOR = .05; // -- NOT IN USE -- Simply left in for east support. /* Vehicle Sell Prices */ vehicle_sell_multiplier_CIVILIAN = .000001; //Civilian Vehicle Garage Sell Price = Vehicle Buy Price * multiplier vehicle_sell_multiplier_COP = .000001; //Cop Vehicle Garage Sell Price = Vehicle Buy Price * multiplier vehicle_sell_multiplier_MEDIC = .000001; //Medic Vehicle Garage Sell Price = Vehicle Buy Price * multiplier vehicle_sell_multiplier_OPFOR = .05; // -- NOT IN USE -- Simply left in for east support. /* "Other" Vehicle Prices */ vehicle_chopShop_multiplier = .0025; //Chop Shop price for vehicles. TO AVOID EXPLOITS NEVER SET HIGHER THAN A PURCHASE/RENTAL multipler! Payout = Config_vehicle Price * multiplier vehicle_storage_fee_multiplier = .000001; //Pull from garage cost --> Cost takes the playersides Buy Price * multiplier vehicle_cop_impound_multiplier = .000001; //TO AVOID EXPLOITS NEVER SET HIGHER THAN A PURCHASE/RENTAL multipler! Payout = Config_vehicle Price * multiplier disableCommanderView = true; //false - Group leaders can access the commander view. true [default] - Group leaders cannot access the commander view. //Commander/tactical view is accessed via pressing . [NUM] by default. It raises the camera significantly higher and steeper above the player in order to give a boarder tactical view of the surrounding area. /* Wanted System Settings * /* crimes[] = {String, Bounty, Code} */ crimes[] = { {"STR_Crime_187V","65000","187V"}, {"STR_Crime_187","20000","187"}, {"STR_Crime_901","45000","901"}, {"STR_Crime_215","20000","215"}, {"STR_Crime_213","100000","213"}, {"STR_Crime_211","10000","211"}, {"STR_Crime_207","35000","207"}, {"STR_Crime_207A","20000","207A"}, {"STR_Crime_390","150000","390"}, {"STR_Crime_487","15000","487"}, {"STR_Crime_488","7000","488"}, {"STR_Crime_480","10000","480"}, {"STR_Crime_481","10000","481"}, {"STR_Crime_482","50000","482"}, {"STR_Crime_483","95000","483"}, {"STR_Crime_459","65000","459"}, {"STR_Crime_666","20000","666"}, {"STR_Crime_667","450000","667"}, {"STR_Crime_668","150000","668"}, {"STR_Crime_1","25000","1"}, {"STR_Crime_2","20000","2"}, {"STR_Crime_3","15000","3"}, {"STR_Crime_4","25000","4"}, {"STR_Crime_5","10000","5"}, {"STR_Crime_6","8000","6"}, {"STR_Crime_7","15000","7"}, {"STR_Crime_8","500000","8"}, {"STR_Crime_9","500000","9"}, {"STR_Crime_10","1500000","10"}, {"STR_Crime_11","1000000","11"}, {"STR_Crime_12","250000","12"}, {"STR_Crime_13","150000","13"}, {"STR_Crime_14","50000","14"}, {"STR_Crime_15","250000","15"}, {"STR_Crime_16","1500","16"}, {"STR_Crime_17","10000","17"}, {"STR_Crime_18","150000","18"}, {"STR_Crime_19","250000","19"}, {"STR_Crime_20","50000","20"}, {"STR_Crime_21","50000","21"}, {"STR_Crime_22","200000","22"}, {"STR_Crime_23","500000","23"}, {"STR_Crime_24","1000000","24"}, {"STR_Crime_25","2000000","25"} }; }; #include "Config_Clothing.hpp" #include "Config_Licenses.hpp" #include "Config_Vehicles.hpp" #include "Config_vItems.hpp" #include "Config_Weapons.hpp" #include "Config_Gather.hpp" #include "Config_SpawnPoints.hpp" #include "Config_Process.hpp" #include "Config_Housing.hpp" #include "Config_Garages.hpp"
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ok grade noch mal in die Logs geschaut und grade erst gesehn bitte beheb mal den Fehler
life_paycheck = compileFinal (if (life_paycheck isEqualType "") then {life> 3:57:59 Error position: <life_paycheck isEqualType "") then {life> 3:57:59 Error Nicht definierte Variable in Ausdruck: life_paycheck 3:57:59 File mpmissions\__CUR_MP.Altis\core\init.sqf, line 139
Könnte daran liegen da danach erst die Init für die Jeweilige Side kommt und wenn da ein Fehler ist könnte es sein das er nicht weiter geht
Verstehe es nur nicht, denn es ist GENAU die selbe Variable wie in der Zeile darüber.. Was genau soll ich dann ändern?
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Sollte es nachdem das extDB Problem gefixt ist, kannst du auch mal in deine Datei AdacLoutout.sqf gucken, weil dort kannst du das Spawn loadout festlegen
Ich weiß, das habe ich auch schon gemacht. Da bekomme ich auch keine Fehlermeldung. Ich bin nach edlichen Stunden verzweifelt und habe mich hier gemodelt...
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Die init.sqf fehlt nicht und die fn_logIt.sqf hat schon immer gefehlt, der Fehler ist da, seitdem es den Server gibt, also denke ich nicht, dass da das Problem liegt. Aber ich denke, dass hinter dem Problem eher was anderes steht, denn der Dialog wird nichtmal geöffnet und wenigstens die Kleidung sollte dann geladen werden. Glaube eher, dass da was mit der Kommunikation zwischen Opfor und Datenbank nicht hinhaut.
Code
Alles anzeigen/* * Format: * 3: STRING (Conditions) - Must return boolean : * String can contain any amount of conditions, aslong as the entire * string returns a boolean. This allows you to check any levels, licenses etc, * in any combination. For example: * "call life_coplevel && license_civ_someLicense" * This will also let you call any other function. * */ class CfgSpawnPoints { class Altis { class Civilian { class Kavala { displayName = "Kavala"; spawnMarker = "civ_spawn_1"; icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa"; conditions = ""; }; class Athira { displayName = "Athira"; spawnMarker = "civ_spawn_3"; icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa"; conditions = ""; }; class Pyrgos { displayName = "Pyrgos"; spawnMarker = "civ_spawn_2"; icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa"; conditions = ""; }; class Sofia { displayName = "Sofia"; spawnMarker = "civ_spawn_4"; icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa"; conditions = ""; }; class RebelN { displayName = $STR_SP_Reb_N; spawnMarker = "Rebelop"; icon = "\a3\ui_f\data\map\MapControl\bunker_ca.paa"; conditions = "license_civ_rebel"; }; class RebelS { displayName = $STR_SP_Reb_S; spawnMarker = "Rebelop_1"; icon = "\a3\ui_f\data\map\MapControl\bunker_ca.paa"; conditions = "license_civ_rebel"; }; class RebelE { displayName = $STR_SP_Reb_E; spawnMarker = "Rebelop_2"; icon = "\a3\ui_f\data\map\MapControl\bunker_ca.paa"; conditions = "license_civ_rebel"; }; }; class Cop { class Kavala { displayName = "Kavala HQ"; spawnMarker = "cop_spawn_1"; icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa"; conditions = ""; }; class Athira { displayName = "Athira HQ"; spawnMarker = "cop_spawn_3"; icon = "\a3\ui_f\data\map\MapControl\fuelstation_ca.paa"; conditions = ""; }; class Pyrgos { displayName = "Pyrgos HQ"; spawnMarker = "cop_spawn_2"; icon = "\a3\ui_f\data\map\GroupIcons\badge_rotate_0_gs.paa"; conditions = ""; }; class Air { displayName = $STR_MAR_Police_Air_HQ; spawnMarker = "cop_spawn_4"; icon = "\a3\ui_f\data\map\Markers\NATO\b_air.paa"; conditions = "call life_coplevel >= 2 && {license_cop_cAir}"; }; class HW { displayName = $STR_MAR_Highway_Patrol; spawnMarker = "cop_spawn_5"; icon = "\a3\ui_f\data\map\GroupIcons\badge_rotate_0_gs.paa"; conditions = "call life_coplevel >= 3"; }; }; class Medic { class Kavala { displayName = $STR_SP_EMS_Kav; spawnMarker = "medic_spawn_1"; icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa"; conditions = ""; }; class Athira { displayName = $STR_SP_EMS_Ath; spawnMarker = "medic_spawn_2"; icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa"; conditions = ""; }; class Pyrgos { displayName = $STR_SP_EMS_Pyr; spawnMarker = "medic_spawn_3"; icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa"; conditions = ""; }; }; class Adac { class Kavala { displayName = "Base"; spawnMarker = "adac_spawn_1"; icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa"; conditions = ""; }; }; }; class Tanoa { class Civilian { class Georgetown { displayName = "Georgetown"; spawnMarker = "civ_spawn_1"; icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa"; conditions = "!license_civ_rebel"; }; class Balavu { displayName = "Balavu"; spawnMarker = "civ_spawn_3"; icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa"; conditions = ""; }; class Tuvanaka { displayName = "Tuvanaka"; spawnMarker = "civ_spawn_2"; icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa"; conditions = ""; }; class Lijnhaven { displayName = "Lijnhaven"; spawnMarker = "civ_spawn_4"; icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa"; conditions = ""; }; class RebelNW { displayName = $STR_SP_Reb_NW; spawnMarker = "Rebelop"; icon = "\a3\ui_f\data\map\MapControl\bunker_ca.paa"; conditions = "license_civ_rebel"; }; class RebelS { displayName = $STR_SP_Reb_S; spawnMarker = "Rebelop_1"; icon = "\a3\ui_f\data\map\MapControl\bunker_ca.paa"; conditions = "license_civ_rebel"; }; class RebelNE { displayName = $STR_SP_Reb_NE; spawnMarker = "Rebelop_2"; icon = "\a3\ui_f\data\map\MapControl\bunker_ca.paa"; conditions = "license_civ_rebel"; }; }; class Cop { class NAirport { displayName = $STR_SP_Cop_Air_N; spawnMarker = "cop_spawn_1"; icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa"; conditions = ""; }; class SWAirport { displayName = $STR_SP_Cop_Air_SW; spawnMarker = "cop_spawn_3"; icon = "\a3\ui_f\data\map\MapControl\fuelstation_ca.paa"; conditions = ""; }; class GeorgetownHQ { displayName = "Georgetown HQ"; spawnMarker = "cop_spawn_2"; icon = "\a3\ui_f\data\map\GroupIcons\badge_rotate_0_gs.paa"; conditions = ""; }; class Air { displayName = $STR_MAR_Police_Air_HQ; spawnMarker = "cop_spawn_4"; icon = "\a3\ui_f\data\map\Markers\NATO\b_air.paa"; conditions = "call life_coplevel >= 2 && {license_cop_cAir}"; }; class HW { displayName = $STR_MAR_Highway_Patrol; spawnMarker = "cop_spawn_5"; icon = "\a3\ui_f\data\map\GroupIcons\badge_rotate_0_gs.paa"; conditions = "call life_coplevel >= 3"; }; }; class Medic { class SEHospital { displayName = $STR_SP_EMS_SE; spawnMarker = "medic_spawn_1"; icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa"; conditions = ""; }; class TanoukaHospital { displayName = $STR_SP_EMS_Tan; spawnMarker = "medic_spawn_2"; icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa"; conditions = ""; }; class NEAirportHospital { displayName = $STR_SP_EMS_NEair; spawnMarker = "medic_spawn_3"; icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa"; conditions = ""; }; }; }; };
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Okay. moeck eine Idee?
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Dankeschön, jetzt spawne ich zwar, aber ohne Sachen und den Spawnpunkt konnte ich nicht wählen..
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Also um es kurz zu machen, ich habe jetzt sehr viel gelesen, getestet und herausgefunden, jedoch habe ich noch ein Problem.
Hier mal der Fehler aus dem client log.
Code13:10:05 Error in expression < { life_adaclevel = compileFinal (if ( parseNumber(_this select 7) isEqualType > 13:10:05 Error position: <parseNumber(_this select 7) isEqualType > 13:10:05 Error parsenumber: Typ Zahl, erwartet Bool,Zeichenfolge 13:10:05 File core\session\fn_requestReceived.sqf [SOCK_fnc_requestReceived], line 163
Unten packe ich mal die beiden Dateien ran.. Eigentlich weiß ich WO der Fehler ist, habe aber keine Ahnung wie ich ihn beheben kann. Jemand eine Idee?
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Den Server gibts ja nicht mehr, aber von da kenne ich das Prinzip. Es ist aber nicht so leicht aus den Dateien auszulesen, weil sie da sehr viele Funktionen doppelt hatten..
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Kann mir jemand sagen, in welchen Dateien ich was ändern muss, damit ich im Craftingmenü auch eine Anzahl der zu craftenden Gegenstände auswählen kann? Bezieht sich eigentlich nur auf die vItems.
Danke schonmal.
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Hallo Leute, habe da mal eine Frage..
Ich würde es gerne so machen, dass man im Inventar ca. 4000 Platz hat aber bei mehr als 80 aus Fahrzeugen raus geworfen wird und nicht mehr sprinten kann. (Ist fürs Crafting gedacht) Sämtliche Anläufe von mir haben nicht funktioniert und deswegen frage ich einfach mal.. Vlt kann mir einer von euch ja weiterhelfen.
Vielen Dank.
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kannst du deine Lösung bitte mir miteilen?
Habe ein ähnliches Problem
Meine Dummheit darf man eigentlich keinem erzählen... Hatte den neuen Key im "Keys" Ordner von der Mod, nicht vom Server...... ._.
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Das Addon ist mit einem nicht von diesem Server akzeptierten Schlüssel signiert. (Ja er ist auch im Keys ordner) Kann mir wer weiterhelfen?
//edit
Jetzt funktioniert alles, danke Leute.
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Okay, teste es gleich mal. Danke schon mal.
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Also wenn ich nur eine PBO ändere muss ich alle neu signieren oder nur die eine?
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Guten Tag,
kann mir jemand sagen, wie ich selbst editierte Mods (in meinem Fall Ivory Cars) auf dem Server ohne Fehler zum laufen bringe? Habe sie danach auch mal selbst mit einem eigenen .bikey signiert, funktioniert aber trotzdem nicht. Bekomme den Fehler, dass für einige Mods der Schlüssel fehlt.. (ja habe den Key von mir auch in dem Ordner) Ohne meine selbst editierten Mods geht alles.
LG Jaeb
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