Jump to content
  • 0
Alma123

Automatic parachute open

Question

Hi, first, sorry my English...

 

If any player die on my server, try to respawn and die again, while he spawn not far he's dead body. I want to stop this, and I think the solution is when the player do halo jump, the parachute will automatic open when he near the ground, and the fresh spawn player cant die, so maybe he dont want respawn again and again...

 

I find the halo jump-parachute code in the dayz_code/compile/BIS_fnc/fn_halo.spf, but I cant know, how I do this.

Can anybody help me with this?

Share this post


Link to post
Share on other sites

7 answers to this question

Recommended Posts

  • 0

I agree and will be looking into trying to get something like this to work myself. I will post back on my findings. Would be nice if others/a more experienced coder would give this a look at also but I will do my best :D

Share this post


Link to post
Share on other sites
  • 0

It'sprob not that hard to do as I'm guessing it only needs a couple of lines of code... maybe 1 that tracks your altitude, 1 that runs a script when it gets to X altitude and then a small script that opens your parachute....

I have a altimeter script that tracks your hight so that would be half the code already.

down side is i dont know how to code to well so can't help there :(

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Answer this question...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...

  • Similar Content

    • By JakeQue
      Is there anyway to add a disable footsteps for admins?
       
      Also I would love to be able to spawn a mission in from the admin menu, I tried some code but it just breaks Infistar, it would seem it is executing it automatically.
       
       
      Thank you!
    • By JakeQue
      Hi, me again.
       
      For some reason when i spawn in and collect coins or loadout the next time i disconnect and come back it puts me back into spawn and money is all disappeared. 

      There's no hive errors.
      The only error in the Server RPT is :
      And I have 2 errors in my client RPT. Looks like they relate to zsc but I have reinstalled it from scratch and still the same.
      and 
       
      Sorry to be such a noob with this one!!
    • By Tricks
      Hello community,
      I am working on a custom mission that takes place over the waters of Chernarus. Its actually an Aircraft Carrier mission I had on my server in 2014. However I can't seem to get loot to spawn on the ship.
      Has anyone had any success in spawning custom loot boxes over water or on the carrier?
      Thanks!
    • By randall421
      The loot spawning on my server will respawn or cycle right infrnt of you if you move more than 5m away or if someone else near you moves 5ft away. I check player_spawncheck.sqf and it looks fine. 
      player_spawncheck.sqf 
      //player_spawncheck.sqf private ["_isWreck","_maxControlledZombies","_looted","_zombied","_doNothing","_spawnZedRadius","_serverTime","_age","_nearbyBuildings","_position","_speed","_radius","_maxlocalspawned","_maxWeaponHolders","_currentWeaponHolders","_maxtoCreate","_inVehicle","_isAir","_isLand","_isSea","_Controlledzeddivided","_totalcrew","_nearby","_type","_config","_canSpawn","_dis","_checkLoot","_islocal","_bPos","_zombiesNum"]; _age = -1; //_nearbyBuildings = []; _position = [player] call fnc_getPos; _speed = speed (vehicle player); _radius = 200; //150*0.707; Pointless Processing (106.5) _spawnZedRadius = 20; /* //Tick Time PVDZ_getTickTime = player; publicVariableServer "PVDZ_getTickTime"; */ //Total Counts _maxlocalspawned = round(dayz_spawnZombies); _maxControlledZombies = round(dayz_maxLocalZombies); _maxWeaponHolders = round(dayz_maxMaxWeaponHolders); _currentWeaponHolders = round(dayz_currentWeaponHolders); //Limits (Land,Sea,Air) _inVehicle = (vehicle player != player); /* _isAir = vehicle player iskindof "Air"; _isLand = vehicle player iskindof "Land"; _isSea = vehicle player iskindof "Sea"; if (_isLand) then { } else { }; if (_isAir) then { } else { }; if (_isSea) then { } else { }; */ _doNothing = false; if (_inVehicle) then { _Controlledzeddivided = 0; //exit if too fast if (_speed > 25) exitwith {_doNothing = true;}; //Crew can spawn zeds. _totalcrew = count (crew (vehicle player)); if (_totalcrew > 1) then { _Controlledzeddivided = 2; //Dont allow driver to spawn if we have other crew members. if (player == driver (vehicle player)) exitwith {_doNothing = true;}; } else { _Controlledzeddivided = 4; }; if (_Controlledzeddivided > 0) then { _maxControlledZombies = round(_maxControlledZombies / _Controlledzeddivided); r_player_divideinvehicle = _Controlledzeddivided; }; }; if (_doNothing) exitwith {}; /*if ("ItemMap_Debug" in items player) then { deleteMarkerLocal "MaxZeds"; deleteMarkerLocal "Counter"; deleteMarkerLocal "Loot30"; deleteMarkerLocal "Loot120"; deleteMarkerLocal "Agro80"; _markerstr = createMarkerLocal ["MaxZeds", _position]; _markerstr setMarkerColorLocal "ColorYellow"; _markerstr setMarkerShapeLocal "ELLIPSE"; _markerstr setMarkerBrushLocal "Border"; _markerstr setMarkerSizeLocal [_radius, _radius]; _markerstr1 = createMarkerLocal ["Counter", _position]; _markerstr1 setMarkerColorLocal "ColorRed"; _markerstr1 setMarkerShapeLocal "ELLIPSE"; _markerstr1 setMarkerBrushLocal "Border"; _markerstr1 setMarkerSizeLocal [_radius+100, _radius+100]; _markerstr2 = createMarkerLocal ["Agro80", _position]; _markerstr2 setMarkerColorLocal "ColorRed"; _markerstr2 setMarkerShapeLocal "ELLIPSE"; _markerstr2 setMarkerBrushLocal "Border"; _markerstr2 setMarkerSizeLocal [80, 80]; _markerstr2 = createMarkerLocal ["Loot30", _position]; _markerstr2 setMarkerColorLocal "ColorRed"; _markerstr2 setMarkerShapeLocal "ELLIPSE"; _markerstr2 setMarkerBrushLocal "Border"; _markerstr2 setMarkerSizeLocal [30, 30]; _markerstr3 = createMarkerLocal ["Loot120", _position]; _markerstr3 setMarkerColorLocal "ColorBlue"; _markerstr3 setMarkerShapeLocal "ELLIPSE"; _markerstr3 setMarkerBrushLocal "Border"; _markerstr3 setMarkerSizeLocal [120, 120]; diag_log ("LocalZombies: " +str(dayz_spawnZombies) + "/" +str(dayz_maxLocalZombies)); //Logging diag_log (format["%1 Local.Agents: %2/%3, NearBy.Agents: %8/%9, Global.Agents: %6/%7, W.holders: %10/%11, (radius:%4m %5fps).","SpawnCheck", _maxlocalspawned, _maxControlledZombies, _radius, round diag_fpsmin,dayz_currentGlobalZombies, dayz_maxGlobalZeds, dayz_CurrentNearByZombies, dayz_maxNearByZombies, _currentWeaponHolders,_maxWeaponHolders]); };*/ // nearObjects is faster than nearestObjects when sorting by distance isn't needed // "Building" includes House and all of its child classes (Crashsite, IC_Fireplace1, IC_Tent, etc.) _nearby = _position nearObjects ["Building",_radius]; _maxlocalspawned = _maxlocalspawned max floor(_maxControlledZombies*.8); if (_maxlocalspawned > 0) then { _spawnZedRadius = _spawnZedRadius * 3; }; //Spawn Zeds & loot in buildings { _type = typeOf _x; _config = missionConfigFile >> "CfgLoot" >> "Buildings" >> _type; _canSpawn = isClass (_config); if (_canSpawn) then { _dis = _x distance player; _checkLoot = (count (getArray (_config >> "lootPos"))) > 0; _islocal = _x getVariable ["", false]; // object created locally via TownGenerator. //Make sure wrecks always spawn Zeds _isWreck = _x isKindOf "CrashSite"; //Loot if (getNumber(_config >> "lootChance") > 0) then { if (_currentWeaponHolders < _maxWeaponHolders) then { //Basic loot check if ((_dis < 125) and (_dis > 30) and !_inVehicle and _checkLoot) then { _serverTime = serverTime; _looted = (_x getVariable ["looted",_serverTime]); _age = _serverTime - _looted; //Building refresh rate if (_age == 0 or (_age > getNumber(_config >> "lootRefreshTimer"))) then { _x setVariable ["looted",_serverTime,!_islocal]; _x call building_spawnLoot; if (!(_x in dayz_buildingBubbleMonitor)) then { dayz_buildingBubbleMonitor set [count dayz_buildingBubbleMonitor, _x]; }; //diag_log [ diag_tickTime, "new loot at",_x,"age:", _age, "serverTime:", _serverTime]; }/* else { diag_log [ diag_tickTime, "won't spawn loot at",_x,"age:", _age, "serverTime:", _serverTime]; }*/; }; }; }; //Zeds if (getNumber(_config >> "zombieChance") > 0) then { if (_dis > _spawnZedRadius) then { _serverTime = serverTime; _zombied = (_x getVariable ["zombieSpawn",_serverTime]); _age = _serverTime - _zombied; if ((_age == 0) or (_age > 300)) then { if (!_isWreck) then { if ((dayz_spawnZombies < _maxControlledZombies) and (dayz_CurrentNearByZombies < dayz_maxNearByZombies) and (dayz_currentGlobalZombies < dayz_maxGlobalZeds)) then { _bPos = getPosATL _x; _zombiesNum = count (_bPos nearEntities ["zZombie_Base",(((sizeOf _type) * 2) + 10)]); if (_zombiesNum == 0) then { _x setVariable ["zombieSpawn",_serverTime,!_islocal]; if (!(_x in dayz_buildingBubbleMonitor)) then { //add active zed to var dayz_buildingBubbleMonitor set [count dayz_buildingBubbleMonitor, _x]; }; //start spawn [_x] call building_spawnZombies; }; //diag_log (format["%1 building. %2", __FILE__, _x]); }; } else { _bPos = getPosATL _x; _zombiesNum = count (_bPos nearEntities ["zZombie_Base",(((sizeOf _type) * 2) + 30)]); //Should be a wreck if (_zombiesNum == 0) then { [_x,_isWreck] call building_spawnZombies; }; }; }; }; }; }; } forEach _nearby; At first I thought it was a respawn timer issue or something like that but if you don't move the loot will stay, you have to back away from it or someone else has to get within range and its not like you have to run away for this to happen, you can just back up a few steps and watch the loot change right infront of you. I have been playing around with it just trying to see if i can figure it out but if anyone knows what i should do or can at least point me in the right direction it would be a huge help.
       
      Thanks
    • By Thug
      I have an overpoch Sauerland server. The vehicle traders are not spawning when you buy. The SOB takes your money and gives you a key, but no vehicle.  The arrow comes up for about 12 seconds.  After the restart, they are there, all on top of each other.
      NO, I do not have infistar installed.  It brakes the server. No admin tools at all.
      Here are my server and client RPTs. Can someone please take a look for me?
      Client
      Server
      All other traders work.
       
  • Advertisement
  • Supporters
  • Discord

×
×
  • Create New...