Noch wehr eine Idee woran es liegen kann??
Beiträge von haubi
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es steht auf true
hier mal meine Maser
Code
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 = false; //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 = false; //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 = false; //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","apple","peach","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 = true; //Save food, water and damage (all sides)? save_civilian_weapons = false; //Allow civilians to save weapons on them? save_civilian_position = false; //Save civilian location? save_civilian_position_restart = false; //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 = false; //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","apple","peach","tbacon","donuts","rabbit","salema","ornate","mackerel","tuna","mullet","catshark","turtle_soup","hen","rooster","sheep","goat","defibrillator","toolkit" }; save_vehicle_inventory = false; //Save Arma inventory of vehicle to the database save_vehicle_fuel = false; //Save vehicle fuel level to the database (Impounded/Garaged). save_vehicle_damage = false; //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 /* 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 = 24; //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 = 150000; //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 = "Thanks for playing!"; //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 = 80; //Cost of fuel per liter at fuel stations (if not defined for the vehicle already). service_chopper = 1000; //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 = 75000; //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 = 5; //Maximum number of houses a player can own. houseGarage_buyPrice = 1000000; 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 = true; //Set to false to allow medics to use any weapon --true will remove ANY weapon they attempt to use (primary,secondary,launcher) restrict_clothingPickup = true; //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_unprocessed","heroin_processed","cannabis","marijuana","cocaine_unprocessed","cocaine_processed","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. /* Medical System Configurations */ revive_cops = true; //true to enable cops the ability to revive everyone or false for only medics/ems. revive_fee = 1500; //Revive fee that players have to pay and medics only EMS(independent) are rewarded with this amount. hospital_heal_fee = 100; //Fee to heal at a hospital NPC /* Paycheck & Bank System Configurations */ bank_cop = 25000; //Amount of cash in bank for new cops bank_civ = 200000; //Amount of cash in bank for new civillians bank_med = 65000; //Amount of cash in bank for new medics paycheck_cop = 3500; //Payment for cops paycheck_civ = 1000; //Payment for civillians paycheck_med = 4500; //Payment for medics paycheck_period = 15; //Scaled in minutes bank_transferTax = .05; //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 = 2; //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, false}; //Set to true for unlimited repairs with 1 toolkit. False will remove toolkit upon use. civilian, west, independent, east vehicleShop_rentalOnly[] = { "B_MRAP_01_hmg_F", "B_G_Offroad_01_armed_F", "B_Boat_Armed_01_minigun_F" }; //Vehicles that can only be rented and not purchased. (Last only for the session) vehicleShop_3D = false; //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 = .75; //Medic Vehicle Buy Price = Config_Vehicle price * multiplier vehicle_purchase_multiplier_OPFOR = -1; // -- 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 = .55; //Medic Vehicle Rental Price = Config_Vehicle price * multiplier vehicle_rental_multiplier_OPFOR = -1; // -- NOT IN USE -- Simply left in for east support. /* Vehicle Sell Prices */ vehicle_sell_multiplier_CIVILIAN = .5; //Civilian Vehicle Garage Sell Price = Vehicle Buy Price * multiplier vehicle_sell_multiplier_COP = .5; //Cop Vehicle Garage Sell Price = Vehicle Buy Price * multiplier vehicle_sell_multiplier_MEDIC = .5; //Medic Vehicle Garage Sell Price = Vehicle Buy Price * multiplier vehicle_sell_multiplier_OPFOR = -1; // -- NOT IN USE -- Simply left in for east support. /* "Other" Vehicle Prices */ vehicle_chopShop_multiplier = .25; //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 = .2; //Pull from garage cost --> Cost takes the playersides Buy Price * multiplier vehicle_cop_impound_multiplier = .1; //TO AVOID EXPLOITS NEVER SET HIGHER THAN A PURCHASE/RENTAL multipler! Payout = Config_vehicle Price * multiplier /* Wanted System Settings * /* crimes[] = {String, Bounty, Code} */ crimes[] = { {"STR_Crime_187V","650","187V"}, {"STR_Crime_187","2000","187"}, {"STR_Crime_901","450","901"}, {"STR_Crime_215","200","215"}, {"STR_Crime_213","1000","213"}, {"STR_Crime_211","100","211"}, {"STR_Crime_207","350","207"}, {"STR_Crime_207A","200","207A"}, {"STR_Crime_390","1500","390"}, {"STR_Crime_487","150","487"}, {"STR_Crime_488","70","488"}, {"STR_Crime_480","100","480"}, {"STR_Crime_481","100","481"}, {"STR_Crime_482","500","482"}, {"STR_Crime_483","950","483"}, {"STR_Crime_459","650","459"}, {"STR_Crime_666","200","666"}, {"STR_Crime_667","4500","667"}, {"STR_Crime_668","1500","668"}, {"STR_Crime_1","250","1"}, {"STR_Crime_2","200","2"}, {"STR_Crime_3","150","3"}, {"STR_Crime_4","250","4"}, {"STR_Crime_5","100","5"}, {"STR_Crime_6","80","6"}, {"STR_Crime_7","150","7"}, {"STR_Crime_8","5000","8"}, {"STR_Crime_9","5000","9"}, {"STR_Crime_10","15000","10"}, {"STR_Crime_11","10000","11"}, {"STR_Crime_12","2500","12"}, {"STR_Crime_13","1500","13"}, {"STR_Crime_14","500","14"}, {"STR_Crime_15","2500","15"}, {"STR_Crime_16","1500","16"}, {"STR_Crime_17","100","17"}, {"STR_Crime_18","1500","18"}, {"STR_Crime_19","2500","19"}, {"STR_Crime_20","500","20"}, {"STR_Crime_21","500","21"}, {"STR_Crime_22","2000","22"}, {"STR_Crime_23","5000","23"}, {"STR_Crime_24","10000","24"}, {"STR_Crime_25","20000","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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okey habe es soweit jetzt hinbekommen allerdings verschwinden alle sachen nach dem ich jemandem z.b sein bein verbunden habe
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so habe mir jetzt die
fn_handleItem.sqf
nochmal vorgenommen und soweit alles eingefügt.Habe im forum noch gelesen das man die fn_weaponShopBuySell bearbeiten muss was muss den da rein???
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ja ich habe es mir angeschaut aber ich sehe da net durch schon ab dem erstem punkt den wen ich nach dem (Danach fügt ihr in der private[]; ein) in der datei suche vinde ich einige zeilen so weiß ich nicht wo ich es genau einfügen muss
Min noch ziemloicher anfänger konzentriere mich eig mehr auf Mapping
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Hallo liebe Leute
Ich muss mich mal wider an euch wenden
Ich habe ein Problem mit dem ACE3 einbauen ich habe soweit alles hinbekommen
Allerdings wen ich mir sachen kaufe im shop werden sie nicht im I Inventar Gespeichert.Ich habe nun das Forum hier schon durchstöpert und nix zum laufen bekomen,
Währe cool wen sich mal wehr bei mir meldet bin gern im ts3 zu erreichen ip 5.9.20.170:9985Server Version 4.5 mit [lexicon]Tanoa[/lexicon] live script
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Hallo ich bin gerade dabei meine Spawn punkte neu zu machen aller ding habe ich ein Problem sobald ich raus nehme das er im haus Spawnen soll und dann den Spawn punkten die ich haben will dann spawn ich nur auf der insel aber net da wo ich es wollte
fn_initCiv
Code
Alles anzeigen#include "..\script_macros.hpp" /* File: fn_initCiv.sqf Author: Bryan "Tonic" Boardwine Description: Initializes the civilian. */ private "_spawnPos"; _altisArray = ["Land_i_Shop_01_V1_F","Land_i_Shop_01_V2_F","Land_i_Shop_01_V3_F","Land_i_Shop_02_V1_F","Land_i_Shop_02_V2_F","Land_i_Shop_02_V3_F"]; _tanoaArray = ["Land_House_Small_01_F"]; private _spawnBuildings = ALTIS_TANOA(_altisArray,_tanoaArray); civ_spawn_1 = nearestObjects[getMarkerPos "civ_spawn_1", _spawnBuildings,350]; civ_spawn_2 = nearestObjects[getMarkerPos "civ_spawn_2", _spawnBuildings,350]; civ_spawn_3 = nearestObjects[getMarkerPos "civ_spawn_3", _spawnBuildings,350]; civ_spawn_4 = nearestObjects[getMarkerPos "civ_spawn_4", _spawnBuildings,350]; waitUntil {!(isNull (findDisplay 46))}; if (life_is_alive && !life_is_arrested) then { /* Spawn at our last position */ player setVehiclePosition [life_civ_position, [], 0, "CAN_COLLIDE"]; } else { if (!life_is_alive && !life_is_arrested) then { if (LIFE_SETTINGS(getNumber,"save_civilian_positionStrict") isEqualTo 1) then { _handle = [] spawn life_fnc_civLoadout; waitUntil {scriptDone _handle}; CASH = 0; [0] call SOCK_fnc_updatePartial; }; [] 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. } else { if (life_is_arrested) then { life_is_arrested = false; [player,true] spawn life_fnc_jail; }; }; }; life_is_alive = true; player addRating 9999999;
und meine
Config_SpawnPoints
Code
Alles anzeigen/* * Format: * licenses: ARRAY (This is for limiting spawn to certain things) * 0: License Name * 1: License Check Type * false: If license isn't set * true: If license is set * Example: * licenses[] = { { "pilot", true }, { "rebel", false } }; //Shows up for players with pilot and without rebel license. * * level: ARRAY (This is for limiting spawn to certain things) * 0: Variable to read from * 1: Variable Value Type (SCALAR / BOOL / EQUAL / INVERSE) * SCALAR: VALUE => VALUE * BOOL: VALUE EXISTS * EQUAL: VALUE == VALUE * INVERSE: VALUE <= VALUE * 2: What to compare to (-1 = Check Disabled) * */ class CfgSpawnPoints { class Altis { class Civilian { class Kavala { displayName = "Kavala"; spawnMarker = "civ_spawn_1"; icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa"; licenses[] = { { "rebel", false } }; level[] = { "", "", -1 }; }; class Athira { displayName = "Athira"; spawnMarker = "civ_spawn_3"; icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa"; licenses[] = { { "", true } }; level[] = { "", "", -1 }; }; class Pyrgos { displayName = "Pyrgos"; spawnMarker = "civ_spawn_2"; icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa"; licenses[] = { { "", true } }; level[] = { "", "", -1 }; }; class Sofia { displayName = "Sofia"; spawnMarker = "civ_spawn_4"; icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa"; licenses[] = { { "", true } }; level[] = { "", "", -1 }; }; class RebelN { displayName = "Northern Rebel Base"; spawnMarker = "Rebelop"; icon = "\a3\ui_f\data\map\MapControl\bunker_ca.paa"; licenses[] = { { "rebel", true } }; level[] = { "", "", -1 }; }; class RebelS { displayName = "Southern Rebel Base"; spawnMarker = "Rebelop_1"; icon = "\a3\ui_f\data\map\MapControl\bunker_ca.paa"; licenses[] = { { "rebel", true } }; level[] = { "", "", -1 }; }; class RebelE { displayName = "Eastern Rebel Base"; spawnMarker = "Rebelop_2"; icon = "\a3\ui_f\data\map\MapControl\bunker_ca.paa"; licenses[] = { { "rebel", true } }; level[] = { "", "", -1 }; }; }; class Cop { class Kavala { displayName = "Kavala HQ"; spawnMarker = "cop_spawn_1"; icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa"; licenses[] = { { "", true } }; level[] = { "", "", -1 }; }; class Athira { displayName = "Athira HQ"; spawnMarker = "cop_spawn_3"; icon = "\a3\ui_f\data\map\MapControl\fuelstation_ca.paa"; licenses[] = { { "", true } }; level[] = { "", "", -1 }; }; class Pyrgos { displayName = "Pyrgos HQ"; spawnMarker = "cop_spawn_2"; icon = "\a3\ui_f\data\map\GroupIcons\badge_rotate_0_gs.paa"; licenses[] = { { "", true } }; level[] = { "", "", -1 }; }; class Air { displayName = "Air HQ"; spawnMarker = "cop_spawn_4"; icon = "\a3\ui_f\data\map\Markers\NATO\b_air.paa"; licenses[] = { { "cAir", true } }; level[] = { "life_coplevel", "SCALAR", 2 }; }; class HW { displayName = "HW Patrol"; spawnMarker = "cop_spawn_5"; icon = "\a3\ui_f\data\map\GroupIcons\badge_rotate_0_gs.paa"; licenses[] = { { "", true } }; level[] = { "life_coplevel", "SCALAR", 3 }; }; }; class Medic { class Kavala { displayName = "Kavala Hospital"; spawnMarker = "medic_spawn_1"; icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa"; licenses[] = { { "", true } }; level[] = { "", "", -1 }; }; class Athira { displayName = "Athira Regional"; spawnMarker = "medic_spawn_2"; icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa"; licenses[] = { { "", true } }; level[] = { "", "", -1 }; }; class Pyrgos { displayName = "Pyrgos Hospital"; spawnMarker = "medic_spawn_3"; icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa"; licenses[] = { { "", true } }; level[] = { "", "", -1 }; }; }; }; class Tanoa { class Civilian { class Georgetown { displayName = "Georgetown"; spawnMarker = "civ_spawn_1"; icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa"; licenses[] = { { "", true } }; level[] = { "", "", -1 }; }; class Balavu { displayName = "Balavu"; spawnMarker = "civ_spawn_3"; icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa"; licenses[] = { { "", true } }; level[] = { "", "", -1 }; }; class Tuvanaka { displayName = "Tuvanaka"; spawnMarker = "civ_spawn_2"; icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa"; licenses[] = { { "", true } }; level[] = { "", "", -1 }; }; class Lijnhaven { displayName = "Lijnhaven"; spawnMarker = "civ_spawn_4"; icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa"; licenses[] = { { "", true } }; level[] = { "", "", -1 }; }; class RebelNW { displayName = "North Western Rebel Base"; spawnMarker = "Rebelop"; icon = "\a3\ui_f\data\map\MapControl\bunker_ca.paa"; licenses[] = { { "rebel", true } }; level[] = { "", "", -1 }; }; class RebelS { displayName = "Southern Rebel Base"; spawnMarker = "Rebelop_1"; icon = "\a3\ui_f\data\map\MapControl\bunker_ca.paa"; licenses[] = { { "rebel", true } }; level[] = { "", "", -1 }; }; class RebelNE { displayName = "North Eastern Rebel Base"; spawnMarker = "Rebelop_2"; icon = "\a3\ui_f\data\map\MapControl\bunker_ca.paa"; licenses[] = { { "rebel", true } }; level[] = { "", "", -1 }; }; }; class Cop { class NAirport { displayName = "North Airport HQ"; spawnMarker = "cop_spawn_1"; icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa"; licenses[] = { { "", true } }; level[] = { "", "", -1 }; }; class SWAirport { displayName = "South Western Airport HQ"; spawnMarker = "cop_spawn_3"; icon = "\a3\ui_f\data\map\MapControl\fuelstation_ca.paa"; licenses[] = { { "", true } }; level[] = { "", "", -1 }; }; class GeorgetownHQ { displayName = "Georgetown HQ"; spawnMarker = "cop_spawn_2"; icon = "\a3\ui_f\data\map\GroupIcons\badge_rotate_0_gs.paa"; licenses[] = { { "", true } }; level[] = { "", "", -1 }; }; class Air { displayName = "Air HQ"; spawnMarker = "cop_spawn_4"; icon = "\a3\ui_f\data\map\Markers\NATO\b_air.paa"; licenses[] = { { "cAir", true } }; level[] = { "life_coplevel", "SCALAR", 2 }; }; class HW { displayName = "HW Patrol"; spawnMarker = "cop_spawn_5"; icon = "\a3\ui_f\data\map\GroupIcons\badge_rotate_0_gs.paa"; licenses[] = { { "", true } }; level[] = { "life_coplevel", "SCALAR", 3 }; }; }; class Medic { class SEHospital { displayName = "South East Hospital"; spawnMarker = "medic_spawn_1"; icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa"; licenses[] = { { "", true } }; level[] = { "", "", -1 }; }; class TanoukaHospital { displayName = "Tanouka Regional"; spawnMarker = "medic_spawn_2"; icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa"; licenses[] = { { "", true } }; level[] = { "", "", -1 }; }; class NEAirportHospital { displayName = "North East Airport Hospital"; spawnMarker = "medic_spawn_3"; icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa"; licenses[] = { { "", true } }; level[] = { "", "", -1 }; }; }; }; };
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Hallo ich bekomme seit ich die map überarbeitet habe gerade folgenden fehler
15:15:41 "<infiSTAR.de> 0 - Thread #1: Server Loop #1 starting now!"
15:15:41 "<infiSTAR.de> 0 - Thread #1: Server Loop #1 looping now!"
15:15:41 Successfull attempt to execute serverCommand '#kick 0' by server.
15:16:12 EPE manager release (0|1460|0)weiß wehr was da der fehler ist??
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ja habe auch soweit alles gemacht wie es beschrieben war
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Hallo liebe Leute
Ich habe gestern infiStar auf meinen server gezogen habe mich auch als admin eingetragen usw
aber wen ich im spiel F1 drücke geht infiStar admin menü net auf
woran kann das Liegen(habe [lexicon]Tanoa[/lexicon] life drauf)
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Hallo ihr Lieben
Wie oben schon steht habe ich Problem mit meinem Arma3 server nach zwei monaten dachte ich mir ich bastel am server mal weiter
nach einem schnellem server start stellte ich fest das im server namen auf einmal Debian-82-jessie-64-minimal steht und die mission nicht geladen wird
ich habe nix verstellt update von arma habe ich schon gemacht kann einer mir weiter helfen?
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hat noch wehr eine idee was da loß is
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okey habe in mal die rpts durch geschaut aber ich sehe da soweit keine fehler
habe die rpt mal als txt mit hochgeladenich würde dir auch gern alles vom Paycheck mit schicken aber ich weis garnicht wo er alles verankert ist ich hbae an dem noch nix gemacht
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Hey freunde
habe gerade mal wider ein Problem...
wie es in der Überschrift steht geht es um die PayChecks naricht die spamt mir die ganze zeit den server voll
wir sind schon am rumschauen wo ran es liegen kann in der RPT steht auch kein fehler was oder wo is der fehler? -
suppi hat wunder bar geklappt entlich mal
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hmm habs versucht aber immer noch error
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so es is auch mit der config ein neuer fehler aufgetaucht und zwar
CodeError: Object(3 : 3) not found Error: Object(3 : 4) not found Error: Object(3 : 5) not found Error in expression <rray = _queryResult select 0; if (count _pricearray < 1) then { diag_log "######> Error position: <_pricearray < 1) then { diag_log "######> Error Undefined variable in expression: _pricearray File life_server\Functions\DynMarket\fn_HandleDB.sqf, line 38
meine fn_HandelDBCode
Alles anzeigen/* ##################### DYNAMIC MARKET SCRIPT ##################### ### AUTHOR: RYAN TT. ### ### STEAM: www.steamcommunity.com/id/ryanthett ### ### ### ### DISCLAIMER: THIS SCRIPT CAN BE USED ON EVERY SERVER ONLY ### ### WITH THIS HEADER / NOTIFICATION ### ################################################################# */ _switch = _this select 0; _whatanumber = 1; switch (_switch) do { case 0: { _query = ""; switch (_whatanumber) do { case 1: {_query = format["UPDATE dynmarket SET prices='%1'",DYNMARKET_Items_CurrentPriceArr];}; }; waitUntil {sleep (random 0.3); !DB_Async_Active}; _queryResult = [_query,1] call DB_fnc_asyncCall; diag_log "### DYNMARKET >> SUCCESSFULLY BACKUP'D CURRENT PRICES TO DATABASE! ###"; }; case 1: { _query = switch(_whatanumber) do { case 1: {_returnCount = 11; format["SELECT prices FROM dynmarket WHERE id='1'"];}; }; waitUntil{sleep (random 0.3); !DB_Async_Active}; _tickTime = diag_tickTime; _queryResult = [_query,2] call DB_fnc_asyncCall; //DYNMARKET_Items_CurrentPriceArr = _queryResult select 0; _pricearray = _queryResult select 0; if (count _pricearray < 1) then { diag_log "########################## DYNAMIC MARKET ##########################"; diag_log "### >> CAN'T LOAD PRICES FROM DATABASE: ERROR 01x ###"; diag_log "### THE REQUESTED PRICEARRAY WAS UNEXPECTEDLY EMPTY! ###"; diag_log "### IF YOU ARE RUNNING DYNMARKET FOR THE FIRST TIME, ###"; diag_log "### PLEASE IGNORE THIS ERROR! ###"; diag_log "####################################################################"; } else { DYNMARKET_Items_CurrentPriceArr = _pricearray; { _itemName = _x select 0; _itemNewPrice = _x select 1; _index = -1; { _index = _index + 1; _curItemName = _x select 0; if (_curItemName==_itemName) then { DYNMARKET_sellarraycopy set [_index,[_itemName,_itemNewPrice]]; }; } forEach DYNMARKET_sellarraycopy; } forEach DYNMARKET_Items_CurrentPriceArr; diag_log "########################## DYNAMIC MARKET ##########################"; diag_log "### >> SUCCESSFULLY LOADED PRICES FROM DATABASE! ###"; diag_log "####################################################################"; }; }; };
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Ja und wie bekomme ich die anderen errors weg weil die kahmen ja erst mit dem dnymarket
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Hallo das Problem hatt sich erledigt das ding is ein neues Problem is da ich habe mein von 4.4r3 server
auf ein 4.4 script geändertund nun bekomme ich wider einen neuen error
Code
Alles anzeigen"------------- Vendetta Auction House Initialization -------------" Error in expression <e Initialization -------------"; while {_amount > 80} do { _query = format["SELE> Error position: <_amount > 80} do { _query = format["SELE> Error Undefined variable in expression: _amount File life_server\Functions\vAH\fn_vAH_init.sqf, line 16 "extDB2: Protocol Error: [0,"Error Statement Exception"]" Error in expression <lername, status, time FROM ah LIMIT %1",_amount]; _queryResult = [_query,2,true]> Error position: <_amount]; _queryResult = [_query,2,true]> Error Undefined variable in expression: _amount File life_server\Functions\vAH\fn_vAH_init.sqf, line 32 Error in expression <KET_UseExternalDatabase) then {[1] call TON_fnc_HandleDB;}; DYNMARKET_UpdateCoun> Error position: <TON_fnc_HandleDB;}; DYNMARKET_UpdateCoun> Error Undefined variable in expression: ton_fnc_handledb File life_server\Functions\DynMarket\fn_config.sqf, line 120
habe alles nach anl0eitung gemacht die zu dem dynmarket dazu war raffe aber net warum der fehler kommt weil ohne dynmarket gings ja