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[ArmA 3 Altis Life v3.1.4.8 (extDB)] Medic/Cop Helikopter spawnen nicht oder falsch

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MMOEmpire

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1

Sunday, March 25th 2018, 4:28pm

Medic/Cop Helikopter spawnen nicht oder falsch

Hey zusammen^^

Ich habe folgendes Problem: Wenn ich als Medic einen Helikopter ausparken möchte, spawnt er nicht am angegebenen Punkt, sondern am Ende der Map im Wasser...
Dasselbe mit den Cops. Hier mal die Init's der Händler-NPCs. Ebenso hänge ich die "fn_vehicleShopBuy" an. Wer mehr Infos braucht, einfach nachfragen. Bin echt am verzweifeln... :fie:

Medic NPC Händler:

Source code

1
this enableSimulation false; this allowDamage false; this addAction[format ["%1 ($%2)",localize (getText(missionConfigFile >> "Licenses" >> "mAir" >> "displayName")), [(getNumber(missionConfigFile >> "Licenses" >> "mAir" >> "price"))] call life_fnc_numberText],life_fnc_buyLicense,"mAir",0,false,false,"",' !license_med_mAir && playerSide isEqualTo independent ']; this addAction[localize"STR_MAR_EMS_Item_Shop",life_fnc_weaponShopMenu,"med_basic"]; this addAction[localize"STR_MAR_EMS_Clothing_Shop",life_fnc_clothingMenu,"med_clothing"]; this addAction[localize"STR_MAR_W_E_Vehicle Shop",life_fnc_vehicleShopMenu,["med_shop",independent,"med_car_3","med","Athira Hospital"]]; this addAction[localize"STR_MAR_Helicopter_Shop", life_fnc_vehicleShopMenu,["medic_air_1",independent,"medic_spawn_2","med","Athira Hospital"]]; this addAction[localize"STR_MAR_W_Car_Garage",  {   if (life_HC_isActive) then {    [getPlayerUID player,playerSide,"Car",player] remoteExecCall ["HC_fnc_getVehicles",HC_Life]; } else { [getPlayerUID player,playerSide,"Car",player] remoteExecCall ["TON_fnc_getVehicles",2];};   createDialog "Life_impound_menu";   disableSerialization;   ctrlSetText[2802,"Fetching Vehicles...."];   life_garage_sp = "med_car_3"; life_garage_type = "Car";  },"",0,false,false,"",'playerSide isEqualTo independent']; this addAction[localize"STR_MAR_Helicopter_Garage",  {   if (life_HC_isActive) then {    [getPlayerUID player,playerSide,"Air",player] remoteExecCall ["HC_fnc_getVehicles",HC_Life]; } else { [getPlayerUID player,playerSide,"Air",player] remoteExecCall ["TON_fnc_getVehicles",2];};   createDialog "Life_impound_menu";   disableSerialization;   ctrlSetText[2802,"Fetching Vehicles...."];   life_garage_sp = "medic_air_1"; life_garage_type = "Air";  },"",0,false,false,"",'playerSide isEqualTo independent ']; this addAction[localize"STR_MAR_Store_vehicle_in_Garage",life_fnc_storeVehicle,"",0,false,false,"",'!life_garage_store']; this addAction[localize"STR_Shops_Market",life_fnc_virt_menu,"med_market",1.5,false,false,"",' isNull objectParent player && player distance _target < 5 && playerSide isEqualTo independent ']; this setObjectTextureGlobal [0,"textures\medic_uniform.jpg"];


Cop NPC Händler:

Source code

1
removeallWeapons this; this enableSimulation false; this addAction[localize"STR_MAR_Cop_Item_Shop",life_fnc_virt_menu,"cop"]; this allowDamage false;  this enableSimulation false;  this allowDamage false;  this addAction[localize"STR_MAR_Helicopter_Shop",life_fnc_vehicleShopMenu,["cop_air",west,"cop_air_3","cop","TPD - South East District"]];  this addAction[localize"STR_Garage_Title",  {   if (life_HC_isActive) then {    [getPlayerUID player,playerSide,"Air",player] remoteExecCall ["HC_fnc_getVehicles",HC_Life]; } else { [getPlayerUID player,playerSide,"Air",player] remoteExecCall ["TON_fnc_getVehicles",2];};   createDialog "Life_impound_menu";   disableSerialization;   ctrlSetText[2802,"Fetching Vehicles...."];   life_garage_sp = "cop_air_3"; life_garage_type = "Air";  },"",0,false,false,"",'playerSide isEqualTo west'];  this addAction[localize"STR_MAR_Store_vehicle_in_Garage",life_fnc_storeVehicle,"",0,false,false,"",'!life_garage_store'];


Meine "fn_vehicleShopBuy.sqf" sieht folgendermaßen aus:

Spoiler Spoiler

#include "..\..\script_macros.hpp"
/*
File: fn_vehicleShopBuy.sqf
Author: Bryan "Tonic" Boardwine

Description:
Does something with vehicle purchasing.
*/

params [["_mode",true,[true]]];

if ((lbCurSel 2302) isEqualTo -1) exitWith {hint localize "STR_Shop_Veh_DidntPick";closeDialog 0;};

private _className = lbData[2302,(lbCurSel 2302)];
private _vIndex = lbValue[2302,(lbCurSel 2302)];
private _vehicleList = M_CONFIG(getArray,"CarShops",(life_veh_shop select 0),"vehicles");
private _shopSide = M_CONFIG(getText,"CarShops",(life_veh_shop select 0),"side");


private _initalPrice = M_CONFIG(getNumber,"LifeCfgVehicles",_className,"price");

private "_buyMultiplier";
private "_rentMultiplier";

switch (playerSide) do {
case civilian: {
_buyMultiplier = LIFE_SETTINGS(getNumber,"vehicle_purchase_multiplier_CIVILIAN");
_rentMultiplier = LIFE_SETTINGS(getNumber,"vehicle_rental_multiplier_CIVILIAN");
};
case west: {
_buyMultiplier = LIFE_SETTINGS(getNumber,"vehicle_purchase_multiplier_COP");
_rentMultiplier = LIFE_SETTINGS(getNumber,"vehicle_rental_multiplier_COP");
};
case independent: {
_buyMultiplier = LIFE_SETTINGS(getNumber,"vehicle_purchase_multiplier_MEDIC");
_rentMultiplier = LIFE_SETTINGS(getNumber,"vehicle_rental_multiplier_MEDIC");
};
case east: {
_buyMultiplier = LIFE_SETTINGS(getNumber,"vehicle_purchase_multiplier_OPFOR");
_rentMultiplier = LIFE_SETTINGS(getNumber,"vehicle_rental_multiplier_OPFOR");
};
};

private "_purchasePrice";

if (_mode) then {
_purchasePrice = round(_initalPrice * _buyMultiplier);
} else {
_purchasePrice = round(_initalPrice * _rentMultiplier);
};

private _conditions = M_CONFIG(getText,"LifeCfgVehicles",_className,"conditions");

if !([_conditions] call life_fnc_levelCheck) exitWith {hint localize "STR_Shop_Veh_NoLicense";};

private _colorIndex = lbValue[2304,(lbCurSel 2304)];

if (_purchasePrice < 0) exitWith {closeDialog 0;}; //Bad price entry
if (CASH < _purchasePrice) exitWith {hint format [localize "STR_Shop_Veh_NotEnough",[_purchasePrice - CASH] call life_fnc_numberText];closeDialog 0;};

private _spawnPoints = life_veh_shop select 1;
private _spawnPoint = "";

if ((life_veh_shop select 0) == "med_air_2") then {
if (nearestObjects[(getMarkerPos _spawnPoints),["Air"],35] isEqualTo []) exitWith {_spawnPoint = _spawnPoints};
} else {
//Check if there is multiple spawn points and find a suitable spawnpoint.
if (_spawnPoints isEqualType []) then {
//Find an available spawn point.
{
if ((nearestObjects[(getMarkerPos _x),["Car","Ship","Air"],5]) isEqualTo []) exitWith {_spawnPoint = _x};
true
} count _spawnPoints;
} else {
if (nearestObjects[(getMarkerPos _spawnPoints),["Car","Ship","Air"],5] isEqualTo []) exitWith {_spawnPoint = _spawnPoints};
};
};


if (_spawnPoint isEqualTo "") exitWith {hint localize "STR_Shop_Veh_Block"; closeDialog 0;};
CASH = CASH - _purchasePrice;
[0] call SOCK_fnc_updatePartial;
hint format [localize "STR_Shop_Veh_Bought",getText(configFile >> "CfgVehicles" >> _className >> "displayName"),[_purchasePrice] call life_fnc_numberText];

//Spawn the vehicle and prep it.

private "_vehicle";

if ((life_veh_shop select 0) == "med_air_2") then {
_vehicle = createVehicle [_className,[0,0,999],[], 0, "NONE"];
waitUntil {!isNil "_vehicle" && {!isNull _vehicle}}; //Wait?
_vehicle allowDamage false;
_hs = nearestObjects[getMarkerPos _spawnPoint,["Land_Hospital_side2_F"],50] select 0;
_vehicle setPosATL (_hs modelToWorld [-0.4,-4,12.65]);
sleep 0.6;
} else {
_vehicle = createVehicle [_className, (getMarkerPos _spawnPoint), [], 0, "NONE"];
waitUntil {!isNil "_vehicle" && {!isNull _vehicle}}; //Wait?
_vehicle allowDamage false; //Temp disable damage handling..
_vehicle setPos (getMarkerPos _spawnPoint);
_vehicle setVectorUp (surfaceNormal (getMarkerPos _spawnPoint));
_vehicle setDir (markerDir _spawnPoint);
};

_vehicle lock 2;

[_vehicle,_colorIndex] call life_fnc_colorVehicle;
[_vehicle] call life_fnc_clearVehicleAmmo;
[_vehicle,"trunk_in_use",false,true] remoteExecCall ["TON_fnc_setObjVar",RSERV];
[_vehicle,"vehicle_info_owners",[[getPlayerUID player,profileName]],true] remoteExecCall ["TON_fnc_setObjVar",RSERV];

_vehicle disableTIEquipment true; //No Thermals.. They're cheap but addictive.

//Side Specific actions.
switch (playerSide) do {
case west: {
[_vehicle,"cop_offroad",true] spawn life_fnc_vehicleAnimate;
};
case civilian: {
if ((life_veh_shop select 2) isEqualTo "civ" && {_className == "B_Heli_Light_01_F"}) then {
[_vehicle,"civ_littlebird",true] spawn life_fnc_vehicleAnimate;
};
};
case independent: {
[_vehicle,"med_offroad",true] spawn life_fnc_vehicleAnimate;
};
};

_vehicle allowDamage true;

life_vehicles pushBack _vehicle;

//Always handle key management by the server
[getPlayerUID player,playerSide,_vehicle,1] remoteExecCall ["TON_fnc_keyManagement",RSERV];

if (_mode) then {
if !(_className in LIFE_SETTINGS(getArray,"vehicleShop_rentalOnly")) then {
if (life_HC_isActive) then {
[(getPlayerUID player),playerSide,_vehicle,_colorIndex] remoteExecCall ["HC_fnc_vehicleCreate",HC_Life];
} else {
[(getPlayerUID player),playerSide,_vehicle,_colorIndex] remoteExecCall ["TON_fnc_vehicleCreate",RSERV];
};
};
};

if (LIFE_SETTINGS(getNumber,"player_advancedLog") isEqualTo 1) then {
if (LIFE_SETTINGS(getNumber,"battlEye_friendlyLogging") isEqualTo 1) then {
advanced_log = format [localize "STR_DL_AL_boughtVehicle_BEF",_className,[_purchasePrice] call life_fnc_numberText,[CASH] call life_fnc_numberText,[BANK] call life_fnc_numberText];
} else {
advanced_log = format [localize "STR_DL_AL_boughtVehicle",profileName,(getPlayerUID player),_className,[_purchasePrice] call life_fnc_numberText,[CASH] call life_fnc_numberText,[BANK] call life_fnc_numberText];
};
publicVariableServer "advanced_log";
};

closeDialog 0; //Exit the menu.
true;


Dazu muss ich sagen, dass die Krankenhäuser entfernt wurden, da sie sehr verbuggt waren :( Stattdessen hab ich selber Hospitals zusammengebastelt^^

Medic Helis sollen auf einem Helipad mit dem Namen "medic_air_1" spawnen, Cop Helis sollen auf einem Helipad mit "cop_air_3" spawnen.
Also beim Kauf UND beim Ausparken selbstverständlich.

Vielen, vielen Dank im Vorraus! :)

Zitat

Die einfachste Art an korrekte Informationen zu gelangen ist, etwas Falsches in ein Forum zu posten und auf die Korrektur zu warten.
- Matthew Austern

Cryper

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2

Sunday, March 25th 2018, 4:55pm

Hast wohl n paar dreher drin.

this addAction[localize"STR_MAR_Helicopter_Shop", life_fnc_vehicleShopMenu,["medic_air_1",independent,"medic_spawn_2","med","Athira Hospital"]];

Fahrzeugliste im Shop die angzeigt wird
Marker auf der Map der als Spawn verwendet wird

Cop sollte funktionieren
--------------------------------------------
Dienstleistung

[TuT] Objekte Platzieren in Altis Life
[TuT] Arma 3 BattlEye Filter

Wenn ich helfen konnte , lass doch bitte ein Danke da :)
--------------------------------------------

MMOEmpire

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Sunday, March 25th 2018, 5:55pm

Hast wohl n paar dreher drin.

this addAction[localize"STR_MAR_Helicopter_Shop", life_fnc_vehicleShopMenu,["medic_air_1",independent,"medic_spawn_2","med","Athira Hospital"]];

Fahrzeugliste im Shop die angzeigt wird
Marker auf der Map der als Spawn verwendet wird

Cop sollte funktionieren


Cop funktioniert leider nicht bzw. die Helikopter spawnen am Rand der Map unter Wasser trotz richtiger Bezeichnung...
Wenn ich einen Helikopter als Medic kaufen möchte, bekomme ich folgende Fehlermeldung:

Spoiler Spoiler

'...cleWeightCfg;
_maxspeed = (_vehicleInfo |#|select 8);
_horsepower = (_vehicleInfo s...'
Error Nullteiler
File core\shops\fn_vehicleShopLBChange.sqf [life_fnc_vehicleShopLBChange], line
97


;(

Zitat

Die einfachste Art an korrekte Informationen zu gelangen ist, etwas Falsches in ein Forum zu posten und auf die Korrektur zu warten.
- Matthew Austern

Cryper

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4

Sunday, March 25th 2018, 7:35pm

Welche Version hast du?

Wenn du die 5.0 hast , gehe ich stark der annahmen das du vergessen hast die Fahrzeugeliste zu deklarieren (in der Config_Masters.qf ganz unten) ( Falscher verdacht sry ^^ )
--------------------------------------------
Dienstleistung

[TuT] Objekte Platzieren in Altis Life
[TuT] Arma 3 BattlEye Filter

Wenn ich helfen konnte , lass doch bitte ein Danke da :)
--------------------------------------------

This post has been edited 1 times, last edit by "Cryper" (Mar 26th 2018, 3:52am)


MMOEmpire

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Sunday, March 25th 2018, 7:49pm

Welche Version hast du?

Wenn du die 5.0 hast , gehe ich stark der annahmen das du vergessen hast die Fahrzeuge zu deklarieren (in der Config_Masters.qf ganz unten)


Jap, ich habe die 5.0 installiert, ich entschuldige mich schonmal dafür, dass ich mich gar nicht damit auskenne xD
Hatte früher nur die 4.SchiessMichTot xD
Okay, also muss ich die Fahrzeuge dort eintragen?

Meine sieht wie folgt aus:

Spoiler Spoiler

#define true 1
#define false 0

/*
Master settings for various features and functionality
*/
class Life_Settings {
/* Logging and Security Settings*/
/* Security Settings */
spyGlass_toggle = true; //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" }; //Array of virtual items that can be saved on your player.
save_playerStats = true; //Save food, water and damage (all sides)?
save_civilian_weapons = false; //Allow civilians to save weapons on them?
save_civilian_position = false; //Save civilian location?
save_civilian_position_restart = false; //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 = false; //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" };
save_vehicle_inventory = false; //Save Arma inventory of vehicle to the database
save_vehicle_fuel = false; //Save vehicle fuel level to the database (Impounded/Garaged).
save_vehicle_damage = false; //Save vehicle damage to the database.
save_vehicle_illegal = false; //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 = 2; //Minimum cops required online to rob the Federal Reserve

/*Death settings*/
drop_weapons_onDeath = true; //Set true to enable weapon dropping on death. False (default) will delete player weapons on death, allowing them to be revived with them instead

/* 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 = true; //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 = 150000; //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 = false; //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 = false; //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" };

/* Escape Menu Configuration */
escapeMenu_timer = 10; //Time required to pass before you can click the abort button in the escape menu.
escapeMenu_displayExtras = true; //Display the players UID & serverName specified below in the escape menu.
escapeMenu_displayText = "Thanks for playing!"; //Text displayed in the escape menu. Make it short.. around 20 characters.

/* Fuel System Configurations */
pump_service = false; //Allow users to use pump service on the map. Default = false
fuel_cost = 80; //Cost of fuel per liter at fuel stations (if not defined for the vehicle already).
service_chopper = 1000; //Cost to service chopper at chopper service station(Repair/Refuel).
fuelCan_refuel = 250; //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 = 75000; //Gang creation price. --Remember they are persistent so keep it reasonable to avoid millions of gangs.
gang_upgradeBase = 10000; //The base cost for purchasing additional slots in a gang
gang_upgradeMultiplier = 2.5; //CURRENTLY NOT IN USE

/* Housing System Configurations */
house_limit = 5; //Maximum number of houses a player can own.
houseGarage_buyPrice = 1000000;
houseGarage_sellPrice = 350000;

/* 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 = true; //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.
jail_forceWalk = true;

/* Medical System Configurations */
revive_cops = true; //true to enable cops the ability to revive everyone or false for only medics/ems.
revive_civ = false; //true to enable civs the ability to revive everyone or false for only medics/ems or medic/ems/cops.
revive_east = false; //true to enable opfor the ability to revive everyone or false for only medics/ems or medic/ems/cops.
revive_fee = 1500; //Revive fee that players have to pay and medics only EMS(independent) are rewarded with this amount.
hospital_heal_fee = 100; //Fee to heal at a hospital NPC

/* Paycheck & Bank System Configurations */
bank_cop = 10000; //Amount of cash in bank for new cops
bank_civ = 15000; //Amount of cash in bank for new civillians
bank_med = 10000; //Amount of cash in bank for new medics

paycheck_cop = 5000; //Payment for cops
paycheck_civ = 500; //Payment for civillians
paycheck_med = 7500; //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, false, true, false}; //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 = false; //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 = .5; //Cop Vehicle Buy Price = Config_Vehicle price * multiplier
vehicle_purchase_multiplier_MEDIC = .75; //Medic Vehicle Buy Price = Config_Vehicle price * multiplier
vehicle_purchase_multiplier_OPFOR = -1; // -- NOT IN USE -- Simply left in for east support.

/* Vehicle Rental Prices */
vehicle_rental_multiplier_CIVILIAN = .80; //Civilian Vehicle Rental Price = Config_Vehicle price * multiplier
vehicle_rental_multiplier_COP = .3; //Cop Vehicle Rental Price = Config_Vehicle price * multiplier
vehicle_rental_multiplier_MEDIC = .55; //Medic Vehicle Rental Price = Config_Vehicle price * multiplier
vehicle_rental_multiplier_OPFOR = -1; // -- 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 = -1; // -- 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 = .2; //Pull from garage cost --> Cost takes the playersides Buy Price * multiplier
vehicle_cop_impound_multiplier = .1; //TO AVOID EXPLOITS NEVER SET HIGHER THAN A PURCHASE/RENTAL multipler! Payout = Config_vehicle Price * multiplier

disableCommanderView = true; //false - Group leaders can access the commander view. true [default] - Group leaders cannot access the commander view.
//Commander/tactical view is accessed via pressing . [NUM] by default. It raises the camera significantly higher and steeper above the player in order to give a boarder tactical view of the surrounding area.

/* Wanted System Settings *
/* crimes[] = {String, Bounty, Code} */
crimes[] = {
{"STR_Crime_187V","650","187V"},
{"STR_Crime_187","2000","187"},
{"STR_Crime_901","450","901"},
{"STR_Crime_215","200","215"},
{"STR_Crime_213","1000","213"},
{"STR_Crime_211","100","211"},
{"STR_Crime_207","350","207"},
{"STR_Crime_207A","200","207A"},
{"STR_Crime_390","1500","390"},
{"STR_Crime_487","150","487"},
{"STR_Crime_488","70","488"},
{"STR_Crime_480","100","480"},
{"STR_Crime_481","100","481"},
{"STR_Crime_482","500","482"},
{"STR_Crime_483","950","483"},
{"STR_Crime_459","650","459"},
{"STR_Crime_666","200","666"},
{"STR_Crime_667","4500","667"},
{"STR_Crime_668","1500","668"},
{"STR_Crime_1","250","1"},
{"STR_Crime_2","200","2"},
{"STR_Crime_3","150","3"},
{"STR_Crime_4","250","4"},
{"STR_Crime_5","100","5"},
{"STR_Crime_6","80","6"},
{"STR_Crime_7","150","7"},
{"STR_Crime_8","5000","8"},
{"STR_Crime_9","5000","9"},
{"STR_Crime_10","15000","10"},
{"STR_Crime_11","10000","11"},
{"STR_Crime_12","2500","12"},
{"STR_Crime_13","1500","13"},
{"STR_Crime_14","500","14"},
{"STR_Crime_15","2500","15"},
{"STR_Crime_16","1500","16"},
{"STR_Crime_17","100","17"},
{"STR_Crime_18","1500","18"},
{"STR_Crime_19","2500","19"},
{"STR_Crime_20","500","20"},
{"STR_Crime_21","500","21"},
{"STR_Crime_22","2000","22"},
{"STR_Crime_23","5000","23"},
{"STR_Crime_24","10000","24"},
{"STR_Crime_25","20000","25"}
};
};

#include "Config_Clothing.hpp"
#include "Config_Licenses.hpp"
#include "Config_Vehicles.hpp"
#include "Config_vItems.hpp"
#include "Config_Weapons.hpp"
#include "Config_Gather.hpp"
#include "Config_SpawnPoints.hpp"
#include "Config_Process.hpp"
#include "Config_Housing.hpp"
#include "Config_Garages.hpp"

Zitat

Die einfachste Art an korrekte Informationen zu gelangen ist, etwas Falsches in ein Forum zu posten und auf die Korrektur zu warten.
- Matthew Austern

This post has been edited 1 times, last edit by "MMOEmpire" (Mar 25th 2018, 7:57pm)


Cryper

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6

Monday, March 26th 2018, 3:52am

Okay da ist es richtig, sind die Fahrzeuge in der Config_Vehicle.hpp eingetragen?

Die 5.0 unterscheidet sich nicht so sehr von der 4.4, der aufbau ist nahezu identisch.

Wenn du möchtest kannst du mir auch Rechte für den Server ,via Rechteverwaltung vom Server , geben. Dann kann ich heute gegen 17/18Uhr selber schauen.
Zum Rechte vergeben brauchst du lediglich meinen Name der ist ebenfalls Cryper
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MMOEmpire

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Monday, March 26th 2018, 11:37am

Wenn du möchtest kannst du mir auch Rechte für den Server ,via Rechteverwaltung vom Server , geben. Dann kann ich heute gegen 17/18Uhr selber schauen.


Klar, hab dir schonmal die Rechte gegeben, die Logs von der Datenbank (vom anderen Thread) kannst du dir dann ja evt. auch anschauen :)
Der Server ist auch nur übergangsweise auf 4 Slots ausgelegt, aber das ist ja unabhängig davon xD

Zitat

Die einfachste Art an korrekte Informationen zu gelangen ist, etwas Falsches in ein Forum zu posten und auf die Korrektur zu warten.
- Matthew Austern

Cryper

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Monday, March 26th 2018, 6:58pm

Problem gelöst.

Lösung:
Die Spawn Variablennamen waren auf ein Helipad gesetzt. Dies funktioniert nicht, also wurden die Markierungen "Leer" gesetzt und der Variablennamen dazu zu gewiesen, funktioniert wieder einwandfrei.
--------------------------------------------
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[TuT] Objekte Platzieren in Altis Life
[TuT] Arma 3 BattlEye Filter

Wenn ich helfen konnte , lass doch bitte ein Danke da :)
--------------------------------------------

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MMOEmpire (26.03.2018)

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Monday, March 26th 2018, 7:00pm

So, Problem Dank Crype gelöst, Spawnpunkte müssen scheinbar zwingend "Leer" marker sein. Markierungen -> System -> Leer.

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