Ah okay, Danke !
Beiträge von LolYou!?
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Ich glaube das wird nix mehr mit neuen TUTs von Motombo.
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Öffnet eure core\pmenu\fn_cellphone.sqf und fügt über der if-Abfrage folgendes ein:
Welche If Abfrage meinst du ?
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hallo wie kann ich das tarain mit dem tarainbuialder bearbeiten
Dafür brauchst du die Source Dateien von der Lakeside Map.
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Ich habe meine Datenbank neu gemacht es funktioniert alles wieder.
Was wurde zuletzt geãndert u.o eingefügt
Das Script:
Externer Inhalt www.youtube.comInhalte von externen Seiten werden ohne deine Zustimmung nicht automatisch geladen und angezeigt.Durch die Aktivierung der externen Inhalte erklärst du dich damit einverstanden, dass personenbezogene Daten an Drittplattformen übermittelt werden. Mehr Informationen dazu haben wir in unserer Datenschutzerklärung zur Verfügung gestellt. -
Autor:
Entity1.Sucht die spawnSelection.hpp und ersetzt den Datei inhalt durch das:
Code
Alles anzeigenclass life_spawn_selection { idd = 38500; movingEnabled = 0; enableSimulation = 1; class controlsBackground { class life_RscTitleBackground: Life_RscText { idc = 1000; x = 0.0101577 * safezoneW + safezoneX; y = 0.0291999 * safezoneH + safezoneY; w = 0.170156 * safezoneW; h = 0.9438 * safezoneH; colorBackground[] = {0.294,0.286,0.286,0.8}; }; class Title: Life_RscText { idc = 1001; text = "Spawn Selection"; x = 0.0132501 * safezoneW + safezoneX; y = 0.0402 * safezoneH + safezoneY; w = 0.164999 * safezoneW; h = 0.0242 * safezoneH; }; class MapView: Life_RscMapControl { idc = 38502; x = 0.183407 * safezoneW + safezoneX; y = 0.0292 * safezoneH + safezoneY; w = 0.8085 * safezoneW; h = 0.9438 * safezoneH; maxSatelliteAlpha = 0.75; alphaFadeStartScale = 1.15; alphaFadeEndScale = 1.29; }; }; class controls { class spawnList: Life_RscListNbox { idc = 38510; x = 0.0153125 * safezoneW + safezoneX; y = 0.071 * safezoneH + safezoneY; w = 0.159844 * safezoneW; h = 0.847 * safezoneH; text = ""; sizeEx = 0.041; coloumns[] = {0,0,0.9}; drawSideArrows = 1; idcLeft = -1; idcRight = -1; rowHeight = 0.050; onLBSelChanged = "_this call life_fnc_spawnPointSelected;"; }; class spawnButton: Life_RscButtonMenu { idc = -1; text = "Enter"; x = 0.0153125 * safezoneW + safezoneX; y = 0.9246 * safezoneH + safezoneY; w = 0.159844 * safezoneW; h = 0.033 * safezoneH; style = "0x02"; colorBackground[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.3843])", "(profilenamespace getvariable ['GUI_BCG_RGB_G',0.7019])", "(profilenamespace getvariable ['GUI_BCG_RGB_B',0.8862])", 0.5}; colorBackgroundActive[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.69])","(profilenamespace getvariable ['GUI_BCG_RGB_G',0.75])","(profilenamespace getvariable ['GUI_BCG_RGB_B',0.5])",1}; colorBackgroundDisabled[] = {0.95,0.95,0.95,0}; offsetX = 0.003; offsetY = 0.003; offsetPressedX = 0.002; offsetPressedY = 0.002; colorShadow[] = {0,0,0,1}; colorBorder[] = {0,0,0,0}; borderSize = 0.008; onButtonClick = "[] call life_fnc_spawnConfirm"; }; }; };
Bild:
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Hat keiner eine Idee ?
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Hey NN-Community,
immer wenn ich spwannen will bekomme diese Nachricht: "Frage spieler zur UID ab" ich habe auch ein Error gefunden aber habe nix in der Datei geändert.
Der Error:
Code
Alles anzeigen16:08:53 Error in expression < _return) > 0) then { _return = _return select 0; }; _return;> 16:08:53 Error position: <select 0; }; _return;> 16:08:53 Error Generic error in expression 16:08:53 File life_server\Functions\MySQL\fn_asyncCall.sqf, line 48
Die Datei:Code: fn_asyncCall.sqf
Alles anzeigen/* File: fn_asyncCall.sqf Description: Calls an async request to extDB */ private["_queryStmt","_result","_key","_mode","_return","_loop"]; // CONVERT DATA _queryStmt = [_this,0,"",[""]] call BIS_fnc_param; _mode = [_this,1,1,[0]] call BIS_fnc_param; _multiarr = [_this,2,false,[false]] call BIS_fnc_param; _return = false; _result = ""; // SEND EXTDB REQUEST AND COLLECT DATA _key = "extDB2" callExtension format["%1:%2:%3",_mode,(call life_sql_id),_queryStmt]; if(_mode isEqualTo 1) exitWith {true}; _key = call compile format ["%1",_key]; _key = _key select 1; // DATA COLLECTED NOW SEND MULTI / SOLO DATA _loop = true; while{_loop} do { _result = "extDB2" callExtension format ["4:%1",_key]; if(_result isEqualTo "[5]") then { _result = ""; while {true} do { _pipe = "extDB2" callExtension format ["5:%1",_key]; if(_pipe isEqualTo "") exitWith {_loop = false}; _result = _result + _pipe; }; } else { if(_result isEqualTo "[3]") then { uiSleep 0.1; } else { _loop = false; }; }; }; // DATA CONVERTED FROM QUERY REQUEST _result = call compile _result; if(count (_result select 1) isEqualTo 0) exitWith {[]}; _return = _result select 1; if(!_multiarr && (count _return) > 0) then { _return = _return select 0; }; _return;
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Hi,
zu Fehler 1 in Datei core\medical\fn_medicalEnter.sqf:
Statt indep einfach independent hinschreiben.
Danke
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Hallo NN-Community,
ich habe wieder 2 Fehler gefunden die ich selbst nicht weg bekomme.
Hier die Fehler:
1.Code
Alles anzeigen20:13:54 Error Nicht definierte Variable in Ausdruck: indep 20:13:54 File mpmissions\__CUR_MP.Altis\core\medical\fn_medicalEnter.sqf, line 8 20:14:05 Error in expression <dicalEnter.sqf" if(playerSide != indep) exitWith {}; private ["_position"> 20:14:05 Error position: <indep) exitWith {}; private ["_position">
Datei:Code: fn_copEnter.sqf
Alles anzeigen´/* File: fn_copEnter.sqf Description: */ if(playerSide != indep) exitWith {}; private ["_position","_veh"]; _position = _this select 3; switch (_position) do { case "driver": { cursorTarget lock false; player action ["getInDriver", cursorTarget]; cursorTarget lock true; }; case "passenger": { cursorTarget lock false; player action ["getInCargo", cursorTarget]; cursorTarget lock true; }; case "gunner": { cursorTarget lock false; player action ["getIngunner", cursorTarget]; cursorTarget lock true; }; case "exit": { _veh = vehicle player; _veh lock false; player action ["getOut", _veh]; _veh lock true; }; };
2.
Code20:16:01 Error in expression <hudSetup; [player, uniform player] call life_fnc_equipGear; };> 20:16:01 Error position: <life_fnc_equipGear; };> 20:16:01 Error Nicht definierte Variable in Ausdruck: life_fnc_equipgear 20:16:01 File mpmissions\__CUR_MP.Altis\dialog\function\fn_spawnConfirm.sqf, line 84
Datei:
Code: fn_spawnConfirm.sqf
Alles anzeigen/* File: fn_spawnConfirm.sqf Author: Bryan "Tonic" Boardwine Description: Spawns the player where he selected. */ private["_spCfg","_sp","_spawnPos"]; closeDialog 0; cutText ["","BLACK IN"]; if(count life_spawn_point == 0) then { private["_sp","_spCfg"]; _spCfg = [playerSide] call life_fnc_spawnPointCfg; _sp = _spCfg select 0; if(playerSide == civilian) then { if(isNil {(call compile format["%1", _sp select 0])}) then { player setPos (getMarkerPos (_sp select 0)); } else { _spawnPos = (call compile format["%1", _sp select 0]) call BIS_fnc_selectRandom; _spawnPos = _spawnPos buildingPos 0; player setPos _spawnPos; }; } else { player setPos (getMarkerPos (_sp select 0)); }; titleText[format["%2 %1",_sp select 1,localize "STR_Spawn_Spawned"],"BLACK IN"]; } else { if(playerSide == civilian) then { if(isNil {(call compile format["%1",life_spawn_point select 0])}) then { if((["house",life_spawn_point select 0] call BIS_fnc_inString)) then { private["_bPos","_house","_pos"]; _house = nearestObjects [getMarkerPos (life_spawn_point select 0),["House_F"],10] select 0; _bPos = [_house] call life_fnc_getBuildingPositions; if(count _bPos == 0) exitWith { player setPos (getMarkerPos (life_spawn_point select 0)); }; {_bPos = _bPos - [(_house buildingPos _x)];} foreach (_house getVariable ["slots",[]]); _pos = _bPos call BIS_fnc_selectRandom; player setPosATL _pos; } else { player setPos (getMarkerPos (life_spawn_point select 0)); }; } else { _spawnPos = (call compile format["%1", life_spawn_point select 0]) call BIS_fnc_selectRandom; _spawnPos = _spawnPos buildingPos 0; player setPos _spawnPos; }; } else { player setPos (getMarkerPos (life_spawn_point select 0)); }; titleText[format["%2 %1",life_spawn_point select 1,localize "STR_Spawn_Spawned"],"BLACK IN"]; }; [] spawn { cutText ["","BLACK IN"]; if(life_firstSpawn) then { private["_handle"]; // [] execVM "core\spartan\camcolor.sqf"; // _handle = [] execVM "core\spartan\camfly.sqf"; _handle = [] spawn life_fnc_initIntro; waitUntil {scriptDone _handle}; life_firstSpawn = false; }; /* if(life_firstSpawn) then { life_firstSpawn = false; [] call life_fnc_welcomeNotification; }; */ [] call life_fnc_hudSetup; [player, uniform player] call life_fnc_equipGear; };
Ich hoffe jemand kann mir helfen. -
Mach dieses TUT: [Tutorial] SpyGlass entfernen
,dann wird dich spyglass nicht mehr nerven ! -
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Außerdem gibt es bereits ein Blinkerscript das im Nitrado-Forum zu finden ist.
Es wurde gelöscht !
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nach dem ich entlich und erfolgreich dank hilfe von br1zey das DynMarket Systeam eingebaut habe werde ich nun von SpyGlass gekickt.
Kann mir da nochmal wehr bei diesem Fehler behilflich sein ich kenne mich mit SpyGlass net aus und weis leider nicht was ich wo machen muss..Welche Altis Life Version benutzt du ?
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Hi,
Zeile 58 ist noch auskommentiert Daran liegt es
LG,
AntonDANKE jetzt gibt es keinen Error mehr
#close
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Guten Morgen,
das Problem liegt darin, dass dein Script in Zeile 156, 157 auf die lokalen Variable _hours und _minutes zugreifen möchte.
In Zeile 50-52 sehen wurde die Deklarierung dieser Variablen aber auskommentiert.
Vor diesen drei Zeilen musst du also die // entfernen.Des weiteren solltest du noch der Anleitung in Zeile 50 folgen, um die Zeit auf deine Restartzeiten anzupassen
LG,
AntonGuten Tag,
ich danke dir das du mir geholfen hast. Ich habe jetzt nur einen neuen Error bekommen.
Code
Alles anzeigen14:11:24 Error Nicht definierte Variable in Ausdruck: _time 14:11:24 File mpmissions\__CUR_MP.Altis\core\statusLeiste.sqf, line 59 14:11:25 Error in expression <rid]) select [3,3]; _hours = (floor(_time/60)); _minutes = (_time - (_hours > 14:11:25 Error position: <_time/60)); _minutes = (_time - (_hours >
Die Datei:Code
Alles anzeigenwaitUntil {!(isNull (findDisplay 46))}; disableSerialization; _rscLayer = "statusBar" call BIS_fnc_rscLayer; _rscLayer cutRsc["statusBar","PLAIN"]; systemChat format["Lade Informationen...", _rscLayer]; [] spawn { sleep 5; //set the color values. //Additional color codes can be found here: http://html-color-codes.com/ _colourDefault = parseText "#ADADAD"; //set your default colour here _colour100 = parseText "#336600"; _colour90 = parseText "#339900"; _colour80 = parseText "#33CC00"; _colour70 = parseText "#33FF00"; _colour60 = parseText "#66FF00"; _colour50 = parseText "#CCFF00"; _colour40 = parseText "#CCCC00"; _colour30 = parseText "#CC9900"; _colour20 = parseText "#CC6600"; _colour10 = parseText "#CC3300"; _colour0 = parseText "#CC0000"; _colourDead = parseText "#000000"; while {true} do { sleep 1; //moved the creation of the status bar inside the loop and create it if it is null, //this is to handle instance where the status bar is disappearing if(isNull ((uiNamespace getVariable "statusBar")displayCtrl 2)) then { diag_log "statusbar is null create"; disableSerialization; _rscLayer = "statusBar" call BIS_fnc_rscLayer; _rscLayer cutRsc["statusBar","PLAIN"]; }; //initialize variables and set values _unit = _this select 0; _damage = round ((1 - (damage player)) * 100); _hunger = life_hunger; _thirst = life_thirst; _geld = [life_cash] call life_fnc_numberText; _cash = life_cash; _bank = [life_atmcash] call life_fnc_numberText; _bankcash = life_atmcash; _serverFPS = round diag_fps; _pos = getPosATL player; //switch to this below if you want to have world space coords displayed instead of gridref _dir = getDir (vehicle player); _grid = mapGridPosition player; _xx = (format[_grid]) select [0,3]; _yy = (format[_grid]) select [3,3]; //_time = (round(360-(serverTime)/60)); //edit the '240' value (60*4=240) to change the countdown timer if your server restarts are shorter or longer than 4 hour intervals _hours = (floor(_time/60)); _minutes = (_time - (_hours * 60)); _players = civilian countSide playableUnits; _police = west countSide playableUnits; _ars = east countSide playableUnits; _arzt = independent countSide playableUnits; //Colour coding //Damage _colourDamage = _colourDefault; switch true do { case(_damage >= 100) : {_colourDamage = _colour100;}; case((_damage >= 90) && (_damage < 100)) : {_colourDamage = _colour90;}; case((_damage >= 80) && (_damage < 90)) : {_colourDamage = _colour80;}; case((_damage >= 70) && (_damage < 80)) : {_colourDamage = _colour70;}; case((_damage >= 60) && (_damage < 70)) : {_colourDamage = _colour60;}; case((_damage >= 50) && (_damage < 60)) : {_colourDamage = _colour50;}; case((_damage >= 40) && (_damage < 50)) : {_colourDamage = _colour40;}; case((_damage >= 30) && (_damage < 40)) : {_colourDamage = _colour30;}; case((_damage >= 20) && (_damage < 30)) : {_colourDamage = _colour20;}; case((_damage >= 10) && (_damage < 20)) : {_colourDamage = _colour10;}; case((_damage >= 1) && (_damage < 10)) : {_colourDamage = _colour0;}; case(_damage < 1) : {_colourDamage = _colourDead;}; }; //Hunger _colourHunger = _colourDefault; switch true do { case(_hunger >= 100) : {_colourHunger = _colour100;}; case((_hunger >= 90) && (_hunger < 100)) : {_colourHunger = _colour90;}; case((_hunger >= 80) && (_hunger < 90)) : {_colourHunger = _colour80;}; case((_hunger >= 70) && (_hunger < 80)) : {_colourHunger = _colour70;}; case((_hunger >= 60) && (_hunger < 70)) : {_colourHunger = _colour60;}; case((_hunger >= 50) && (_hunger < 60)) : {_colourHunger = _colour50;}; case((_hunger >= 40) && (_hunger < 50)) : {_colourHunger = _colour40;}; case((_hunger >= 30) && (_hunger < 40)) : {_colourHunger = _colour30;}; case((_hunger >= 20) && (_hunger < 30)) : {_colourHunger = _colour20;}; case((_hunger >= 10) && (_hunger < 20)) : {_colourHunger = _colour10;}; case((_hunger >= 1) && (_hunger < 10)) : {_colourHunger = _colour0;}; case(_hunger < 1) : {_colourHunger = _colourDead;}; }; //Thirst _colourThirst = _colourDefault; switch true do{ case(_thirst >= 100) : {_colourThirst = _colour100;}; case((_thirst >= 90) && (_thirst < 100)) : {_colourThirst = _colour90;}; case((_thirst >= 80) && (_thirst < 90)) : {_colourThirst = _colour80;}; case((_thirst >= 70) && (_thirst < 80)) : {_colourThirst = _colour70;}; case((_thirst >= 60) && (_thirst < 70)) : {_colourThirst = _colour60;}; case((_thirst >= 50) && (_thirst < 60)) : {_colourThirst = _colour50;}; case((_thirst >= 40) && (_thirst < 50)) : {_colourThirst = _colour40;}; case((_thirst >= 30) && (_thirst < 40)) : {_colourThirst = _colour30;}; case((_thirst >= 20) && (_thirst < 30)) : {_colourThirst = _colour20;}; case((_thirst >= 10) && (_thirst < 20)) : {_colourThirst = _colour10;}; case((_thirst >= 1) && (_thirst < 10)) : {_colourThirst = _colour0;}; case(_thirst < 1) : {_colourThirst = _colourDead;}; }; //geld _colourgeld = _colourDefault; switch true do{ case(_cash <= 10000) : {_colourgeld = _colour100;}; case((_cash >= 10001) && (_cash < 24999)) : {_colourgeld = _colour90;}; case((_cash >= 25000) && (_cash < 49999)) : {_colourgeld = _colour80;}; case((_cash >= 50000) && (_cash < 74999)) : {_colourgeld = _colour70;}; case((_cash >= 75000) && (_cash < 99999)) : {_colourgeld = _colour60;}; case((_cash >= 100000) && (_cash < 249999)) : {_colourgeld = _colour50;}; case((_cash >= 250000) && (_cash < 499999)) : {_colourgeld = _colour40;}; case((_cash >= 500000) && (_cash < 999999)) : {_colourgeld = _colour30;}; case(_cash >= 1000000) : {_colourgeld = _colour0;}; }; //bank _colourbank = _colourDefault; switch true do{ case(_bankcash <= 10000) : {_colourbank = _colour0;}; case((_bankcash >= 10001) && (_bankcash < 24999)) : {_colourbank = _colour30;}; case((_bankcash >= 25000) && (_bankcash < 49999)) : {_colourbank = _colour40;}; case((_bankcash >= 50000) && (_bankcash < 74999)) : {_colourbank = _colour50;}; case((_bankcash >= 75000) && (_bankcash < 99999)) : {_colourbank = _colour60;}; case((_bankcash >= 100000) && (_bankcash < 249999)) : {_colourbank = _colour70;}; case((_bankcash >= 250000) && (_bankcash < 499999)) : {_colourbank = _colour80;}; case((_bankcash >= 500000) && (_bankcash < 999999)) : {_colourbank = _colour90;}; case(_bankcash >= 1000000) : {_colourbank = _colour100;}; }; ((uiNamespace getVariable "statusBar")displayCtrl 2)ctrlSetStructuredText parseText format[" <t shadow='1' shadowColor='#000000' color='%7'><img size='1.6' shadowColor='#000000' image='icons\status_bar\players.paa' color='%7'/> %2</t> <t shadow='1' shadowColor='#000000' color='%7'><img size='1.6' shadowColor='#000000' image='icons\status_bar\polizei.paa' color='%7'/> %16</t> <t shadow='1' shadowColor='#000000' color='%7'><img size='1.6' shadowColor='#000000' image='icons\status_bar\ars.paa' color='%7'/> %17</t> <t shadow='1' shadowColor='#000000' color='%7'><img size='1.6' shadowColor='#000000' image='icons\status_bar\arzt.paa' color='%7'/> %18</t> <t shadow='1' shadowColor='#000000' color='%8'><img size='1.6' shadowColor='#000000' image='icons\status_bar\damage.paa' color='%7'/> %3%1</t> <t shadow='1' shadowColor='#000000' color='%9'><img size='1.6' shadowColor='#000000' image='icons\status_bar\food.paa' color='%7'/> %4%1</t> <t shadow='1' shadowColor='#000000' color='%10'><img size='1.6' shadowColor='#000000' image='icons\status_bar\water.paa' color='%7'/> %5%1</t> <t shadow='1' shadowColor='#000000' color='%20'><img size='1.6' shadowColor='#000000' image='icons\status_bar\bank.paa' color='%7'/> %19</t> <t shadow='1' shadowColor='#000000' color='%15'><img size='1.6' shadowColor='#000000' image='icons\status_bar\money.paa' color='%7'/> %14</t> <t shadow='1' shadowColor='#000000' color='%7'>GRIDREF: %11</t> <t shadow='1' shadowColor='#000000' color='%7'>FPS: %6</t>", "%", _players, _damage, _hunger, _thirst, _serverFPS, _colourDefault, _colourDamage, _colourHunger, _colourThirst, format["%1/%2",_xx,_yy], _hours, _minutes, _geld, _colourgeld, _police, _ars, _arzt, _bank, _colourbank ]; }; };
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Hallo NN-Community,
ich habe diesen Error. Nur ich weiß nicht was der Fehler ist
Code
Alles anzeigen22:06:13 Error Nicht definierte Variable in Ausdruck: _hours 22:06:13 File mpmissions\__CUR_MP.Altis\core\statusLeiste.sqf, line 173 22:06:14 Error in expression <colourThirst, format["%1/%2",_xx,_yy], _hours, _minutes, _geld, _colourgeld, _p> 22:06:14 Error position: <_hours, _minutes, _geld, _colourgeld, _p>
Hier die ganze Datei:
Code: statusLeiste.sqf
Alles anzeigenwaitUntil {!(isNull (findDisplay 46))}; disableSerialization; _rscLayer = "statusBar" call BIS_fnc_rscLayer; _rscLayer cutRsc["statusBar","PLAIN"]; systemChat format["Lade Informationen...", _rscLayer]; [] spawn { sleep 5; //set the color values. //Additional color codes can be found here: http://html-color-codes.com/ _colourDefault = parseText "#ADADAD"; //set your default colour here _colour100 = parseText "#336600"; _colour90 = parseText "#339900"; _colour80 = parseText "#33CC00"; _colour70 = parseText "#33FF00"; _colour60 = parseText "#66FF00"; _colour50 = parseText "#CCFF00"; _colour40 = parseText "#CCCC00"; _colour30 = parseText "#CC9900"; _colour20 = parseText "#CC6600"; _colour10 = parseText "#CC3300"; _colour0 = parseText "#CC0000"; _colourDead = parseText "#000000"; while {true} do { sleep 1; //moved the creation of the status bar inside the loop and create it if it is null, //this is to handle instance where the status bar is disappearing if(isNull ((uiNamespace getVariable "statusBar")displayCtrl 2)) then { diag_log "statusbar is null create"; disableSerialization; _rscLayer = "statusBar" call BIS_fnc_rscLayer; _rscLayer cutRsc["statusBar","PLAIN"]; }; //initialize variables and set values _unit = _this select 0; _damage = round ((1 - (damage player)) * 100); _hunger = life_hunger; _thirst = life_thirst; _geld = [life_cash] call life_fnc_numberText; _cash = life_cash; _bank = [life_atmcash] call life_fnc_numberText; _bankcash = life_atmcash; _serverFPS = round diag_fps; _pos = getPosATL player; //switch to this below if you want to have world space coords displayed instead of gridref _dir = getDir (vehicle player); _grid = mapGridPosition player; _xx = (format[_grid]) select [0,3]; _yy = (format[_grid]) select [3,3]; //_time = (round(360-(serverTime)/60)); //edit the '240' value (60*4=240) to change the countdown timer if your server restarts are shorter or longer than 4 hour intervals //_hours = (floor(_time/60)); //_minutes = (_time - (_hours * 60)); _players = civilian countSide playableUnits; _police = west countSide playableUnits; _ars = east countSide playableUnits; _arzt = independent countSide playableUnits; //Colour coding //Damage _colourDamage = _colourDefault; switch true do { case(_damage >= 100) : {_colourDamage = _colour100;}; case((_damage >= 90) && (_damage < 100)) : {_colourDamage = _colour90;}; case((_damage >= 80) && (_damage < 90)) : {_colourDamage = _colour80;}; case((_damage >= 70) && (_damage < 80)) : {_colourDamage = _colour70;}; case((_damage >= 60) && (_damage < 70)) : {_colourDamage = _colour60;}; case((_damage >= 50) && (_damage < 60)) : {_colourDamage = _colour50;}; case((_damage >= 40) && (_damage < 50)) : {_colourDamage = _colour40;}; case((_damage >= 30) && (_damage < 40)) : {_colourDamage = _colour30;}; case((_damage >= 20) && (_damage < 30)) : {_colourDamage = _colour20;}; case((_damage >= 10) && (_damage < 20)) : {_colourDamage = _colour10;}; case((_damage >= 1) && (_damage < 10)) : {_colourDamage = _colour0;}; case(_damage < 1) : {_colourDamage = _colourDead;}; }; //Hunger _colourHunger = _colourDefault; switch true do { case(_hunger >= 100) : {_colourHunger = _colour100;}; case((_hunger >= 90) && (_hunger < 100)) : {_colourHunger = _colour90;}; case((_hunger >= 80) && (_hunger < 90)) : {_colourHunger = _colour80;}; case((_hunger >= 70) && (_hunger < 80)) : {_colourHunger = _colour70;}; case((_hunger >= 60) && (_hunger < 70)) : {_colourHunger = _colour60;}; case((_hunger >= 50) && (_hunger < 60)) : {_colourHunger = _colour50;}; case((_hunger >= 40) && (_hunger < 50)) : {_colourHunger = _colour40;}; case((_hunger >= 30) && (_hunger < 40)) : {_colourHunger = _colour30;}; case((_hunger >= 20) && (_hunger < 30)) : {_colourHunger = _colour20;}; case((_hunger >= 10) && (_hunger < 20)) : {_colourHunger = _colour10;}; case((_hunger >= 1) && (_hunger < 10)) : {_colourHunger = _colour0;}; case(_hunger < 1) : {_colourHunger = _colourDead;}; }; //Thirst _colourThirst = _colourDefault; switch true do{ case(_thirst >= 100) : {_colourThirst = _colour100;}; case((_thirst >= 90) && (_thirst < 100)) : {_colourThirst = _colour90;}; case((_thirst >= 80) && (_thirst < 90)) : {_colourThirst = _colour80;}; case((_thirst >= 70) && (_thirst < 80)) : {_colourThirst = _colour70;}; case((_thirst >= 60) && (_thirst < 70)) : {_colourThirst = _colour60;}; case((_thirst >= 50) && (_thirst < 60)) : {_colourThirst = _colour50;}; case((_thirst >= 40) && (_thirst < 50)) : {_colourThirst = _colour40;}; case((_thirst >= 30) && (_thirst < 40)) : {_colourThirst = _colour30;}; case((_thirst >= 20) && (_thirst < 30)) : {_colourThirst = _colour20;}; case((_thirst >= 10) && (_thirst < 20)) : {_colourThirst = _colour10;}; case((_thirst >= 1) && (_thirst < 10)) : {_colourThirst = _colour0;}; case(_thirst < 1) : {_colourThirst = _colourDead;}; }; //geld _colourgeld = _colourDefault; switch true do{ case(_cash <= 10000) : {_colourgeld = _colour100;}; case((_cash >= 10001) && (_cash < 24999)) : {_colourgeld = _colour90;}; case((_cash >= 25000) && (_cash < 49999)) : {_colourgeld = _colour80;}; case((_cash >= 50000) && (_cash < 74999)) : {_colourgeld = _colour70;}; case((_cash >= 75000) && (_cash < 99999)) : {_colourgeld = _colour60;}; case((_cash >= 100000) && (_cash < 249999)) : {_colourgeld = _colour50;}; case((_cash >= 250000) && (_cash < 499999)) : {_colourgeld = _colour40;}; case((_cash >= 500000) && (_cash < 999999)) : {_colourgeld = _colour30;}; case(_cash >= 1000000) : {_colourgeld = _colour0;}; }; //bank _colourbank = _colourDefault; switch true do{ case(_bankcash <= 10000) : {_colourbank = _colour0;}; case((_bankcash >= 10001) && (_bankcash < 24999)) : {_colourbank = _colour30;}; case((_bankcash >= 25000) && (_bankcash < 49999)) : {_colourbank = _colour40;}; case((_bankcash >= 50000) && (_bankcash < 74999)) : {_colourbank = _colour50;}; case((_bankcash >= 75000) && (_bankcash < 99999)) : {_colourbank = _colour60;}; case((_bankcash >= 100000) && (_bankcash < 249999)) : {_colourbank = _colour70;}; case((_bankcash >= 250000) && (_bankcash < 499999)) : {_colourbank = _colour80;}; case((_bankcash >= 500000) && (_bankcash < 999999)) : {_colourbank = _colour90;}; case(_bankcash >= 1000000) : {_colourbank = _colour100;}; }; ((uiNamespace getVariable "statusBar")displayCtrl 2)ctrlSetStructuredText parseText format[" <t shadow='1' shadowColor='#000000' color='%7'><img size='1.6' shadowColor='#000000' image='icons\status_bar\players.paa' color='%7'/> %2</t> <t shadow='1' shadowColor='#000000' color='%7'><img size='1.6' shadowColor='#000000' image='icons\status_bar\polizei.paa' color='%7'/> %16</t> <t shadow='1' shadowColor='#000000' color='%7'><img size='1.6' shadowColor='#000000' image='icons\status_bar\ars.paa' color='%7'/> %17</t> <t shadow='1' shadowColor='#000000' color='%7'><img size='1.6' shadowColor='#000000' image='icons\status_bar\arzt.paa' color='%7'/> %18</t> <t shadow='1' shadowColor='#000000' color='%8'><img size='1.6' shadowColor='#000000' image='icons\status_bar\damage.paa' color='%7'/> %3%1</t> <t shadow='1' shadowColor='#000000' color='%9'><img size='1.6' shadowColor='#000000' image='icons\status_bar\food.paa' color='%7'/> %4%1</t> <t shadow='1' shadowColor='#000000' color='%10'><img size='1.6' shadowColor='#000000' image='icons\status_bar\water.paa' color='%7'/> %5%1</t> <t shadow='1' shadowColor='#000000' color='%20'><img size='1.6' shadowColor='#000000' image='icons\status_bar\bank.paa' color='%7'/> %19</t> <t shadow='1' shadowColor='#000000' color='%15'><img size='1.6' shadowColor='#000000' image='icons\status_bar\money.paa' color='%7'/> %14</t> <t shadow='1' shadowColor='#000000' color='%7'>GRIDREF: %11</t> <t shadow='1' shadowColor='#000000' color='%7'>FPS: %6</t>", "%", _players, _damage, _hunger, _thirst, _serverFPS, _colourDefault, _colourDamage, _colourHunger, _colourThirst, format["%1/%2",_xx,_yy], _hours, _minutes, _geld, _colourgeld, _police, _ars, _arzt, _bank, _colourbank ]; }; };