Ich habe da ein Problem. Ich nutze für einen neuen Server das TFAR 0.9.12 ich werde auch in den TFAR Channel des Server gemoved bis hier alles schön und gut. Aber im Spiel steht halt Bitte Lade das Plugin neu bla bla.... Könnt ihr mir irgendwie helfen?
Beiträge von Grizzly
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okay aber bei cops ist es richtig?
Sprich dann so?
Codeif ((_vInfo select 1) isEqualTo "cop" && ((_vInfo select 2)) in ["C_Offroad_01_F","C_SUV_01_F","C_Hatchback_01_sport_F","B_Heli_Light_01_F","B_Heli_Transport_01_F","B_MRAP_01_hmg_F","B_MRAP_01_F","I_MRAP_03_F","I_Heli_light_03_F","I_Heli_light_03_unarmed_F","O_T_APC_Wheeled_02_rcws_ghex_F"]) then { { [[_vehicle,"cop_offroad",true],"life_fnc_vehicleAnimate",_unit,false] spawn life_fnc_MP; }; if ((_vInfo select 1) Array "med" && (_vInfo select 2) isEqualTo "C_Offroad_01_F","C_SUV_01_F","B_MRAP_01_F","B_Heli_Light_01_F","C_Van_01_box_F","O_Heli_Light_02_unarmed_F","I_Heli_Transport_02_F","B_Truck_01_medical_F","C_IDAP_Van_02_medevac_F") then { { [[_vehicle,"med_offroad",true],"life_fnc_vehicleAnimate",_unit,false] spawn life_fnc_MP;
bei der Vehicle.hpp hab ich die fehler behoben
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Ich hab da auch mal ne Frgae habe mir 2 mods Runtergeladen für uniformen und Westen hab diese auseindander genommen und die skins dafür rausgenommen die ich für den Server haben möchte und so wie in dem totorial erklärt eingefügt. Auch in der Clothing.hpp damit man die Weste auch im shop kaufen kann. Nun nimmt er aber die Westen Skins iwie nicht an. obwohl ich die grund Versionen ausgewählt habe worauf die Skins erbaut wurden.
Code
Alles anzeigen/* fn_equipGear.sqf Author: Keine Ahnung.. Bohemia Wiki+SQF? o.O Edit: Nox, www.ragecore.de / www.native-gamer.net */ private["_path","_unit","_type"]; _unit = [_this,0] call BIS_fnc_param; _type = [_this,1,"",[""]] call BIS_fnc_param; //COP KLEIDUNG if(playerSide == west) then { switch(_type) do { case "U_B_GEN_Commander_F" : { _path = "textures\Polizei-Kommander.paa"; _unit setObjectTextureGlobal [0,_path]; }; case "U_B_CombatUniform_mcam" : { _path = "textures\Polizei-Uniform.paa"; _unit setObjectTextureGlobal [0,_path]; }; case "V_TacVest_blk" : { _path = "textures\Polizei-Weste.paa"; _unit setObjectTextureGlobal [0,_path]; }; case "V_PlateCarrierSpec_rgr" : { _path = "textures\sekp.paa"; _unit setObjectTextureGlobal [0,_path]; }; case "H_HelmetB_black" : { _path = "textures\Sek-Helm.paa"; _unit setObjectTextureGlobal [0,_path]; }; case "U_B_CombatUniform_mcam_worn" : { _path = "textures\Sondereinsatzk.paa"; _unit setObjectTextureGlobal [0,_path]; }; }; if((backpack player) == "B_Bergen_mcamo") then { //(unitBackpack _unit) setObjectTextureGlobal [0, "textures\cop\cop_backpack.paa"]; (unitBackpack player) setObjectTextureGlobal [0, "textures\cop\cop_backpack.paa"]; //Macht Rucksäcke unsichtbar :) }; }; //MEDIC KLEIDUNG if(playerSide == independent) then { switch(_type) do { case "U_BG_Guerilla2_1" : { _path = "textures\Rettungs-Uniform.paa"; _unit setObjectTextureGlobal [0,_path]; }; }; if((backpack player) == "B_TacticalPack_blk") then { (unitBackpack _unit) setObjectTextureGlobal [0, "textures\Rettungs-Rucksack.paa"]; }; }; //ZIVILISTEN KLEIDUNG if(playerSide == civilian) then { switch(_type) do { case "U_C_WorkerCoveralls" : { _path = "textures\civ\adac_cloth.jpg"; _unit setObjectTextureGlobal [0,_path]; }; case "U_C_Poloshirt_blue" : { _path = "textures\civ\rccloth.jpg"; _unit setObjectTextureGlobal [0,_path]; }; }; };
der Bereich bei den Cops ist betroffen.
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hmm hat nicht funktioniert. Hier meine fn_vehicle spawn.sqf
Code
Alles anzeigen#include "\life_server\script_macros.hpp" /* File: fn_spawnVehicle.sqf Author: Bryan "Tonic" Boardwine Description: Sends the query request to the database, if an array is returned then it creates the vehicle if it's not in use or dead. */ params [ ["_vid", -1, [0]], ["_pid", "", [""]], ["_sp", [], [[],""]], ["_unit", objNull, [objNull]], ["_price", 0, [0]], ["_dir", 0, [0]], "_spawntext" ]; private _unit_return = _unit; private _name = name _unit; private _side = side _unit; _unit = owner _unit; if (_vid isEqualTo -1 || {_pid isEqualTo ""}) exitWith {}; if (_vid in serv_sv_use) exitWith {}; serv_sv_use pushBack _vid; private _servIndex = serv_sv_use find _vid; private _query = format ["SELECT id, side, classname, type, pid, alive, active, plate, color, inventory, gear, fuel, damage, blacklist FROM vehicles WHERE id='%1' AND pid='%2'",_vid,_pid]; private _tickTime = diag_tickTime; private _queryResult = [_query,2] call DB_fnc_asyncCall; if (EXTDB_SETTING(getNumber,"DebugMode") isEqualTo 1) then { diag_log "------------- Client Query Request -------------"; diag_log format ["QUERY: %1",_query]; diag_log format ["Time to complete: %1 (in seconds)",(diag_tickTime - _tickTime)]; diag_log format ["Result: %1",_queryResult]; diag_log "------------------------------------------------"; }; if (_queryResult isEqualType "") exitWith {}; private _vInfo = _queryResult; if (isNil "_vInfo") exitWith {serv_sv_use deleteAt _servIndex;}; if (count _vInfo isEqualTo 0) exitWith {serv_sv_use deleteAt _servIndex;}; if ((_vInfo select 5) isEqualTo 0) exitWith { serv_sv_use deleteAt _servIndex; [1,"STR_Garage_SQLError_Destroyed",true,[_vInfo select 2]] remoteExecCall ["life_fnc_broadcast",_unit]; }; if ((_vInfo select 6) isEqualTo 1) exitWith { serv_sv_use deleteAt _servIndex; [1,"STR_Garage_SQLError_Active",true,[_vInfo select 2]] remoteExecCall ["life_fnc_broadcast",_unit]; }; private "_nearVehicles"; if !(_sp isEqualType "") then { _nearVehicles = nearestObjects[_sp,["Car","Air","Ship"],10]; } else { _nearVehicles = []; }; if (count _nearVehicles > 0) exitWith { serv_sv_use deleteAt _servIndex; [_price,_unit_return] remoteExecCall ["life_fnc_garageRefund",_unit]; [1,"STR_Garage_SpawnPointError",true] remoteExecCall ["life_fnc_broadcast",_unit]; }; _query = format ["UPDATE vehicles SET active='1', damage='""[]""' WHERE pid='%1' AND id='%2'",_pid,_vid]; private _trunk = [(_vInfo select 9)] call DB_fnc_mresToArray; private _gear = [(_vInfo select 10)] call DB_fnc_mresToArray; private _damage = [call compile (_vInfo select 12)] call DB_fnc_mresToArray; private _wasIllegal = _vInfo select 13; _wasIllegal = if (_wasIllegal isEqualTo 1) then { true } else { false }; [_query,1] call DB_fnc_asyncCall; private "_vehicle"; if (_sp isEqualType "") then { _vehicle = createVehicle[(_vInfo select 2),[0,0,999],[],0,"NONE"]; waitUntil {!isNil "_vehicle" && {!isNull _vehicle}}; _vehicle allowDamage false; _hs = nearestObjects[getMarkerPos _sp,["Land_Hospital_side2_F"],50] select 0; _vehicle setPosATL (_hs modelToWorld [-0.4,-4,12.65]); uiSleep 0.6; } else { _vehicle = createVehicle [(_vInfo select 2),_sp,[],0,"NONE"]; waitUntil {!isNil "_vehicle" && {!isNull _vehicle}}; _vehicle allowDamage false; _vehicle setPos _sp; _vehicle setVectorUp (surfaceNormal _sp); _vehicle setDir _dir; }; _vehicle allowDamage true; //Send keys over the network. [_vehicle] remoteExecCall ["life_fnc_addVehicle2Chain",_unit]; [_pid,_side,_vehicle,1] call TON_fnc_keyManagement; _vehicle lock 2; //Reskin the vehicle [_vehicle,(_vInfo select 8)] remoteExecCall ["life_fnc_colorVehicle",_unit]; _vehicle setVariable ["vehicle_info_owners",[[_pid,_name]],true]; _vehicle setVariable ["dbInfo",[(_vInfo select 4),(_vInfo select 7)],true]; _vehicle disableTIEquipment true; //No Thermals.. They're cheap but addictive. [_vehicle] call life_fnc_clearVehicleAmmo; if (LIFE_SETTINGS(getNumber,"save_vehicle_virtualItems") isEqualTo 1) then { _vehicle setVariable ["Trunk",_trunk,true]; if (_wasIllegal) then { private _refPoint = if (_sp isEqualType "") then {getMarkerPos _sp;} else {_sp;}; private _distance = 100000; private "_location"; { private _tempLocation = nearestLocation [_refPoint, _x]; private _tempDistance = _refPoint distance _tempLocation; if (_tempDistance < _distance) then { _location = _tempLocation; _distance = _tempDistance; }; false } count ["NameCityCapital", "NameCity", "NameVillage"]; _location = text _location; [1,"STR_NOTF_BlackListedVehicle",true,[_location,_name]] remoteExecCall ["life_fnc_broadcast",west]; _query = format ["UPDATE vehicles SET blacklist='0' WHERE id='%1' AND pid='%2'",_vid,_pid]; [_query,1] call DB_fnc_asyncCall; }; } else { _vehicle setVariable ["Trunk",[[],0],true]; }; if (LIFE_SETTINGS(getNumber,"save_vehicle_fuel") isEqualTo 1) then { _vehicle setFuel (_vInfo select 11); }else{ _vehicle setFuel 1; }; if (count _gear > 0 && (LIFE_SETTINGS(getNumber,"save_vehicle_inventory") isEqualTo 1)) then { _items = _gear select 0; _mags = _gear select 1; _weapons = _gear select 2; _backpacks = _gear select 3; for "_i" from 0 to ((count (_items select 0)) - 1) do { _vehicle addItemCargoGlobal [((_items select 0) select _i), ((_items select 1) select _i)]; }; for "_i" from 0 to ((count (_mags select 0)) - 1) do { _vehicle addMagazineCargoGlobal [((_mags select 0) select _i), ((_mags select 1) select _i)]; }; for "_i" from 0 to ((count (_weapons select 0)) - 1) do { _vehicle addWeaponCargoGlobal [((_weapons select 0) select _i), ((_weapons select 1) select _i)]; }; for "_i" from 0 to ((count (_backpacks select 0)) - 1) do { _vehicle addBackpackCargoGlobal [((_backpacks select 0) select _i), ((_backpacks select 1) select _i)]; }; }; if (count _damage > 0 && (LIFE_SETTINGS(getNumber,"save_vehicle_damage") isEqualTo 1)) then { _parts = getAllHitPointsDamage _vehicle; for "_i" from 0 to ((count _damage) - 1) do { _vehicle setHitPointDamage [format ["%1",((_parts select 0) select _i)],_damage select _i]; }; }; //Sets of animations if ((_vInfo select 1) isEqualTo "civ" && (_vInfo select 2) isEqualTo "B_Heli_Light_01_F" && !((_vInfo select 8) isEqualTo 13)) then { [_vehicle,"civ_littlebird",true] remoteExecCall ["life_fnc_vehicleAnimate",_unit]; }; if((_vInfo select 1) == "cop" && (_vInfo select 2) in life_cop_veh) then { [[_vehicle,"cop_offroad",true],"life_fnc_vehicleAnimate",_unit,false] spawn life_fnc_MP; }; if((_vInfo select 1) == "med" && (_vInfo select 2) in life_medic_veh) then { [[_vehicle,"med_offroad",true],"life_fnc_vehicleAnimate",_unit,false] spawn life_fnc_MP; }; [1,_spawntext] remoteExecCall ["life_fnc_broadcast",_unit]; serv_sv_use deleteAt _servIndex;
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für den neuen Transporter jetzt mal gefragt hab ich Coordinaten gefunden, wie kann ich die einfügen? So das es funktioniert.
Code[["C_IDAP_Van_02_medevac_F",[0.75,3.95,-0.2]]]//Scheinwerfer|Links [["C_IDAP_Van_02_medevac_F",[-0.75,3.95,-0.2]]]//"" | Rechts ["C_IDAP_Van_02_medevac_F",[0.5,1.6,1.45]]] //Lightbar | Links ["C_IDAP_Van_02_medevac_F",[-0.5,1.6,1.45]]] // "" | Rechts [["C_IDAP_Van_02_medevac_F",[0.5,-2.95,1.45]]] //Lightbar | Hinten | Links [["C_IDAP_Van_02_medevac_F",[-0.5,-2.95,1.45]]] //"" | Hinten | Rechts
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Kann mir jemand vllt kurz erklären wie ich neue Shops erstellen kann. Ich wollte für die Rebelen gerne einen Flugfahrzeugshop erstellen.
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danke hat geklappt
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Code
Alles anzeigen#include "..\..\script_macros.hpp" /* File: fn_clearVehicleAmmo.sqf Author: Bryan "Tonic" Boardwine Description: Clears the vehicle of ammo types that we don't want. Syntax: _vehicle removeMagazinesTurret [magazineName, turretPath] Documentation: https://community.bistudio.com/wiki/removeMagazinesTurret */ private ["_vehicle","_veh"]; _vehicle = [_this,0,objNull,[objNull]] call BIS_fnc_param; if (isNull _vehicle) exitWith {}; _veh = typeOf _vehicle; if (_veh isEqualTo "B_Boat_Armed_01_minigun_F") then { _vehicle removeMagazinesTurret ["200Rnd_40mm_G_belt",[0]]; }; if (_veh isEqualTo "B_APC_Wheeled_01_cannon_F") then { _vehicle removeMagazinesTurret ["60Rnd_40mm_GPR_Tracer_Red_shells",[0]]; _vehicle removeMagazinesTurret ["40Rnd_40mm_APFSDS_Tracer_Red_shells",[0]]; }; if (_veh isEqualTo "O_Heli_Attack_02_black_F") then { _vehicle removeMagazinesTurret ["250Rnd_30mm_APDS_shells",[0]]; _vehicle removeMagazinesTurret ["8Rnd_LG_scalpel",[0]]; _vehicle removeMagazinesTurret ["38Rnd_80mm_rockets",[0]]; }; if (_veh isEqualTo "B_Heli_Transport_01_F") then { _vehicle removeMagazinesTurret ["2000Rnd_65x39_Belt_Tracer_Red",[1]]; _vehicle removeMagazinesTurret ["2000Rnd_65x39_Belt_Tracer_Red",[2]]; }; if (_veh == "O_T_VTOL_02_infantry_dynamicLoadout_F") then { //Y-32 Transport {_vehicle removeWeapon _x} forEach weapons _vehicle; {_vehicle removeMagazine _x} forEach magazines _vehicle; }; clearWeaponCargoGlobal _vehicle; clearMagazineCargoGlobal _vehicle; clearItemCargoGlobal _vehicle; clearBackpackCargoGlobal _vehicle;
Moinsen wollte es auch gerade mal versuchen mit meiner Y32 Truppentransporter. ich hab einiges aus diesem thread versucht und jede mal sind wieder waffen drin was mach ich falsch?