Beiträge von YouKnowIT
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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The Programmer Growing System (Keine Werbung)
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Nein da kannst du irgendein Namen reinschreiben.
Wie Tüv Mechatroniker oder so
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Spawn
Codeclass TUV { displayName = "TUV"; spawnMarker = "civ_spawn_tuv"; icon = "\a3\ui_f\data\map\MapControl\bunker_ca.paa"; conditions = "license_civ_tuv"; };
LizenzCodeclass tuv { variable = "tuv"; displayName = "Tuv Lizenz name HIER REIN"; price = 0; illegal = false; side = "civ"; };versuch es mal so

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Code
class RebelN { displayName = "Anzeige Name"; spawnMarker = "MARKER_NAME"; icon = "\a3\ui_f\data\map\MapControl\bunker_ca.paa"; conditions = "DEINELIZENZ"; //beispielweise license_civ_rebel };Auszug Config_SpawnPoints.hpp
Codeclass DEINELIZENZ { variable = "DEINELIZENZ"; //Muss gleich sein wie beim Titel! displayName = "STR_License_Driver"; //Anzeige Name illegal = false; side = "civ"; };Auszug Config_Licenses.hpp
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Sieht nicht schlecht aus.
Wo liegt das Krankenhaus Preislich (Mit und Ohne Source)
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Code
Alles anzeigen/* File: fn_copLights.sqf Author: mindstorm, modified by Adanteh Link: http://forums.bistudio.com/showthread.php?157474-Offroad-Police-sirens-lights-and-underglow Description: Adds the light effect to cop vehicles. */ params [ ["_vehicle", objNull, [objNull]], ["_lightTime", 0.22, [0]] ]; if (isNil "_vehicle" || {isNull _vehicle || {!(_vehicle getVariable "lights")}}) exitWith {}; private _lightRed = [20, 0.1, 0.1]; private _lightBlue = [0.1, 0.1, 20]; private _lightLeft = "#lightpoint" createVehicleLocal getPos _vehicle; sleep 0.2; _lightLeft setLightColor _lightRed; _lightLeft setLightBrightness 0.2; _lightLeft setLightAmbient [0.1,0.1,1]; private _offset = switch (typeOf _vehicle) do { case "C_Offroad_01_F": { [-0.37, 0.0, 0.56]; }; case "B_MRAP_01_F": { [-0.37, -1.9, 0.7]; }; case "C_SUV_01_F": { [-0.37,-1.2,0.42]; }; case "C_Hatchback_01_sport_F": { [-0.35,-0.2,0.25]; }; case "B_Heli_Light_01_F": { [-0.37, 0.0, -0.80]; }; case "B_Heli_Transport_01_F": { [-0.5, 0.0, 0.81]; }; default { [-1]; }; }; if (_offset isEqualTo [-1]) exitWith { diag_log format ["Vehicle emergency lights not set for: %1",_vehicle]; hint localize "STR_NOTF_ELSNotSet"; }; _lightLeft lightAttachObject [_vehicle, _offset]; _lightLeft setLightAttenuation [0.181, 0, 1000, 130]; _lightLeft setLightIntensity 10; _lightLeft setLightFlareSize 0.38; _lightLeft setLightFlareMaxDistance 150; _lightLeft setLightUseFlare true; private _lightRight = "#lightpoint" createVehicleLocal getPos _vehicle; sleep 0.2; _lightRight setLightColor _lightBlue; _lightRight setLightBrightness 0.2; _lightRight setLightAmbient [0.1,0.1,1]; _offset = switch (typeOf _vehicle) do { case "C_Offroad_01_F": { [0.37, 0.0, 0.56]; }; case "B_MRAP_01_F": { [0.37, -1.9, 0.7]; }; case "C_SUV_01_F": { [0.37,-1.2,0.42]; }; case "C_Hatchback_01_sport_F": { [0.35,-0.2,0.25]; }; case "B_Heli_Light_01_F": { [0.37, 0.0, -0.80]; }; case "B_Heli_Transport_01_F": { [0.5, 0.0, 0.81]; }; }; _lightRight lightAttachObject [_vehicle, _offset]; _lightRight setLightAttenuation [0.181, 0, 1000, 130]; _lightRight setLightIntensity 10; _lightRight setLightFlareSize 0.38; _lightRight setLightFlareMaxDistance 150; _lightRight setLightUseFlare true; _lightLeft setLightDayLight true; _lightRight setLightDayLight true; _now = date; _hour = _now select 3; if (_hour > 5 && _hour <= 20) then { _brightness = 8; } else { _brightness = 4; }; private _leftRed = true; while {alive _vehicle} do { if !(_vehicle getVariable "lights") exitWith {}; if (_leftRed) then { _lightRight setLightBrightness 0.0; sleep 0.05; _lightLeft setLightBrightness _brightness; } else { _lightLeft setLightBrightness 0.0; sleep 0.05; _lightRight setLightBrightness _brightness; }; _leftRed = !_leftRed; sleep _lightTime; }; deleteVehicle _lightLeft; deleteVehicle _lightRight;so müsste es funktionieren, die lichtwerte die ich eingestellt habe müssten eigentlich Hell genug sein.
Da ich 5 Meine ich schon Knallig Hell war aber versuch es selber aus

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fn_playerSkins.sqf
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Nehme dass mal aus deiner copInit weg
Code
Alles anzeigen[] spawn { while {true} do { waitUntil {uniform player == "B_GEN_Commander_F"}; player setObjectTextureGlobal [0,"textures\Zoll kampfuniform.jpg"]; waitUntil {uniform player != "B_GEN_Commander_F"};// Name der class name deiner Uniform }; }; [] spawn { while {true} do { waitUntil {uniform player == "U_B_CombatUniform_mcam_worn"}; player setObjectTextureGlobal [0,"textures\sek.jpg"]; waitUntil {uniform player != "U_B_CombatUniform_mcam_worn"};// Name der class name deiner Uniform }; };Alle Skins müssen in der fn_playerSkins.sqf eingetragen werden und nicht mehr in der init.
Hoffe ich konnte helfen
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Code
Alles anzeigen/* * Format: * 3: STRING (Conditions) - Must return boolean : * String can contain any amount of conditions, aslong as the entire * string returns a boolean. This allows you to check any levels, licenses etc, * in any combination. For example: * "call life_coplevel && license_civ_someLicense" * This will also let you call any other function. * */ class CfgSpawnPoints { class LakesideValley { class Civilian { class LakesideValley { displayName = "Lakeside"; spawnMarker = "civ_spawn_1"; icon = ""; conditions = "!license_civ_rebel"; }; class Athira { displayName = "Morrison Town"; spawnMarker = "civ_spawn_2"; icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa"; conditions = ""; }; class Los Diablos { displayName = "Los Diablos"; spawnMarker = "civ_spawn_3"; icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa"; conditions = ""; }; class RebelN { displayName = "Rebellen Lager"; spawnMarker = "Rebelop"; icon = "\a3\ui_f\data\map\MapControl\bunker_ca.paa"; conditions = "license_civ_rebel"; }; }; class Cop { class Kavala { displayName = "Lakeside"; spawnMarker = "cop_spawn_1"; icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa"; conditions = ""; }; class Athira { displayName = "Los Diablos"; spawnMarker = "cop_spawn_3"; icon = "\a3\ui_f\data\map\MapControl\fuelstation_ca.paa"; conditions = ""; }; class Air { displayName = $STR_MAR_Police_Air_HQ; spawnMarker = "cop_spawn_4"; icon = "\a3\ui_f\data\map\Markers\NATO\b_air.paa"; conditions = "call life_coplevel >= 2 && {license_cop_cAir}"; }; class HW { displayName = $STR_MAR_Highway_Patrol; spawnMarker = "cop_spawn_5"; icon = "\a3\ui_f\data\map\GroupIcons\badge_rotate_0_gs.paa"; conditions = "call life_coplevel >= 3"; }; }; class Medic { class Kavala { displayName = "Lakeside Krankenhaus"; spawnMarker = "medic_spawn_1"; icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa"; conditions = ""; }; }; }; class Tanoa { class Civilian { class Georgetown { displayName = "Georgetown"; spawnMarker = "civ_spawn_1"; icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa"; conditions = "!license_civ_rebel"; }; class Balavu { displayName = "Balavu"; spawnMarker = "civ_spawn_3"; icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa"; conditions = ""; }; class Tuvanaka { displayName = "Tuvanaka"; spawnMarker = "civ_spawn_2"; icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa"; conditions = ""; }; class Lijnhaven { displayName = "Lijnhaven"; spawnMarker = "civ_spawn_4"; icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa"; conditions = ""; }; class RebelNW { displayName = $STR_SP_Reb_NW; spawnMarker = "Rebelop"; icon = "\a3\ui_f\data\map\MapControl\bunker_ca.paa"; conditions = "license_civ_rebel"; }; class RebelS { displayName = $STR_SP_Reb_S; spawnMarker = "Rebelop_1"; icon = "\a3\ui_f\data\map\MapControl\bunker_ca.paa"; conditions = "license_civ_rebel"; }; class RebelNE { displayName = $STR_SP_Reb_NE; spawnMarker = "Rebelop_2"; icon = "\a3\ui_f\data\map\MapControl\bunker_ca.paa"; conditions = "license_civ_rebel"; }; }; class Cop { class NAirport { displayName = $STR_SP_Cop_Air_N; spawnMarker = "cop_spawn_1"; icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa"; conditions = ""; }; class SWAirport { displayName = $STR_SP_Cop_Air_SW; spawnMarker = "cop_spawn_3"; icon = "\a3\ui_f\data\map\MapControl\fuelstation_ca.paa"; conditions = ""; }; class GeorgetownHQ { displayName = "Georgetown HQ"; spawnMarker = "cop_spawn_2"; icon = "\a3\ui_f\data\map\GroupIcons\badge_rotate_0_gs.paa"; conditions = ""; }; class Air { displayName = $STR_MAR_Police_Air_HQ; spawnMarker = "cop_spawn_4"; icon = "\a3\ui_f\data\map\Markers\NATO\b_air.paa"; conditions = "call life_coplevel >= 2 && {license_cop_cAir}"; }; class HW { displayName = $STR_MAR_Highway_Patrol; spawnMarker = "cop_spawn_5"; icon = "\a3\ui_f\data\map\GroupIcons\badge_rotate_0_gs.paa"; conditions = "call life_coplevel >= 3"; }; }; class Medic { class SEHospital { displayName = $STR_SP_EMS_SE; spawnMarker = "medic_spawn_1"; icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa"; conditions = ""; }; class TanoukaHospital { displayName = $STR_SP_EMS_Tan; spawnMarker = "medic_spawn_2"; icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa"; conditions = ""; }; class NEAirportHospital { displayName = $STR_SP_EMS_NEair; spawnMarker = "medic_spawn_3"; icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa"; conditions = ""; }; }; }; };So die müsste funktionieren.
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Oben Links die Zwei einträge.
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Größe einhalten immer mal *2 also Beispielweise 2048x1024 oder 2048x2048
kannst du dir im Taschenrechner mit 2*2 ausrechnen.
Bei Texview muss es meine ich der Wert ARGB und DXT5 sein.
Hoffe ich konnte helfen

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Moin, immer wenn ich in der lobby als civ fast beim spawn screen bin stürzt es ab.
wisst ihr wo der Fehler liegt?
Arma3_x64_2019-02-23_00-44-35.rpt
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Hast du das Eingefügt was PeterMayer korrigiert hatte?
Hi,
du musst die Skins in der fn_playerSkins.sqf festlegen.
Dazu hat sich da ein Bezeichnungsfehler eingeschlichen.
Code
Alles anzeigenclass cop { title = "STR_Shops_C_Police"; conditions = ""; side = "cop"; uniforms[] = { { "NONE", $STR_C_Remove_uniforms, 0, "" }, { "U_B_CombatUniform_mcam", $STR_C_EMS_uniforms, "Polizei Uniform (Standard)", 350, "" }, //Fehler { "U_I_CombatUniform", "SEK Uniform", 350, "license_cop_sek" }, { "U_B_GEN_Commander_F", "Zoll Uniform", 350, "license_cop_zoll" }, { "U_B_Wetsuit", "Taucheranzug", 350, "" } };Code
Alles anzeigenclass cop { title = "STR_Shops_C_Police"; conditions = ""; side = "cop"; uniforms[] = { { "NONE", $STR_C_Remove_uniforms, 0, "" }, { "U_B_CombatUniform_mcam", "Polizei Uniform (Standard)", 350, "" }, //Richtig { "U_I_CombatUniform", "SEK Uniform", 350, "license_cop_sek" }, { "U_B_GEN_Commander_F", "Zoll Uniform", 350, "license_cop_zoll" }, { "U_B_Wetsuit", "Taucheranzug", 350, "" } };