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Connorr

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Posts posted by Connorr

  1. 10 hours ago, LunatikCH said:

    marker.sqf:

    
    while {true} do {
        private["_marker"];
        deleteMarkerLocal "MarkerPlayer";
        if("ItemMap" in (weapons player) || "ItemGPS" in (weapons player)) then {
            _marker = createMarkerLocal["MarkerPlayer",(position player)];
            _marker setMarkerShapeLocal "ICON";
            _marker setMarkerTypeLocal "DestroyedVehicle";
            _marker setMarkerTextLocal "Me";
            _marker setMarkerColorLocal "ColorGreen";            
        };
        sleep 2;
    };

    init.sqf:

    
    _nil = [] execVM "path\marker.sqf";

     

    Thanks mate, this also works!

  2. 9 hours ago, juandayz said:

    SERVER ROOT\instance_11_Chernarus\Users\instance_11_Chernarus\instance_11_Chernarus.ArmA2OAProfile

      Reveal hidden contents
    
    
    version=1;
    blood=1;
    singleVoice=0;
    gamma=1;
    brightness=1;
    shadingQuality=7;
    shadowQuality=3;
    maxSamplesPlayed=32;
    class Difficulties
    {
    	class Veteran
    	{
    		class Flags
    		{
    			3rdPersonView=1;
    			armor=0;
    			autoAim=0;
    			autoGuideAT=0;
    			autoSpot=0;
    			cameraShake=1;
    			clockIndicator=0;
    			deathMessages=1;
    			enemyTag=0;
    			friendlyTag=0;
    			hud=1;
    			hudGroupInfo=1;
    			hudPerm=0;
    			hudWp=1;
    			hudWpPerm=0;
    			map=1;
    			netStats=1;
    			tracers=0;
    			ultraAI=0;
    			unlimitedSaves=0;
    			vonId=0;
    			weaponCursor=1;
    		};
    		skillFriendly=1;
    		precisionFriendly=1;
    		skillEnemy=0.89999998;
    		precisionEnemy=0.75;
    	};
    };
    sceneComplexity=300000;
    viewDistance=1600;
    terrainGrid=10;
    volumeCD=6.5;
    volumeFX=8.5;
    volumeSpeech=5.5;
    volumeVoN=6.5;
    vonRecThreshold=0.029999999;

     

    this was my settings in my old 1.0.5.1 server..if my memory its not bad

    
    map=1;

    set the player marker on the map

    Thanks mate!

  3. If I remember correctly there wasn't a server_playerdie in there when I downloaded it but I put one in from standard mission file but still didn't work, and I've made a change in server monitor before (I think) for other scripts but nothing which should have effected the respawn

  4. Basically I've had to resort to making this post due to not really finding the fix to my problem. 

    When you die you go back to the lobby (like normal right?) but when you spawn in again you spawn where you died with all the same gear etc...

    Any help here would be greatly appreciated!

  5. There are many markers on the map, how else would the game know which marker are we trying to modify.

    The first bit is the marker name. You need to find out and use the correct name.

     

    It's just like the real life...

    In real life, if you are in a environment with many people in, one would [& should] clarify who he is talking to, for example "Joe, get in the car!"

    In programming likewise you need to make the system understand who you are talking to "MarkerOne, changeColour to Red!"

    The above being the basic idea... You need to find the marker you are instructing and use its correct name.

    How you would do that I have no idea as I have not messed with default Epoch markers - sorry!

     

     

    To provide a visual example, in the example I provided earlier (and recopied below),

    first we create a new marker, and give it the name "_markerstr" thus any future instructions to it must start with "_markerstr".

    _markerstr = createMarker ["markername",[_Xpos,_Ypos]];
    _markerstr setMarkerShape "ICON";
    _markerstr setMarkerType "DOT";
    _markerstr setMarkerColor "ColorBlue";
    

    If you are trying to modify an existing marker, you need to find its CORRECT name and use it for any instructions to the marker.

    Such as: _centralTraderMarker setMarkerColor "ColorRed";

    I do not have the actual names for default Epoch markers though...

    Thanks alot for the help mate, got it all working now just need to delete the black dots but I will find out how to do that by myself, thanks for all the help guys appreciate it!

  6. To change a marker's colour, you need to issue setMarkerColor command

     

    "MarkerOne" setMarkerColor "ColorBlack";

    BIKI: https://community.bistudio.com/wiki/setMarkerColor

     

    How to delete the 'black dot' default marker icons >> I guess you will need to find them in Epoch files and comment out (or delete) the whole line, sorry can't help any further as I never needed to delete default markers.

    Do you have to put anything where it says "MarkerOne" because I put it in and changed the colour but it didn't work? Mine looks like

    "MarkerOne" setMarkerColor "ColorBlue";

  7. I see you're not having luck with markers. Below is my mapMarker process, you might know some/all of this but it might help others so I'm putting here all the info I have on the matter...

     

    The information below is for creating markers from scratch so if you only want to edit existing ones, this will be a little extra effort.

    If your other methods are not working, this should be still superior to what you have however :)

     

    You could simply disable the existing ones [and make a note of their name & coordinates] then you can go ahead and re-create them from scratch. If it's the 3 black dot traders only, shouldn't take you more than 15-30 minutes anyway.

     

     

     

    I do all map markers in server-side SQF script files, easier to backup/restore/git version control etc

    1 file per 1 marker simplest way I could find. These SQF files are execVM'd in initServer.sqf like this:

    // Create Taxi Corp. HQ Map Marker
    [] execVM "custom\mgmTfA\mgmTfA_scr_server_initCreateMapMarkerHQ.sqf";
    

    This method is working fine for me - perhaps you can use the same?

     

     

    As per BIKI page: https://community.bistudio.com/wiki/createMarker

    all you need in the createMapMarker.sqf file is the following code:

    _markerstr = createMarker ["markername",[_Xpos,_Ypos]];
    _markerstr setMarkerShape "ICON";
    _markerstr setMarkerType "DOT";
    

    Example above is 2-dimensional, you can add the 3rd dimension (altitude) which won't matter in the 2D map of course.

     

    To create the MapMarkers you of course will need to obtain the coordinates (without much effort, ideally).

    To do this, I join the game (in singleplayer mission editor = fastest) and teleport myself to the desired spot using the method:

     

    copy & paste & execute the command:

    onMapSingleClick "player setPos _pos; true;"
    

    from this moment onwards, simply open the map, single click and you will be teleported.

     

     

    next, to obtain the coordinates, copy & paste & execute the command:

    _pos = str getPos player; diag_log format ["Player's current position is: %1", _pos]; hintSilent str getPos player;
    

    This way you can simply copy & paste coordinates, which will be in Position3D array format, just like this:

    1:29:59 "Player's current position is: [13304.7,14571.5,0.00140858]" 

    I don't remove the 3rd dimension (extra effort), and game simply ignores it - we are both happy.

     

     

    Hope this helps... That timestamp reminds me I need to sleep...

    It worked thanks, but how could I change the colour of the marker and how do I delete the little black dots because I don't know what file they are located in, thanks for the help guys.

  8.  

    mission.sqm under class markers.

     

    class Item4
    {
    position[] = {8713.72,0.16426,20057.5};
    name="northspawn";
    text="North Spawn-Safe Zone";
    type="mil_start";
    colorName="ColorBlue";
     
    List of markers
     
    Let me know if you need more help.

     

    Thanks it worked but how could I get the position to put the markers because atm there way off on Altis haha? also is there anyway of getting rid of the standard black dot?

    KqF9ddU.png

  9.  

    I added the following to my scripts.txt on line 10 (relates to #9), and it seems to have fixed it for me. It's worthwhile looking at the tutorial on these forums regarding BE filters. Very helpful!

     

    This should be the line that starts 7 setvelocity

    !"_smokeg setVelocity _Gvel;" != "okeg setVectorUp (_Gvel call BIS_fnc_unitVector);"
    

    It worked thanks, and yeah I looked at the post like yesterday and it helped alot managed to add a few filters and stuff but I just couldn't get this one working haha.

  10. Can anyone help me with the BE filter, I've tried adding what I was getting kicked for when being in the vehicle that pops the smoke and I get a different Battleye kick, I get #9 and he gets #0, anways could anyone help me with the filter and tell me what it goes next to because I tried adding what I was getting in the logs but it didn't work, if anyone could help me that would be great.

     

    my03mQ1.jpg

  11.  

    Same, people have been getting kicked for #0 and banned for #R2 just because they didn't load in quick enough or their game was hanging.  Seems kind of silly to "guess" that they're trying to load addons and ban them for that assumption...  Kick?  Sure thing.  Ban?  Wtf...

    Yeah it's very annoying because I need some players to actually play hahaha, wouldn't mind if they were actually hacking but just for having an extra addon enabled is stupid.

  12. Yeah so as the title says is there any chance I can stop the EpochAH Autoban because I haven't got a good player base to start with and when people do join they normally get autobanned by the standard AH and in the logs it always says something about an addon they are using, any help would be greatly appreciated.

  13. Built this little area in Athira as my map was Vanilla and just generally boring, the wall goes all the way around Athira and there's only 1 way in and out and we were thinking of making a little backstory about it, it will go along the lines of it being the place where the infection first began and the Army tried to contain it but obviously it didn't work etc etc, just need a reason for people to go there now. Sorry about the bad screen shots  :P

     

    Pictures:

    http://imgur.com/a/csoQb

     

  14. Ok so when I placed everything in the editor it looked nice and neat everything was on the floor etc etc, but when I put it on the server stuff has went in the air a little and moved from the original place, anyone know how to fix this (see picture below to see what I mean).

     

    OHW1aP4.jpg

  15. See what the kick reason is and add the full exception, see

    Thanks this should help alot it's just getting good at adding the stuff, but I will give it a go and see what happens.

  16. That will be attachTo if its doing that, check your filters on the line starting with attachTo to see what is being allowed

    I forgot to mention it happened when I added some vehicle wrecks on the map and a building or 2, should I just add "1 = "#particlesource" createVehicleLocal getpos _v;_smoke1 attachTo [_v,[0,0,0],"engine_effect_1"];_pos = getPos _smoke1;dele" next to 'attachTo' or does it have to be entered a certain way?

  17. Could anyone shed some light on changing the map markers so there not the vanilla ones, anyone know of any tutorials or anything that could help me out, basically I just want to change the markers for trader zones (black dots) so it's not the standard vanilla map...

     

    8bd136b127c661375807f19b5b8009dc.png

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