BetterDeadThanZed Posted April 28, 2015 Report Share Posted April 28, 2015 post your mission.sqm and server .rpt file, you must have a typo in it (use the spoiler tag or stick it on pastebin) The server log shows no error and I copied and pasted the code you posted in the mission.sqm with the exception of the location (It's Altis) and the distance. The code is too long, so here are pastebin links: Server log: http://pastebin.com/YvvyRW2f mission.sqm: http://pastebin.com/Zm8KjZ6X Link to comment Share on other sites More sharing options...
second_coming Posted April 28, 2015 Report Share Posted April 28, 2015 The server log shows no error and I copied and pasted the code you posted in the mission.sqm with the exception of the location (It's Altis) and the distance. The code is too long, so here are pastebin links: Server log: http://pastebin.com/YvvyRW2f mission.sqm: http://pastebin.com/Zm8KjZ6X Sorry, there was a typo in my post: in your sensor trigger it should be: expActiv="sleep 1; execVM ""custom\loadout\loadout.sqf"";"; not expActiv="sleep 1; hint execVM ""custom\loadout\loadout.sqf"";"; Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted April 28, 2015 Report Share Posted April 28, 2015 Sorry, there was a typo in my post: in your sensor trigger it should be: expActiv="sleep 1; execVM ""custom\loadout\loadout.sqf"";"; not expActiv="sleep 1; hint execVM ""custom\loadout\loadout.sqf"";"; It made no difference. I'm still not spawning with any loadout. Link to comment Share on other sites More sharing options...
second_coming Posted April 28, 2015 Report Share Posted April 28, 2015 It made no difference. I'm still not spawning with any loadout. Could you post your client .rpt also? :) Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted April 28, 2015 Report Share Posted April 28, 2015 Could you post your client .rpt also? :) Sure: http://pastebin.com/XwiZ5Tbx Link to comment Share on other sites More sharing options...
second_coming Posted April 28, 2015 Report Share Posted April 28, 2015 Sure: http://pastebin.com/XwiZ5Tbx You have an undefined error for newPlayer this would indicate that your onPlayerRespawn.sqf isn't loading in the mission root. Make sure you have a file onPlayerRespawn.sqf in the same place as your mission.sqm and it contains the following: newPlayer = true; Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted April 28, 2015 Report Share Posted April 28, 2015 I am using the loadout.sqf that you posted here: I do have a onPlayerRespawn.sqf with that line in it. It also has the earplug code in it. I know the coordinates for the sensor are correct for Altis because I got it from the database, as I stood in the exact spot where I spawned inside of the spawn box. I've tried a number of sensor codes and different versions of the loadout.sqf to no avail. Link to comment Share on other sites More sharing options...
second_coming Posted April 28, 2015 Report Share Posted April 28, 2015 I am using the loadout.sqf that you posted here: I do have a onPlayerRespawn.sqf with that line in it. It also has the earplug code in it. I know the coordinates for the sensor are correct for Altis because I got it from the database, as I stood in the exact spot where I spawned inside of the spawn box. I've tried a number of sensor codes and different versions of the loadout.sqf to no avail. 10:40:32 Error in expression <eOF player != "VirtualMan_EPOCH"}; if (newPlayer && EPOCH_playerEnergy < 500) t> 10:40:32 Error position: <newPlayer && EPOCH_playerEnergy < 500) t> 10:40:32 Error Undefined variable in expression: newplayer 10:40:32 File mpmissions\__CUR_MP.Altis\custom\loadout\loadout.sqf, line 4 10:40:32 "DEBUG TIME WAITED: 0.0130005" 10:40:32 "EPOCH-LOGIN: Setup Player Variables" 10:40:32 "EPOCH-LOGIN: Setup EH's" 10:40:32 "EPOCH-LOGIN: Finish!" 10:40:32 Speaker Male01_F not found in CfgVoiceTypes 10:40:32 Error in expression < ((_hasEPEH == "NEVER")) then {[] spawn cm_EPEH_Loop;[] spawn cm_EP_LOOP;}; if> 10:40:32 Error position: <cm_EPEH_Loop;[] spawn cm_EP_LOOP;}; if> 10:40:32 Error Undefined variable in expression: cm_epeh_loop 10:40:32 File mpmissions\__CUR_MP.Altis\onPlayerRespawn.sqf, line 39 Looking at the client .rpt you also have another error in your onPlayerRespawn.sqf which is probably stopping the newPlayer variable being set, which is stopping the loadout working. I'd suggest removing the earplugs code from the onPlayerRespawn.sqf to see if that fixes it, then you can look at fixing the earplug script :) Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted April 28, 2015 Report Share Posted April 28, 2015 Undefined variables don't usually stop scripts from working. I'll move the "newplayer" code to the top of that file and see if makes a difference though. Link to comment Share on other sites More sharing options...
xbelanch Posted April 28, 2015 Report Share Posted April 28, 2015 hoOOOOOOORAYYYY it works!!!! thanks @second_coming! Link to comment Share on other sites More sharing options...
second_coming Posted April 28, 2015 Report Share Posted April 28, 2015 Undefined variables don't usually stop scripts from working. I'll move the "newplayer" code to the top of that file and see if makes a difference though. It does if there is an if statement checking the variable and only running the code if the variable is initialised Link to comment Share on other sites More sharing options...
jaikaiman Posted April 30, 2015 Report Share Posted April 30, 2015 Just cannot get this one to work :( Link to comment Share on other sites More sharing options...
second_coming Posted April 30, 2015 Report Share Posted April 30, 2015 Just cannot get this one to work :( zip up any custom epochhive addons you are using and your mission file and send me a download link and I'll have a look and see if I can work out what's stopping it working Link to comment Share on other sites More sharing options...
monkeebhoy Posted May 2, 2015 Report Share Posted May 2, 2015 Hi. Using second comings advice I got the script to work. However whenever the server restarts it removes their gear and gives them the custom load out. Is there a way to stop this happening? Link to comment Share on other sites More sharing options...
second_coming Posted May 2, 2015 Report Share Posted May 2, 2015 That's why you have it triggered by the sensor in the cloneroom, the only time you are ever in there is when you respawn. Link to comment Share on other sites More sharing options...
monkeebhoy Posted May 2, 2015 Report Share Posted May 2, 2015 I completely understand but when the server restarts and I am at my base I automatically get the custom load out instead of what I had Link to comment Share on other sites More sharing options...
jaikaiman Posted May 2, 2015 Report Share Posted May 2, 2015 Just wanted to say a huge thanks to Second_Coming....... Thanks man! Its WORKING at lastttttttt LOL Link to comment Share on other sites More sharing options...
second_coming Posted May 2, 2015 Report Share Posted May 2, 2015 I completely understand but when the server restarts and I am at my base I automatically get the custom load out instead of what I had Something isn't right then :) The sensor in the cloneroom only has a 25m radius Link to comment Share on other sites More sharing options...
PAR4NA Posted May 3, 2015 Report Share Posted May 3, 2015 02.05.2015 22:35:41: PAR4NA (127.0.0.1:2304) 0123456789 - #26 "layer addMagazine _item; player addWeapon "ItemMap"; player addItemToVest "FAK"; player addItemToVest "5Rnd_rollins_mag"; player" ----------------------------------- 02.05.2015 22:36:17: PAR4NA (127.0.0.1:2304) 0123456789 - #26 "Compass"; player addPrimaryWeaponItem "optic_Aco"; player addItemToVest "FAK"; player addItemToVest "FAK"; player addItemToV" 02.05.2015 22:36:17: PAR4NA (127.0.0.1:2304) 0123456789 - #27 "agazineCargo player; removeBackpackGlobal player; player addBackpack "B_Parachute"; player addHeadGear "H_F3_EPOCH"; player add" 02.05.2015 22:36:17: PAR4NA (127.0.0.1:2304) 0123456789 - #44 "== "Epoch_Female_F"); if (_modelFemale) then { player forceAddUniform "U_CamoBlue_uniform"; }; if (_modelMale) then { player " --------------------------------------- 02.05.2015 22:37:13: PAR4NA (127.0.0.1:2304) 0123456789 - #26 "ompass"; player addPrimaryWeaponItem "optic_Hamr"; player addItemToVest "FAK"; player addItemToVest "FAK"; player addItemToV" 02.05.2015 22:37:13: PAR4NA (127.0.0.1:2304) 0123456789 - #27 "agazineCargo player; removeBackpackGlobal player; player addBackpack "B_Parachute"; player addHeadGear "H_11_EPOCH"; player add" 02.05.2015 22:37:13: PAR4NA (127.0.0.1:2304) 0123456789 - #44 "== "Epoch_Female_F"); if (_modelFemale) then { player forceAddUniform "U_CamoRed_uniform"; }; if (_modelMale) then { player f" Someone teaches me to add? Do not send this link because I could not do! lolol http://opendayz.net/threads/a-guide-to-battleye-filters.21066/ Link to comment Share on other sites More sharing options...
Scaris Posted May 7, 2015 Report Share Posted May 7, 2015 Do you happen to have this working with a separate admin file so there can be two different types of load-outs? I do a lot of REAL testing on my server, which means admin death a lot while I am toying with the AI and such checking their behavior as well as fixing vehicles that are likely to explode on myself or a player and it really makes my life easier if I can automatically get put back in my default load-out. I have been using your crate method with the crypto in it and it has worked great (and I have never had a problem getting the crypto client sided). However, it only works for me and not my other admins. The players just get clothes so they aren't running around naked (I have no idea why the EPOCH dev team WANT people running around in their underwear, I am pretty sure they had clothes at some point BEFORE getting dropped on Altis or arriving there. I looked at the original posted instructions on doing that and my mission file looks NOTHING like his if I am supposed to put it in line 81 or whatever they said. This works for me: Edit mission.sqm and add a sensor (set the position to the centre point of the clone room, the one in the example is for Chernarus): class Sensors { items=1; class Item0 { position[]={1025,0,2022}; a=50; b=50; activationBy="ANY"; repeating=1; interruptable=1; age="UNKNOWN"; name="cloneroomsafezone"; expCond = "(player distance cloneroomsafezone) < 50;"; expActiv="sleep 1; execVM ""StartingLoadout.sqf"";"; expDesactiv=""; class Effects { }; }; }; Have a file called StartingLoadout.sqf in the root of your mission file (or call another file from elsewhere if you change the file link in the sensor): waitUntil {alive vehicle player}; waitUntil {typeOF player != "VirtualMan_EPOCH"}; if (newPlayer && EPOCH_playerEnergy < 500) then { uiSleep 5; hint "Standard Loadout Supplied"; clearWeaponCargo player; clearMagazineCargo player; player addWeapon "ItemMap"; player addItemToVest "FAK"; player addItemToVest "FAK"; player addItemToVest "scam_epoch"; player addItemToVest "scam_epoch"; player addItemToVest "ItemSodaRbull"; player addItemToVest "ItemSodaRbull"; EPOCH_playerEnergy = 500; _modelMale = (typeOF player == "Epoch_Male_F"); _modelFemale = (typeOF player == "Epoch_Female_F"); if (_modelFemale) then { player forceAddUniform "U_BasicBodyFemale"; }; if (_modelMale) then { player forceAddUniform "U_C_Poor_1"; }; newPlayer = false; } else { hint "Standard Loadout Already Supplied"; }; and in your onPlayerRespawn.sqf in your mission root: newPlayer = true; Link to comment Share on other sites More sharing options...
second_coming Posted May 7, 2015 Report Share Posted May 7, 2015 Do you happen to have this working with a separate admin file so there can be two different types of load-outs? I do a lot of REAL testing on my server, which means admin death a lot while I am toying with the AI and such checking their behavior as well as fixing vehicles that are likely to explode on myself or a player and it really makes my life easier if I can automatically get put back in my default load-out. I have been using your crate method with the crypto in it and it has worked great (and I have never had a problem getting the crypto client sided). However, it only works for me and not my other admins. The players just get clothes so they aren't running around naked (I have no idea why the EPOCH dev team WANT people running around in their underwear, I am pretty sure they had clothes at some point BEFORE getting dropped on Altis or arriving there. I looked at the original posted instructions on doing that and my mission file looks NOTHING like his if I am supposed to put it in line 81 or whatever they said. I did but I don't any more. Try this: waitUntil {alive vehicle player}; waitUntil {typeOF player != "VirtualMan_EPOCH"}; if ((getPlayerUID player) in admin_list) then { if (EPOCH_playerEnergy < 20 and hasInterface) then { uiSleep 5; hint "Admin Sniper Loadout Supplied"; clearWeaponCargo player; clearMagazineCargo player; removeBackpackGlobal player; player addBackpack "B_Carryall_oli"; player addVest "V_PlateCarrier_Kerry"; player forceAddUniform "U_OG_Guerilla2_3"; player addHeadGear "H_77_EPOCH"; player addWeapon "hgun_P07_F"; player addWeapon "srifle_DMR_03_F"; player addWeapon "EpochRadio0"; player addWeapon "ItemGPS"; player addWeapon "ItemMap"; player addWeapon "ItemWatch"; player addWeapon "ItemCompass"; player addWeapon "Laserdesignator"; player addPrimaryWeaponItem "optic_DMS"; player addPrimaryWeaponItem "bipod_02_F_hex"; player addPrimaryWeaponItem "muzzle_snds_B"; player addHandgunItem "muzzle_snds_L"; player addItemToVest "FAK"; player addItemToVest "FAK"; player addItemToVest "scam_epoch"; player addItemToVest "scam_epoch"; player addItemToVest "ItemSodaRbull"; player addItemToVest "ItemSodaRbull"; player addMagazines ["30Rnd_9x21_Mag", 4]; player addMagazines ["20Rnd_762x51_Mag", 10]; player addMagazines ["handGrenade", 8]; EPOCH_playerEnergy = 2500; } else { hint "Standard Loadout Already Supplied"; }; } else { if (EPOCH_playerEnergy < 20 and hasInterface) then { uiSleep 5; hint "Standard Loadout Supplied"; clearWeaponCargo player; clearMagazineCargo player; player addWeapon "ItemMap"; player addItemToVest "FAK"; player addItemToVest "FAK"; player addItemToVest "scam_epoch"; player addItemToVest "scam_epoch"; player addItemToVest "ItemSodaRbull"; player addItemToVest "ItemSodaRbull"; EPOCH_playerEnergy = 500; _modelMale = (typeOF player == "Epoch_Male_F"); _modelFemale = (typeOF player == "Epoch_Female_F"); if (_modelFemale) then { player forceAddUniform "U_BasicBodyFemale"; }; if (_modelMale) then { player forceAddUniform "U_C_Poor_1"; }; newPlayer = false; } else { hint "Standard Loadout Already Supplied"; }; }; Link to comment Share on other sites More sharing options...
Scaris Posted May 7, 2015 Report Share Posted May 7, 2015 Thanks! But how is admin_list being defined so it knows where to pull from? That was the part that didn't make any sense to me from the OP. Link to comment Share on other sites More sharing options...
second_coming Posted May 7, 2015 Report Share Posted May 7, 2015 Create a file called admin.sqf in your Arma 3 root folder (same place as your arma3server.exe)admin_list = ["xxxx"]; publicVariable "admin_list"; and in your init.sqf place this:if(isNil "admin_list") then { [] execVM "admin.sqf"; }; Link to comment Share on other sites More sharing options...
Scaris Posted May 7, 2015 Report Share Posted May 7, 2015 thank you very much. And then for the admin list it would just be: admin_list = ["xxxx","xxxx","xxxx"]; replacing the x's with the player ID's? Link to comment Share on other sites More sharing options...
second_coming Posted May 7, 2015 Report Share Posted May 7, 2015 thank you very much. And then for the admin list it would just be: admin_list = ["xxxx","xxxx","xxxx"]; replacing the x's with the player ID's?Yes, it's the Steam64ID you need though not your guid:http://steamid.co/ Link to comment Share on other sites More sharing options...
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