Scaris Posted May 7, 2015 Report Share Posted May 7, 2015 OK, got everything in however: 1. I had to put the admin file in the root of the pbo, otherwise I was getting an error that it wasn't found 2. Nothing is happening when a player comes into the clone room or leaves it through a drain, no load outs are being given. Here are my files if you want to peek: https://drive.google.com/file/d/0B_HUuS7AY7bQNEY5MzN2aFhnTVU/view?usp=sharing Link to comment Share on other sites More sharing options...
second_coming Posted May 7, 2015 Report Share Posted May 7, 2015 OK, got everything in however: 1. I had to put the admin file in the root of the pbo, otherwise I was getting an error that it wasn't found2. Nothing is happening when a player comes into the clone room or leaves it through a drain, no load outs are being given. Here are my files if you want to peek:https://drive.google.com/file/d/0B_HUuS7AY7bQNEY5MzN2aFhnTVU/view?usp=sharingYour sensor code was in the wrong place in your mission file:https://www.dropbox.com/s/5o8nqizegwgrpgq/mission.sqm?dl=0 Link to comment Share on other sites More sharing options...
Scaris Posted May 7, 2015 Report Share Posted May 7, 2015 for Altis? Link to comment Share on other sites More sharing options...
second_coming Posted May 7, 2015 Report Share Posted May 7, 2015 for Altis?No, I mean the code was in the wrong section of the mission file :)That's an edited version of the file you uploaded. Link to comment Share on other sites More sharing options...
Scaris Posted May 7, 2015 Report Share Posted May 7, 2015 ohhh! ty! I appreciate you doing that for me. Link to comment Share on other sites More sharing options...
Scaris Posted May 7, 2015 Report Share Posted May 7, 2015 ok so just so I understand what I did wrong and learn from it. Why does it go there? Link to comment Share on other sites More sharing options...
second_coming Posted May 7, 2015 Report Share Posted May 7, 2015 It's probably best to compare the before and after versions to see where it was moved to. Link to comment Share on other sites More sharing options...
Scaris Posted May 8, 2015 Report Share Posted May 8, 2015 that worked perfect, thank you VERY much. Link to comment Share on other sites More sharing options...
Scaris Posted May 8, 2015 Report Share Posted May 8, 2015 ok.. I was mistaken.. problem. It's doing it for anyone that logs into the server instead of new spawns. And it's not restricted to the spawn location. Link to comment Share on other sites More sharing options...
Scaris Posted May 8, 2015 Report Share Posted May 8, 2015 Digging into it more, based on what you posted here, I don't see anywhere that onPlayerRespawn.sqf is called. I am guessing that is why it's hitting everyone? Link to comment Share on other sites More sharing options...
second_coming Posted May 8, 2015 Report Share Posted May 8, 2015 Digging into it more, based on what you posted here, I don't see anywhere that onPlayerRespawn.sqf is called. I am guessing that is why it's hitting everyone? onPlayerRespawn.sqf is a system file which gets called automatically when a player respawns. The only reason everyone on the server would be given the loadout is if the sensor code in your mission file is wrong. Link to comment Share on other sites More sharing options...
Scaris Posted May 8, 2015 Report Share Posted May 8, 2015 wrong as in the wrong coordinates? Even if it was, wouldn't it just isolate it to a wrong area? Link to comment Share on other sites More sharing options...
second_coming Posted May 8, 2015 Report Share Posted May 8, 2015 Sorry I've got it wrong: This is how I currently have it set up (it changed recently) I have the trigger setup to give the uniform to my headless clients but it stopped working for players a few updates ago: In your mission file alter the sensor to this: position[]={23599.836,3.1900001,18000.484}; a=50; b=50; activationBy="ANY"; repeating=1; interruptable=1; age="UNKNOWN"; name="cloneroomsafezone"; expCond = ""; expActiv=""; expDesactiv=""; class Effects { }; In onPlayerRespawn.sqf put this:if (!isServer and !hasInterface) then { newPlayer = true; }; if((player distance cloneroomsafezone) < 25) then { // Supply Starting Loadout [] execVM "StartingLoadout.sqf"; systemchat("Auto Wardrobe Activated..."); };Then in StartingLoadout.sqf have your loadout script. This means that whenever a player logs in, if they are within 25m of the cloneroom centre point they it will run the loadout script. If you have checks in your loadout script to only work for new players then it will only work for fresh spawns. This is the loadout script I use:waitUntil {alive vehicle player}; waitUntil {typeOF player != "VirtualMan_EPOCH"}; if (EPOCH_playerEnergy < 20 && hasInterface && newPlayer) 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 8, 2015 Report Share Posted May 8, 2015 ah, thank you! and the onplayerrespawn.sqf should be in the root of the pbo, correct? I actually moved the player loadout file to custom\ and changed the path in the sensor. Just want to make sure it won't look for it wherever the loadout file is. Link to comment Share on other sites More sharing options...
second_coming Posted May 8, 2015 Report Share Posted May 8, 2015 ah, thank you! and the onplayerrespawn.sqf should be in the root of the pbo, correct?yes Link to comment Share on other sites More sharing options...
Scaris Posted May 8, 2015 Report Share Posted May 8, 2015 That fixed it, now it's working like a champ. Standard players are getting their loading. Now my admin section isn't working though. I have gone through it about 5 times but no luck. I don't see where i missed anything, it seems to be adding the admin list because it's not loading them with the default loadout, it's leaving admin's in their underwear, but I am also not seeing the "admin load-out already supplied message" either. https://drive.google.com/file/d/0B_HUuS7AY7bQOWM2Rkp0ajNSMVk/view?usp=sharing waitUntil {alive vehicle player}; waitUntil {typeOF player != "VirtualMan_EPOCH"}; if ((getPlayerUID player) in admin_list) then { if (EPOCH_playerEnergy < 20 && hasInterface && newPlayer) then { uiSleep 5; hint "Admin Loadout Supplied"; clearWeaponCargo player; clearMagazineCargo player; removeBackpackGlobal player; _modelMale = (typeOF player == "Epoch_Male_F"); _modelFemale = (typeOF player == "Epoch_Female_F"); if (_modelFemale) then { player forceAddUniform "U_ghillie1_uniform"; player addWeapon "srifle_DMR_05_hex_F"; player addPrimaryWeaponItem "10Rnd_93x64_DMR_05_Mag"; player addPrimaryWeaponItem "muzzle_snds_93mmg_tan"; player addPrimaryWeaponItem "bipod_01_F_snd"; player addPrimaryWeaponItem "optic_AMS_snd"; player addPrimaryWeaponItem "acc_flashlight"; player addVest "V_39_EPOCH"; player addItemToVest "10Rnd_93x64_DMR_05_Mag"; player addItemToVest "10Rnd_93x64_DMR_05_Mag"; player addItemToVest "10Rnd_93x64_DMR_05_Mag"; player addItemToVest "10Rnd_93x64_DMR_05_Mag"; player addItemToVest "10Rnd_93x64_DMR_05_Mag"; player addItemToVest "10Rnd_93x64_DMR_05_Mag"; player addItemToVest "10Rnd_93x64_DMR_05_Mag"; player addItemToVest "10Rnd_93x64_DMR_05_Mag"; }; if (_modelMale) then { player forceAddUniform "U_O_FullGhillie_sard"; player addWeapon "srifle_DMR_02_sniper_F"; player addPrimaryWeaponItem "10Rnd_338_Mag"; player addPrimaryWeaponItem "muzzle_snds_338_sand"; player addPrimaryWeaponItem "bipod_01_F_snd"; player addPrimaryWeaponItem "optic_AMS_snd"; player addPrimaryWeaponItem "acc_flashlight"; player addVest "V_39_EPOCH"; player addItemToVest "10Rnd_338_Mag"; player addItemToVest "10Rnd_338_Mag"; player addItemToVest "10Rnd_338_Mag"; player addItemToVest "10Rnd_338_Mag"; player addItemToVest "10Rnd_338_Mag"; player addItemToVest "10Rnd_338_Mag"; player addItemToVest "10Rnd_338_Mag"; player addItemToVest "10Rnd_338_Mag"; }; player addWeapon "MultiGun"; player addWeapon "launch_RPG32_F"; player addWeapon "NVG_EPOCH"; player addWeapon "EpochRadio0"; player addWeapon "ItemMap"; player addWeapon "ItemGPS"; player addWeapon "ItemWatch"; player addWeapon "ItemCompass"; player addWeapon "RangeFinder"; player addWeapon "H_19_EPOCH"; player addBackpack "B_Carryall_cbr"; player addItemToVest "Repair_EPOCH"; player addItemToVest "Defib_EPOCH"; player addItemToVest "Heal_EPOCH"; player addItemToVest "optic_Nightstalker"; player addItemToUniform "FoodWalkNSons"; player addItemToUniform "FoodWalkNSons"; player addItemToUniform "FoodWalkNSons"; player addItemToUniform "acc_pointer_IR"; player addItemToUniform "FAK"; player addItemToUniform "FAK"; player addItemToUniform "FAK"; player addItemToUniform "FAK"; player addItemToUniform "FAK"; player addItemToUniform "FAK"; player addItemToUniform "meatballs_epoch"; player addItemToUniform "meatballs_epoch"; player addItemToUniform "meatballs_epoch"; player addItemToBackpack "RPG32_F"; player addItemToBackpack "RPG32_F"; player addItemToBackpack "EnergyPackLg"; EPOCH_playerCrypto = 7500; EPOCH_playerEnergy = 2500; } else { hint "Admin Load out 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 Load out Already Supplied"; }; }; Link to comment Share on other sites More sharing options...
second_coming Posted May 8, 2015 Report Share Posted May 8, 2015 admin.sqf has to be in the server root folder next to your arma3server.exe Link to comment Share on other sites More sharing options...
Scaris Posted May 8, 2015 Report Share Posted May 8, 2015 Tried putting it there as well, didn't work. And when I did I got a script error that it couldn't find the file. Link to comment Share on other sites More sharing options...
Scaris Posted May 8, 2015 Report Share Posted May 8, 2015 It was working with it how I have it yesterday pulling the admin file from the root of the pbo, it was just doing it anywhere on the map. Link to comment Share on other sites More sharing options...
second_coming Posted May 8, 2015 Report Share Posted May 8, 2015 Tried putting it there as well, didn't work. And when I did I got a script error that it couldn't find the file.It must be an issue with how the server is configured that's stopping that from finding the file, is it a hosted server?You may just have to put your steam6id check into the loadout script if it can't be resolved like that or place the admin.sqf in your mission file and import it from there. Link to comment Share on other sites More sharing options...
Scaris Posted May 8, 2015 Report Share Posted May 8, 2015 So, like this? waitUntil {alive vehicle player}; waitUntil {typeOF player != "VirtualMan_EPOCH"}; if ( getPlayerUID player in ["765xxx3787788","76561xxx8974301","76561xxx991638"] ) then { { if (EPOCH_playerEnergy < 20 && hasInterface && newPlayer) then { uiSleep 5; hint "Admin Loadout Supplied"; clearWeaponCargo player; clearMagazineCargo player; removeBackpackGlobal player; _modelMale = (typeOF player == "Epoch_Male_F"); _modelFemale = (typeOF player == "Epoch_Female_F"); if (_modelFemale) then { player forceAddUniform "U_ghillie1_uniform"; player addWeapon "srifle_DMR_05_hex_F"; Link to comment Share on other sites More sharing options...
Scaris Posted May 8, 2015 Report Share Posted May 8, 2015 Ok, I tried what i just posted above and I am still getting the exact same behavior. I think the admin logical is working which is why it's not skipping me on to default loadout. It's failing somewhere after it. Any ideas? Link to comment Share on other sites More sharing options...
second_coming Posted May 8, 2015 Report Share Posted May 8, 2015 Ok, I tried what i just posted above and I am still getting the exact same behavior. I think the admin logical is working which is why it's not skipping me on to default loadout. It's failing somewhere after it. Any ideas? In onPlayerRespawn change it to: newPlayer = true; if((player distance cloneroomsafezone) < 25) then { // Supply Starting Loadout [] execVM "StartingLoadout.sqf"; systemchat("Auto Wardrobe Activated..."); }; Link to comment Share on other sites More sharing options...
Scaris Posted May 8, 2015 Report Share Posted May 8, 2015 Working like a champ, again thank you for all your help. I wish I could help in return.. Link to comment Share on other sites More sharing options...
Scaris Posted May 8, 2015 Report Share Posted May 8, 2015 I will package it all up with some instructions this week and post it for everyone. It's a nice clean simple setup for everyone to use. Link to comment Share on other sites More sharing options...
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