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Random Spawn Script


Matijs

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Are you sure its an epoch admin problem?

And not battleye or something?

In epochAH.hpp

antihack_Enabled = true;

the script don't work correctly and after 10/30sc player come back to spawn box.

antihack_Enabled = true;

Adds my ID admin then script work correclty for me but not for player.

antihack_Enabled = false;

Then the script works fine.

 

I'm not an expert but i 'm almost sure as epochAH is the problem.

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So say I only want to spawn in one spot on the map, should I only be changing respawn east and west in mission sqm?

 

I want to spawn on a island without the spawn box.

 

Edit: nvm figured it out

 

Eolythique,I have this same problem (tping back) . When you turn antihack off you cant kill yourself though haha.

antihack_checkFiles[] = { //script check, leave it blank to disable it

};

I tried this didn't seem to work. Will probably get infistar soon but would be nice to know how to fix this problem without it.

 

 

Do the tping server sided

how? lol

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  • 1 month later...

Spawnpoints for Panthera.

 

_spawnpointsarray = [
[5881.7681,713.11157,0.1],
[6938.269,391.2683,0.1],
[7274.2676,1266.7017,0.1],
[7904.9658,1546.9012,0.1],
[8937.9902,1862.8589,0.1],
[9016.1533,2986.6284,0.1],
[8872.0352,4770.7349,0.1],
[8833.3438,5758.7363,0.1],
[7316.71,6962.095,0.1],
[5920.4204,7468.1763,0.1],
[5216.5679,8049.9121,0.1],
[4450.7266,8352.7119,0.1],
[3814.0964,8761.394,0.1],
[3283.6804,7810.7905,0.1],
[3592.219,7204.1479,0.1],
[2325.0327,6614.2114,0.1],
[1777.0714,5308.609,0.1],
[1717.762,3663.5015,0.1],
[1942.7673,3206.7974,0.1],
[2712.4434,2782.3872,0.1],
[3277.1621,2403.2915,0.1],
[3604.4209,1903.7231,0.1],
[4287.8687,1621.6284,0.1],
[5058.4683,1423.2446,0.1],
[5902.458,1692.7252,0.1],
[6662.7368,1393.4302,0.1],
[629.40118,8843.251,0.1],
[731.23077,9800.7139,0.1],
[1516.7736,9667.1465,0.1],
[1433.4585,8472.9619,0.1],
[1957.1543,7852.7271,0.1],
[2790.3057,7840.8252,0.1],
[2617.063,8517.9258,0.1],
[2917.2622,9078.6504,0.1],
[2414.7266,9590.4434,0.1],
[3223.1328,8446.8291,0.1],
[9505.4785,7064.9043,0.1],
[9877.6992,8493.8555,0.1],
[9711.5791,9566.6719,0.1],
[8843.3438,9867.8135,0.1],
[7956.2866,9606.7695,0.1],
[7847.8418,9001.3486,0.1],
[8375.5322,8151.9541,0.1],
[8786.3496,3554.0571,0.1]
];

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I would have 4 portals with spawnpoint, how i can get a 4. portal and what i must write here with this script function?

 

telePos[] = {

{ "Transport_C_EPOCH", { 13812.6,6878.95,0.6 }, "", { 14121.2,11331.5,0.000305176 } },

{ "Transport_W_EPOCH", { 13813.2,6876.4,0.75 }, "", { 1322.18,8733.92,0.0136757 } },

{ "Transport_E_EPOCH", { 13811.7,6881.92,0.4 }, "", { 15639.3,191.995,0.000153065 } },

{ "Transport_Random spawn", { 13810.7,6881.92,0.4 }, "", { ???? } }

};

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I would have 4 portals with spawnpoint, how i can get a 4. portal and what i must write here with this script function?

telePos[] = {

{ "Transport_C_EPOCH", { 13812.6,6878.95,0.6 }, "", { 14121.2,11331.5,0.000305176 } },

{ "Transport_W_EPOCH", { 13813.2,6876.4,0.75 }, "", { 1322.18,8733.92,0.0136757 } },

{ "Transport_E_EPOCH", { 13811.7,6881.92,0.4 }, "", { 15639.3,191.995,0.000153065 } },

{ "Transport_Random spawn", { 13810.7,6881.92,0.4 }, "", { ???? } }

};

Maybe add the portal in your mission.sqm and initiate the script when they scroll on it. With addaction or something.

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How do I add multiple sensors? It selects all, not only the selected!!!!

 

 

 

ex my script... "has more east and west I did not add"

 

mission.sqm

class Sensors
	{
		items=4;
		class Item0
		{
			position[]={23600.5, 0.233421, 18009};
			activationBy="ANY";
			repeating=1;
			interruptable=1;
			age="UNKNOWN";
			name="SPAWNPOINT_SUL";
			expCond="(player distance SPAWNPOINT_SUL) < 2;";
			expActiv="inSpawnPoint = true;";
			expDesactiv="inSpawnPoint = false;";
			class Effects
			{
			};
		};
		class Item1
		{
			position[]={23600.5, 0.233421, 18009};
			activationBy="ANY";
			repeating=1;
			interruptable=1;
			age="UNKNOWN";
			name="SPAWNPOINT_NORTE";
			expCond="(player distance SPAWNPOINT_NORTE) < 2;";
			expActiv="inSpawnPoint = true;";
			expDesactiv="inSpawnPoint = false;";
			class Effects
			{
			};
		};
		class Item2
		{
			position[]={23615.5, 0.233423, 18000.9};
			activationBy="ANY";
			repeating=1;
			interruptable=1;
			age="UNKNOWN";
			name="SPAWNPOINT_LESTE";
			expCond="(player distance SPAWNPOINT_LESTE) < 2;";
			expActiv="inSpawnPoint = true;";
			expDesactiv="inSpawnPoint = false;";
			class Effects
			{
			};
		};
		class Item3
		{
			position[]={23585.4, 0.233424, 18000.7};
			activationBy="ANY";
			repeating=1;
			interruptable=1;
			age="UNKNOWN";
			name="SPAWNPOINT_OESTE";
			expCond="(player distance SPAWNPOINT_OESTE) < 2;";
			expActiv="inSpawnPoint = true;";
			expDesactiv="inSpawnPoint = false;";
			class Effects
			{
			};
		};
	};
}; 

spawnpoint_norte.sqf

if (isNil "inSpawnPoint") then {
inSpawnPoint = false;
};
 
while {true} do {
waitUntil { inSpawnPoint };
titleText [format["Entrando no Spawn Norte..."],"PLAIN DOWN"]; titleFadeOut 4;
 
waitUntil { player == vehicle player };
 
thePlayer = vehicle player;

_spawnpointsarray = [
[15435.7,15870.9,0.1],
[16039.9,15798.2,0.1],
[16383.4,15656.2,0.1],
[16500.3,15007.3,0.1],
[16848.3,14715.3,0.1],
[17271.7,14507.9,0.1],
[17411.6,14293.8,0.1],
[17343,14132.5,0.1],
[17179.1,13728.6,0.1],
[17016.9,13548,0.1],
[16739.6,13183.8,0.1],
[16530.5,13033.5,0.1],
[16360.9,12753.2,0.1],
[16597.8,12408,0.1],
[16792.4,11967.7,0.1],
[16630.4,11941.8,0.1],
[16419.6,11785.4,0.1],
[16042.3,11458.9,0.1],
[15789.5,11432.5,0.1],
[15417.2,11482.6,0.1],
[15003.8,11348.3,0.1],
[14770.8,11196.9,0.1],
[14710,10892.4,0.1],
[11865.5,11745,0.1],
[12062.2,12258.2,0.1],
[12462.2,12527,0.1],
[12628.1,13001,0.1],
[12884.1,13118.7,0.1],
[13193,13194,0.1],
[13485.3,13078.9,0.1],
[13245.8,13642,0.1],
[12806,13727.6,0.1],
[12213.4,13508.3,0.1],
[11833.7,13293.5,0.1],
[11768.5,13517.9,0.1],
[11929.7,13595.8,0.1],
[12263.7,13765.4,0.1],
[12521.9,14095.7,0.1],
[12924.3,14288.4,0.1],
[13437,14549.1,0.1],
[13780.4,14898.5,0.1],
[13926.4,15075,0.1],
[14134.5,15295.3,0.1],
[14423.5,15494.2,0.1],
[14815.4,15766.1,0.1],
[15127.3,15802.4,0.1]
];

systemChat "Selecionando Spawn Norte...";
_selectspawnpoint = _spawnpointsarray select floor random count _spawnpointsarray;
sleep 1;
systemChat "Spawn Norte selecionado...";
sleep 1;
thePlayer setPos _selectspawnpoint;

 
waitUntil { !inSpawnPoint };
 
titleText [format["Boa Sorte Survivor."],"PLAIN DOWN"]; titleFadeOut 4;
};

spawnpoint_sul.sqf

if (isNil "inSpawnPoint") then {
inSpawnPoint = false;
};
 
while {true} do {
waitUntil { inSpawnPoint };
titleText [format["Entrando no Spawn Sul."],"PLAIN DOWN"]; titleFadeOut 4;
 
waitUntil { player == vehicle player };
 
thePlayer = vehicle player;

_spawnpointsarray = [
[9715.91,20175.9,0.1],
[12842.4,19590.4,0.1],
[14810.7,20718.6,0.1],
[14434.2,18676.2,0.1],
[20743.1,17108.1,0.1],
[8683.88,18442.1,0.1]
];

systemChat "Selecionando Spawn Sul...";
_selectspawnpoint = _spawnpointsarray select floor random count _spawnpointsarray;
sleep 1;
systemChat "Spawn Sul selecionado....";
sleep 1;
thePlayer setPos _selectspawnpoint;

 
waitUntil { !inSpawnPoint };
 
titleText [format["Boa Sorte Survivor."],"PLAIN DOWN"]; titleFadeOut 4;

 
};

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Try this...

In mission.sqm:

class Sensors
    {
        items=4;
        class Item0
        {
            position[]={23600.5, 0.233421, 18009};
            activationBy="ANY";
            repeating=1;
            interruptable=1;
            age="UNKNOWN";
            name="SPAWNPOINT_SUL";
            expCond="(player distance SPAWNPOINT_SUL) < 2;";
            expActiv="inSpawnPoint_SUL = true;";
            expDesactiv="inSpawnPoint_SUL = false;";
            class Effects
            {
            };
        };
        class Item1
        {
            position[]={23600.5, 0.233421, 18009};
            activationBy="ANY";
            repeating=1;
            interruptable=1;
            age="UNKNOWN";
            name="SPAWNPOINT_NORTE";
            expCond="(player distance SPAWNPOINT_NORTE) < 2;";
            expActiv="inSpawnPoint_NORTE = true;";
            expDesactiv="inSpawnPoint_NORTE = false;";
            class Effects
            {
            };
        };
      

---> Do the colored changes by all entries from spawnpoints.....

And in all your spawnpoint_xx.sqf do the same changes as in misson.sqm:

if (isNil "inSpawnPoint_NORTE") then {
inSpawnPoint_NORTE = false;
};

while {true} do {
waitUntil { inSpawnPoint_NORTE };
titleText [format["Entrando no Spawn Norte..."],"PLAIN DOWN"]; titleFadeOut 4;

waitUntil { player == vehicle player };

thePlayer = vehicle player;

_spawnpointsarray = [
[15435.7,15870.9,0.1],
.

.

.

.

.

.
[14815.4,15766.1,0.1],
[15127.3,15802.4,0.1]
];

systemChat "Selecionando Spawn Norte...";
_selectspawnpoint = _spawnpointsarray select floor random count _spawnpointsarray;
sleep 1;
systemChat "Spawn Norte selecionado...";
sleep 1;
thePlayer setPos _selectspawnpoint;


waitUntil { !inSpawnPoint_NORTE };

titleText [format["Boa Sorte Survivor."],"PLAIN DOWN"]; titleFadeOut 4;
};

Give them different variable-names and make the changes in the mission.sqm and also in every spqwn.sqf

So this should fix your problem...

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Just thought I would share my spawnpoints for Taviana. Separated them by islands and mountains for easy customisation for your server. 

 

 

// Main Island
 
[18581.9,8711.9,0.1],
[18370.7,9155.63,0.1],
[18201.5,9888.93,0.1],
[18101.9,11247.6,0.1],
[17576.7,12427.9,0.1],
[17373.9,13284.3,0.1],
[17089.6,14121.2,0.1],
[16824.3,15131,0.1],
[16395.4,15907.2,0.1],
[16189.6,16555.3,0.1],
[15937.9,17436,0.1],
[15147.9,18393.4,0.1],
[14173.8,19273.7,0.1],
[13475.5,19600.4,0.1],
[12265.6,19400.3,0.1],
[11737.6,18960.4,0.1],
[11330.7,18549.9,0.1],
[10966.6,19168.4,0.1],
[10191.7,20172,0.1],
[9588.98,20833.5,0.1],
[8691.23,21958.2,0.1],
[7488.11,22118,0.1],
[7483.36,20579.2,0.1],
[7886.94,19196.6,0.1],
[8080.67,18178.1,0.1],
[8323.09,17541,0.1],
[8338.19,15897,0.1],
[8946.65,14377.2,0.1],
[9796.25,15671.2,0.1],
[10810.9,15813.2,0.1],
[10832.8,14151.4,0.1],
[10114.5,13960.1,0.1],
[8737.4,13632.2,0.1],
[8803.55,12706.2,0.1],
[8124.46,12374,0.1],
[7523.99,11931.6,0.1],
[8238.08,10579.6,0.1],
[9633.53,10078.5,0.1],
[10555.1,9559.34,0.1],
[10684.4,9466.33,0.1],
[11852.9,8854.13,0.1],
[13551.4,8003.34,0.1],
[15192.3,6951.97,0.1],
[15955.6,6204.26,0.1],
[16736.8,4903.95,0.1],
[17286.8,4109.76,0.1],
[18122.4,4174.73,0.1],
[18509.4,5015.99,0.1],
[18550.6,5986.54,0.1],
[18523.7,6754.22,0.1],
[18403.5,7779.87,0.1],
 
// Main Island Mountains
 
[17705,8821.86,0.1],
[17449.1,9215.89,0.1],
[17350.1,10343,0.1],
[17250.9,11013.6,0.1],
[17280.2,11588.8,0.1],
[14460.4,8450.48,0.1],
[13843.4,9186,0.1],
[13353.6,9848.68,0.1],
[13156.5,10466.8,0.1],
[12715.2,10695.9,0.1],
[12109.2,10790.9,0.1],
[11836,11673.8,0.1],
[11718.6,12278.3,0.1],
[11587,12622.9,0.1],
[11522.9,12842.4,0.1],
[11489.9,13367.4,0.1],
[11583.3,13910,0.1],
[14588.8,12861.1,0.1],
[14474,13298.4,0.1],
[14657.2,13342,0.1],
[14848.1,13499.3,0.1],
[14859.6,13636.4,0.1],
[14654,14043.7,0.1],
[14294.8,14800.2,0.1],
[14231.5,15076.8,0.1],
[14035.9,15389.5,0.1],
[13849.2,15515.7,0.1],
[13661.9,16048.7,0.1],
[13384.9,16358,0.1],
[13468.2,16794.9,0.1],
[12843.7,16627,0.1],
[12508.7,16860,0.1],
[12236.8,16597.2,0.1],
[12363,17189.5,0.1],
[13033.9,17201.1,0.1],
[12814.6,17461.4,0.1],
[13489.8,17953.8,0.1],
[12860.9,18178,0.1],
[11372.8,17111.3,0.1],
[9712.18,16764.4,0.1],
[9672.04,17351.5,0.1],
[9396.04,17908.9,0.1],
[9092.45,18424.8,0.1],
[8853.95,18782.4,0.1],
[9077.98,17774.3,0.1],
[9491.64,17271.4,0.1],
[9102.71,17029.1,0.1],
[9312.57,16204,0.1],
[8721.36,17741.8,0.1],
 
//Small Island
 
[10151.3,7916.25,0.1],
[10425.1,7665.24,0.1],
[10879.2,7462.95,0.1],
[11378.4,7051.86,0.1],
[11070.4,6229.85,0.1],
[10278.2,5718.51,0.1],
[10110.5,5221.49,0.1],
[10203.1,4339.44,0.1],
[10137.4,3610.79,0.1],
[10839.1,2866.73,0.1],
[11632.3,1879.14,0.1],
[12110.4,1193.14,0.1],
[11780.8,515.934,0.1],
[10823,549.887,0.1],
[9956.75,1219.63,0.1],
[9000.39,2105.3,0.1],
[8115.3,2977.67,0.1],
[7616.87,3488.41,0.1],
[6573.86,4618.08,0.1],
[5321.82,5576.33,0.1],
[4006.24,6360.46,0.1],
[2386.96,6402.97,0.1],
[1071.88,6650.38,0.1],
[810.823,7610.69,0.1],
[2278.12,8116.44,0.1],
[3687.39,8022.85,0.1],
[5051.22,8797.85,0.1],
[5501.03,10222.2,0.1],
[5734.01,10959.7,0.1],
[6678.16,10565.6,0.1],
[7852.84,9652.36,0.1],
[8571.34,9207.54,0.1],
[9349.04,8675.94,0.1],
 
//Small Island Mountains
 
[7141.5,5862.19,0.1],
[6851.67,5964.25,0.1],
[7109.53,6746.95,0.1],
[6770.25,6791.9,0.1],
[6671.04,7242.26,0.1],
[6168.05,7858.53,0.1],
[5469.05,7644.8,0.1],
[4860.44,7190.08,0.1],
[5150.49,6982.81,0.1],
[5878.17,6683.93,0.1],
[6749.2,6059.25,0.1],
[7379.32,5529.34,0.1],
[7972.02,5319.66,0.1],
 
 

 
Remember to remove a comma on the last one in your array in your spawnpoints.sqf
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Try this...

In mission.sqm:

class Sensors

    {

        items=4;

        class Item0

        {

            position[]={23600.5, 0.233421, 18009};

            activationBy="ANY";

            repeating=1;

            interruptable=1;

            age="UNKNOWN";

            name="SPAWNPOINT_SUL";

            expCond="(player distance SPAWNPOINT_SUL) < 2;";

            expActiv="inSpawnPoint_SUL = true;";

            expDesactiv="inSpawnPoint_SUL = false;";

            class Effects

            {

            };

        };

        class Item1

        {

            position[]={23600.5, 0.233421, 18009};

            activationBy="ANY";

            repeating=1;

            interruptable=1;

            age="UNKNOWN";

            name="SPAWNPOINT_NORTE";

            expCond="(player distance SPAWNPOINT_NORTE) < 2;";

            expActiv="inSpawnPoint_NORTE = true;";

            expDesactiv="inSpawnPoint_NORTE = false;";

            class Effects

            {

            };

        };

      

---> Do the colored changes by all entries from spawnpoints.....

And in all your spawnpoint_xx.sqf do the same changes as in misson.sqm:

if (isNil "inSpawnPoint_NORTE") then {

inSpawnPoint_NORTE = false;

};

while {true} do {

waitUntil { inSpawnPoint_NORTE };

titleText [format["Entrando no Spawn Norte..."],"PLAIN DOWN"]; titleFadeOut 4;

waitUntil { player == vehicle player };

thePlayer = vehicle player;

_spawnpointsarray = [

[15435.7,15870.9,0.1],

.

.

.

.

.

.

[14815.4,15766.1,0.1],

[15127.3,15802.4,0.1]

];

systemChat "Selecionando Spawn Norte...";

_selectspawnpoint = _spawnpointsarray select floor random count _spawnpointsarray;

sleep 1;

systemChat "Spawn Norte selecionado...";

sleep 1;

thePlayer setPos _selectspawnpoint;

waitUntil { !inSpawnPoint_NORTE };

titleText [format["Boa Sorte Survivor."],"PLAIN DOWN"]; titleFadeOut 4;

};

Give them different variable-names and make the changes in the mission.sqm and also in every spqwn.sqf

So this should fix your problem...

Thanks very much.... work 100%.....

 

:P

:D

;)

 
7l51vh1.jpg
 
MxeTyxG.jpg
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Let's have a look to my my crystal ball....

 

kugel.jpg

 

Sorry Dude, doesn't work..... Let's handle this old school.

Maybe you show us what you have in your mission.sqm and in your spawn.sqf?

Here is my mission.sqm

 

class Markers
{
items=6;
class Item0
{
position[]={945.47235,2.0357666,25026.455};
name="respawn_east";
type="Empty";
angle=23.6085;
};
class Item1
{
position[]={945.47235,2.0357666,25026.455};
name="respawn_west";
type="Empty";
angle=23.6085;
};
class Item2
{
position[]={945.47235,2.0357666,25026.455};
name="respawn_east_1";
type="Empty";
angle=23.6085;
};
class Item3
{
position[]={12800,0,12800};
name="center";
type="Empty";
};
class Item4
{
position[]={15296.282,15.050217,9288.1211};
name="TraderCity1";
text="Trader City Sabina";
type="mil_circle";
colorName="ColorRed";
};
class Item5
{
position[]={11705.589,114.04597,15205.205};
name="Tradercity2";
text="Trader City Lyepestok";
type="mil_circle";
colorName="ColorRed";
};
};
class Sensors
{
items=1;
class Item0
{
position[]={945.47235,2.0357666,25026.455};
activationBy="ANY";
repeating=1;
interruptable=1;
age="UNKNOWN";
name="SPAWNPOINT";
expCond="(player distance SPAWNPOINT) < 50;";
expActiv="inSpawnPoint = true;";
expDesactiv="inSpawnPoint = false;";
class Effects
{
};
};
};

 
Here is my spawnpoints.sqf
 

 
if (isNil "inSpawnPoint") then {
inSpawnPoint = false;
};
 
while {true} do {
waitUntil { inSpawnPoint };
titleText [format["Entering Spawn Point."],"PLAIN DOWN"]; titleFadeOut 4;
 
waitUntil { player == vehicle player };
 
thePlayer = vehicle player;
 
_spawnpointsarray = [
[18581.9,8711.9,0.1],
[18370.7,9155.63,0.1],
[18201.5,9888.93,0.1],
[18101.9,11247.6,0.1],
[17576.7,12427.9,0.1],
[17373.9,13284.3,0.1],
[17089.6,14121.2,0.1],
[16824.3,15131,0.1],
[16395.4,15907.2,0.1],
[16189.6,16555.3,0.1],
[15937.9,17436,0.1],
[15147.9,18393.4,0.1],
[14173.8,19273.7,0.1],
[13475.5,19600.4,0.1],
[12265.6,19400.3,0.1],
[11737.6,18960.4,0.1],
[11330.7,18549.9,0.1],
[10966.6,19168.4,0.1],
[10191.7,20172,0.1],
[9588.98,20833.5,0.1],
[8691.23,21958.2,0.1],
[7488.11,22118,0.1],
[7483.36,20579.2,0.1],
[7886.94,19196.6,0.1],
[8080.67,18178.1,0.1],
[8323.09,17541,0.1],
[8338.19,15897,0.1],
[8946.65,14377.2,0.1],
[9796.25,15671.2,0.1],
[10810.9,15813.2,0.1],
[10832.8,14151.4,0.1],
[10114.5,13960.1,0.1],
[8737.4,13632.2,0.1],
[8803.55,12706.2,0.1],
[8124.46,12374,0.1],
[7523.99,11931.6,0.1],
[8238.08,10579.6,0.1],
[9633.53,10078.5,0.1],
[10555.1,9559.34,0.1],
[10684.4,9466.33,0.1],
[11852.9,8854.13,0.1],
[13551.4,8003.34,0.1],
[15192.3,6951.97,0.1],
[15955.6,6204.26,0.1],
[16736.8,4903.95,0.1],
[17286.8,4109.76,0.1],
[18122.4,4174.73,0.1],
[18509.4,5015.99,0.1],
[18550.6,5986.54,0.1],
[18523.7,6754.22,0.1],
[18403.5,7779.87,0.1],
[17705,8821.86,0.1],
[17449.1,9215.89,0.1],
[17350.1,10343,0.1],
[17250.9,11013.6,0.1],
[17280.2,11588.8,0.1],
[14460.4,8450.48,0.1],
[13843.4,9186,0.1],
[13353.6,9848.68,0.1],
[13156.5,10466.8,0.1],
[12715.2,10695.9,0.1],
[12109.2,10790.9,0.1],
[11836,11673.8,0.1],
[11718.6,12278.3,0.1],
[11587,12622.9,0.1],
[11522.9,12842.4,0.1],
[11489.9,13367.4,0.1],
[11583.3,13910,0.1],
[14588.8,12861.1,0.1],
[14474,13298.4,0.1],
[14657.2,13342,0.1],
[14848.1,13499.3,0.1],
[14859.6,13636.4,0.1],
[14654,14043.7,0.1],
[14294.8,14800.2,0.1],
[14231.5,15076.8,0.1],
[14035.9,15389.5,0.1],
[13849.2,15515.7,0.1],
[13661.9,16048.7,0.1],
[13384.9,16358,0.1],
[13468.2,16794.9,0.1],
[12843.7,16627,0.1],
[12508.7,16860,0.1],
[12236.8,16597.2,0.1],
[12363,17189.5,0.1],
[13033.9,17201.1,0.1],
[12814.6,17461.4,0.1],
[13489.8,17953.8,0.1],
[12860.9,18178,0.1],
[11372.8,17111.3,0.1],
[9712.18,16764.4,0.1],
[9672.04,17351.5,0.1],
[9396.04,17908.9,0.1],
[9092.45,18424.8,0.1],
[8853.95,18782.4,0.1],
[9077.98,17774.3,0.1],
[9491.64,17271.4,0.1],
[9102.71,17029.1,0.1],
[9312.57,16204,0.1],
[8721.36,17741.8,0.1],
[10151.3,7916.25,0.1],
[10425.1,7665.24,0.1],
[10879.2,7462.95,0.1],
[11378.4,7051.86,0.1],
[11070.4,6229.85,0.1],
[10278.2,5718.51,0.1],
[10110.5,5221.49,0.1],
[10203.1,4339.44,0.1],
[10137.4,3610.79,0.1],
[10839.1,2866.73,0.1],
[11632.3,1879.14,0.1],
[12110.4,1193.14,0.1],
[11780.8,515.934,0.1],
[10823,549.887,0.1],
[9956.75,1219.63,0.1],
[9000.39,2105.3,0.1],
[8115.3,2977.67,0.1],
[7616.87,3488.41,0.1],
[6573.86,4618.08,0.1],
[5321.82,5576.33,0.1],
[4006.24,6360.46,0.1],
[2386.96,6402.97,0.1],
[1071.88,6650.38,0.1],
[810.823,7610.69,0.1],
[2278.12,8116.44,0.1],
[3687.39,8022.85,0.1],
[5051.22,8797.85,0.1],
[5501.03,10222.2,0.1],
[5734.01,10959.7,0.1],
[6678.16,10565.6,0.1],
[7852.84,9652.36,0.1],
[8571.34,9207.54,0.1],
[9349.04,8675.94,0.1],
[7141.5,5862.19,0.1],
[6851.67,5964.25,0.1],
[7109.53,6746.95,0.1],
[6770.25,6791.9,0.1],
[6671.04,7242.26,0.1],
[6168.05,7858.53,0.1],
[5469.05,7644.8,0.1],
[4860.44,7190.08,0.1],
[5150.49,6982.81,0.1],
[5878.17,6683.93,0.1],
[6749.2,6059.25,0.1],
[7379.32,5529.34,0.1],
[7972.02,5319.66,0.1]
];
 
systemChat "[DeadZ] Selecting spawn point...";
_selectspawnpoint = _spawnpointsarray select floor random count _spawnpointsarray;
sleep 1;
systemChat "[DeadZ] Spawn point selected. Spawning...";
sleep 1;
thePlayer setPos _selectspawnpoint;
 
 
waitUntil { !inSpawnPoint };
 
titleText [format["Exiting Spawn Point. Have fun."],"PLAIN DOWN"]; titleFadeOut 4;
 
 
};
 

 
The script works fine and does randomly spawn you to one of my spawn points, but if the player moves it keeps them in the debug box. any way to lock keyboard and mouse inputs until the script executes and then unlock them?
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Couldn't see any error, but on my Server I have it a little different to this script. I've got 3 points where you can walk in and getting spawned, so you can choose spawning east or west of the map or paradrop random on the map. So my sensors distance is pretty little, only 5, not 50. Maybe this is the reason why I never had the same issue like you....

Maybe someone else can figure out why the "teleport" doesn't work while moving?

 

A way to block Keyboard/Mouse could be this:

.
.
[7379.32,5529.34,0.1],
[7972.02,5319.66,0.1]
];
 


disableUserInput true; //---> start blocking User Input



systemChat "[DeadZ] Selecting spawn point...";
_selectspawnpoint = _spawnpointsarray select floor random count _spawnpointsarray;
sleep 1;
systemChat "[DeadZ] Spawn point selected. Spawning...";
sleep 1;
thePlayer setPos _selectspawnpoint;
 
 
waitUntil { !inSpawnPoint };

titleText [format["Exiting Spawn Point. Have fun."],"PLAIN DOWN"]; titleFadeOut 4;
 

disableUserInput false;  //---> stop blocking User Input

};
 

Don't know if this works, you need to try it... just an idea

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Found a problem with the original script posted, if the player does not stand still in the debug box, he is not teleported to a random spawn. if any one can help it would be great. 

 

Thats only on your server then. How big is the spawn point radius in your mission.sqm?

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