prue420 Posted January 6, 2015 Report Share Posted January 6, 2015 does anyone know how to spawn in paradrop? i have a crate when people spawn in so they can grab a parachute but when they pick a portal how can i get them to spawn in the air? Link to comment Share on other sites More sharing options...
prue420 Posted January 6, 2015 Author Report Share Posted January 6, 2015 i think i would edit these but no clue how they got that world space and make it in air. oneWayTelePos[] = { { { 14090.9, 11544, 1.16816 }, { 13326.5, 14515.2, 0.16426 } }, // Trader city 1 { { 14087.5, 11541.1, 2.75913 }, { 6192.46, 16834, 0.00154114 } }, // Trader city 2 { { 14093.9, 11546.1, 1.0159 }, { 18451.9, 14278.1, 0.00143814 } } // Trader city 3 }; Link to comment Share on other sites More sharing options...
Richie Posted January 6, 2015 Report Share Posted January 6, 2015 Change the spawn height after teleporting, I've added paraspawning on my server cause i was sick of the complaints about spawn camping or being ran over. Now my players can spawn in and land safely away from campers :) It's a lot easier than trying to enforce a no camping rule. OzzY_MG 1 Link to comment Share on other sites More sharing options...
prue420 Posted January 6, 2015 Author Report Share Posted January 6, 2015 ya i know what needs to be done i just have no clue how to do it. Link to comment Share on other sites More sharing options...
Richie Posted January 6, 2015 Report Share Posted January 6, 2015 You were on the right track :) see the red text oneWayTelePos[] = { { { 14090.9, 11544, 1.16816 }, { 13326.5, 14515.2, 0.16426 } }, // Trader city 1 { { 14087.5, 11541.1, 2.75913 }, { 6192.46, 16834, 0.00154114 } }, // Trader city 2 { { 14093.9, 11546.1, 1.0159 }, { 18451.9, 14278.1, 0.00143814 } } // Trader city 3 }; Link to comment Share on other sites More sharing options...
DrScandalous Posted January 6, 2015 Report Share Posted January 6, 2015 So does this allow people to have the choice of spawning in naturally OR via paradrop at all 3 traders/spawn points? Link to comment Share on other sites More sharing options...
Richie Posted January 6, 2015 Report Share Posted January 6, 2015 That allows you to change the exit locations from the spawn tubes, paraspawning requires a parachute. Link to comment Share on other sites More sharing options...
DrScandalous Posted January 6, 2015 Report Share Posted January 6, 2015 Ahhh... gotcha. Link to comment Share on other sites More sharing options...
KiloSwiss Posted January 7, 2015 Report Share Posted January 7, 2015 ... paraspawning requires a parachute. Or a little script:first setPos, then comes this:true spawn{ [player, 1600] call BIS_fnc_halo; while {((getposATL player)select 2) > 150 && vehicle player == player}do{ hintSilent parseText format["<t align='center' color='#d88c00' shadow='2' size='3'>HALO</t><br/><br/> <t align='left' valign='bottom' color='#DCDCDC' size='1'>Altimeter:</t> <t align='left' underline='true' color='#DCDCDC' size='2'> %1m</t><br/><t> </t>", round (getPosATL player select 2)]; }; hintSilent ""; if(vehicle player == player)then{[player] execVM "A3\functions_f\misc\fn_HALO.sqf"}; }; ;) Greez KiloSwiss axeman and Richie 2 Link to comment Share on other sites More sharing options...
Richie Posted January 7, 2015 Report Share Posted January 7, 2015 Or a little script:first setPos, then comes this: true spawn{ [player, 1600] call BIS_fnc_halo; while {((getposATL player)select 2) > 150 && vehicle player == player}do{ hintSilent parseText format["<t align='center' color='#d88c00' shadow='2' size='3'>HALO</t><br/><br/> <t align='left' valign='bottom' color='#DCDCDC' size='1'>Altimeter:</t> <t align='left' underline='true' color='#DCDCDC' size='2'> %1m</t><br/><t> </t>", round (getPosATL player select 2)]; }; hintSilent ""; if(vehicle player == player)then{[player] execVM "A3\functions_f\misc\fn_HALO.sqf"}; }; ;) Greez KiloSwiss Very nice, where would that go ? Link to comment Share on other sites More sharing options...
prue420 Posted January 7, 2015 Author Report Share Posted January 7, 2015 Does anyone have the cords to spawn in the air? I keep trying stuff and its not working. Link to comment Share on other sites More sharing options...
Darth_Rogue Posted January 7, 2015 Report Share Posted January 7, 2015 Very nice, where would that go ? Just copy the code and paste into a new text file in Notepad++. Save it as a SQF file. Pop it into your mission.pbo and call it from the init.sqf in the mission.pbo. You may have to add a couple BE exceptions but it's pretty simple overall. Link to comment Share on other sites More sharing options...
prue420 Posted January 7, 2015 Author Report Share Posted January 7, 2015 Is there a a special way to edit a cpp file? Link to comment Share on other sites More sharing options...
Richie Posted January 7, 2015 Report Share Posted January 7, 2015 Just copy the code and paste into a new text file in Notepad++. Save it as a SQF file. Pop it into your mission.pbo and call it from the init.sqf in the mission.pbo. You may have to add a couple BE exceptions but it's pretty simple overall. Where in the init ? I've tried in different places, including isdedicated and isserver It was executing as i worked through the BE filters, when spawning in though nothing happens :unsure: what have i missed ? Link to comment Share on other sites More sharing options...
Darth_Rogue Posted January 7, 2015 Report Share Posted January 7, 2015 Where in the init ? I've tried in different places, including isdedicated and isserver It was executing as i worked through the BE filters, when spawning in though nothing happens :unsure: what have i missed ? I'm working on it. If I get it going I'll post the code and steps and BE filters. Probably be tomorrow though since I've got a long work day today. Link to comment Share on other sites More sharing options...
prue420 Posted January 7, 2015 Author Report Share Posted January 7, 2015 When i edit the config.cpp and pack it back up my server it wont work says server failed to start error 2. Does anyone have a chernarus config.cpp with the spawns in the air? Link to comment Share on other sites More sharing options...
cen Posted January 7, 2015 Report Share Posted January 7, 2015 you can't modify that .pbo file where config.cpp is with the default .dll that epoch provides. Link to comment Share on other sites More sharing options...
Darth_Rogue Posted January 7, 2015 Report Share Posted January 7, 2015 The server settings pbo can be edited. Just not the other one. Link to comment Share on other sites More sharing options...
Richie Posted January 7, 2015 Report Share Posted January 7, 2015 I'm working on it. If I get it going I'll post the code and steps and BE filters. Probably be tomorrow though since I've got a long work day today. It works perfect in the editor, won't work on a live server, maybe Kiloswiss has the answer :unsure: Link to comment Share on other sites More sharing options...
Sporny Posted January 8, 2015 Report Share Posted January 8, 2015 Okay.... got the spawn in the air.... got the parachute... but: i've got the parachute when i connect on the server, in the spawnroom... not when ive teleportet to the center, west or east spawn.... there iam falling to the ground :( Link to comment Share on other sites More sharing options...
Dendore Posted January 10, 2015 Report Share Posted January 10, 2015 Need working solution for this. The static spawns on altis when you have a base far north or south really sucks without even a bike. Link to comment Share on other sites More sharing options...
Nic Posted January 10, 2015 Report Share Posted January 10, 2015 Need working solution for this. The static spawns on altis when you have a base far north or south really sucks without even a bike. That is one thing you need to think about when building a base... Link to comment Share on other sites More sharing options...
SadBoy1981 Posted January 11, 2015 Report Share Posted January 11, 2015 Okay.... got the spawn in the air.... got the parachute... but: i've got the parachute when i connect on the server, in the spawnroom... not when ive teleportet to the center, west or east spawn.... there iam falling to the ground :( if (!isServer) then { waitUntil {!isNull player}; waitUntil {player == player}; while {true} do { _player = player; player addEventHandler ["Respawn", { if (getPlayerUID player in ["111111","111111"]) then { player addBackpack "B_Parachute"; } else { player addBackpack "B_Parachute"; }; }]; waitUntil {_player != player}; }; }; Link to comment Share on other sites More sharing options...
prue420 Posted February 7, 2015 Author Report Share Posted February 7, 2015 Since the arma update players that paraspawn keep tp back up in the sky before they hit the ground and happens over and over anyone have a fix for this? Link to comment Share on other sites More sharing options...
Kimzer Posted February 8, 2015 Report Share Posted February 8, 2015 Did anyone find a solution here? Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now