@Multivitamin ja da kann ich nur zustimmen und du hast auchnoch nen Musikbot drinne
Beiträge von Killarobo
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Ich fände eine solche Funktion niht schlecht allerdings müsste man abwiegen, wie es ausgenutzt wird
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Ts3 bots ist der beste ansprechpartner dazu. Er hostet dir das ding zu 100% free mit webinterface und super support
Kann ich nur weiterempfehlen
PS: benutze aber auf jeden fall den serveradmin serverquery und nicht irgendeinen erstellten. Der bot spuckt sonst nur errors und fliegt direkt wieder vom server
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Das Problem hatten wir früher auch. Haben einfach stumpf Spyglass ausgeklammert. Müsste relativ einfag gehen. Bei nem kumpel dauerte das 5 minuten
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Ja leider... hab zuerst gedacht, es liegt an nitrado aber scheint es wohl doch nicht.
Und JA derzeit nutzen wir nitrado zum ersten erstellen des Servers, da ein Rootserver für uns derzeit zu teuer sind!
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Ich habe mich auch gewundert... ein bisschen doof. Hab auch schon die map fast fertig und so wie ihr auch z.B. einrichtung in Häusern usw. und das ist schon doof, wenn man dann alles neu machen müsste. Naja ich ignoriere es erstmal und falls wer ne lösung hat, werde ih es mal wieder in angriff nehmen
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jo... hab GENAU das gleiche Problem... nervt ein wenig.
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Oder das hier: https://board.nitrado.net/support-de-ger…len-hinzuf-gen/
Noch ne lizenz erstellen und verknüpfen -
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Achso ok dann suche ich mal schnell hab das vor kurzer zeit iwo gesehen
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Gesehen habe ich das bisher noch nicht aber wie währe es, wenn du als Standart nur einen Spwanpunkt setzt sogesagt dann als "Asyl Spawn" und sich die Leute dann eine "Einwohner" Lizenz holen müssen?
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Tada und es funktioniert!
Danke
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Bei mir passiert rein garnichts. muss ich das noch iwie mit was anderem verknüpfen oder so?
Hier auf jeden Fall mal meine keyhandler.sqf
Spoiler anzeigen
#include "..\..\script_macros.hpp"
/*
File: fn_keyHandler.sqf
Author: Bryan "Tonic" BoardwineDescription:
Main key handler for event 'keyDown'
*/
private ["_handled","_shift","_alt","_code","_ctrl","_alt","_ctrlKey","_veh","_locked","_interactionKey","_mapKey","_interruptionKeys"];
_ctrl = SEL(_this,0);
_code = SEL(_this,1);
_shift = SEL(_this,2);
_ctrlKey = SEL(_this,3);
_alt = SEL(_this,4);
_speed = speed cursorTarget;
_handled = false;_interactionKey = if((EQUAL(count (actionKeys "User10"),0))) then {219} else {(actionKeys "User10") select 0};
_mapKey = SEL(actionKeys "ShowMap",0);
//hint str _code;
_interruptionKeys = [17,30,31,32]; //A,S,W,D//Vault handling...
if((_code in (actionKeys "GetOver") _code in (actionKeys "salute")) && {(player GVAR ["restrained",false])}) exitWith {
true;
};if(life_action_inUse) exitWith {
if(!life_interrupted && _code in _interruptionKeys) then {life_interrupted = true;};
_handled;
};//Hotfix for Interaction key not being able to be bound on some operation systems.
if(!(EQUAL(count (actionKeys "User10"),0)) && {(inputAction "User10" > 0)}) exitWith {
//Interaction key (default is Left Windows, can be mapped via Controls -> Custom -> User Action 10)
if(!life_action_inUse) then {
[] spawn {
private "_handle";
_handle = [] spawn life_fnc_actionKeyHandler;
waitUntil {scriptDone _handle};
life_action_inUse = false;
};
};
true;
};switch (_code) do {
//Space key for Jumping
case 57: {
if(isNil "jumpActionTime") then {jumpActionTime = 0;};
if(_shift && {!(EQUAL(animationState player,"AovrPercMrunSrasWrflDf"))} && {isTouchingGround player} && {EQUAL(stance player,"STAND")} && {speed player > 2} && {!life_is_arrested} && {SEL((velocity player),2) < 2.5} && {time - jumpActionTime > 1.5}) then {
jumpActionTime = time; //Update the time.
[player,true] spawn life_fnc_jumpFnc; //Local execution
[player,false] remoteExec ["life_fnc_jumpFnc",RANY]; //Global execution
_handled = true;
};
};//Map Key
case _mapKey: {
switch (playerSide) do {
case west: {if(!visibleMap) then {[] spawn life_fnc_copMarkers;}};
case independent: {if(!visibleMap) then {[] spawn life_fnc_medicMarkers;}};
};
};//Holster / recall weapon.
case 35: {
if(_shift && !_ctrlKey && !(EQUAL(currentWeapon player,""))) then {
life_curWep_h = currentWeapon player;
player action ["SwitchWeapon", player, player, 100];
player switchCamera cameraView;
};if(!_shift && _ctrlKey && !isNil "life_curWep_h" && {!(EQUAL(life_curWep_h,""))}) then {
if(life_curWep_h in [RIFLE,LAUNCHER,PISTOL]) then {
player selectWeapon life_curWep_h;
};
};
};//Interaction key (default is Left Windows, can be mapped via Controls -> Custom -> User Action 10)
case _interactionKey: {
if(!life_action_inUse) then {
[] spawn {
private "_handle";
_handle = [] spawn life_fnc_actionKeyHandler;
waitUntil {scriptDone _handle};
life_action_inUse = false;
};
};
};//Restraining (Shift + R)
case 19: {
if(_shift) then {_handled = true;};
if(_shift && playerSide == west && {!isNull cursorTarget} && {cursorTarget isKindOf "Man"} && {(isPlayer cursorTarget)} && {(side cursorTarget in [civilian,independent])} && {alive cursorTarget} && {cursorTarget distance player < 3.5} && {!(cursorTarget GVAR "Escorting")} && {!(cursorTarget GVAR "restrained")} && {speed cursorTarget < 1}) then {
[] call life_fnc_restrainAction;
};
};//Knock out, this is experimental and yeah...
case 34: {
if(_shift) then {_handled = true;};
if(_shift && playerSide == civilian && !isNull cursorTarget && cursorTarget isKindOf "Man" && isPlayer cursorTarget && alive cursorTarget && cursorTarget distance player < 4 && speed cursorTarget < 1) then {
if((animationState cursorTarget) != "Incapacitated" && (currentWeapon player == primaryWeapon player OR currentWeapon player == handgunWeapon player) && currentWeapon player != "" && !life_knockout && !(player getVariable["restrained",false]) && !life_istazed) then {
[cursorTarget] spawn life_fnc_knockoutAction;
};
};
};//T Key (Trunk)
case 20: {
if(!_alt && !_ctrlKey && !dialog && {!life_action_inUse}) then {
if(vehicle player != player && alive vehicle player) then {
if((vehicle player) in life_vehicles) then {
[vehicle player] call life_fnc_openInventory;
};
} else {
private "_list";
_list = ["landVehicle","Air","Ship","House_F"];
if(KINDOF_ARRAY(cursorTarget,_list) && {player distance cursorTarget < 7} && {vehicle player == player} && {alive cursorTarget} && {!life_action_inUse}) then {
if(cursorTarget in life_vehicles OR {!(cursorTarget GVAR ["locked",true])}) then {
[cursorTarget] call life_fnc_openInventory;
};
};
};
};
};
//L Key?
case 38: {
//If cop run checks for turning lights on.
if(_shift && playerSide in [west,independent]) then {
if(vehicle player != player && (typeOf vehicle player) in ["C_Offroad_01_F","B_MRAP_01_F","C_SUV_01_F"]) then {
if(!isNil {vehicle player GVAR "lights"}) then {
if(playerSide == west) then {
[vehicle player] call life_fnc_sirenLights;
} else {
[vehicle player] call life_fnc_medicSirenLights;
};
_handled = true;
};
};
};if(!_alt && !_ctrlKey) then { [] call life_fnc_radar; };
};//Y Player Menu
case 21: {
if(!_alt && !_ctrlKey && !dialog && {!life_action_inUse}) then {
[] call life_fnc_p_openMenu;
};
};//F Key
case 33: {
if(playerSide in [west,independent] && {vehicle player != player} && {!life_siren_active} && {((driver vehicle player) == player)}) then {
[] spawn {
life_siren_active = true;
sleep 4.7;
life_siren_active = false;
};_veh = vehicle player;
if(isNil {_veh GVAR "siren"}) then {_veh SVAR ["siren",false,true];};
if((_veh GVAR "siren")) then {
titleText [localize "STR_MISC_SirensOFF","PLAIN"];
_veh SVAR ["siren",false,true];
} else {
titleText [localize "STR_MISC_SirensON","PLAIN"];
_veh SVAR ["siren",true,true];
if(playerSide == west) then {
[_veh] remoteExec ["life_fnc_copSiren",RCLIENT];
} else {
//I do not have a custom sound for this and I really don't want to go digging for one, when you have a sound uncomment this and change medicSiren.sqf in the medical folder.
//[_veh] remoteExec ["life_fnc_medicSiren",RCLIENT];
};
};
};
};//O Key
case 24: {
if(_shift) then {
if (soundVolume != 1) then {
1 fadeSound 1;
systemChat localize "STR_MISC_soundnormal";
} else {
1 fadeSound 0.1;
systemChat localize "STR_MISC_soundfade";
};
};
};//U Key
case 22: {
if(!_alt && !_ctrlKey) then {
if(vehicle player == player) then {
_veh = cursorTarget;
} else {
_veh = vehicle player;
};if(_veh isKindOf "House_F" && {playerSide == civilian}) then {
if(_veh in life_vehicles && player distance _veh < then {
_door = [_veh] call life_fnc_nearestDoor;
if(EQUAL(_door,0)) exitWith {hint localize "STR_House_Door_NotNear"};
_locked = _veh GVAR [format["bis_disabled_Door_%1",_door],0];if(EQUAL(_locked,0)) then {
_veh SVAR [format["bis_disabled_Door_%1",_door],1,true];
_veh animate [format["door_%1_rot",_door],0];
systemChat localize "STR_House_Door_Lock";
} else {
_veh SVAR [format["bis_disabled_Door_%1",_door],0,true];
_veh animate [format["door_%1_rot",_door],1];
systemChat localize "STR_House_Door_Unlock";
};
};
} else {
_locked = locked _veh;
if(_veh in life_vehicles && player distance _veh < then {
if(EQUAL(_locked,2)) then {
if(local _veh) then {
_veh lock 0;
} else {
[_veh,0] remoteExecCall ["life_fnc_lockVehicle",_veh];
};
systemChat localize "STR_MISC_VehUnlock";
} else {
if(local _veh) then {
_veh lock 2;
} else {
[_veh,2] remoteExecCall ["life_fnc_lockVehicle",_veh];
};
systemChat localize "STR_MISC_VehLock";
};
};
};
};
};
};case 207:
{
switch (player getVariable["Earplugs",0]) do {
case 0: {hint composeText [ image "icons\sound.paa"," 90% Leiser"]; 1 fadeSound 0.1; player setVariable ["Earplugs", 10]; };
case 10: {hint composeText [ image "icons\sound.paa"," 60% Leiser"]; 1 fadeSound 0.4; player setVariable ["Earplugs", 40]; };
case 40: {hint composeText [ image "icons\sound.paa"," 30% Leiser"]; 1 fadeSound 0.7; player setVariable ["Earplugs", 70]; };
case 70: {hint composeText [ image "icons\sound_new.paa"," Normaler Sound"]; 1 fadeSound 1; player setVariable ["Earplugs", 0]; };
};
};_handled;
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Danke für die schnelle Hilfe!
@John_Parker
@Saturin78
Danke nochmal an euch beide -
Ich habe Version 4.3. Ich habe nun alles probiert, das logo einzufügen aber nix geht. Beim Ffad habe ich auch schon "/arma3/mpmissions/Altis_Life.Altis/ecklogo.jpg" versucht aber es passiert rein garnichts... nicht mal ein Error im log.
Hier nochmal die ui.hpp
Spoiler anzeigen
#define INFINITE 1e+1000
#define IDC_LIFE_BAR_FOOD 2200
#define IDC_LIFE_BAR_WATER 2201
#define IDC_LIFE_BAR_HEALTH 2202
#define IDC_LIFE_PICTURE_FOOD 1200
#define IDC_LIFE_PICTURE_WATER 1201
#define IDC_LIFE_PICTURE_HEALTH 1202
#define IDC_LIFE_FOOD_TEXT 1000
#define IDC_LIFE_WATER_TEXT 1001
#define IDC_LIFE_HEALTH_TEXT 1002
/*
Name: Dillon "Itsyuka" Modine-Thuen
File: ui.hpp
*/class playerHUD {
idd = -1;
duration = INFINITE;
movingEnable = 0;
fadein = 0;
fadeout = 0;
name = "playerHUD";
onLoad = "uiNamespace setVariable ['playerHUD',_this select 0]";
objects[] = {};
controls[] = {
LIFE_UI_BACK,
LIFE_BAR_FOOD,
LIFE_BAR_WATER,
LIFE_BAR_HEALTH,
LIFE_PICTURE_FOOD,
LIFE_PICTURE_WATER,
LIFE_PICTURE_HEALTH,
LIFE_FOOD_TEXT,
LIFE_WATER_TEXT,
LIFE_HEALTH_TEXT
};/* Background */
class LIFE_UI_BACK: Life_RscBackground
{
colorBackground[] = {0,0,0,0.5};
x = 0.917656 * safezoneW + safezoneX;
y = 0.819 * safezoneH + safezoneY;
w = 0.0825 * safezoneW;
h = 0.11 * safezoneH;
};/* Progress Bars */
class LIFE_BAR_FOOD: Life_RscProgress
{
idc = IDC_LIFE_BAR_FOOD;
x = 0.938281 * safezoneW + safezoneX;
y = 0.83 * safezoneH + safezoneY;
w = 0.061875 * safezoneW;
h = 0.022 * safezoneH;
};
class LIFE_BAR_WATER: Life_RscProgress
{
idc = IDC_LIFE_BAR_WATER;
x = 0.938281 * safezoneW + safezoneX;
y = 0.863 * safezoneH + safezoneY;
w = 0.061875 * safezoneW;
h = 0.022 * safezoneH;
};
class LIFE_BAR_HEALTH: Life_RscProgress
{
idc = 2202;
x = 0.938281 * safezoneW + safezoneX;
y = 0.896 * safezoneH + safezoneY;
w = 0.061875 * safezoneW;
h = 0.022 * safezoneH;
};/* Text */
class LIFE_FOOD_TEXT: Life_RscText
{
idc = IDC_LIFE_FOOD_TEXT;
text = "";
x = 0.958906 * safezoneW + safezoneX;
y = 0.8344 * safezoneH + safezoneY;
w = 0.020625 * safezoneW;
h = 0.011 * safezoneH;
};
class LIFE_WATER_TEXT: Life_RscText
{
idc = IDC_LIFE_WATER_TEXT;
text = "";
x = 0.958905 * safezoneW + safezoneX;
y = 0.8674 * safezoneH + safezoneY;
w = 0.020625 * safezoneW;
h = 0.011 * safezoneH;
};
class LIFE_HEALTH_TEXT: Life_RscText
{
idc = IDC_LIFE_HEALTH_TEXT;
text = "";
x = 0.958906 * safezoneW + safezoneX;
y = 0.9004 * safezoneH + safezoneY;
w = 0.020625 * safezoneW;
h = 0.011 * safezoneH;
};/* Icons */
class LIFE_PICTURE_FOOD: life_RscPicture
{
idc = IDC_LIFE_PICTURE_FOOD;
text = "icons\food.paa";
x = 0.922813 * safezoneW + safezoneX;
y = 0.83 * safezoneH + safezoneY;
w = 0.03; h = 0.04;
};
class LIFE_PICTURE_WATER: life_RscPicture
{
idc = IDC_LIFE_PICTURE_WATER;
text = "icons\water.paa";
x = 0.922813 * safezoneW + safezoneX;
y = 0.863 * safezoneH + safezoneY;
w = 0.03; h = 0.04;
};
class LIFE_PICTURE_HEALTH: life_RscPicture
{
idc = IDC_LIFE_PICTURE_HEALTH;
text = "icons\health.paa";
x = 0.922813 * safezoneW + safezoneX;
y = 0.896 * safezoneH + safezoneY;
w = 0.03; h = 0.04;
};
class logo: Life_RscPicture
{
idc = 1200;
text = ecklogo.jpg;
x = -0.575;
y = 0.72;
w = 0.2;
h = 0.24;
};
}; -
Nimm dir google formulare, schreibe das was du brauchst und fertig... einfach, kostenlos, schnell
Viele Grüße
Killarobo -
@Saturin78 ja, soweit ich das weiß, hast du recht
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Also ich verstehe an der anleitung nur bahnhof, wo ist den bei der Apex Sneak .... der Eden Editor und der 2 Editor? Wollte meine Altis map da rein packen auf der [lexicon]Tanoa[/lexicon], aber kriege die map ja nicht mal geöffnet von Altis die ich auf Altis fertig gemacht habe.
Das Tutorial verstehe ich aber was du jetzt hast, verstehe ich nicht. Erkläre mal deutlicher
Viele Grüße
Kilarobo -
Moin liebe Community,
ich habe auf der Map für meinen Altis Server ein paar SUV's als Verschönerung gesetzt. Wenn ich jedoch nun auf den Server gehe und dort ihn die nähe komme, werden die Fahrzeuge wie jedes andere auch gespottet. Kann wan da irgendwas gegen tun, da es schon sehr nervig ist.
Viele Grüße
KillaroboPS.: Bild im Anhang
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Ichbwürde den @life, @[lexicon]extdb[/lexicon] und den mpmissions odner einfach mal erneuern und probieren obs klappt