Richie Posted January 17, 2015 Report Share Posted January 17, 2015 @ Jobey - Use Eliteness Link to comment Share on other sites More sharing options...
pr0dukt Posted January 17, 2015 Report Share Posted January 17, 2015 I still cant edit my mission.sqm as its coming up with the same null in notpad++, the makePbo thing doesn't work, any help? http://www.armaholic.com/page.php?id=19784 Link to comment Share on other sites More sharing options...
CH!LL3R Posted January 17, 2015 Report Share Posted January 17, 2015 I still cant edit my mission.sqm as its coming up with the same null in notpad++, the makePbo thing doesn't work, any help? This is how it works for me.... Link to comment Share on other sites More sharing options...
auzgamer Posted January 17, 2015 Report Share Posted January 17, 2015 anything for namalsk? Link to comment Share on other sites More sharing options...
Ree Posted January 17, 2015 Report Share Posted January 17, 2015 Anyone know how to add a 4th portal or get the coordinates to add one ? cant u just go inside and add lets say a object u can then pull cords from the DB i did that to add more random spawn points around my map ....make three different spawnpoints.sqf (spawnpoints1.sqf, spawnpoints2.sqf....) In your init: if (!isDedicated) then { [] execVM "spawnpoints1.sqf"; [] execVM "spawnpoints2.sqf"; [] execVM "spawnpoints3.sqf"; }; And in your mission add three Sensors, like this: class Sensors { items=3; class Item0 { position[]={6325.6772,0,7807.7412}; //Spawnpoint coords left TP activationBy="ANY"; repeating=1; interruptable=1; age="UNKNOWN"; name="SPAWNPOINT1"; expCond="(player distance SPAWNPOINT1) < 2;"; expActiv="inSpawnPoint = true;"; expDesactiv="inSpawnPoint = false;"; class Effects { }; }; class Item1 { position[]={6325.6772,0,7807.7412}; //Spawnpoint coords middle TP activationBy="ANY"; repeating=1; interruptable=1; age="UNKNOWN"; name="SPAWNPOINT2"; expCond="(player distance SPAWNPOINT2) < 2;"; expActiv="inSpawnPoint = true;"; expDesactiv="inSpawnPoint = false;"; class Effects { }; }; class Item2 { position[]={6325.6772,0,7807.7412}; //Spawnpoint coords right TP activationBy="ANY"; repeating=1; interruptable=1; age="UNKNOWN"; name="SPAWNPOINT3"; expCond="(player distance SPAWNPOINT3) < 2;"; expActiv="inSpawnPoint = true;"; expDesactiv="inSpawnPoint = false;"; class Effects { }; }; }; Hope you understand the way i´m thinking.... You have the three Teleporter already in this Box, but the player couldnt use it, cause the Sensor on the TP is about 2m, wich is activate the spawnpoints.sqf. And in the three spawnpoints.sqf you take the coords you wanna have So this is only basic, not testet, but if you spend a little time for test, youll figure out how to make this work.... i like this idea is it still the same script or is it been edited differntly for spawning randomly Link to comment Share on other sites More sharing options...
Richie Posted January 17, 2015 Report Share Posted January 17, 2015 cant u just go inside and add lets say a object u can then pull cords from the DB i did that to add more random spawn points around my map Nope, I can't find where the debug is loaded from to get its coordinates :unsure: anyone know the location of it on Chernarus ? Link to comment Share on other sites More sharing options...
Zupa Posted January 17, 2015 Report Share Posted January 17, 2015 Nope, I can't find where the debug is loaded from to get its coordinates :unsure: anyone know the location of it on Chernarus ? debug is left of kamenka, left ot tihaya bay. it's on the coast. Coords u can find in the server config pbo : ) , in the config.bin file Richie 1 Link to comment Share on other sites More sharing options...
Ree Posted January 17, 2015 Report Share Posted January 17, 2015 Link to comment Share on other sites More sharing options...
Richie Posted January 17, 2015 Report Share Posted January 17, 2015 Coords u can find in the server config pbo : ) , in the config.bin file My config.bin only contains the loot table, I don't see the world coordinates for the debug area with the spawn tubes. Link to comment Share on other sites More sharing options...
Ree Posted January 18, 2015 Report Share Posted January 18, 2015 My config.bin only contains the loot table, I don't see the world coordinates for the debug area with the spawn tubes. its in that area on that pic very hard to miss its a very big BOX Shaped building on the ground by the coast but the cords are 010 133 Link to comment Share on other sites More sharing options...
Richie Posted January 18, 2015 Report Share Posted January 18, 2015 its in that area on that pic very hard to miss its a very big BOX Shaped building on the ground by the coast but the cords are 010 133 It's the world coordinates i was after, not the grid but thanks :) Link to comment Share on other sites More sharing options...
speaR Posted January 19, 2015 Report Share Posted January 19, 2015 The scripts runs fine. Only Problem I have: For some strange reasons it teleports me everytime to a spot in the ocean. respawn east and west have got the same cords. Added them into the sensot too. Any ideas how for fix this ? Link to comment Share on other sites More sharing options...
CH!LL3R Posted January 20, 2015 Report Share Posted January 20, 2015 @Richie You find the coords for the Teleporter here: @epochhive\addons\a3_epoch_server_settings\config.cpp You have to scroll around to find your map... in this example I take chernarus First coords after Transport_W_EPOCH are the coords for the Teleporter west an so on... class Chernarus : Default { worldSize = 12000; traderBlds[] = { "Land_A_FuelStation_Build", "Land_A_GeneralStore_01", "Land_A_GeneralStore_01a", "Land_A_Office01", "Land_Ind_Garage01", "Land_Ind_Workshop01_04", "Land_Ind_Workshop01_L", "Land_Shed_Ind02", "Land_Tovarna2", "Land_sara_hasic_zbroj" }; telePos[] = { { "Transport_W_EPOCH", { 1009.76, 2023.75, 0.224995 }, "", { 4569.52, 4524.24, 0.201431 } }, // South West { "Transport_E_EPOCH", { 1040.27, 2023.47, 0.224995 }, "", { 12077.8, 5121.92, 0.00144958 } }, // South East { "Transport_N_EPOCH", { 1024.91, 2031.31, 0.224995 }, "", { 10688.6, 9428.98, 0.00144958 } } // North East }; The Coords for the DebugBox is binded on the coords for respawn west, I think.... Cause, if I change this coords in my mission.sqm, the Box will spawn there... ;-) Just have a look into this file: @epochhive\addons\a3_epoch_server\compile\epoch_server\EPOCH_server_createTeleport.sqf private["_aa","_ab","_ac","_ad","_ae"]; _debugLocation=getMarkerPos "respawn_west"; _debugLocation set[2,0]; _debug=createVehicle["Debug_static_F",_debugLocation,[],0,"CAN_COLLIDE"]; _protection=createVehicle["ProtectionZone_Invisible_F",_debugLocation,[],0,"CAN_COLLIDE"]; _debug1=createVehicle["clone_male_static_F",(_debug modelToWorld(_debug selectionPosition "2")),[],0,"CAN_COLLIDE"]; _debug1 setDir-90; _debug2=createVehicle["clone_female_static_F",(_debug modelToWorld(_debug selectionPosition "5")),[],0,"CAN_COLLIDE"]; _debug2 setDir 90; _debug3=createVehicle["clone_male_static_F",(_debug modelToWorld(_debug selectionPosition "7")),[],0,"CAN_COLLIDE"]; _debug3 setDir 90; _debugLocation=getMarkerPos "respawn_west"; ........IYKWIM Richie 1 Link to comment Share on other sites More sharing options...
sparrow8332 Posted January 20, 2015 Report Share Posted January 20, 2015 when i look at this all the code is on one very very long line :-s how do i make it separate on separate lines like above spoiler ?? Link to comment Share on other sites More sharing options...
speaR Posted January 20, 2015 Report Share Posted January 20, 2015 I think I should describe my problem better. So the problem is the following. have the script running successfully, after clients spawn in the debug box they get teleported by the script. normally it should teleported the clients to one of the cords I defined in the spawn script but it just spawns them into the middle of the sea. (nearly same area all the time. does anyone know how to get this working? Respawn West, Respawn east and the sensor which calls the script have the same coordinates. Link to comment Share on other sites More sharing options...
CH!LL3R Posted January 20, 2015 Report Share Posted January 20, 2015 when i look at this all the code is on one very very long line :-s how do i make it separate on separate lines like above spoiler ?? Open the File with Notepad++ Now, sorry for my bad english... will upload a picture, my Notepad++ has german language, but pics say more than thousands words... Press CTRL + F This open a search-window click on the second TAB ?replace? Now write a ; in the "search for" textbox And in the "replace" textbox you need to write ;\n You need to enable the option on Step 4 of the picture And then you click to "Replace All"..... tada Picture: Link to comment Share on other sites More sharing options...
CH!LL3R Posted January 20, 2015 Report Share Posted January 20, 2015 I think I should describe my problem better. So the problem is the following. have the script running successfully, after clients spawn in the debug box they get teleported by the script. normally it should teleported the clients to one of the cords I defined in the spawn script but it just spawns them into the middle of the sea. (nearly same area all the time. does anyone know how to get this working? Respawn West, Respawn east and the sensor which calls the script have the same coordinates. Have a look to your mission.sqm, I think you have the wrong format of the Grid... Coords In SQM the Z is in middle, in SQF the Z on the end (Z=height) From the spawnpoints.sqF: 1745,2107,0.1 ---> 0.1 = height From the mission.sqM: 6325.6772,0,7807.7412 ---> 0 = height So, just check the right Format and I think it will work Link to comment Share on other sites More sharing options...
jbox88 Posted January 28, 2015 Report Share Posted January 28, 2015 Hi All, I'm still trying to get my hands around server setup & maintenance, so I apologize if it appears I'm wasting your time. Firstly, I've applied what seems to be all necessary changes to init.SQF, mission.sqm and spawnpoints.sqf. I've uploaded them to my dropbox for convenience, but if someone prefers I can post the text here as well. init.sqf - https://www.dropbox.com/s/ntd3hmlfwoyvki4/init.sqf?dl=0 mission.sqm - https://www.dropbox.com/s/pttvah0jw09um9f/mission.sqm?dl=0 spawnpoints.sqf - https://www.dropbox.com/s/6pzyr2cifu1zmk4/spawnpoints.sqf?dl=0 Latest RTP log (shows no reference to any custom spawn script) - https://www.dropbox.com/s/b193l7evu9amzse/Latest_RTP_log.txt?dl=0 Second, I've tried hiding the default spawn crate (with teleports) outlined in this forum, but it seems I'm doing something wrong here as well. I've unpacked the "a3_epoch_server_settings" pbo and made changes to the config.cpp, outlined below. Note - the PBO is found under "@EpochHive\Addons" to my understanding. class Altis : Default { worldSize = 20000; traderBlds[] = { "Land_Kiosk_blueking_F", "Land_FuelStation_Build_F", "Land_CarService_F", "Land_i_Garage_V1_F", "Land_i_Shed_Ind_F", "Land_i_Shop_01_V1_F" }; containerPos[] = { { 8599.97, 24513.6, 0 }, { 6282.61, 22654, 0 }, { 3431.42, 22447.1, 0 }, { 3524.53, 22718.1, 0 }, { 3528.63, 22747.7, 0 }, { 2185.4, 21454.6, 0 }, { 2180.42, 21429.5, 0 }, { 2105.21, 23439.7, 0 }, { 2352.68, 19379.2, 0 }, { 3022.73, 13520.1, 0 }, { 2997.03, 13502.6, 0 }, { 1940.41, 10095.8, 0 }, { 7454.79, 9247.77, 0 }, { 7485.66, 9255.52, 0 }, { 12060.5, 6203.39, 0 }, { 12059.2, 6183.42, 0 }, { 14205.4, 7549.47, 0 }, { 14373.1, 7688.5, 0 }, { 14376.8, 7715.9, 0 }, { 13115, 9491.82, 0 }, { 13666, 11913.7, 0 }, { 13682.8, 11890.2, 0 }, { 15209.5, 14341.1, 0 }, { 15326.2, 14361.6, 0 }, { 15340.7, 14291.1, 0 }, { 15351.3, 14278.1, 0 }, { 15419.5, 14287.1, 0 }, { 15951.8, 9707.72, 0 }, { 22199.6, 5697.94, 0 }, { 22279.2, 8641.17, 0 }, { 26135.7, 19798.5, 0 }, { 27908.6, 24460.4, 0 }, { 23164.5, 24046.1, 0 }, { 21016.3, 20024.2, 0 }, { 18776.8, 18291.9, 0 }, { 17361.2, 18792.1, 0 }, { 17598.9, 18813.6, 0 }, { 17560, 18928.3, 0 }, { 17702.8, 19466.5, 0 } }; telePos[] = { { "Transport_C_EPOCH", { 23600.5, 18009, -50.233421 }, "", { 13326.5, 14515.2, -50.16426 } }, // Trader city 1 { "Transport_W_EPOCH", { 23585.4, 18000.7, -50.233424 }, "", { 6192.46, 16834, -50.00154114 } }, // Trader city 2 { "Transport_E_EPOCH", { 23615.5, 18000.9, -50.233423 }, "", { 18451.9, 14278.1, -50.00143814 } } // Trader city 3 }; telePosCenter[] = {23600, 18009, -50} As always, any help is appreciated! Thanks, Jbox88 Link to comment Share on other sites More sharing options...
fullaholes Posted January 29, 2015 Report Share Posted January 29, 2015 I think I should describe my problem better. So the problem is the following. have the script running successfully, after clients spawn in the debug box they get teleported by the script. normally it should teleported the clients to one of the cords I defined in the spawn script but it just spawns them into the middle of the sea. (nearly same area all the time. does anyone know how to get this working? Respawn West, Respawn east and the sensor which calls the script have the same coordinates. If you have recently changed maps you will need to wipe the database so the new map database can be made active ? Link to comment Share on other sites More sharing options...
jbox88 Posted January 29, 2015 Report Share Posted January 29, 2015 Got it working, went back and looked at everything for the 10th time. I realized that we're not supposed to be grouping the Intro Class with the Sensor class. Fixed that, worked instantly. -Jbox88 Link to comment Share on other sites More sharing options...
Humpabry Posted January 30, 2015 Report Share Posted January 30, 2015 anyone have any altis spawn points? im being lazy here :P thanks in advance :D Link to comment Share on other sites More sharing options...
Humpabry Posted January 30, 2015 Report Share Posted January 30, 2015 so i went into editor...placed soldiers around map for spawn points...copied the cords over to spawnpoing script and all i get is spawning in water. did not have this problem on cherno Link to comment Share on other sites More sharing options...
Richie Posted January 30, 2015 Report Share Posted January 30, 2015 so i went into editor...placed soldiers around map for spawn points...copied the cords over to spawnpoing script and all i get is spawning in water. did not have this problem on cherno Remember that in the mission.sqm it's xzy, in .sqf it's xzy, are you sure you've changed the coordinates correctly ? So basically the height is the middle parameter in .sqm but in .sqf it's the last Link to comment Share on other sites More sharing options...
Sharkking Posted February 9, 2015 Report Share Posted February 9, 2015 anyone have any altis spawn points? im being lazy here :P thanks in advance :D if (isNil "inSpawnPoint") then { inSpawnPoint = false; }; _mPos = [ [3560.1035,13083.708,0.1], [3820.1555,13708.508,0.1], [4219.335,15051.563,0.1], [4925.6255,16132.682,0.1], [3902.8757,17405.727,0.1], [3902.8757,17405.727,0.1], [4096.0322,11756.556,0.1], [5105.2622,11272.859,0.1], [5184.3306,14477.511,0.1], [6250.1523,15104.31,0.1], [7143.4854,16274.598,0.1], [9352.4258,15876.169,0.1], [12425.263,15876.017,0.1], [12485.178,14313.947,0.1], [14953.449,16592.48,0.1], [16373.166,17261.219,0.1], [18840.512,16623.096,0.1], [20980.967,16994.732,0.1], [16912.867,12708.29,0.1], [20541.539,8869.9131,0.1], [19895.506,11686.942,0.1], [16958.914,15165.632,0.1], [15963.038,16163.978,0.1], [21398.707,16389.771,0.1], [22830.541,19199.67,0.1], [25728.291,21385.627,0.1], [26995.854,23248.502,0.1], [17868.898,17770.432,0.1], [14488.871,17663.668,0.1], [14000.213,18705.748,0.1], [9432.7646,20254.582,0.1], [9166.3848,21587.592,0.1], [21140.688,7285.8965,0.1], [21606.014,7747.3281,0.1], [20784.965,6700.9902,0.1], [11562.277,11739.153,0.1], [10601.9,12308.547,0.1], [9023.6709,12041.779,0.1], [9269.2549,13430.002,0.1] ]; while {true} do { waitUntil { inSpawnPoint }; waitUntil { player == vehicle player }; thePlayer = vehicle player; _clothes = [ "U_C_Scientist", "U_C_Journalist", "U_C_Poor_1", "U_C_Poloshirt_redwhite", "U_NikosBody", "U_C_Poloshirt_salmon", "U_C_WorkerCoveralls", "U_C_Poloshirt_tricolour", "U_OrestesBody", "U_C_Poloshirt_burgundy", "U_Rangemaster", "U_C_Poloshirt_blue", "U_Competitor", "U_C_Poloshirt_stripped", "U_C_Fisherman", "U_C_Farmer", "U_C_Scavenger_1", "U_C_Scavenger_2", "U_C_PriestBody" ] call BIS_fnc_selectRandom; thePlayer addVest "V_1_EPOCH"; thePlayer addWeapon "ItemMap"; thePlayer forceAddUniform _clothes; _selectspawnpoint = _mPos select floor random count _mPos; _randPos = [_selectspawnpoint,0,500,1,0,25,0] call BIS_fnc_findSafePos; _posX = _randPos select 0; _posY = _randPos select 1; _spawnpoint = [_posX,_posY,0.1]; thePlayer setPos _spawnpoint; waitUntil { !inSpawnPoint }; }; this is my altis randomspawn. feel free to use as u like it. Spawnpoints are mostly nearby cities. Players spawn usually at a max distance of 1km from town or city Link to comment Share on other sites More sharing options...
Eolythique Posted February 9, 2015 Report Share Posted February 9, 2015 Hi, The script works fine, but i have a issue with EpochAH it block script for normal player, after player tp 10/30sc later he come back in the spawn box to the initial position before TP. Anyone know how to fix this issue? Thx. Link to comment Share on other sites More sharing options...
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