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Drunken Cheetah

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Everything posted by Drunken Cheetah

  1. No you can use the same one you got. Just add the procedures. If your just testing, then delete the procedures and execute the sql.
  2. These; [15:16:04 --5:00] [Thread 4286785063] extDB: DB_RAW_V3: Error StatementException: MySQL: [MySQL]: [Comment]: mysql_stmt_execute error [mysql_stmt_error]: PROCEDURE arma3life.deleteOldGangs does not exist [mysql_stmt_errno]: 1305 [mysql_stmt_sqlstate]: 42000 [statemnt]: CALL deleteOldGangs [15:16:04 --5:00] [Thread 2602027929] extDB: DB_RAW_V3: Error StatementException: MySQL: [MySQL]: [Comment]: mysql_stmt_execute error [mysql_stmt_error]: PROCEDURE arma3life.deleteOldHouses does not exist [mysql_stmt_errno]: 1305 [mysql_stmt_sqlstate]: 42000 [statemnt]: CALL deleteOldHouses [15:16:04 --5:00] [Thread 1202672825] extDB: DB_RAW_V3: Error StatementException: MySQL: [MySQL]: [Comment]: mysql_stmt_execute error [mysql_stmt_error]: PROCEDURE arma3life.deleteDeadVehicles does not exist [mysql_stmt_errno]: 1305 [mysql_stmt_sqlstate]: 42000 [statemnt]: CALL deleteDeadVehicles [15:16:04 --5:00] [Thread 626645972] extDB: DB_RAW_V3: Error StatementException: MySQL: [MySQL]: [Comment]: mysql_stmt_execute error [mysql_stmt_error]: PROCEDURE arma3life.resetLifeVehicles does not exist [mysql_stmt_errno]: 1305 [mysql_stmt_sqlstate]: 42000 [statemnt]: CALL resetLifeVehicles [15:16:04 --5:00] [Thread 4286785063] extDB: DB_RAW_V3: Error StatementException: SQL: CALL deleteOldGangs [15:16:04 --5:00] [Thread 2602027929] extDB: DB_RAW_V3: Error StatementException: SQL: CALL deleteOldHouses [15:16:04 --5:00] [Thread 1202672825] extDB: DB_RAW_V3: Error StatementException: SQL: CALL deleteDeadVehicles [15:16:04 --5:00] [Thread 626645972] extDB: DB_RAW_V3: Error StatementException: SQL: CALL resetLifeVehicles In the database, they need to exist. If your using shared hosting, they wont allow you to do it by yourself, so send the sql file to the host to do it for you!
  3. fn_varToStr is not longer used, and hasn't been for a while.
  4. It does work in 5.0 as I have it.
  5. Seems to work fine for me. Using 5.0
  6. Thanks for sharing, pretty useful. Although I came across a bug where the player giving the rank can change there own rank. I modified it using the same exact code from the Freeze Player script within the framework. Here is the updated version to stop that from happening. /* Author: DeltaSierra Description: Once you've selected a player to promote, this script sends the UID and promotion rank to the server/DB to update. Notes: Dialog ID for the player list is 9001 */ disableSerialization; private _promotionRank = param [0,0,[0]]; private _playerSelected = call compile format["%1",(lbData[9001,(lbCurSel 9001)])]; if ((lbCurSel 9001) isEqualTo -1) exitWith {hint "You haven't chose an officer to promote";}; private _unit = lbData[9001,lbCurSel (9001)]; _unit = call compile format ["%1", _unit]; if (isNil "_unit") exitWith {}; if (isNull _unit) exitWith {}; if (_unit == player) exitWith {hint localize "STR_ANOTF_Error";}; _result = ["Are you sure you want to give that player a new rank?", "Confirm new rank", "Yes", "No"] call BIS_fnc_guiMessage; if (_result) then { [getPlayerUID _playerSelected, _promotionRank] remoteExecCall ["TON_fnc_rankUpgradeDB",2]; [name player, _promotionRank] remoteExecCall ["life_fnc_rankAnnouncement", _playerSelected]; }else{ hint "Rank Upgrade Cancelled! "; closeDialog 0; }; I also added a Gui Message incase the player giving the rank accidently choose's the wrong player. (might happen, might not)
  7. Unless you touched and modified something you shouldn't have inside you init.sqf file it should have this if(isDedicated && isNil("life_market_prices")) then { [] call life_fnc_marketconfiguration; diag_log "Market prices generated!"; "life_market_prices" addPublicVariableEventHandler{diag_log format["Market prices updated! %1", _this select 1];};
  8. Change setMarker to setMarkerLocal and createMarker to createMarkerLocal
  9. Just change all the setMarker to setMarkerLocal
  10. private["_marker","_markerZone","_position"]; _position = getPos player; if(life_nlrtimer_running) then { life_nlrtimer_stop = true; waitUntil {!life_nlrtimer_running}; }; [] spawn life_fnc_newLifeRule; _marker = createMarker ["newlife",_position]; _marker setMarkerColor "ColorBlack"; _marker setMarkerType "mil_warning"; _marker setMarkerText "!!! NLR - DO NOT ENTER !!!"; _marker setMarkerAlpha 0.95; _markerZone = createMarker ["newliferule",_position]; _markerZone setMarkerColor "ColorRed"; _markerZone setMarkerType "Empty"; _markerZone setMarkerShape "ELLIPSE"; _markerZone setMarkerSize [350,350]; Change it to that. Give me a few minutes, Ill do the trigger for you!
  11. I have explained in my post. You can also create a trigger the same size as the nlr marker, and add a condition if the player enters, or a vehicle enters with that player in it! Then hint's to the player, and tells him.
  12. Yes. In your file: onPlayerKilled.sqf above if(life_nlrtimer_running) then { Add the following; private["_marker","_markerZone","_position"]; _position = getPos player; And underneath: [] spawn life_fnc_newLifeRule; Add the following _marker = createMarker ["newlife",_position]; _marker setMarkerColor "ColorBlack"; _marker setMarkerType "mil_warning"; _marker setMarkerText "!!! NLR - DO NOT ENTER !!!"; _marker setMarkerAlpha 0.95; _markerZone = createMarker ["newliferule",_position]; _markerZone setMarkerColor "ColorRed"; _markerZone setMarkerType "Empty"; _markerZone setMarkerShape "ELLIPSE"; _markerZone setMarkerSize [350,350]; Then open the file fn_newLifeRule.sqf underneath everything add the following deleteMarker "newlife"; deleteMarker "newliferule"; When the player dies, the marker gets created on his position, when he spawns the marker is there for the remainder of the timer. Once the timer runs out, the marker will delete itself.
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