You are not logged in.

  • Login
Bitte besucht unser neues Forum unter https://forum.nitrado.net | Please visit our new Forum at https://forum.nitrado.net

Dear visitor, welcome to Nitrado.net Prepaid Gameserver Community-Support - Archiv. If this is your first visit here, please read the Help. It explains in detail how this page works. To use all features of this page, you should consider registering. Please use the registration form, to register here or read more information about the registration process. If you are already registered, please login here.

Paradox121

User / Kunde

  • "Paradox121" started this thread

Posts: 644

  • Send private message

1

Wednesday, April 8th 2015, 11:27am

Blinker Funktionen !Update!

Habe mich entschlossen, dass ich das Script nur noch weiter Verkaufe, somit ist es kein öffentlicher Beitrag mehr.

Interesse ?

[Biete] DayZ und Arma 3 SQF-Programmierer -1 Jahr mit Kunden!!

Mit freundlichen Grüßen

Paradox- SQF Scripting.

This post has been edited 3 times, last edit by "Paradox121" (Jan 13th 2016, 6:08pm)


Heavy141

User / Kunde

Posts: 46

  • Send private message

2

Wednesday, April 8th 2015, 11:58am

Kannst du mal ein Video posten, wie das dann aussieht

Paradox121

User / Kunde

  • "Paradox121" started this thread

Posts: 644

  • Send private message

3

Wednesday, April 8th 2015, 12:00pm

Wieso denn ?

Füge es doch einfach an und gucks dir an.

Ist halt ein Blinker mit Blink Geräuschen.

MelvTube

Unregistered

4

Wednesday, April 8th 2015, 6:43pm

entweder bin ich zu blöd um das einzubauen oder irgendwas anderes ist falsch und ich bekomme auch keine fehlermeldung in der rpt,
ich bleibe im Ladebildschirm hängen und komme nicht mal zur Fraktionauswahl....

Paradox121

User / Kunde

  • "Paradox121" started this thread

Posts: 644

  • Send private message

5

Wednesday, April 8th 2015, 6:55pm

Dann machst du was falsch, poste mal deine description.ext

MelvTube

Unregistered

6

Wednesday, April 8th 2015, 7:08pm

description.ext

Spoiler Spoiler

author = "Tonic | Edit Gamer Miliz";
onLoadName = "٠٠•● Gamer Miliz ●•٠";
onLoadMission = "• A RPG by Tonic •";
joinUnassigned = 1;
respawn = BASE;
respawndelay = 1;
disabledAI = true;
disableChannels[]= {0,1,2};
enableDebugConsole = 1;
respawnDialog = 0;
loadScreen = "logo.jpg";

class Header
{
gameType = RPG;
minPlayers = 1;
maxPlayers = 115;
};

wreckLimit = 3;
wreckRemovalMinTime = 60;
wreckRemovalMaxTime = 320;
corpseLimit = 150;
corpseRemovalMinTime = 999;
corpseRemovalMaxTime = 9999;

#include "dialog\MasterHandler.h"

class RscTitles
{
#include "dialog\ui.hpp"
#include "dialog\progress.hpp"
#include "dialog\hud_nameTags.h"
#include "dialog\statusBar.hpp"
};

class CfgFunctions
{
#include "Functions.h"
};

class CfgSounds
{
sounds[] = {};
class SirenLong
{
name = "SirenLong";
sound[] = {"\sounds\Siren_Long.ogg", 1.0, 1};
titles[] = {};
};

class tazersound
{
name = "Tazersound";
sound[] = {"\sounds\tazer.ogg", 0.25, 1};
titles[] = {};
};

class flashbang
{
name = "flashbang";
sound[] = {"\sounds\flashbang.ogg", 0.75, 1};
titles[] = {};
};

class car_lock
{
name = "car_lock";
sound[] = {"\sounds\car_lock.ogg", 1.0, 1};
titles[] = {};
};
class unlock
{
name = "unlock";
sound[] = {"\sounds\unlock.ogg", 1.0, 1};
titles[] = {};
};
class cuff
{
name = "cuff";
sound[] = {"\sounds\cuff.ogg", 0.95, 0.95};
titles[] = {};
};
class empwarn
{
name = "empwarn";
sound[] = {"\sounds\empwarn.ogg", 1.0, 1};
titles[] = {};
};
class empacsound
{
name = "empacsound";
sound[] = {"sounds\empac.ogg", db-5, 1};
titles[] = {};
};
class welcome
{
name = "welcome";
sound[] = {"sounds\welcome.ogg", 1.0, 1};
titles[] = {};
};
class knockout
{
name = "knockout";
sound[] = {"sounds\knockout.ogg", 1.0, 1};
titles[] = {};
};
class MedicSirenLong
{
name = "MedicSirenLong";
sound[] = {"sounds\MedicSirenLong.ogg", 1.0, 1};
titles[] = {};
};
class speech
{
name = "speech";
sound[] = {"sounds\speech.ogg", 1.0, 1};
titles[] = {};
};
class spraycan
{
name = "spraycan";
sound[] = {"sounds\spraycan.ogg", db-20, 1};
titles[] = {};
};
class alert
{
name= "alert";
sound[] = {"sounds\alert.ogg", 1.0, 1};
titles[] = {};
};
class mari
{
name= "mari";
sound[] = {"sounds\mari.ogg", 1.0, 1};
titles[] = {};
};
class PhotoSound
{
name = "PhotoSound";
sound[] = {"\sounds\camera_shot.ogg",0.5011872,1.0};
titles[] = {};
};
class caralarm
{
name= "caralarm";
sound[] = {"sounds\caralarm.ogg", 1.0, 1};
titles[] = {};
};
};

class CfgDebriefing
{
class NotWhitelisted
{
title = "Mission Fehlgeschlagen";
subtitle = "Du wurdest vom Dienst suspendiert";
description = "You are not allowed to use this slot because you do not have the appropriate permissions, try another slot.";
pictureBackground = "";
picture = "";
pictureColor[] = {0,0.3,0.6,1};
};

class Blacklisted
{
title = "Mission Fehlgeschlagen";
subtitle = "Du stehst auf der Polizei Blacklist";
description = "You are not allowed to be a cop due to previous actions and the admins have removed you from being a cop.";
pictureBackground = "";
picture = "";
pictureColor[] = {0,0.3,0.6,1};
};

class SpyGlass
{
title = "SpyGlass hat dich gesehen";
subTitle = "You were detected by the SpyGlass";
description = "You were detected for cheating and have been reported to the server. Enjoy your day.";
pictureBackground = "";
picture = "";
pictureColor[] = {0,0.3,0.6,1};
};
};

class CfgNotifications
{
class MedicalRequestEmerg
{
title = "Notruf";
iconPicture = "\A3\ui_f\data\map\mapcontrol\taskIcon_ca.paa";
description = "%1";
duration = 5;
priority = 7;
};

class DeliveryAssigned
{
title = "Delivery Job Accepted";
iconPicture = "\A3\ui_f\data\map\mapcontrol\taskIcon_ca.paa";
description = "%1";
duration = 10;
priority = 7;
};

class DeliveryFailed
{
title = "Delivery Job Failed";
iconPicture = "\A3\ui_f\data\map\mapcontrol\taskiconfailed_ca.paa";
description = "%1";
duration = 7;
priority = 7;
};

class DeliverySucceeded
{
title = "Delivery Job Completed";
iconPicture = "\A3\ui_f\data\map\mapcontrol\taskIcondone_ca.paa";
description = "%1";
duration = 6;
priority = 6;
};

class TextMessage
{
title = "Neue Textnachricht";
iconPicture = "icons\messagenew.paa";
description = "%1";
duration = 10;
priority = 6;
};

class PoliceDispatch
{
title = "Polizei Notruf";
iconPicture = "icons\messagepolice.paa";
description = "%1";
duration = 10;
priority = 6;
};

class AdminDispatch
{
title = "Admin Nachrichten Center";
iconPicture = "icons\messageadmin.paa";
description = "%1";
duration = 10;
priority = 6;
};

class AdminMessage
{
title = "Admin Nachricht";
iconPicture = "icons\messageadmin.paa";
description = "%1";
duration = 10;
priority = 5;
};

class blinkerklick
{
name = "blinkerklick";
sound[] = {"\sounds\blinkerklick.ogg", 1.0, 1};
titles[] = {};
};
class blinkerstart
{
name = "blinkerstart";
sound[] = {"\sounds\blinkerstart.ogg", 1.0, 1};
titles[] = {};
};

Paradox121

User / Kunde

  • "Paradox121" started this thread

Posts: 644

  • Send private message

7

Wednesday, April 8th 2015, 7:20pm

class blinkerklick
{
name = "blinkerklick";
sound[] = {"\sounds\blinkerklick.ogg", 1.0, 1};
titles[] = {};
};
class blinkerstart
{
name = "blinkerstart";
sound[] = {"\sounds\blinkerstart.ogg", 1.0, 1};
titles[] = {};
};

Muss unter Cfg Sounds

MelvTube

Unregistered

8

Wednesday, April 8th 2015, 8:00pm

hab das Problem leider immer noch...

ProjectReality

User / Kunde

Posts: 35

  • Send private message

9

Wednesday, April 8th 2015, 9:27pm

Script funktioniert auf 3.1.4.8 ...
Es gibt aber ein Problem mit dem Hunter.
Wenn man mit ihm "blinken" möchte bleibt der "blinker" am Boden liegen.
Also das gelbe Licht liegt dann am Boden und blinkt.

Paradox121

User / Kunde

  • "Paradox121" started this thread

Posts: 644

  • Send private message

10

Wednesday, April 8th 2015, 10:00pm

Das werde ich mir mal angucken...
Danke fur die Rückmeldung.

Poste dann jetzt nochmal deine description.ext

MelvTube

Unregistered

11

Wednesday, April 8th 2015, 10:08pm

Ich habe die version 3.1.4.8-extDB

Paradox121

User / Kunde

  • "Paradox121" started this thread

Posts: 644

  • Send private message

12

Thursday, April 9th 2015, 10:47am

Die Version ist egal . Klappt auch für die 4.0 und ältere Versionen.

Pote einmal erneut deine description.ext .

LG

MelvTube

Unregistered

13

Thursday, April 9th 2015, 5:02pm

description.ext

Spoiler Spoiler

author = "Tonic | Edit Gamer Miliz";
onLoadName = "٠٠•● Gamer Miliz ●•٠";
onLoadMission = "• A RPG by Tonic •";
joinUnassigned = 1;
respawn = BASE;
respawndelay = 1;
disabledAI = true;
disableChannels[]= {0,1,2};
enableDebugConsole = 1;
respawnDialog = 0;
loadScreen = "logo.jpg";

class Header
{
gameType = RPG;
minPlayers = 1;
maxPlayers = 115;
};

wreckLimit = 3;
wreckRemovalMinTime = 60;
wreckRemovalMaxTime = 320;
corpseLimit = 150;
corpseRemovalMinTime = 999;
corpseRemovalMaxTime = 9999;

#include "dialog\MasterHandler.h"

class RscTitles
{
#include "dialog\ui.hpp"
#include "dialog\progress.hpp"
#include "dialog\hud_nameTags.h"
#include "dialog\statusBar.hpp"
};

class CfgFunctions
{
#include "Functions.h"
};

class CfgSounds
{
sounds[] = {};
class SirenLong
{
name = "SirenLong";
sound[] = {"\sounds\Siren_Long.ogg", 1.0, 1};
titles[] = {};
};

class tazersound
{
name = "Tazersound";
sound[] = {"\sounds\tazer.ogg", 0.25, 1};
titles[] = {};
};

class flashbang
{
name = "flashbang";
sound[] = {"\sounds\flashbang.ogg", 0.75, 1};
titles[] = {};
};

class car_lock
{
name = "car_lock";
sound[] = {"\sounds\car_lock.ogg", 1.0, 1};
titles[] = {};
};
class unlock
{
name = "unlock";
sound[] = {"\sounds\unlock.ogg", 1.0, 1};
titles[] = {};
};
class cuff
{
name = "cuff";
sound[] = {"\sounds\cuff.ogg", 0.95, 0.95};
titles[] = {};
};
class empwarn
{
name = "empwarn";
sound[] = {"\sounds\empwarn.ogg", 1.0, 1};
titles[] = {};
};
class empacsound
{
name = "empacsound";
sound[] = {"sounds\empac.ogg", db-5, 1};
titles[] = {};
};
class welcome
{
name = "welcome";
sound[] = {"sounds\welcome.ogg", 1.0, 1};
titles[] = {};
};
class knockout
{
name = "knockout";
sound[] = {"sounds\knockout.ogg", 1.0, 1};
titles[] = {};
};
class MedicSirenLong
{
name = "MedicSirenLong";
sound[] = {"sounds\MedicSirenLong.ogg", 1.0, 1};
titles[] = {};
};
class speech
{
name = "speech";
sound[] = {"sounds\speech.ogg", 1.0, 1};
titles[] = {};
};
class spraycan
{
name = "spraycan";
sound[] = {"sounds\spraycan.ogg", db-20, 1};
titles[] = {};
};
class alert
{
name= "alert";
sound[] = {"sounds\alert.ogg", 1.0, 1};
titles[] = {};
};
class mari
{
name= "mari";
sound[] = {"sounds\mari.ogg", 1.0, 1};
titles[] = {};
};
class PhotoSound
{
name = "PhotoSound";
sound[] = {"\sounds\camera_shot.ogg",0.5011872,1.0};
titles[] = {};
};
class caralarm
{
name= "caralarm";
sound[] = {"sounds\caralarm.ogg", 1.0, 1};
titles[] = {};
};
class blinkerklick
{
name = "blinkerklick";
sound[] = {"\sounds\blinkerklick.ogg", 1.0, 1};
titles[] = {};
};
class blinkerstart
{
name = "blinkerstart";
sound[] = {"\sounds\blinkerstart.ogg", 1.0, 1};
titles[] = {};
};
};

class CfgDebriefing
{
class NotWhitelisted
{
title = "Mission Fehlgeschlagen";
subtitle = "Du wurdest vom Dienst suspendiert";
description = "You are not allowed to use this slot because you do not have the appropriate permissions, try another slot.";
pictureBackground = "";
picture = "";
pictureColor[] = {0,0.3,0.6,1};
};

class Blacklisted
{
title = "Mission Fehlgeschlagen";
subtitle = "Du stehst auf der Polizei Blacklist";
description = "You are not allowed to be a cop due to previous actions and the admins have removed you from being a cop.";
pictureBackground = "";
picture = "";
pictureColor[] = {0,0.3,0.6,1};
};

class SpyGlass
{
title = "SpyGlass hat dich gesehen";
subTitle = "You were detected by the SpyGlass";
description = "You were detected for cheating and have been reported to the server. Enjoy your day.";
pictureBackground = "";
picture = "";
pictureColor[] = {0,0.3,0.6,1};
};
};

class CfgNotifications
{
class MedicalRequestEmerg
{
title = "Notruf";
iconPicture = "\A3\ui_f\data\map\mapcontrol\taskIcon_ca.paa";
description = "%1";
duration = 5;
priority = 7;
};

class DeliveryAssigned
{
title = "Delivery Job Accepted";
iconPicture = "\A3\ui_f\data\map\mapcontrol\taskIcon_ca.paa";
description = "%1";
duration = 10;
priority = 7;
};

class DeliveryFailed
{
title = "Delivery Job Failed";
iconPicture = "\A3\ui_f\data\map\mapcontrol\taskiconfailed_ca.paa";
description = "%1";
duration = 7;
priority = 7;
};

class DeliverySucceeded
{
title = "Delivery Job Completed";
iconPicture = "\A3\ui_f\data\map\mapcontrol\taskIcondone_ca.paa";
description = "%1";
duration = 6;
priority = 6;
};

class TextMessage
{
title = "Neue Textnachricht";
iconPicture = "icons\messagenew.paa";
description = "%1";
duration = 10;
priority = 6;
};

class PoliceDispatch
{
title = "Polizei Notruf";
iconPicture = "icons\messagepolice.paa";
description = "%1";
duration = 10;
priority = 6;
};

class AdminDispatch
{
title = "Admin Nachrichten Center";
iconPicture = "icons\messageadmin.paa";
description = "%1";
duration = 10;
priority = 6;
};

class AdminMessage
{
title = "Admin Nachricht";
iconPicture = "icons\messageadmin.paa";
description = "%1";
duration = 10;
priority = 5;
};

core/init.sqf

Spoiler Spoiler

#include <macro.h>
/*
Master client initialization file
*/
life_firstSpawn = true;
life_session_completed = false;
private["_handle","_timeStamp"];
0 cutText["Setting up client, please wait...","BLACK FADED"];
0 cutFadeOut 9999999;
_timeStamp = diag_tickTime;
diag_log "------------------------------------------------------------------------------------------------------";
diag_log "--------------------------------- Starting Altis Life Client Init ----------------------------------";
diag_log "------------------------------------------------------------------------------------------------------";
waitUntil {!isNull player && player == player}; //Wait till the player is ready
[] call compile PreprocessFileLineNumbers "core\clientValidator.sqf";
//Setup initial client core functions
diag_log "::Life Client:: Initialization Variables";
[] call compile PreprocessFileLineNumbers "core\configuration.sqf";
diag_log "::Life Client:: Variables initialized";
diag_log "::Life Client:: Setting up Eventhandlers";
[] call life_fnc_setupEVH;
diag_log "::Life Client:: Eventhandlers completed";
diag_log "::Life Client:: Setting up user actions";
[] call life_fnc_setupActions;
diag_log "::Life Client:: User actions completed";
diag_log "::Life Client:: Waiting for server functions to transfer..";
waitUntil {(!isNil {TON_fnc_clientGangLeader})};
diag_log "::Life Client:: Received server functions.";
0 cutText ["Waiting for the server to be ready...","BLACK FADED"];
0 cutFadeOut 99999999;
diag_log "::Life Client:: Waiting for the server to be ready..";
waitUntil{!isNil "life_server_isReady"};
waitUntil{(life_server_isReady OR !isNil "life_server_extDB_notLoaded")};
if(!isNil "life_server_extDB_notLoaded") exitWith {
diag_log "::Life Client:: Server did not load extDB";
999999 cutText ["The server-side extension extDB was not loaded into the engine, report this to the server admin.","BLACK FADED"];
999999 cutFadeOut 99999999;
};
[] call SOCK_fnc_dataQuery;
waitUntil {life_session_completed};
0 cutText["Finishing client setup procedure","BLACK FADED"];
0 cutFadeOut 9999999;

//diag_log "::Life Client:: Group Base Execution";
[] spawn life_fnc_escInterupt;

switch (playerSide) do
{
case west:
{
_handle = [] spawn life_fnc_initCop;
waitUntil {scriptDone _handle};
};

case civilian:
{
//Initialize Civilian Settings
_handle = [] spawn life_fnc_initCiv;
waitUntil {scriptDone _handle};
};

case independent:
{
//Initialize Medics and blah
_handle = [] spawn life_fnc_initMedic;
waitUntil {scriptDone _handle};
};
};

// Init automatically saving gear
[] spawn life_fnc_autoSave;

player setVariable["restrained",false,true];
player setVariable["Escorting",false,true];
player setVariable["transporting",false,true];
player setVariable["missingOrgan",false,true];//sets variables to false on start
player setVariable["hasOrgan",false,true];
diag_log "Past Settings Init";
[] execFSM "core\fsm\client.fsm";
diag_log "Executing client.fsm";
waitUntil {!(isNull (findDisplay 46))};
diag_log "Display 46 Found";
(findDisplay 46) displayAddEventHandler ["KeyDown", "_this call life_fnc_keyHandler"];
player addRating 99999999;
diag_log "------------------------------------------------------------------------------------------------------";
diag_log format[" End of SealDrop Altis Life Client Init :: Total Execution Time %1 seconds ",(diag_tickTime) - _timeStamp];
diag_log "------------------------------------------------------------------------------------------------------";
life_sidechat = true;
[[player,life_sidechat,playerSide],"TON_fnc_managesc",false,false] spawn life_fnc_MP;
0 cutText ["","BLACK IN"];
[] call life_fnc_hudSetup;
LIFE_ID_PlayerTags = ["LIFE_PlayerTags","onEachFrame","life_fnc_playerTags"] call BIS_fnc_addStackedEventHandler;
LIFE_ID_RevealObjects = ["LIFE_RevealObjects","onEachFrame","life_fnc_revealObjects"] call BIS_fnc_addStackedEventHandler;
[] call life_fnc_settingsInit;
player setVariable["steam64ID",getPlayerUID player];
player setVariable["realname",profileName,true];
life_fnc_moveIn = compileFinal
"
player moveInCargo (_this select 0);
";

// Get rid of the damn Fog, fast fix
[] spawn {
while {true} do {
sleep 600;
60 setFog 0;
};
};

life_fnc_garageRefund = compileFinal
"
_price = _this select 0;
_unit = _this select 1;
if(_unit != player) exitWith {};
life_atmcash = life_atmcash + _price;
";

[] execVM "core\init_survival.sqf";
[] execVM "autos\if.sqf";

__CONST__(life_paycheck,life_paycheck); //Make the paycheck static.
player enableFatigue (__GETC__(life_enableFatigue));

cybertron1998

User / Kunde

Posts: 17

  • Send private message

14

Friday, April 10th 2015, 12:00am

Also bei mir Funktioniert alles und habe Altis 3.1.4.8 ExtDB.
Was ich aber noch toll fänd wenn die Fahrzeuge vorne auch Blinken würden und es beim Fahren nicht flackert.

deako

User / Kunde

Posts: 61

  • Send private message

15

Friday, April 10th 2015, 8:18am

funktioniert auch nur bei den vanilla fahrzeugen oder?

Paradox121

User / Kunde

  • "Paradox121" started this thread

Posts: 644

  • Send private message

16

Friday, April 10th 2015, 9:43am

Hallo,

Melv hast du den Fehler gefunden??

Nein es geht auch bei anderen Fahrzeugen .

Dazu die Classname des Fahrzeugs unter autos\if.sqf ergänzen und unter core/civilian in fn_startblinker und fn_startblinkertwo die Koordinaten angeben, wo es blinken soll.

LG

MelvTube

Unregistered

17

Friday, April 10th 2015, 2:16pm

nee, hab den Fehler leider nicht gefunden, habe die Dateien vom Server genommen und komme trotzdem nicht drauf, werde wohl den Server neu aufsetzen.

Paradox121

User / Kunde

  • "Paradox121" started this thread

Posts: 644

  • Send private message

18

Friday, April 10th 2015, 2:28pm

Alles klar, mach das mal . Sprich es lag nicht am Blinker ^^.

MelvTube

Unregistered

19

Friday, April 10th 2015, 8:39pm

Eine Frage hab ich noch wie meinst du das mit: Ladet euch den "blinker Ordner" (im Anhang) runter und fügt in unter core\civilian ein ?
das mit den Download verstehe ich ja noch.

EDIT: Funktioniert jetzt alles, gibt es eine möglichkeit das die Fahrzeuge auch vorne blinken und das das Blaulicht nicht ausgeht ? und Warnblinker ?

This post has been edited 2 times, last edit by "MelvTube" (Apr 10th 2015, 9:57pm)


Warze

User / Kunde

Posts: 14

  • Send private message

20

Sunday, April 12th 2015, 11:44pm

Ich würde mich auch sehr über Warnlichter freuen!

Habe mal die fn_left.sqf umgeschrieben bekomme dann leider den Fehler in der While das die _lightright nicht definiert ist obwohl alles definiert ist

while{ (alive _vehicle)} do
{
if(!(_vehicle getVariable "lights")) exitWith {};
if(_leftRed) then
{
_vehicle say3D "blinkerklick";
_leftRed = false;
sleep 0.1;
_lightleft setLightBrightness 2;
_lightright setLightBrightness 2;
}
else
{
_leftRed = true;
_lightleft setLightBrightness 0.0;
_lightright setLightBrightness 0.0;
sleep 0.1;
};
sleep (_this select 1);
};
deleteVehicle _lightleft;
deleteVehicle _lightright;

Bitte besucht unser neues Forum unter https://forum.nitrado.net| Please visit our new Forum at https://forum.nitrado.net