cen Posted January 6, 2015 Report Share Posted January 6, 2015 could you take a look at my mission.sqm and see if u can re-crypt it or if i made a mistake but should be all good http://en.file-upload.net/download-10102109/mission.sqm.html Use this as your mission.sqm: http://pastebin.com/eyPYccBA speaR and Humpabry 2 Link to comment Share on other sites More sharing options...
Humpabry Posted January 6, 2015 Report Share Posted January 6, 2015 do i need to re-crypt it or not mate? and tyvm this was destroying me lol ok working at last thanks a lot...i added custom spawn points but seems to just spawn me in same spot in the sea for some reason :/ ill try them again Link to comment Share on other sites More sharing options...
Humpabry Posted January 6, 2015 Report Share Posted January 6, 2015 fully working thanks so much for the help and patience guys + cheers for mission.sqm cen great script!!! thanks again :) Link to comment Share on other sites More sharing options...
patter2012 Posted January 6, 2015 Report Share Posted January 6, 2015 does this need any battle eye filters alterd Link to comment Share on other sites More sharing options...
Matijs Posted January 6, 2015 Author Report Share Posted January 6, 2015 does this need any battle eye filters alterd No idea, check if you get kicked & add them Link to comment Share on other sites More sharing options...
Humpabry Posted January 6, 2015 Report Share Posted January 6, 2015 no BE filters needed Link to comment Share on other sites More sharing options...
Slacker101 Posted January 7, 2015 Report Share Posted January 7, 2015 I can't for the life of me get this to work on Altis. class Markers { items = 3; class Item0 { position[] = {6968.658,324.48145,8345.914}; name = "center"; type = "Empty"; }; class Item1 { position[] = {1024.82,0,2023.51}; name = "respawn_east"; type = "Empty"; angle = 23.608498; }; class Item2 { position[] = {1024.8502,5.858802,2023.5204}; name = "respawn_west"; type = "Empty"; angle = 23.608498; }; }; class Sensors { items=1; class Item0 { position[]={1024.8502,5.858802,2023.5204}; //Spawnpoint coords (same as respawn_west & east) activationBy="ANY"; repeating=1; interruptable=1; age="UNKNOWN"; name="SPAWNPOINT"; expCond="(player distance SPAWNPOINT) < 50;"; expActiv="inSpawnPoint = true;"; expDesactiv="inSpawnPoint = false;"; class Effects { }; }; }; Link to comment Share on other sites More sharing options...
Matijs Posted January 7, 2015 Author Report Share Posted January 7, 2015 I can't for the life of me get this to work on Altis. class Markers { items = 3; class Item0 { position[] = {6968.658,324.48145,8345.914}; name = "center"; type = "Empty"; }; class Item1 { position[] = {1024.82,0,2023.51}; name = "respawn_east"; type = "Empty"; angle = 23.608498; }; class Item2 { position[] = {1024.8502,5.858802,2023.5204}; name = "respawn_west"; type = "Empty"; angle = 23.608498; }; }; class Sensors { items=1; class Item0 { position[]={1024.8502,5.858802,2023.5204}; //Spawnpoint coords (same as respawn_west & east) activationBy="ANY"; repeating=1; interruptable=1; age="UNKNOWN"; name="SPAWNPOINT"; expCond="(player distance SPAWNPOINT) < 50;"; expActiv="inSpawnPoint = true;"; expDesactiv="inSpawnPoint = false;"; class Effects { }; }; }; Is there another }; at the end of the code you sent here? Link to comment Share on other sites More sharing options...
Slacker101 Posted January 7, 2015 Report Share Posted January 7, 2015 Is there another }; at the end of the code you sent here? class Markers { items = 3; class Item0 { position[] = {14939.934,0.053499073,15083.272}; name = "center"; type = "Empty"; }; class Item1 { position[] = {23600.639,3.19,18000.72}; name = "respawn_east"; type = "Empty"; }; class Item2 { position[] = {23600.611,3.19,18000.768}; name = "respawn_west"; type = "Empty"; }; }; class Sensors { items=1; class Item0 { position[]={23600.639,3.19,18000.72}; //Spawnpoint coords (same as respawn_west & east) activationBy="ANY"; repeating=1; interruptable=1; age="UNKNOWN"; name="SPAWNPOINT"; expCond="(player distance SPAWNPOINT) < 50;"; expActiv="inSpawnPoint = true;"; expDesactiv="inSpawnPoint = false;"; class Effects { }; }; }; }; class Intro { addOns[] = {"a3_map_altis"}; addOnsAuto[] = {"a3_map_altis"}; randomSeed = 13802307; class Intel { timeOfChanges = 1800.0002; startWeather = 0.3; startWind = 0.1; startWaves = 0.1; forecastWeather = 0.3; forecastWind = 0.1; forecastWaves = 0.1; forecastLightnings = 0.1; year = 2035; month = 6; day = 24; hour = 12; minute = 0; startFogDecay = 0.013; forecastFogDecay = 0.013; }; }; class OutroWin { addOns[] = {"a3_map_altis"}; addOnsAuto[] = {"a3_map_altis"}; randomSeed = 4712975; class Intel { timeOfChanges = 1800.0002; startWeather = 0.3; startWind = 0.1; startWaves = 0.1; forecastWeather = 0.3; forecastWind = 0.1; forecastWaves = 0.1; forecastLightnings = 0.1; year = 2035; month = 6; day = 24; hour = 12; minute = 0; startFogDecay = 0.013; forecastFogDecay = 0.013; }; }; class OutroLoose { addOns[] = {"a3_map_altis"}; addOnsAuto[] = {"a3_map_altis"}; randomSeed = 10755213; class Intel { timeOfChanges = 1800.0002; startWeather = 0.3; startWind = 0.1; startWaves = 0.1; forecastWeather = 0.3; forecastWind = 0.1; forecastWaves = 0.1; forecastLightnings = 0.1; year = 2035; month = 6; day = 24; hour = 12; minute = 0; startFogDecay = 0.013; forecastFogDecay = 0.013; }; }; //}; Nope, I had the wrong coordinates first snippit of code above but it still doesn't work. I take it I need another }; at the end? I don't even get a half assed message about it trying to teleport me or something. Nothing at all happens. By the way in the OP you say to make a spawnpoint.sqf but you call a spawnpoints.sqf in your init.sqf. Link to comment Share on other sites More sharing options...
Matijs Posted January 7, 2015 Author Report Share Posted January 7, 2015 Yeah, ill change that, good call Link to comment Share on other sites More sharing options...
Paradox121 Posted January 7, 2015 Report Share Posted January 7, 2015 Hmm doenst work by me :( the Sensor is on map the code is in INIT.SQF and the script is in the root folder from the Mpmissions Link to comment Share on other sites More sharing options...
nedfox Posted January 7, 2015 Report Share Posted January 7, 2015 If you want to check brackets, grab Notepad++ , it draws nice lines to connect bracket pairs.. IMO it's an essential tool for modders. Link to comment Share on other sites More sharing options...
Slacker101 Posted January 7, 2015 Report Share Posted January 7, 2015 Yeah, ill change that, good call I still can't get it to work if you don't mind helping me bud. Link to comment Share on other sites More sharing options...
Slacker101 Posted January 7, 2015 Report Share Posted January 7, 2015 If you want to check brackets, grab Notepad++ , it draws nice lines to connect bracket pairs.. IMO it's an essential tool for modders. I use sublime and it looks to me like they're all correctly bracketed. I'm not sure what's going on. It's in the main mission class and after markers. Link to comment Share on other sites More sharing options...
DirtySanchez Posted January 7, 2015 Report Share Posted January 7, 2015 Remember to make your respawn_east and respawn_west the same coordinates and use those same coordinates in your Sensor. It worked perfectly for me the first time. Thanks for this script I love it on my new Epoch Mod Napf Server Link to comment Share on other sites More sharing options...
Matijs Posted January 7, 2015 Author Report Share Posted January 7, 2015 To everyone where the script isnt working, post your server log, in a spoiler, aswel as your rpt file. Link to comment Share on other sites More sharing options...
prue420 Posted January 8, 2015 Report Share Posted January 8, 2015 How would I spawn at the same places just in the air so they can paradrop? i got them to spawn with the parachutes but when they pick a portal i want them in the air. Link to comment Share on other sites More sharing options...
olmo Posted January 8, 2015 Report Share Posted January 8, 2015 How would I spawn at the same places just in the air so they can paradrop? i got them to spawn with the parachutes but when they pick a portal i want them in the air. not entirly sure but i think you have to adjust the "0.1"in oure spawnpoints.sqf to youre desired height _spawnpointsarray = [ [1745,2107,0.1], would become something like this _spawnpointsarray = [ [1745,2107,300], i used just 1 line you have to adjust it in all the spawnpoitarray lines not sure if 300 would do it dont know how long it would take to open youre parachute you should try this out Link to comment Share on other sites More sharing options...
Sharkking Posted January 8, 2015 Report Share Posted January 8, 2015 Just a suggestion. Instead selecting some coordinates let the engine find a position and make it map indepentent ? I´ve made a test on the stratis map seems to work pretty well _selectspawnpoint = _center findEmptyPosition [0,5000,thePlayer]; //5km radius from center to spawn cen 1 Link to comment Share on other sites More sharing options...
Matijs Posted January 8, 2015 Author Report Share Posted January 8, 2015 Yeah, I was planning on doin that, but I removed the script from our server, so I was not continuing on this anymote Link to comment Share on other sites More sharing options...
Sharkking Posted January 8, 2015 Report Share Posted January 8, 2015 too bad but thanks for sharing. If you don´t mind i will play with it a bit Link to comment Share on other sites More sharing options...
Matijs Posted January 8, 2015 Author Report Share Posted January 8, 2015 too bad but thanks for sharing. If you don´t mind i will play with it a bit Its here for everyone to use. Link to comment Share on other sites More sharing options...
Paradox121 Posted January 8, 2015 Report Share Posted January 8, 2015 How it works? Link to comment Share on other sites More sharing options...
Sharkking Posted January 8, 2015 Report Share Posted January 8, 2015 actually my randomspawn.sqf looks like this. if (isNil "inSpawnPoint") then { inSpawnPoint = false; }; while {true} do { waitUntil { inSpawnPoint }; waitUntil { player == vehicle player }; thePlayer = vehicle player; systemChat "Calculating spawn point...please be patient"; _randPos = [getMarkerPos "center",1500,10000,1,0,20,1] call BIS_fnc_findSafePos; //spawn on shore only //_randPos = [getMarkerPos "center",1500,10000,0,1,20,0] call BIS_fnc_findSafePos; //spawn off shore _posX = _randPos select 0; _posY = __randPos select 1; _spawnpoint = [_posX,_posY,0.1]; sleep 1; systemChat "Spawn point selected. Teleporting..."; sleep 1; thePlayer setPos _spawnpoint; waitUntil { !inSpawnPoint }; }; calculating a position didn´t took longer than 10-30 secs on Stratis. Must test on Altis too. In Case something goes wrong or someone does want to spawn at a trader i kept the teleporters at the debug location. requires to add !"findSafePos" to scripts.txt in line 1 to avoid a scripts #0 kick on join Link to comment Share on other sites More sharing options...
cen Posted January 8, 2015 Report Share Posted January 8, 2015 It took 10-30 seconds to spawn on a empty server for you? That sounds really bad for 60+ players :O Link to comment Share on other sites More sharing options...
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