machine6fd Posted January 14, 2015 Report Share Posted January 14, 2015 Add a custom image to the spawn box.. You can put what ever image you want in this and make it your own :) What mine looks like. Add this to your mission.sqm directly above "class Markers" class Vehicles { items=1; class Item0 { position[]={1024.3561,5.8548489,2013.7371}; // For Altis us {23600.611,2.8548489,17990.768} azimut=180.4026; offsetY=5; id=1; side="EMPTY"; vehicle="UserTexture10m_F"; skill=0.60000002; init="this setObjectTexture [0, ""image.jpg""]"; }; }; Save any image,jpg you want in your mission root folder. Make it square or it will stretch or warp. Mine is 800x800px but i'm sure more or less wont hurt, The user texture will not grow or shrink but the image will. *EDIT* Removed set texture not needed per VEMP whom I trust knows what hes talking about :) *EDIT #2* Alternative method to adding the image to spawn box by: Halvhjearne 1. Create a file called: Debugpic.sqf 2. Paste this code inside. /* DebugPic script by Halv, idea from machine6fd's mission.sqm version */ //Change to your picture/path below _pic = "custom\problemsolving.jpg"; //======================== Do not touch anything below this point ========================\\ if(isServer)then{ diag_log "[DebugPic]: Waiting for 'Debug_static_F' to be build ..."; waitUntil{count(nearestObjects [getMarkerPos "respawn_west", ["Debug_static_F"], 30]) > 0}; _list = nearestObjects [getMarkerPos "respawn_west", ["Debug_static_F"], 30]; _box = _list select 0; _rPos = _box modelToWorld [-0.226563,-9.76563,-5.04319]; _rDir = (getDir _box)+180; _obj = createVehicle ["UserTexture10m_F", _rPos, [], 0, "CAN_COLLIDE"]; _obj setDir _rDir; _obj setPos _rPos; _obj enableSimulation false; _obj setObjectTextureGlobal [0,_pic]; diag_log format["[DebugPic]: build texture in %1 @ [%2,%3] with texture '%4'",worldName,_rPos,_rDir,_pic]; }; 3. save and upload to mission file. 4. add image file "custom\problemsolving.jpg" or rename. Working on Altis, Chernarus, and Bornholm (confirmed) Original post can be found Ghostrider-GRG, unrealPANDA, SideShowFreak and 12 others 15 Link to comment Share on other sites More sharing options...
Darth_Rogue Posted January 14, 2015 Report Share Posted January 14, 2015 LOL! Brilliant! Link to comment Share on other sites More sharing options...
Talib Posted January 14, 2015 Report Share Posted January 14, 2015 salut, pour altis ???? Link to comment Share on other sites More sharing options...
Zupa Posted January 14, 2015 Report Share Posted January 14, 2015 Add this line to your init.sqf player setObjectTextureGlobal [0, "image.jpg"]; Setting the model of the player to the picture? ^^ looks strange to me ^^ Pretty sure this is code that shouldn't be called But nice addition for the rest! ^^ unrealPANDA and KiloSwiss 2 Link to comment Share on other sites More sharing options...
machine6fd Posted January 14, 2015 Author Report Share Posted January 14, 2015 Setting the model of the player to the picture? ^^ looks strange to me ^^ Pretty sure this is code that shouldn't be called But nice addition for the rest! ^^ I read you had to set it for multiplayer.... Honestly I didn't try it without.... I'll change it and see if it makes a difference and report back.... When I'm awake. After 2/3 gallons of coffee this morning :) Link to comment Share on other sites More sharing options...
DayZ Vet Posted January 14, 2015 Report Share Posted January 14, 2015 nice Link to comment Share on other sites More sharing options...
WarHammer(DayZ) Posted January 14, 2015 Report Share Posted January 14, 2015 WOW !! This is awesome man , seriously a very nice idea ... I just have one question does anyone know where I might find the location for respawn west as I use Altis... Thank you in advance Link to comment Share on other sites More sharing options...
machine6fd Posted January 14, 2015 Author Report Share Posted January 14, 2015 I actually thought about this a bit and it might require a little more than just changing it to respawn west. Link to comment Share on other sites More sharing options...
Silvabakrev Posted January 14, 2015 Report Share Posted January 14, 2015 For Altis map coordinates change this (Chernarus coords) mission.sqm line position[]={1024.3561,5.8548489,2013.7371}; I changed it as recommended to position[]={23600.611,3.19,18000.768}; Does sit in the middle of the room but it definitely does stand out :) Thanks machine6fd celticwarrior06 and emmenboy 2 Link to comment Share on other sites More sharing options...
Ree Posted January 14, 2015 Report Share Posted January 14, 2015 for the chernarus do you have it facing the other wall where the portal is? Love it btw i put a Akward / Funny pic up as a place holder Link to comment Share on other sites More sharing options...
machine6fd Posted January 14, 2015 Author Report Share Posted January 14, 2015 For Altis map coordinates change this (Chernarus coords) mission.sqm line position[]={1024.3561,5.8548489,2013.7371}; I changed it as recommended to position[]={23600.611,3.19,18000.768}; Does sit in the middle of the room but it definitely does stand out :) Thanks machine6fd yeah it needs to be adjusted the respawn west will put it in the center of the box :( @ree Yes it's facing the wall opposite the portal. I did that to help streamers to remain hidden :) Link to comment Share on other sites More sharing options...
celticwarrior06 Posted January 14, 2015 Report Share Posted January 14, 2015 works perfect on Altis thanks for the great work :D ReDBaroN 1 Link to comment Share on other sites More sharing options...
machine6fd Posted January 14, 2015 Author Report Share Posted January 14, 2015 Has anyone tried using it without "player setObjectTextureGlobal [0, "image.jpg"];" My test server is local so i was not able to test this online to see if it affected multiplayer or not. Link to comment Share on other sites More sharing options...
Riddlez Posted January 14, 2015 Report Share Posted January 14, 2015 Definetly will be using this once i am home from work. Link to comment Share on other sites More sharing options...
phenomax Posted January 14, 2015 Report Share Posted January 14, 2015 Thanks for sharing it! Will test it tomorrow. Greetz Link to comment Share on other sites More sharing options...
Coco-Nuts Posted January 14, 2015 Report Share Posted January 14, 2015 Nice job ! Link to comment Share on other sites More sharing options...
burschi Posted January 14, 2015 Report Share Posted January 14, 2015 Hi Machine ^^ very nice your script ;-) Thank You Mfg Burschy Link to comment Share on other sites More sharing options...
stonXer Posted January 14, 2015 Report Share Posted January 14, 2015 Altis back wall position[]={23600.611,2.8548489,17990.768}; SilentHog and ReDBaroN 2 Link to comment Share on other sites More sharing options...
machine6fd Posted January 14, 2015 Author Report Share Posted January 14, 2015 Altis back wall position[]={23600.611,2.8548489,17990.768}; does the direction matter? Link to comment Share on other sites More sharing options...
TheVampire Posted January 14, 2015 Report Share Posted January 14, 2015 You don't need to set the player texture. That's completely unrelated to the rest of the code. RC_Robio 1 Link to comment Share on other sites More sharing options...
stonXer Posted January 15, 2015 Report Share Posted January 15, 2015 only changed the coords, rest of details same as yours :) Link to comment Share on other sites More sharing options...
Ree Posted January 15, 2015 Report Share Posted January 15, 2015 You don't need to set the player texture. That's completely unrelated to the rest of the code. Can confirm i just removed it on our server and it still works Link to comment Share on other sites More sharing options...
WarHammer(DayZ) Posted January 15, 2015 Report Share Posted January 15, 2015 edited for delete Link to comment Share on other sites More sharing options...
WarHammer(DayZ) Posted January 15, 2015 Report Share Posted January 15, 2015 Altis back wall position[]={23600.611,2.8548489,17990.768}; Thank you :) Link to comment Share on other sites More sharing options...
Rowtag Posted January 15, 2015 Report Share Posted January 15, 2015 How to do that when the mission.sqf looks like: Link to comment Share on other sites More sharing options...
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