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[ArmA 3 Altis Life v3.1.4.8 (extDB)] Spawnpunkt und Kleidung für SEK

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SAMSON320

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Thursday, February 2nd 2017, 6:55pm

Spawnpunkt und Kleidung für SEK

Hey,

ich möchte gerne einen eigenen Spawn für SEK einfügen, dazu habe ich einen "seklevel" in der Datenbank erstellt...

Spoiler Spoiler

aber... mir wird der Spawnpunkt nicht angezeigt.. vielleicht hat jemand eine Lösung dafür?! (Spawnpunkt auf der Map sowie im Script definiert!)

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Das ist meine "fn_spawnPointCfg.sqf" (Das in rot ist die Baustelle!)

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#include <macro.h>
/*
File: fn_spawnPointCfg.sqf
Author: Bryan "Tonic" Boardwine

Description:
Master configuration for available spawn points depending on the units side.

Return:
[Spawn Marker,Spawn Name,Image Path]
*/
private["_side","_return"];
_side = [_this,0,civilian,[civilian]] call BIS_fnc_param;

//Spawn Marker, Spawn Name, PathToImage
switch (_side) do
{
case west:
{
_return = [
["cop_spawn_1","Zentrale","\a3\ui_f\data\map\MapControl\watertower_ca.paa"],
["cop_spawn_2","Katkoula","\a3\ui_f\data\map\MapControl\watertower_ca.paa"],
["cop_spawn_4","Tanouka","\a3\ui_f\data\map\MapControl\watertower_ca.paa"],
["cop_spawn_5","Ship Checkpoint","\a3\ui_f\data\map\MapControl\watertower_ca.paa"],
["cop_spawn_6","Schießplatz","\a3\ui_f\data\map\MapControl\watertower_ca.paa"],
["cop_spawn_3","Air HQ","\a3\ui_f\data\map\GroupIcons\badge_rotate_0_gs.paa"]
];

if(__GETC__(life_seklevel) == 1) then
{
_return = _return + [
["cop_spawn_sek","SEK Stüzpunkt","\a3\ui_f\data\map\MapControl\watertower_ca.paa"]
];
};

};

case civilian:
{
_return = [
["civ_spawn_4","Georgetown","\a3\ui_f\data\map\MapControl\watertower_ca.paa"],
["civ_spawn_2","Tanouka","\a3\ui_f\data\map\MapControl\watertower_ca.paa"],
["civ_spawn_1","Katkoula","\a3\ui_f\data\map\MapControl\watertower_ca.paa"],
["civ_spawn_3","Nord Airport","\a3\ui_f\data\map\MapControl\watertower_ca.paa"],
["civ_spawn_5","South Airport","\a3\ui_f\data\map\MapControl\watertower_ca.paa"],
["civ_spawn_7","South-East Airport","\a3\ui_f\data\map\MapControl\watertower_ca.paa"],
["reb_spawn_1","Rebellen HQ","\a3\ui_f\data\map\MapControl\watertower_ca.paa"],
["reb_spawn_2","Terrorist Checkpoint","\a3\ui_f\data\map\MapControl\watertower_ca.paa"]
];

if(__GETC__(life_donator) == 3) then
{
_return = _return + [
["so_spawn_1","Airline HQ","\a3\ui_f\data\map\MapControl\watertower_ca.paa"],
["don_spawn_1","Airline HQ","\a3\ui_f\data\map\MapControl\watertower_ca.paa"],
["civ_spawn_3","Airline-N","\a3\ui_f\data\map\MapControl\watertower_ca.paa"],
["civ_spawn_5","Airline-S","\a3\ui_f\data\map\MapControl\watertower_ca.paa"],
["civ_spawn_7","Airline-SE","\a3\ui_f\data\map\MapControl\watertower_ca.paa"]
];
};

if(__GETC__(life_donator) == 1) then
{
_return = _return + [
["so_spawn_1","Airline HQ","\a3\ui_f\data\map\MapControl\watertower_ca.paa"],
["don_spawn_1","Airline HQ","\a3\ui_f\data\map\MapControl\watertower_ca.paa"],
["civ_spawn_3","Airline-N","\a3\ui_f\data\map\MapControl\watertower_ca.paa"],
["civ_spawn_5","Airline-S","\a3\ui_f\data\map\MapControl\watertower_ca.paa"],
["civ_spawn_7","Airline-SE","\a3\ui_f\data\map\MapControl\watertower_ca.paa"]
];
};

if(__GETC__(life_donator) == 2) then
{
_return = _return + [
["so_spawn_1","Airline HQ","\a3\ui_f\data\map\MapControl\watertower_ca.paa"],
["don_spawn_1","Airline HQ","\a3\ui_f\data\map\MapControl\watertower_ca.paa"],
["civ_spawn_3","Airline-N","\a3\ui_f\data\map\MapControl\watertower_ca.paa"],
["civ_spawn_5","Airline-S","\a3\ui_f\data\map\MapControl\watertower_ca.paa"],
["civ_spawn_7","Airline-SE","\a3\ui_f\data\map\MapControl\watertower_ca.paa"]
];
};

if(count life_houses > 0) then {
{
_pos = call compile format["%1",_x select 0];
_house = nearestBuilding _pos;
_houseName = getText(configFile >> "CfgVehicles" >> (typeOf _house) >> "displayName");

_return set[count _return,[format["house_%1",_house getVariable "uid"],_houseName,"\a3\ui_f\data\map\MapControl\lighthouse_ca.paa"]];
} foreach life_houses;
};
};

case independent: {
_return = [
["medic_spawn_1","Arzt HQ","\a3\ui_f\data\map\MapControl\hospital_ca.paa"],
["medic_spawn_2","Arzt Luftrettung","\a3\ui_f\data\map\MapControl\hospital_ca.paa"],
["adac_spawn_1","ADAC West","\a3\ui_f\data\map\Markers\NATO\b_air.paa"],
["adac_spawn_2","ADAC Ost","\a3\ui_f\data\map\Markers\NATO\b_air.paa"]
];
};
};

_return;



Sowie ich das selbe auch mit einem SEK Waffen Shop und im Clothing Shop gemacht habe... Waffen Shop funktioniert alles, beim Clothing Shop werden mir die definierten Items wieder nicht angezeigt...

Spoiler Spoiler



Das wäre die "fn_clothing_cop.sqf" Datei, (Hier ist auch die Baustelle in rot!)


Spoiler Spoiler

#include <macro.h>
/*
File: fn_clothing_cop.sqf
Author: Bryan "Tonic" Boardwine

Description:
Master config file for Cop clothing store.
*/
private["_filter","_ret"];
_filter = [_this,0,0,[0]] call BIS_fnc_param;
//Classname, Custom Display name (use nil for Cfg->DisplayName, price

//Shop Title Name
ctrlSetText[3103,"Tanoa Polizei Shop"];

_ret = [];
switch (_filter) do
{
//Uniforms
case 0:
{

if(__GETC__(life_coplevel) > 1) then
{
_ret set[count _ret,["U_Marshal","Praktikanten Uniform",35]];
};
if(__GETC__(life_coplevel) > 2) then
{
_ret set[count _ret,["U_Rangemaster","Beamten Uniform",35]];
};
if(__GETC__(life_coplevel) > 5) then
{
_ret set[count _ret,["U_B_Wetsuit","Taucher Anzug",500]];
_ret set[count _ret,["U_B_CTRG_Soldier_urb_1_F","Stadt_Uniform",1750]];
_ret set[count _ret,["U_B_CTRG_Soldier_urb_3_F","Stadt_Uniform",1750]];
_ret set[count _ret,["U_B_CTRG_Soldier_urb_2_F","Stadt_Uniform",1750]];
};
if(__GETC__(life_coplevel) > 6) then
{
_ret set[count _ret,["U_B_CTRG_Soldier_F","Wald_Uniform",1750]];
};
if(__GETC__(life_coplevel) > 7) then
{
_ret set[count _ret,["U_B_T_Soldier_F","Tropen_Kampfanzug",1750]];
_ret set[count _ret,["U_B_T_Soldier_SL_F","Tropen_Pionieranzug",1750]];
};
if(__GETC__(life_coplevel) > 9) then
{
_ret set[count _ret,["U_B_GEN_Commander_F","Apex_Cop_Uni",1750]];
_ret set[count _ret,["U_B_GEN_Soldier_F","Apex_Cop_Uni",1750]];
};
if(__GETC__(life_seklevel) > 1) then
{
_ret set[count _ret,["U_I_CombatUniform_tshirt","SEK-Uniform",1750]];
_ret set[count _ret,["U_I_CombatUniform_shortsleeve","SEK-Uniform",550]];
_ret set[count _ret,["U_I_CombatUniform", "SEK Uniform", 2000]];
};
if(__GETC__(life_seklevel) > 3) then
{
_ret set[count _ret,["U_B_FullGhillie_lsh","FullGhillie Lush",1750]];
_ret set[count _ret,["U_B_FullGhillie_sard","FullGhillie Semi-Arid",1750]];
_ret set[count _ret,["U_B_FullGhillie_ard","FullGhillie Arid",1750]];
_ret set[count _ret,["U_B_T_Sniper_F","Tropen_Ghillie",1750]];
_ret set[count _ret,["U_B_GhillieSuit","GhillieSuit",1000]];
};

};

//Hats
case 1:
{
if(__GETC__(life_coplevel) > 2) then
{
_ret set[count _ret,["H_Cap_police",nil,100]];
};
if(__GETC__(life_coplevel) > 3) then
{
_ret set[count _ret,["H_Beret_blk_POLICE",nil,2500]];
_ret set[count _ret,["H_Beret_02",nil,1500]];
_ret set[count _ret,["H_Watchcap_blk",nil,3500]];
};
if(__GETC__(life_coplevel) > 4) then
{
_ret set[count _ret,["H_CrewHelmetHeli_B","SEK-Helm",5000]];
_ret set[count _ret,["H_HelmetB_black","SEK-Helm",5000]];
_ret set[count _ret,["H_Booniehat_mcamo",nil,120]];
_ret set[count _ret,["H_MilCap_mcamo",nil,500]];
_ret set[count _ret,["H_HelmetIA",nil,1000]];
};

if(__GETC__(life_coplevel) > 5) then
{
_ret set[count _ret,["H_Beret_Colonel",nil,1500]];
};

if(__GETC__(life_coplevel) > 6) then
{
_ret set[count _ret,["H_Beret_gen_F",nil,1500]];
_ret set[count _ret,["H_MilCap_gen_F",nil,1500]];
_ret set[count _ret,["H_MilCap_tna_F",nil,1500]];
_ret set[count _ret,["H_Booniehat_tna_F",nil,1500]];
_ret set[count _ret,["H_HelmetB_tna_F",nil,1500]];
_ret set[count _ret,["H_HelmetB_Light_tna_F",nil,1500]];
_ret set[count _ret,["H_HelmetB_TI_tna_F",nil,1500]];
_ret set[count _ret,["H_HelmetB_Enh_tna_F",nil,1500]];
};
};

//Glasses
case 2:
{
if(__GETC__(life_coplevel) > 1) then
{
_ret set[count _ret,["G_Shades_Black",nil,25]];
_ret set[count _ret,["G_Shades_Blue",nil,20]];
};
if(__GETC__(life_coplevel) > 2) then
{
_ret set[count _ret,["G_Sport_Blackred",nil,20]];
_ret set[count _ret,["G_Sport_Checkered",nil,20]];
_ret set[count _ret,["G_B_Diving",nil,100]];
};
if(__GETC__(life_coplevel) > 3) then
{
_ret set[count _ret,["G_Sport_Blackyellow",nil,20]];
_ret set[count _ret,["G_Sport_BlackWhite",nil,20]];
_ret set[count _ret,["G_Aviator",nil,75]];
};
if(__GETC__(life_coplevel) > 4) then
{
_ret set[count _ret,["G_Squares",nil,10]];
_ret set[count _ret,["G_Lowprofile",nil,30]];
_ret set[count _ret,["G_Combat",nil,55]];
_ret set[count _ret,["G_Balaclava_blk",nil,500]];
};
};

//Vest
case 3:
{
_ret set[count _ret,["V_Rangemaster_belt",nil,800]];
if(__GETC__(life_coplevel) > 2) then
{
_ret set[count _ret,["V_RebreatherB",nil,5000]];
_ret set[count _ret,["V_TacVest_blk_POLICE","Polizeiweste",1500]];
_ret set[count _ret,["V_TacVest_gen_F","Polizeiweste",1500]];
};
if(__GETC__(life_coplevel) > 3) then
{
_ret set[count _ret,["V_TacVestIR_blk","Einsatzweste",3000]];
};
if(__GETC__(life_coplevel) > 4) then
{
_ret set[count _ret,["V_PlateCarrier1_blk","SEK Weste",2000]];
_ret set[count _ret,["V_PlateCarrier1_tna_F","SEK Weste",2000]];
_ret set[count _ret,["V_PlateCarrier1_rgr_notflag_F","SEK Weste",2000]];
_ret set[count _ret,["V_PlateCarrier2_rgr_notflag_F","SEK Weste",2000]];
};
if(__GETC__(life_coplevel) > 6) then
{
_ret set[count _ret,["V_PlateCarrierGL_blk","SEK Weste",2000]];
_ret set[count _ret,["V_PlateCarrierGL_mtp","SEK Weste",2000]];
_ret set[count _ret,["V_PlateCarrierGL_tna_F","SEK Weste",2000]];
_ret set[count _ret,["V_PlateCarrierSpec_blk","SEK Weste",2000]];
_ret set[count _ret,["V_PlateCarrierSpec_mtp","SEK Weste",2000]];
_ret set[count _ret,["V_PlateCarrierSpec_tna_F","SEK Weste",2000]];
};
};

//Backpacks
case 4:
{
_ret set[count _ret,["B_AssaultPack_cbr",nil,250]];
if(__GETC__(life_coplevel) > 1) then
{
_ret set[count _ret,["B_Kitbag_cbr",nil,500]];
_ret set[count _ret,["B_FieldPack_cbr",nil,750]];
};
if(__GETC__(life_coplevel) > 2) then
{
_ret set[count _ret,["B_UAV_01_backpack_F",nil,1000]];
_ret set[count _ret,["B_Static_Designator_01_weapon_F",nil,1000]];
_ret set[count _ret,["B_Bergen_sgg",nil,1250]];
_ret set[count _ret,["B_Carryall_cbr",nil,1500]];
};
if(__GETC__(life_coplevel) > 3) then
{
_ret set[count _ret,["B_FieldPack_cbr_Ammo",nil,1750]];
_ret set[count _ret,["B_Carryall_mcamo",nil,2000]];
_ret set[count _ret,["B_Carryall_oucamo",nil,2250]];
_ret set[count _ret,["B_Carryall_oli",nil,2250]];
_ret set[count _ret,["B_Bergen_blk",nil,2500]];
};
};
};

_ret;


WTFDjStevi

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2

Thursday, February 2nd 2017, 11:01pm

altis life version ? <<---- fail zu spät gesehn ^^


und bei den spwan


( 2x }; }; ) ?

so mueste das sein ^^ und ne frage dazu haste auch ne eigende datei in db die das abruft ?

Spoiler Spoiler



if(__GETC__(life_seklevel) == 1) then
{
_return = _return + [
["cop_spawn_sek","SEK Stüzpunkt","\a3\ui_f\data\map\MapControl\watertower_ca.paa"]
];


Für Rechtsschreibfehler Hafte ich nicht !!
Servers
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Altis Life Sorce files 4.6 spezial

SAMSON320

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3

Thursday, February 2nd 2017, 11:36pm

altis life version ? <<---- fail zu spät gesehn ^^


und bei den spwan


( 2x }; }; ) ?

so mueste das sein ^^ und ne frage dazu haste auch ne eigende datei in db die das abruft ?

Spoiler Spoiler



if(__GETC__(life_seklevel) == 1) then
{
_return = _return + [
["cop_spawn_sek","SEK Stüzpunkt","\a3\ui_f\data\map\MapControl\watertower_ca.paa"]
];


zum Thema mit den "2x ;}" isn kleiner bug vom einfügen... und das mit dem definieren in der datenbank wüste ich jetzt garnichts...da der "seklevel" eig. nur der "coplevel" ist, wie müsste ich das denn definieren?

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This post has been edited 1 times, last edit by "SAMSON320" (Feb 3rd 2017, 12:26am)


WTFDjStevi

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4

Friday, February 3rd 2017, 5:32am

life_seklevel ?


normaler weise life_coplevel oder irre ick mich da

amsonsten mueste du ja si ne tabelle haben in der db ??

Spoiler Spoiler


ALTER TABLE `players` ADD (`sek_licenses` TEXT NULL DEFAULT NULL);ALTER TABLE `players` ADD (`sek_gear` TEXT NOT NULL);ALTER TABLE `players` ADD (`seklevel` enum('0','1','2','3','4','5') NOT NULL DEFAULT '0');

und das alles muss noch eingetragen werden in den datein damit es aufgerufen wird da hilft das tut Noldy einfach google benutzen [Tutorial] ADAC (Opfor) einfügen extDB

und nicht alle schritte machen nur die wichtige machen ge
Für Rechtsschreibfehler Hafte ich nicht !!
Servers
DayZ Epch Ger BloodZoggerZ 1.5.2
Altis Life Sorce files 4.6 spezial

SAMSON320

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Posts: 7

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5

Friday, February 3rd 2017, 11:20am

life_seklevel ?


normaler weise life_coplevel oder irre ick mich da

amsonsten mueste du ja si ne tabelle haben in der db ??

Spoiler Spoiler


ALTER TABLE `players` ADD (`sek_licenses` TEXT NULL DEFAULT NULL);ALTER TABLE `players` ADD (`sek_gear` TEXT NOT NULL);ALTER TABLE `players` ADD (`seklevel` enum('0','1','2','3','4','5') NOT NULL DEFAULT '0');

und das alles muss noch eingetragen werden in den datein damit es aufgerufen wird da hilft das tut Noldy einfach google benutzen [Tutorial] ADAC (Opfor) einfügen extDB

und nicht alle schritte machen nur die wichtige machen ge
ja gut ich habs jetzt halt so drinnen und was ich komisch finde is das es ja mit dem waffen shop direkt funktioniert hat und das selbe habe ich eben auch mit dem clothing shop gemacht... :P

Spoiler Spoiler



also muss ich jetzt noch

Spoiler Spoiler

`players` ADD (`sek_licenses` TEXT NULL DEFAULT NULL);ALTER TABLE `players` ADD (`sek_gear` TEXT NOT NULL);



hinzufügen? :D sry bin nicht der beste bei sql

SAMSON320

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6

Saturday, February 4th 2017, 12:00pm

Die Probleme haben sich behoben... ich hab es anders gemacht, zwar is es jetzt nicht genau so wie ich es wollte aber es funktioniert :D

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