bitte mal kommpleten rpt log so wie extDB log anhängen
Beiträge von br1zey
Hinweis zur Zukunft von Nodezone
Das neue Nodezone befindet sich in der finalen Entwicklungsphase. Mit dem geplanten Start wird das bisherige Forum auf Read Only umgestellt und künftig als Archiv erhalten bleiben.
Alle Informationen zur neuen Plattform, zur Accountübernahme und zum weiteren Ablauf findest du hier: Zum aktuellen Nodezone Beitrag
Das neue Nodezone befindet sich in der finalen Entwicklungsphase. Mit dem geplanten Start wird das bisherige Forum auf Read Only umgestellt und künftig als Archiv erhalten bleiben.
Alle Informationen zur neuen Plattform, zur Accountübernahme und zum weiteren Ablauf findest du hier: Zum aktuellen Nodezone Beitrag
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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","morphine","bandages","gpstracker","dirt","plastic","leather","leather_scrap","textile","paper","Bachenlexikon_2","Bachenlexikon_3","Bachenlexikon_1","bp_dkv","kabelbinder","bp_ghilie_l","Blueprint_1","Blueprint_2","Blueprint_3","Blueprint_4","Blueprint_5","Blueprint_6","Blueprint_7","Blueprint_8","Blueprint_9","Blueprint_10","Blueprint_11","Blueprint_12","Blueprint_13","Blueprint_14","Blueprint_15","Blueprint_16","Blueprint_17","Blueprint_18","Blueprint_19","Blueprint_20","goldbar","panic","kokos", "banana", "lolli","teddy","fruchtshake","heroin_unprocessed","heroin_processed","cannabis","marijuana","cocaine_unprocessed","cocaine_processed","turtle_raw"}; //Array of virtual items that can be saved on your player. save_playerStats = true; //Save food, water and damage (all sides)? save_civilian_weapons = true; //Allow civilians to save weapons on them? save_civilian_position = true; //Save civilian location? save_civilian_position_restart = true; //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 = true; //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","morphine","bandages","gpstracker" }; save_vehicle_inventory = true; //Save Arma inventory of vehicle to the database save_vehicle_fuel = true; //Save vehicle fuel level to the database (Impounded/Garaged). save_vehicle_damage = true; //Save vehicle damage to the database. save_vehicle_illegal = true; //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 = false; //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 = 5000; //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 = true; //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 = true; //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" }; /* Fuel System Configurations */ pump_service = true; //Allow users to use pump service on the map. Default = false fuel_cost = 20; //Cost of fuel per liter at fuel stations (if not defined for the vehicle already). service_chopper = 1500; //Cost to service chopper at chopper service station(Repair/Refuel). fuelCan_refuel = 100; //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 = 90000; //Gang creation price. --Remember they are persistent so keep it reasonable to avoid millions of gangs. gang_upgradeBase = 12000; //The base cost for purchasing additional slots in a gang gang_upgradeMultiplier = 2.5; //CURRENTLY NOT IN USE /* Housing System Configurations */ house_limit = 3; //Maximum number of houses a player can own. /* 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 = false; //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 = false; //true to enable cops the ability to revive everyone or false for only medics/ems. revive_fee = 700; //Revive fee that players have to pay and medics only EMS(independent) are rewarded with this amount. hospital_heal_fee = 1400; //Fee to heal at a hospital NPC /* Paycheck & Bank System Configurations */ bank_cop = 4000; //Amount of cash in bank for new cops bank_civ = 4000; //Amount of cash in bank for new civillians bank_med = 4000; //Amount of cash in bank for new medics paycheck_cop = 650; //Payment for cops paycheck_civ = 150; //Payment for civillians paycheck_med = 600; //Payment for medics paycheck_period = 5; //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, true, true, true}; //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 = true; //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 = .017; //Cop Vehicle Buy Price = Config_Vehicle price * multiplier vehicle_purchase_multiplier_MEDIC = .017; //Medic Vehicle Buy Price = Config_Vehicle price * multiplier vehicle_purchase_multiplier_OPFOR = .017; // -- NOT IN USE -- Simply left in for east support. /* Vehicle Rental Prices */ vehicle_rental_multiplier_CIVILIAN = .60; //Civilian Vehicle Rental Price = Config_Vehicle price * multiplier vehicle_rental_multiplier_COP = .0085; //Cop Vehicle Rental Price = Config_Vehicle price * multiplier vehicle_rental_multiplier_MEDIC = .0085; //Medic Vehicle Rental Price = Config_Vehicle price * multiplier vehicle_rental_multiplier_OPFOR = .0085; // -- 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 = .5; // -- 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 = .07; //Pull from garage cost --> Cost takes the playersides Buy Price * multiplier vehicle_cop_impound_multiplier = .005; //TO AVOID EXPLOITS NEVER SET HIGHER THAN A PURCHASE/RENTAL multipler! Payout = Config_vehicle Price * multiplier vehicle_impound_fee_multiplier = .12; //Pull from impound Garage cost --> Cost takes the playersides Buy Price * multiplier /* Wanted System Settings * /* crimes[] = {String, Bounty, Code} */ crimes[] = { {"STR_Crime_1","1250","1"}, {"STR_Crime_1A","3200","1A"}, {"STR_Crime_45","12000","45"}, {"STR_Crime_5","450","5"}, {"STR_Crime_6","300","6"}, {"STR_Crime_42","2000","42"}, {"STR_Crime_2","1800","2"}, {"STR_Crime_480","6000","480"}, {"STR_Crime_44","1800","44"}, {"STR_Crime_7","800","7"}, {"STR_Crime_4","1800","4"}, {"STR_Crime_13","3500","13"}, {"STR_Crime_215","2500","215"}, {"STR_Crime_487","4000","487"}, {"STR_Crime_48","7000","48"}, {"STR_Crime_10","77","10"}, {"STR_Crime_43","2000","43"}, {"STR_Crime_11","5000","11"}, {"STR_Crime_26","77","26"}, {"STR_Crime_46","1500","46"}, {"STR_Crime_47","4000","47"}, {"STR_Crime_12","4500","12"}, {"STR_Crime_8","6000","8"}, {"STR_Crime_49","7000","49"}, {"STR_Crime_3","3750","3"}, {"STR_Crime_20","700","20"}, {"STR_Crime_21","1750","21"}, {"STR_Crime_18","3500","18"}, {"STR_Crime_30","4000","30"}, {"STR_Crime_35","4000","35"}, {"STR_Crime_34","700","34"}, {"STR_Crime_37","4500","37"}, {"STR_Crime_32","10000","32"}, {"STR_Crime_668","1500","668"}, {"STR_Crime_488","3500","488"}, {"STR_Crime_481","4500","481"}, {"STR_Crime_390","7000","390"}, {"STR_Crime_482","8500","482"}, {"STR_Crime_483","11000","483"}, {"STR_Crime_31","5500","31"}, {"STR_Crime_38","8000","38"}, {"STR_Crime_17","1000","17"}, {"STR_Crime_39","77","39"}, {"STR_Crime_14","3000","14"}, {"STR_Crime_40","3500","40"}, {"STR_Crime_15","6000","15"}, {"STR_Crime_41","11000","41"}, {"STR_Crime_666","4000","666"}, {"STR_Crime_211","5500","211"}, {"STR_Crime_28","4000","28"}, {"STR_Crime_29","8000","29"}, {"STR_Crime_459","4000","459"}, {"STR_Crime_213","6000","213"}, {"STR_Crime_207A","8700","207A"}, {"STR_Crime_207","12500","207"}, {"STR_Crime_27","9000","27"}, {"STR_Crime_187V","5500","187V"}, {"STR_Crime_187","4000","187"}, {"STR_Crime_25","12000","25"}, {"STR_Crime_33","6000","33"}, {"STR_Crime_901","12000","901"}, {"STR_Crime_23","16500","23"}, {"STR_Crime_36","15000","36"}, {"STR_Crime_667","18000","667"} }; }; class Toxic_Repair { Cop_Repairing = false; //Allow cops to repair objects Medic_Repairing = true; //Allow medics to repair objects Civ_Repairing = false; //Allow civs to repair objects class Civilian { Repair_Reward = 100; //How much they get per object they repair Cooldown = true; //If you want to have a cooldown on the repairing Cooldown_Time = 60; //Time is seconds for the cooldown between repairing }; class Cop { Repair_Reward = 100; //How much they get per object they repair Cooldown = true; //If you want to have a cooldown on the repairing Cooldown_Time = 60; //Time is seconds for the cooldown between repairing }; class Medic { Repair_Reward = 300; //How much they get per object they repair Cooldown = true; //If you want to have a cooldown on the repairing Cooldown_Time = 10; //Time is seconds for the cooldown between repairing }; };Versuchs mal damit bitte
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bitte mal komplette config_Master Anhängen
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dan trage bitte mal eine ein
wenn es nur condition = "true" ist
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2x ????
Codecondition="this getVariable['brancard_state',0] == 3 && [this]call ch_fnc_isOutloadable && (cameraOn isKindOf 'CAManBase')"; condition="this getVariable['brancard_state',0] == 3 && [this]call ch_fnc_isOutloadable";Bekommst du den wenn du die Trage Eingeladen hast und aufs Auto Schaust und mal
[cursorTarget]spawn ch_fnc_loadoutBrancard Ausführst die Trage raus ?
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also bitte mal prüfen ob der classname auch wirklich
AF_sprinter_rtw_ und vorallem auf die Groß und Kleinschreibung achten
was würde als Condition eingetragen in der config ?
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dan zeig mal bitte was du genau eingetragen hast und wo
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geht das Ausladen den bei den Anderen Fahrzeugen noch ?
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wow 2 Sec geschaut
in der fn_dpFinish.sqf
Zeile 15
_price = round(1.7 * _dis);
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dan vielleicht mal in die Client Logs schauen -.- den HUD ist ja Display und das hat der server nicht
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Code
1:30:48 Warning Message: No entry 'bin\config.bin/CfgVehicles/brancardch/UserActions/Loadout.condition'. 1:30:48 Warning Message: '/' is not a valueDas wird das Problem sein denke ich
aber mal im Ernst der Log Explodiert ja nur vor Fehlern
Code
Alles anzeigen1:30:28 Warning Message: No entry 'bin\config.bin/CfgVehicles/AMG_GT3lu_civ.side'. 1:30:28 Warning Message: '/' is not a value 1:30:28 Warning Message: No entry 'bin\config.bin/CfgVehicles/EC635_Unarmed_Cargo.side'. 1:30:28 Warning Message: '/' is not a value 1:30:29 Warning Message: No entry 'bin\config.bin/CfgVehicles/AMG_GT3lu_civ.scope'. 1:30:29 Warning Message: '/' is not a value 1:30:29 Warning Message: No entry 'bin\config.bin/CfgVehicles/AMG_RACE.vehicleClass'. 1:30:29 Warning Message: '/' is not a value 1:30:29 Warning Message: No entry 'bin\config.bin/CfgVehicles/AMG_RACE_1.vehicleClass'. 1:30:29 Warning Message: '/' is not a value 1:30:29 Warning Message: No entry 'bin\config.bin/CfgVehicles/AMG_RACE_2.vehicleClass'. 1:30:32 Warning Message: No entry 'bin\config.bin/CfgVehicles/EC635_Unarmed_Cargo.scope'. 1:30:32 Warning Message: '/' is not a value 1:30:32 Warning Message: No entry 'bin\config.bin/CfgVehicles/CY_GENDARMERIE_EC635_CARGO.vehicleClass'. 1:30:32 Warning Message: '/' is not a value 1:30:32 Warning Message: No entry 'bin\config.bin/CfgVehicles/CY_SC_EC635_CARGO.vehicleClass'. 1:30:32 Warning Message: '/' is not a value 1:30:32 Warning Message: No entry 'bin\config.bin/CfgVehicles/CY_SAMU_EC635_CARGO.vehicleClass'. 1:30:32 Warning Message: '/' is not a value 1:30:33 Warning Message: No entry 'bin\config.bin/CfgFactionClasses.OPF_F_A'. 1:30:33 Warning Message: No entry '.displayName'. 1:30:33 Warning Message: '/' is not a value 1:30:33 Warning Message: No entry 'bin\config.bin/CfgFactionClasses.OPF_F_A'. 1:30:33 Warning Message: No entry '.displayName'. 1:30:33 Warning Message: '/' is not a value 1:30:54 AF_sprinter_rtw_: wheel_1_1_destruct - unknown animation source hitlfwheel 1:30:54 AF_sprinter_rtw_: wheel_1_2_destruct - unknown animation source hitlbwheel 1:30:54 AF_sprinter_rtw_: wheel_1_3_destruct - unknown animation source hitlmwheel 1:30:54 AF_sprinter_rtw_: wheel_1_4_destruct - unknown animation source hitlf2wheel 1:30:54 AF_sprinter_rtw_: wheel_2_1_destruct - unknown animation source hitrfwheel 1:30:54 AF_sprinter_rtw_: wheel_2_2_destruct - unknown animation source hitrbwheel 1:30:54 AF_sprinter_rtw_: wheel_2_3_destruct - unknown animation source hitrmwheel 1:30:54 AF_sprinter_rtw_: wheel_2_4_destruct - unknown animation source hitrf2wheel 1:30:54 AF_sprinter_rtw_: wheel_1_1_destruct_unhide - unknown animation source hitlfwheel 1:30:54 AF_sprinter_rtw_: wheel_1_2_destruct_unhide - unknown animation source hitlbwheel 1:30:54 AF_sprinter_rtw_: wheel_1_3_destruct_unhide - unknown animation source hitlmwheel 1:30:54 AF_sprinter_rtw_: wheel_1_4_destruct_unhide - unknown animation source hitlf2wheel 1:30:54 AF_sprinter_rtw_: wheel_2_1_destruct_unhide - unknown animation source hitrfwheel 1:30:54 AF_sprinter_rtw_: wheel_2_2_destruct_unhide - unknown animation source hitrbwheel 1:30:54 AF_sprinter_rtw_: wheel_2_3_destruct_unhide - unknown animation source hitrmwheel 1:30:54 AF_sprinter_rtw_: wheel_2_4_destruct_unhide - unknown animation source hitrf2wheel 1:30:54 AF_sprinter_rtw_: wheel_1_3_damage - unknown animation source hitlmwheel 1:30:54 AF_sprinter_rtw_: wheel_1_4_damage - unknown animation source hitlf2wheel 1:30:54 AF_sprinter_rtw_: wheel_2_3_damage - unknown animation source hitrmwheel 1:30:54 AF_sprinter_rtw_: wheel_2_4_damage - unknown animation source hitrf2wheel 1:30:54 AF_sprinter_rtw_: wheel_1_3_damper_damage_backanim - unknown animation source hitlmwheel 1:30:54 AF_sprinter_rtw_: wheel_1_4_damper_damage_backanim - unknown animation source hitlf2wheel 1:30:54 AF_sprinter_rtw_: wheel_2_3_damper_damage_backanim - unknown animation source hitrmwheel 1:30:54 AF_sprinter_rtw_: wheel_2_4_damper_damage_backanim - unknown animation source hitrf2wheel 1:30:54 AF_sprinter_rtw_: glass1_destruct - unknown animation source hitglass1 1:30:54 AF_sprinter_rtw_: glass2_destruct - unknown animation source hitglass2 1:30:54 AF_sprinter_rtw_: glass3_destruct - unknown animation source hitglass3 1:30:54 AF_sprinter_rtw_: glass4_destruct - unknown animation source hitglass4 1:30:54 AF_sprinter_rtw_: clignotantsgauchestart - unknown animation source clignotantsgauche 1:30:54 AF_sprinter_rtw_: clignotantsdroitstart - unknown animation source clignotantsdroit 1:30:54 AF_sprinter_rtw_: lightb - unknown animation source gyro 1:30:54 AF_sprinter_rtw_: lamp1 - unknown animation source gyro 1:30:54 AF_sprinter_rtw_: lamp2 - unknown animation source gyro 1:30:54 AF_sprinter_rtw_: wheel_1_1_damage - unknown animation source hitlfwheel 1:30:54 AF_sprinter_rtw_: wheel_1_2_damage - unknown animation source hitlbwheel 1:30:54 AF_sprinter_rtw_: wheel_2_1_damage - unknown animation source hitrfwheel 1:30:54 AF_sprinter_rtw_: wheel_2_2_damage - unknown animation source hitrbwheel 1:30:54 AF_sprinter_rtw_: wheel_1_1_damper_damage_backanim - unknown animation source hitlfwheel 1:30:54 AF_sprinter_rtw_: wheel_1_2_damper_damage_backanim - unknown animation source hitlbwheel 1:30:54 AF_sprinter_rtw_: wheel_2_1_damper_damage_backanim - unknown animation source hitrfwheel 1:30:54 AF_sprinter_rtw_: wheel_2_2_damper_damage_backanim - unknown animation source hitrbwheel 1:30:54 AF_sprinter_rtw_: glass5_destruct - unknown animation source hitglass5 1:30:54 af_sprinter_rtw\prx\int.p3d: No geometry and no visual shape 1:30:54 af_sprinter_rtw\prx\wheel_1_2_hide.p3d: No geometry and no visual shape 1:30:54 af_sprinter_rtw\prx\wheel_2_2_hide.p3d: No geometry and no visual shape 1:30:54 af_sprinter_rtw\prx\chrome.p3d: No geometry and no visual shape 1:30:54 af_sprinter_rtw\prx\lichter.p3d: No geometry and no visual shape 1:30:54 af_sprinter_rtw\prx\zadni svetlo.p3d: No geometry and no visual shape 1:30:54 af_sprinter_rtw\prx\plastic.p3d: No geometry and no visual shape 1:30:54 af_sprinter_rtw\prx\front.p3d: No geometry and no visual shape 1:30:54 af_sprinter_rtw\prx\gereate.p3d: No geometry and no visual shape 1:30:54 af_sprinter_rtw\prx\cl_g.p3d: No geometry and no visual shape 1:30:54 af_sprinter_rtw\prx\cl_d.p3d: No geometry and no visual shape 1:30:54 af_sprinter_rtw\prx\blitzer.p3d: No geometry and no visual shape 1:30:54 af_sprinter_rtw\prx\brzdove svetlo.p3d: No geometry and no visual shape 1:30:54 af_sprinter_rtw\prx\boxarr.p3d: No geometry and no visual shape 1:30:54 af_sprinter_rtw\prx\rad.p3d: No geometry and no visual shape 1:30:54 af_sprinter_rtw\prx\blaulicht.p3d: No geometry and no visual shape 1:30:54 af_sprinter_rtw\prx\int.p3d: vehicle, config class missing 1:30:54 af_sprinter_rtw\prx\wheel_1_2_hide.p3d: vehicle, config class missing 1:30:54 af_sprinter_rtw\prx\wheel_2_2_hide.p3d: vehicle, config class missing 1:30:54 af_sprinter_rtw\prx\chrome.p3d: vehicle, config class missing 1:30:54 af_sprinter_rtw\prx\lichter.p3d: vehicle, config class missing 1:30:54 af_sprinter_rtw\prx\zadni svetlo.p3d: vehicle, config class missing 1:30:54 af_sprinter_rtw\prx\plastic.p3d: vehicle, config class missing 1:30:54 af_sprinter_rtw\prx\front.p3d: vehicle, config class missing 1:30:54 af_sprinter_rtw\prx\gereate.p3d: vehicle, config class missing 1:30:54 af_sprinter_rtw\prx\cl_g.p3d: vehicle, config class missing 1:30:54 af_sprinter_rtw\prx\cl_d.p3d: vehicle, config class missing 1:30:54 af_sprinter_rtw\prx\blitzer.p3d: vehicle, config class missing 1:30:54 af_sprinter_rtw\prx\brzdove svetlo.p3d: vehicle, config class missing 1:30:54 af_sprinter_rtw\prx\boxarr.p3d: vehicle, config class missing 1:30:54 af_sprinter_rtw\prx\rad.p3d: vehicle, config class missing 1:30:54 af_sprinter_rtw\prx\blaulicht.p3d: vehicle, config class missingund vieles mehr

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also keine Ahnung was du dan für ein Log Angehängt hast aber der ist doch komplett
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In den Arma 3 Tools kannst du unter Perferences und Optionen, den Pfad zum Arma 3 Projekt Ordner Ändern. Aber deine Daten musst du selber rüber kopieren
ohhh Nice wieder was gelernt
bzw habe ich nie danach geschaut da ich gleich ein Festes Laufwerk gemacht habe 
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eigentlich öffnet ich damit jedem Hacker Tür und Tor
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also och wuste nicht das es geht aber du könntest deine D Festplatte in 2 Partition teilen und Dan einer den Laufwerk Buchstaben P geben das geht Dan auch
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Du machst eine neue Datei in core\function mit dem Name fn_lockCell.sqf mit Folgendem Inhalt
Code
Alles anzeigen#include "..\..\script_macros.hpp" /* * Author: br1zey * * Description: * This File Make The Green Container locked for Cops * * Arguments: * 0: NUMBER - Example Number * 1: ARRAY - Example Array * 2: CODE or STRING - Example Code or String * * Return Value: * Nothing * * Example: * N/A * */ params [ ["_obj",objNull,[objNull]] ]; _obj addAction ["Zeller Verschließen", {params ["_target", "_caller", "_actionId", "_arguments"]; _target setVariable ["bis_disabled_Door_1",1,true]; _target animate["door_1_rot",0];hint "Tür wurde verschlossen"},nil, 1, true, true, "shortcut", "playerSide isEqualTo west", 7]; _obj addAction ["Zeller Aufschließen", {params ["_target", "_caller", "_actionId", "_arguments"]; _target setVariable ["bis_disabled_Door_1",0,true];hint "Tür wurde Aufgeschlossen"},nil, 1, true, true, "", "playerSide isEqualTo west" , 7];Jetzt gehst du in deine Function.hpp undzwar zu class Function etwa Zeile 173 in AL 5.0 und trägst unten
class lockCell {}; ein sollte dan so Aussehen
Code
Alles anzeigenclass Functions { file = "core\functions"; class AAN {}; class accType {}; class actionKeyHandler {}; class animSync {}; class calWeightDiff {}; class checkMap {}; class clearVehicleAmmo {}; class dropItems {}; class escInterupt {}; class fetchCfgDetails {}; class fetchDeadGear {}; class fetchVehInfo {}; class isDamaged {}; class giveDiff {}; class handleDamage {}; class handleInv {}; class handleItem {}; class hideObj {}; class hudSetup {}; class hudUpdate {}; class inventoryClosed {}; class inventoryOpened {}; class isUIDActive {}; class keyHandler {}; class loadDeadGear {}; class loadGear {}; class nearATM {}; class nearestDoor {}; class nearUnits {}; class numberText {}; class onFired {}; class onTakeItem {}; class playerSkins {}; class playerTags {}; class postNewsBroadcast {}; class pullOutVeh {}; class pushObject {}; class receiveItem {}; class receiveMoney {}; class revealObjects {}; class saveGear {}; class simDisable {}; class stripDownPlayer {}; class teleport {}; class whereAmI {}; class lockCell {}; };Jetzt gehst du auf die Map und machst in die Init vom Container Folgendes Rein
this call life_fnc_lockCell;
Mit Folgenden Containern Getestet
Könnte aber auch mit Anderen Gehen
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Nein aber gib mir mal kurz 30 min zum essen dan schreibe ich eins
