Kurze Erweiterte Frage:
Kann man irgendwie Einstellen, dass nur die Warlords Mission wählbar sind oder in einer Rotation laufen?
Kurze Erweiterte Frage:
Kann man irgendwie Einstellen, dass nur die Warlords Mission wählbar sind oder in einer Rotation laufen?
shoXy, ist zwar schon etwas her das Thema aber benötigst du noch Hilfe?
Also doch so einfach Danke
Hallo Zusammen,
gibt es mit Warlords auch wieder neue Multiplayer Missionen? Ich habe mich bisher noch gar nicht damit auseinander gesetzt. Wir würden heute Nacht gern, falls möglich, Warlords Missionen mit paar Leuten spielen (Wie zu Apex Zeiten).
Und woher bekomme ich die Missionen dann um Sie in der server.cfg einzubinden?
Beste Grüße
Mit der o.g. Anpassung landet man dennoch auf der Spawninsel und das Spawnmenü ist ebenfalls weg^^
-----------Edit #1-----------
ZitatAlles anzeigen} else {
if (!life_is_alive && !life_is_>
15:11:22 Error position: <} else {
if (!life_is_alive && !life_is_>
15:11:22 Error Missing {
15:11:22 File core\fn_initCiv.sqf [life_fnc_initCiv], line 64
15:11:22 Error in expression <
Grad im rpt Log gefunden
meine initCiv sieht so aus:
#include "..\script_macros.hpp"
/*
File: fn_initCiv.sqf
Author: Bryan "Tonic" Boardwine
Description:
Initializes the civilian.
*/
} 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;
Alles anzeigen
-----------Edit #2-----------
Sollte wohl eher das sein:
https://github.com/AsYetUntitled/…tCiv.sqf#L9-L17
So funktioniert es. Danke für den Tipp
Hallo Zusammen,
ich bin gerade dabei meine Karte etwas zu sortieren, aufzuräumen wie auch immer. Gerade habe ich z.B. den Kavala Spawn (civ_spawn_1) einfach ans Airfield gezogen - spawne ich, schmeißt er mich allerdings auf die Spawninsel. Muss man irgendwo sonst die Coordinaten anpassen? Und wo kann ich den Spawnpunkt von "Kavala" umbennen?
Vielen Dank im voraus.
Beste Grüße
Lösung:
Die komplette Zeile unter "CONST(BIS_fnc_endMission,BIS_fnc_endMission);" auskommentieren oder entfernen.
Hallo Zusammen,
ich kenne den Beitrag bezüglich Spyglass entfernen - doch ich möchte es nicht komplett entfernen - mir reicht es, wenn es deaktiviert ist.
Kann mir da jemand ne einfache Möglichkeit aufzeigen?
Beste Grüße
extDB Config:
[Main]
Version = 1
Randomize Config File = false
;; Randomizes Config File after loading.
;; Recommend to turn on, if you have enabled filepatching on arma.
Allow Reset = false
;; Allows 9:RESET, usefull for development work
Thread = 0;
;; Option to force number of worker threads for extDB3.
;; Auto = 0, Min = 2, Max = 6
[Log]
Flush = true;
;; Flush logfile after each update.
;; Option really only usefull if running DEBUG BUILD
[altislife]
IP = 127.0.0.1
Port = 3306
Username = arma3
Password = mypassword
Database = altislife
Alles anzeigen
description.ext:
disableChannels[] = {{0,true,true},{1,true,true},{2,true,true}}; // Disabled text and voice for global, side, and command channels. Syntax: disableChannels[] = {{channelID<number>, disableChat<bool>, disableVoice<bool>}};
overviewText = "$STR_MISC_overviewText"; // Text to be displayed below the overviewPicture on the mission selection screen when the mission is available to play.
#include "config\Config_SpyGlass.hpp"
#include "CfgRemoteExec.hpp"
#include "dialog\MasterHandler.hpp"
#include "config\Config_Master.hpp"
class CfgServer {
DatabaseName = "altislife"; //Config name that'll be grep in the extdb-conf.ini. Default: [altislife]
DebugMode = 0; //Enable many server/hc debugging logs. Default: 0 (1 = Enabled / 0 = Disabled)
HeadlessSupport = 0; //Enable/Disable Headless client support. Default: 1 (1 = Enabled / 0 = Disabled)
/*
Enabled: When HeadlessSupport is set to 1 (enabled), the server will run without fault when no Headless Client is connected. However, it will support the Headless Client if you choose to connect one.
Disabled: If HeadlessSupport is set to 0 (disabled), the connection of a Headless Client will make no difference. This option will increase server performance a TINY but negligible amount.
*/
};
class RscTitles {
#include "dialog\progress.hpp"
#include "dialog\hud_nameTags.hpp"
#include "dialog\hud_stats.hpp"
};
class CfgFunctions {
#include "Functions.hpp"
};
class CfgSounds {
sounds[] = {};
class sirenLong {
name = "sirenLong";
sound[] = {"\sounds\sirenLong.ogg", 1.0, 1};
titles[] = {};
};
class medicSiren {
name = "medicSiren";
sound[] = {"\sounds\medicSiren.ogg", 1.0, 1};
titles[] = {};
};
class tazerSound {
name = "tazerSound";
sound[] = {"\sounds\tazer.ogg", 0.25, 1};
titles[] = {};
};
class flashbang {
name = "flashbang";
sound[] = {"\sounds\flashbang.ogg", 1.0, 1};
titles[] = {};
};
class mining {
name = "mining";
sound[] = {"\sounds\mining.ogg", 1.0, 1};
titles[] = {};
};
class harvest {
name = "harvest";
sound[] = {"\sounds\harvest.ogg", 1.0, 1};
titles[] = {};
};
class lockCarSound {
name = "lockCarSound";
sound[] = {"\sounds\carLock.ogg", 0.25, 1};
titles[] = {};
};
class unlockCarSound {
name = "unlockCarSound";
sound[] = {"\sounds\carUnlock.ogg", 0.25, 1};
titles[] = {};
};
};
class CfgDebriefing {
class NotWhitelisted {
title = "$STR_NotWhitelisted_Title";
subtitle = "$STR_NotWhitelisted_SubTitle";
description = "$STR_NotWhitelisted_Descript";
pictureBackground = "";
picture = "";
pictureColor[] = {0,0.3,0.6,1};
};
class Blacklisted {
title = "$STR_Blacklisted_Title";
subtitle = "$STR_Blacklisted_SubTitle";
description = "$STR_Blacklisted_Descript";
pictureBackground = "";
picture = "";
pictureColor[] = {0,0.3,0.6,1};
};
};
class CfgNotifications {
class MedicalRequestEmerg {
title = "$STR_MedicalRequestEmerg_Title";
iconPicture = "\A3\ui_f\data\map\mapcontrol\taskIcon_ca.paa";
description = "%1";
duration = 5;
priority = 7;
};
class DeliveryAssigned {
title = "$STR_DeliveryAssigned_Title";
iconPicture = "\A3\ui_f\data\map\mapcontrol\taskIcon_ca.paa";
description = "%1";
duration = 10;
priority = 7;
};
class DeliveryFailed {
title = "$STR_DeliveryFailed_Title";
iconPicture = "\A3\ui_f\data\map\mapcontrol\taskiconfailed_ca.paa";
description = "%1";
duration = 7;
priority = 7;
};
class DeliverySucceeded {
title = "$STR_DeliverySucceeded_Title";
iconPicture = "\A3\ui_f\data\map\mapcontrol\taskIcondone_ca.paa";
description = "%1";
duration = 6;
priority = 6;
};
class TextMessage {
title = "$STR_TextMessage_Title";
iconPicture = "icons\ico_messageNew.paa";
description = "%1";
duration = 10;
priority = 6;
};
class PoliceDispatch {
title = "$STR_PoliceDispatch_Title";
iconPicture = "icons\ico_messagePolice.paa";
description = "%1";
duration = 10;
priority = 6;
};
class AdminDispatch {
title = "$STR_AdminDispatch_Title";
iconPicture = "icons\ico_messageAdmin.paa";
description = "%1";
duration = 10;
priority = 6;
};
class AdminMessage {
title = "$STR_AdminMessage_Title";
iconPicture = "icons\ico_messageAdmin.paa";
description = "%1";
duration = 10;
priority = 5;
};
};
Alles anzeigen
Solange du keine extDB3 Logs hast, hast du irgendwas falsch gemacht.
Geh das Turtorial nochmal gründlich durch.
Ich bezweifle, dass deswegen der Fehler grundlegend bei mir liegt. Denn der Server soll stehen und laufen, sobald man das Tutorial fertig hat - alleine das Spyglass in dem Tutorial nicht behandelt wurde sorgt nicht dafür, dass man es dennoch entfernen muss bzw. anpassen damit die Kiste sauber läuft.
Ich habe das Tutorial heute sicher seit diesen Problemen knapp 15x gelesen und keinen einzigen Fehler mehr gefunden - der letzte war, dass nicht alle von nox beschriebenen Rechte für den Benutzer vorhanden waren - aber auch das hat nichts daran geändert.
Die Datenbank ist auf dem selben System wie der Arma 3 Gameserver. Ich habe bereits versucht mit localhost oder der IP die extDB Verbindung aufbauen zu lassen - dennoch weiter letzter Status aus #5
https://github.com/AsYetUntitled/…Troubleshooting
ZitatextDB3
extDB3: Database Type: altislife: No such node (altislife.IP)
in extDB3 log:The node for the altislife database could not be found.
1. Check that the details in the extdb3-conf.ini file are correct:
Note that the
databaseName
in[]
will need to be in all lower case.Code[databaseName] IP = databaseIP Port = databasePort Username = databaseUserName Password = databaseUserNamePassword Database = databaseName
Real-world example:
Da steckte der Fehler^^ Jetzt allerdings haben wir wieder den Fehler das der Server nach Start direkt abschmiert. Hier noch mal frische Logs:
extDB Logs:
Keine angelegt worden
arma3server_PIDID.log:
Kein Inhalt
RPT Log:
Okay ich habe den Server noch mal komplett neu aufgesetzt - ich hatte scheinbar beim entfernen von SpyGlass ein "};" zu wenig raus genommen^^
Komme jetzt wieder bis zum Einrichten - extDB Configs passen diesmal direkt. Habe den Benutzer arma3@localhost in der sql auch auf [email protected] geändert, da in der extDB Config ja auch 127.0.0.1 statt localhost angegeben ist (Ist zwar das selbe, aber sicher ist sicher).
Ich glaube ich hab da was in den extDB Logs gefunden:
extDB3: https://bitbucket.org/torndeco/extdb3/wiki/Home
extDB3: Version: 1.032
extDB3: Windows Version
Message: All development for extDB3 is done on a Linux Dedicated Server
Message: If you would like to Donate to extDB3 Development
Message: https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=2SUEFTGABTAM2
Message: Also leave a message if there is any particular feature you would like to see added.
Message: Thanks for all the people that have donated.
Message: Torndeco: 18/05/15
extDB3: Found extdb3-conf.ini
extDB3: Detected 2 Cores, Setting up 2 Worker Threads
extDB3: ...
extDB3: ...
[16:03:43:850272 +01:00] [Thread 568] extDB3: Config Error: altislife: No such node (altislife.IP)
Alles anzeigen
Nicht wundern - die server cfg ist als txt hochgeladen, weil ich eine cfg datei nicht hochladen kann.
Startparameter: C:\server\A3Master\arma3server_x64.exe -autoinit -servermod=@extDB3;@life_server -config=server.cfg -bepath=C:\server\A3Master\battleye -profiles=C:\server\A3Master
Beste Grüße
Hallo zusammen,
ich setze aktuell einen kleinen Testserver auf mit der aktuellen Altis Life 5.0 Stand Dezember 2017. Die Anleitung war jetzt nicht so das Ding. Beim Versuch des ersten Logins habe ich Spyglass Meldungen bekommen worauf ich es mit dem Spyglass Tutorial entfernt habe einschließlich des Tipps zur 5.0 bezüglich clientVerification.sqf.
Beim nächsten Versuch kam ich dann bis zu "Einrichten des Clients-...Bitte warten...". Daraufhin habe ich meine extDB Konfig entdeckt und mir ist ein Leerzeichen zuviel vor dem MySQL Passwort aufgefallen. Anschließend jedoch noch mal das selbe Problem. Daraufhin habe ich die Datenbank noch mal gelöscht sowie den Arma 3 Benutzer. Denn durch die Suche hab ich festgestellt, dass ich vergessen habe in der SQL Datei das Passwort des arma3 Benutzers zu ändern. Also hab ich dies gemacht.
Dann habe ich die Datenbank neu erstellt, welche ja auch den Benutzer und die Berechtigungen erstellt, die dieser benötigt. Anschließend habe ich versucht den Server zu Starten - er lädt die Mission, anschließend kommen die Meldungen bis zum erfolgreichen Start binnen 0.0.1 Sekunden aufgeploppt und das Fenster schließt sich.
extDB und arma3server.log wurden nicht bzw. leer erstellt. Der RPT Log sagt irgendwie nicht gerade viel aus:
=====================================================================
== C:\server\A3Master\arma3server_x64.exe
== "C:\server\A3Master\arma3server_x64.exe" -autoinit -servermod=@extDB3;@life_server -config=server.cfg -bepath=C:\server\A3Master\battleye -profiles=C:\server\A3Master
Original output filename: Arma3Retail_Server_x64
Exe timestamp: 2018/07/24 22:21:25
Current time: 2018/11/09 14:07:36
Type: Public
Build: Stable
Version: 1.84.144923
Allocator: C:\server\A3Master\Dll\tbb4malloc_bi_x64.dll [2017.0.0.0] [2017.0.0.0]
PhysMem: 7.8 GiB, VirtMem : 131072 GiB, AvailPhys : 5.9 GiB, AvailVirt : 131072 GiB, AvailPage : 7.8 GiB
=====================================================================
[...][...]
14:08:22 No speaker given for 'Vasilis Elias'
14:08:22 No speaker given for 'Gamba Achebe'
14:08:22 Strange convex component116 in a3\rocks_f\sharp\sharprock_apart.p3d:geometryFire
14:08:22 Strange convex component117 in a3\rocks_f\sharp\sharprock_apart.p3d:geometryFire
14:08:22 Strange convex component118 in a3\rocks_f\sharp\sharprock_apart.p3d:geometryFire
14:08:22 Strange convex component119 in a3\rocks_f\sharp\sharprock_apart.p3d:geometryFire
14:08:22 Error: Object(2 : 662) not found
14:08:22 c:\bis\source\stable\futura\lib\network\networkserver.cpp NetworkServer::OnClientStateChanged:NOT IMPLEMENTED - briefing!
14:08:22 Mission id: aea5ff17a060f7c5eac9da7188302d5c6f11b278
14:08:22 Attempt to override final function - bis_fnc_storeparamsvalues_data
Jemand eine Idee?
Beste Grüße
Ah, wunderbar - danke
Hallo Zusammen,
wie vielleicht in einem anderen Beitrag mitbekommen, bin ich derzeit daran da was kleines zu basteln. Hierbei nutze ich das HG Simple Shops Script.
Ich habe bis eben gerade alles noch Fehlerfrei am laufen gehabt, nur nachdem ich jetzt gerade die Händler alle mal befüllt habe, hat sich irgendwo ein Fehler eingeschlichen den ich nicht Reproduziert bekomme. Fehler wird beim beitreten auf den Server angezeigt:
File mpmissions/__CUR_MP.Altis/HG/Config/HG_VehiclesShopCfg.h, line 10: Config: "{" encountered instead of ","
Hier die "Original Datei" der HG_VehiclesShopCfg.h:
/*
Author - HoverGuy
© All Rights Reserved
Website - http://www.sunrise-production.com
Defines available vehicle shops
class YourShopClass - Used as a param for the call, basically the shop you want to display
{
conditionToAccess - STRING - Condition that must return either true or false, if true the player will have access to the shop
class YourShopCategory - Shop category, can be whatever you want
{
displayName - STRING - Category display name
vehicles - ARRAY OF ARRAYS - Shop content
|- 0 - STRING - Classname
|- 1 - INTEGER - Price
|- 2 - STRING - Condition that must return either true or false, if true the vehicle appears in the list else no
spawnPoints - ARRAY OF ARRAYS - Spawn positions (markers/positions)
|- 0 - STRING - Display name in the dialog
|- 1 - ARRAY OF MIXED - Markers/positions
};
};
*/
class HG_DefaultShop // HG_DefaultShop is just a placeholder for testing purposes, you can delete it completely and make your own
{
conditionToAccess = "true"; // Example: "(playerSide in [west,independent]) AND ((rank player) isEqualTo 'COLONEL')"
class Civilian
{
displayName = "$STR_HG_SHOP_CIVILIAN";
vehicles[] =
{
{"C_SUV_01_F",15000,"true"}
};
spawnPoints[] =
{
{"$STR_HG_MARKER_1",{"civilian_vehicles_spawn_1"}}
};
};
class Military
{
displayName = "$STR_HG_SHOP_MILITARY";
vehicles[] =
{
{"B_MRAP_01_F",45000,"true"}
};
spawnPoints[] =
{
{"$STR_HG_MARKER_2",{"military_vehicles_spawn_1"}}
};
};
};
Alles anzeigen
Hier "meine Datei" der HG_VehiclesShopCfg.h:
/*
Author - HoverGuy
© All Rights Reserved
Website - http://www.sunrise-production.com
Defines available vehicle shops
class YourShopClass - Used as a param for the call, basically the shop you want to display
{
conditionToAccess - STRING - Condition that must return either true or false, if true the player will have access to the shop
class YourShopCategory - Shop category, can be whatever you want
{
displayName - STRING - Category display name
vehicles - ARRAY OF ARRAYS - Shop content
|- 0 - STRING - Classname
|- 1 - INTEGER - Price
|- 2 - STRING - Condition that must return either true or false, if true the vehicle appears in the list else no
spawnPoints - ARRAY OF ARRAYS - Spawn positions (markers/positions)
|- 0 - STRING - Display name in the dialog
|- 1 - ARRAY OF MIXED - Markers/positions
};
};
*/
class HG_bluefor_carshop // HG_DefaultShop is just a placeholder for testing purposes, you can delete it completely and make your own
{
conditionToAccess = "true"; // Example: "(playerSide in [west,independent]) AND ((rank player) isEqualTo 'COLONEL')"
class PKW
{
displayName = "PKW";
vehicles[] =
{
{"B_G_Offroad_01_repair_F",15000,"true"}
{"B_G_Offroad_01_F",15000,"true"}
{"B_G_Offroad_01_armed_F",15000,"true"}
{"B_G_Offroad_01_AT_F",15000,"true"}
{"B_Quadbike_01_F",15000,"true"}
{"B_G_Quadbike_01_F",15000,"true"}
{"B_LSV_01_unarmed_F",15000,"true"}
{"B_LSV_01_unarmed_black_F",15000,"true"}
{"B_LSV_01_unarmed_olive_F",15000,"true"}
{"B_LSV_01_unarmed_sand_F",15000,"true"}
{"B_T_LSV_01_unarmed_black_F",15000,"true"}
{"B_T_LSV_01_unarmed_olive_F",15000,"true"}
{"B_T_LSV_01_unarmed_sand_F",15000,"true"}
};
spawnPoints[] =
{
{"bluefor_garage_spawn_land"}
};
};
class LKW
{
displayName = "LKW";
vehicles[] =
{
{"B_Truck_01_transport_F",15000,"true"}
{"B_Truck_01_covered_F",15000,"true"}
{"B_Truck_01_mover_F",15000,"true"}
{"B_Truck_01_box_F",15000,"true"}
{"B_Truck_01_Repair_F",15000,"true"}
{"B_Truck_01_ammo_F",15000,"true"}
{"B_Truck_01_fuel_F",15000,"true"}
{"B_Truck_01_medical_F",15000,"true"}
{"B_G_Van_01_transport_F",15000,"true"}
{"B_G_Van_01_fuel_F",15000,"true"}
};
spawnPoints[] =
{
{"bluefor_garage_spawn_land"}
};
};
class Panzer
{
displayName = "Panzer";
vehicles[] =
{
{"B_APC_Tracked_01_rcws_F",15000,"true"}
{"B_APC_Tracked_01_CRV_F",15000,"true"}
{"B_APC_Tracked_01_AA_F",15000,"true"}
{"B_MBT_01_cannon_F",15000,"true"}
{"B_MBT_01_arty_F",15000,"true"}
{"B_MBT_01_mlrs_F",15000,"true"}
{"B_MRAP_01_F",15000,"true"}
{"B_MRAP_01_gmg_F",15000,"true"}
{"B_MRAP_01_hmg_F",15000,"true"}
{"B_APC_Wheeled_01_cannon_F",15000,"true"}
{"B_MBT_01_TUSK_F",15000,"true"}
{"B_UGV_01_F",15000,"true"}
{"B_UGV_01_rcws_F",15000,"true"}
{"B_T_LSV_01_armed_F",15000,"true"}
{"B_T_LSV_01_AT_F",15000,"true"}
{"B_CTRG_LSV_01_light_F",15000,"true"}
{"B_LSV_01_armed_black_F",15000,"true"}
{"B_LSV_01_armed_olive_F",15000,"true"}
{"B_LSV_01_armed_sand_F",15000,"true"}
{"B_T_LSV_01_armed_black_F",15000,"true"}
{"B_T_LSV_01_armed_olive_F",15000,"true"}
{"B_T_LSV_01_armed_sand_F",15000,"true"}
};
spawnPoints[] =
{
{"bluefor_garage_spawn_land"}
};
};
};
class HG_opfor_carshop // HG_DefaultShop is just a placeholder for testing purposes, you can delete it completely and make your own
{
conditionToAccess = "true"; // Example: "(playerSide in [west,independent]) AND ((rank player) isEqualTo 'COLONEL')"
class PKW
{
displayName = "PKW";
vehicles[] =
{
{"O_G_Offroad_01_repair_F",15000,"true"}
{"O_G_Offroad_01_F",15000,"true"}
{"O_Quadbike_01_F",15000,"true"}
{"O_G_Quadbike_01_F",15000,"true"}
{"O_T_LSV_02_unarmed_F",15000,"true"}
{"O_T_LSV_02_unarmed_viper_F",15000,"true"}
{"O_LSV_02_unarmed_F",15000,"true"}
{"O_LSV_02_unarmed_viper_F",15000,"true"}
{"O_T_LSV_02_unarmed_black_F",15000,"true"}
{"O_T_LSV_02_unarmed_ghex_F",15000,"true"}
{"O_T_LSV_02_unarmed_arid_F",15000,"true"}
{"O_LSV_02_unarmed_black_F",15000,"true"}
{"O_LSV_02_unarmed_ghex_F",15000,"true"}
{"O_LSV_02_unarmed_arid_F",15000,"true"}
};
spawnPoints[] =
{
{"opfor_garage_spawn_land"}
};
};
class LKW
{
displayName = "LKW";
vehicles[] =
{
{"O_Truck_02_covered_F",15000,"true"}
{"O_Truck_02_transport_F",15000,"true"}
{"O_Truck_02_box_F",15000,"true"}
{"O_Truck_02_medical_F",15000,"true"}
{"O_Truck_02_Ammo_F",15000,"true"}
{"O_Truck_02_fuel_F",15000,"true"}
{"O_G_Van_01_transport_F",15000,"true"}
{"O_G_Van_01_fuel_F",15000,"true"}
{"O_Truck_03_transport_F",15000,"true"}
{"O_Truck_03_covered_F",15000,"true"}
{"O_Truck_03_repair_F",15000,"true"}
{"O_Truck_03_ammo_F",15000,"true"}
{"O_Truck_03_fuel_F",15000,"true"}
{"O_Truck_03_medical_F",15000,"true"}
{"O_Truck_03_device_F",15000,"true"}
};
spawnPoints[] =
{
{"opfor_garage_spawn_land"}
};
};
class Panzer
{
displayName = "Panzer";
vehicles[] =
{
{"O_APC_Tracked_02_cannon_F",15000,"true"}
{"O_APC_Tracked_02_AA_F",15000,"true"}
{"O_MBT_02_cannon_F",15000,"true"}
{"O_MBT_02_arty_F",15000,"true"}
{"O_MRAP_02_F",15000,"true"}
{"O_MRAP_02_hmg_F",15000,"true"}
{"O_MRAP_02_gmg_F",15000,"true"}
{"O_G_Offroad_01_armed_F",15000,"true"}
{"O_APC_Wheeled_02_rcws_F",15000,"true"}
{"O_APC_Wheeled_02_rcws_v2_F",15000,"true"}
{"O_UGV_01_F",15000,"true"}
{"O_UGV_01_rcws_F",15000,"true"}
{"O_T_LSV_02_armed_F",15000,"true"}
{"O_T_LSV_02_armed_viper_F",15000,"true"}
{"O_T_LSV_02_AT_F",15000,"true"}
{"O_LSV_02_armed_F",15000,"true"}
{"O_LSV_02_armed_viper_F",15000,"true"}
{"O_T_LSV_02_armed_black_F",15000,"true"}
{"O_T_LSV_02_armed_ghex_F",15000,"true"}
{"O_T_LSV_02_armed_arid_F",15000,"true"}
{"O_LSV_02_armed_black_F",15000,"true"}
{"O_LSV_02_armed_ghex_F",15000,"true"}
{"O_LSV_02_armed_arid_F",15000,"true"}
};
spawnPoints[] =
{
{"opfor_garage_spawn_land"}
};
};
};
class HG_bluefor_helishop // HG_DefaultShop is just a placeholder for testing purposes, you can delete it completely and make your own
{
conditionToAccess = "true"; // Example: "(playerSide in [west,independent]) AND ((rank player) isEqualTo 'COLONEL')"
class Helikopter
{
displayName = "Helikopter";
vehicles[] =
{
{"B_Heli_Light_01_F",15000,"true"}
{"B_Heli_Light_01_armed_F",15000,"true"}
{"B_Heli_Light_01_dynamicLoadout_F",15000,"true"}
{"B_Heli_Attack_01_F",15000,"true"}
{"B_Heli_Attack_01_dynamicLoadout_F",15000,"true"}
{"B_Heli_Transport_01_F",15000,"true"}
{"B_Heli_Transport_01_camo_F",15000,"true"}
{"B_Heli_Transport_03_F",15000,"true"}
{"B_Heli_Transport_03_unarmed_F",15000,"true"}
{"B_Heli_Transport_03_black_F",15000,"true"}
{"B_Heli_Transport_03_unarmed_green_F",15000,"true"}
{"B_CTRG_Heli_Transport_01_sand_F",15000,"true"}
{"B_CTRG_Heli_Transport_01_tropic_F",15000,"true"}
{"B_T_VTOL_01_infantry_F",15000,"true"}
{"B_T_VTOL_01_vehicle_F",15000,"true"}
{"B_T_VTOL_01_armed_F",15000,"true"}
{"B_T_VTOL_01_infantry_blue_F",15000,"true"}
{"B_T_VTOL_01_infantry_olive_F",15000,"true"}
{"B_T_VTOL_01_vehicle_blue_F",15000,"true"}
{"B_T_VTOL_01_vehicle_olive_F",15000,"true"}
{"B_T_VTOL_01_armed_blue_F",15000,"true"}
{"B_T_VTOL_01_armed_olive_F",15000,"true"}
};
spawnPoints[] =
{
{"bluefor_garage_spawn_air"}
};
};
class Jets
{
displayName = "$Jets/Drohnen";
vehicles[] =
{
{"B_Plane_CAS_01_F",45000,"true"}
{"B_Plane_Fighter_01_F",45000,"true"}
{"B_Plane_Fighter_01_Stealth_F",45000,"true"}
{"B_Plane_CAS_01_dynamicLoadout_F",45000,"true"}
{"B_UAV_05_F",45000,"true"}
{"B_UAV_02_F",45000,"true"}
{"B_UAV_02_CAS_F",45000,"true"}
{"B_UAV_02_dynamicLoadout_F",45000,"true"}
{"B_T_UAV_03_F",45000,"true"}
{"B_T_UAV_03_dynamicLoadout_F",45000,"true"}
};
spawnPoints[] =
{
{"bluefor_garage_spawn_air"}
};
};
};
class HG_opfor_helishop // HG_DefaultShop is just a placeholder for testing purposes, you can delete it completely and make your own
{
conditionToAccess = "true"; // Example: "(playerSide in [west,independent]) AND ((rank player) isEqualTo 'COLONEL')"
class Helikopter
{
displayName = "Helikopter";
vehicles[] =
{
{"O_Heli_Light_02_dynamicLoadout_F",15000,"true"}
{"O_Heli_Light_02_F",15000,"true"}
{"O_Heli_Light_02_unarmed_F",15000,"true"}
{"O_Heli_Light_02_v2_F",15000,"true"}
{"O_Heli_Attack_02_F",15000,"true"}
{"O_Heli_Attack_02_black_F",15000,"true"}
{"O_Heli_Attack_02_dynamicLoadout_F",15000,"true"}
{"O_Heli_Attack_02_dynamicLoadout_black_F",15000,"true"}
{"O_Heli_Transport_04_F",15000,"true"}
{"O_Heli_Transport_04_ammo_F",15000,"true"}
{"O_Heli_Transport_04_bench_F",15000,"true"}
{"O_Heli_Transport_04_box_F",15000,"true"}
{"O_Heli_Transport_04_covered_F",15000,"true"}
{"O_Heli_Transport_04_fuel_F",15000,"true"}
{"O_Heli_Transport_04_medevac_F",15000,"true"}
{"O_Heli_Transport_04_repair_F",15000,"true"}
{"O_Heli_Transport_04_black_F",15000,"true"}
{"O_Heli_Transport_04_ammo_black_F",15000,"true"}
{"O_Heli_Transport_04_bench_black_F",15000,"true"}
{"O_Heli_Transport_04_box_black_F",15000,"true"}
{"O_Heli_Transport_04_covered_black_F",15000,"true"}
{"O_Heli_Transport_04_fuel_black_F",15000,"true"}
{"O_Heli_Transport_04_medevac_black_F",15000,"true"}
{"O_Heli_Transport_04_repair_black_F",15000,"true"}
};
spawnPoints[] =
{
{"opfor_garage_spawn_air"}
};
};
class Jets
{
displayName = "Jets/Drohnen";
vehicles[] =
{
{"O_Plane_CAS_02_F",15000,"true"}
{"O_Plane_CAS_02_dynamicLoadout_F",15000,"true"}
{"O_T_VTOL_02_infantry_F",15000,"true"}
{"O_T_VTOL_02_vehicle_F",15000,"true"}
{"O_T_VTOL_02_infantry_dynamicLoadout_F",15000,"true"}
{"O_T_VTOL_02_vehicle_dynamicLoadout_F",15000,"true"}
{"O_T_VTOL_02_infantry_hex_F",15000,"true"}
{"O_T_VTOL_02_infantry_ghex_F",15000,"true"}
{"O_T_VTOL_02_infantry_grey_F",15000,"true"}
{"O_T_VTOL_02_vehicle_hex_F",15000,"true"}
{"O_T_VTOL_02_vehicle_ghex_F",15000,"true"}
{"O_T_VTOL_02_vehicle_grey_F",15000,"true"}
{"O_UAV_02_F",15000,"true"}
{"O_UAV_02_CAS_F",15000,"true"}
{"O_UAV_02_dynamicLoadout_F",15000,"true"}
{"O_T_UAV_04_CAS_F",15000,"true"}
};
spawnPoints[] =
{
{"opfor_garage_spawn_air"}
};
};
};
Alles anzeigen
Sieht zufällig jemand den Fehler?
Ich hab mir mal das HG Simple Shops Script mit meiner Mission zusammen gebastelt und alles was wir so an Händlern und Garagen haben fertig gemacht. Paycheck, autosave und Preise sind eingestellt.
Also ich muss schon sagen - gar nicht schlecht für den Anfang und sichtlich aufgeräumter als das Life Framework
Kurze Frage in den Raum:
Ich hab den Respawn gerade aus. So joint man jedes mal wieder am Spawn der Fraktion mit seinen Klamotten die man hat. Aber es gibt das Leben nach dem Tod - und das soll nicht heißen, dass man nicht wieder Respawn können soll.
Ich hätte es gern wie aufm Life Server - man joint immer wie man war (mit Spawnmenü) an einem Spawnpunkt. Stirbt man kann man Respawnen und wird ohne Ausrüstung oder Waffen wieder da gespawnt, wo man es auswählt.
Wie kann ich sowas realisieren ohne das Life Framework? Ich brauch nichts sonderlich schönes - Hauptsache der Sinn dahinter funktioniert.
Tipps etc. nehme ich gerne an
Einer aus unseren Reihen will es mal 1-2 Tage ausprobieren dürfen Ansonsten schauen wir, dass wir irgendwie das ganze selbst zusammen schustern.
Habt Ihr ein Tipp, wo man am besten anfängt? Ihr wisst ja was für ein Grundsystem ich mir in etwa schaffen muss.
Aktueller Status:
Frisch installierter Windows Server, komplettes nox Tutorial
erste Map auf der alle Händler, Minen etc entfernt wurden und Händler die noch gebraucht oder verändert werden sollten stehen wo Sie stehen sollen
alternativ die Standard Life Mission
alternativ ein Backup eines reinen Arma 3 dedicated mit Infistar und neustem extDB Konfiguriert inkl. kleiner Mission mit leerer Karte^^