Darth_Rogue Posted January 22, 2015 Report Share Posted January 22, 2015 On my Bornholm server players are getting TP'd back to the spawn building after about 60 seconds of leaving, regardless of which portal they choose. Problem started today after the update went live on my server. Only non-admins seem to be affected. Only way to get players out of the spawn building is for an admin to TP them out. Other than the Arma 1.38 and Epoch server update no files have changed. Anyone else seen this? Link to comment Share on other sites More sharing options...
Suppe Posted January 22, 2015 Report Share Posted January 22, 2015 this is in your cofig.cpp.... telePosCenter[] = {number,number,0}; must be the same like your 3 spawnpoints... look in the original altis telePosCenter[] and the 3 spawnpoints, and u see whats wrong :D vbawol and Prof.Heini 2 Link to comment Share on other sites More sharing options...
Santa Posted January 22, 2015 Report Share Posted January 22, 2015 @Darth, I don't personally have it, but I had someone else saying they had this. He ended up disabeling the Epoch AH temporary. @Suppe, NO *insert grumpy cat meme here* Link to comment Share on other sites More sharing options...
Nic Posted January 22, 2015 Report Share Posted January 22, 2015 The Taviana server I have been playing on has had problems after the recent update and they were trying to resolve it. But sometimes relogging after you teleported would fix the problem. This server wasn't vanilla, so maybe another script was causing the problems. Link to comment Share on other sites More sharing options...
Scorpi Posted January 22, 2015 Report Share Posted January 22, 2015 works fine! example: class Bornholm : Default { worldSize = 14400; 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" }; telePos[] = { { "Transport_C_EPOCH", { 13451.1, 8422.6, xx }, "", { xx, xx, xx } }, // Trader city 1 { "Transport_W_EPOCH", { xx, xx, xx }, "", { xx, xx, xx } }, // Trader city 2 { "Transport_E_EPOCH", { xx, xx, xx }, "", { xx, xx, xx } } // Trader city 3 }; telePosCenter[] = {13451, 8422, 0}; propsPos[] = { { "Land_Dome_Small_F", { xx, xx, xx }, 0 } }; staticNpcPos[] = { // West { "C_man_hunter_1_F", { xx, xx, xx }, 0 }, // East { "C_man_hunter_1_F", { xx, xx, xx }, 0}, // Center { "C_man_hunter_1_F", { xx, xx, xx }, 0} }; }; Link to comment Share on other sites More sharing options...
Suppe Posted January 23, 2015 Report Share Posted January 23, 2015 @Suppe, NO *insert grumpy cat meme here* what do u mean ? Link to comment Share on other sites More sharing options...
Darth_Rogue Posted January 23, 2015 Author Report Share Posted January 23, 2015 this is in your cofig.cpp.... telePosCenter[] = {number,number,0}; must be the same like your 3 spawnpoints... look in the original altis telePosCenter[] and the 3 spawnpoints, and u see whats wrong :D I didn't use the Center portal on Bornholm, only North, East and West. I see what they did for Altis, but on Chernarus they didn't use the Center portal and the telePosCenter coords don't match any of the portal positions. They're close, but not exact. So is that supposed to be the coords of the center of the spawn building? Link to comment Share on other sites More sharing options...
Suppe Posted January 23, 2015 Report Share Posted January 23, 2015 here is our: :-) telePosCenter[] = {13816,6878,0}; telePos[] = { { "Transport_C_EPOCH", { 13816.398,6878.0164,0.7 }, "", { x, x, x } } // Trader city 3 the telePosCenter is new and u must set them.... the telePosCenter is the position of center gully Link to comment Share on other sites More sharing options...
Darth_Rogue Posted January 23, 2015 Author Report Share Posted January 23, 2015 So I can throw any of the coords for any of the three spawn portals in there and it will work? Link to comment Share on other sites More sharing options...
Suppe Posted January 23, 2015 Report Share Posted January 23, 2015 pick one of the portals in your debug/spawn area, take this cords, but the last number without ,XX......... look what i mark red Link to comment Share on other sites More sharing options...
Darth_Rogue Posted January 23, 2015 Author Report Share Posted January 23, 2015 Ok I'll try it out. Just didn't know if ANY of the three coords would work or if it had to be a specific one. I need details, people! lol Link to comment Share on other sites More sharing options...
Suppe Posted January 23, 2015 Report Share Posted January 23, 2015 take the center one. :D the detail is in the name: telePosCenter :D teleporterPositionCenter :D Link to comment Share on other sites More sharing options...
Darth_Rogue Posted January 23, 2015 Author Report Share Posted January 23, 2015 I thought that too but if you look at the original settings for Chernarus they didn't use a center portal and the coords for telePosCenter and the position of the other portals are not an exact match. So for Altis and Stratis they matched, but for Chernarus they didn't. Felt like there were some mixed signals in there. Link to comment Share on other sites More sharing options...
Suppe Posted January 23, 2015 Report Share Posted January 23, 2015 i think this works with all the 3 cords... there are so near and close together... but i think with the center you are on a safe side :D Smok3 1 Link to comment Share on other sites More sharing options...
Darth_Rogue Posted January 23, 2015 Author Report Share Posted January 23, 2015 Will let you know in about 10 minutes. Gonna put in the new file on server restart. I'm sure my players will let me know if it doesn't work. B) Link to comment Share on other sites More sharing options...
Darth_Rogue Posted January 23, 2015 Author Report Share Posted January 23, 2015 All fixed. Thanks fellas! Smok3 1 Link to comment Share on other sites More sharing options...
Smok3 Posted January 23, 2015 Report Share Posted January 23, 2015 Big thanks guys. Works like a charm. :) Link to comment Share on other sites More sharing options...
Smok3 Posted January 24, 2015 Report Share Posted January 24, 2015 Another problem came up. If players fall off bridges or high buildings and die. They get the bug which teleports them back to spawn island if they run away from spawn traders. This is on Tavi map. Antihack: [Added] Dynamic loading server side of rscdisplay onload/unload checks with override ability (CBA support). [Added] Checks if the antihack is running, you can change in the config what happens when found not running. (Log/Ban). [Changed] Prefix added to PVS names and a BE filter added in publicVariable.txt. This means that BEC + watchdog are no longer mandatory and will only be needed if no prefix is used. If you change the prefix update the BE filter accordingly. [Changed] Improve anti-teleport script That seems to be the reason. Any ideas on a fix? Link to comment Share on other sites More sharing options...
Quicksilver Posted January 25, 2015 Report Share Posted January 25, 2015 Lol, just spend 3 days figuring out why i had that teleport bug when i finally had the common sense to compare it with Altis's config and noticed the telepos entry missing. Relogging right after you tp'ed seemed to fix it tho, has something to do with your position being read from the hive i guess, instead of it being set by the TP pads. My guess would be that the telepos is some sort of safezone where the AH doesn't kick or ban for tp'ing. Any tp's outside of that area will probably cause you to be reset by the AH. Link to comment Share on other sites More sharing options...
reunion51 Posted April 18, 2015 Report Share Posted April 18, 2015 Hey guys; We are having the same issue on our new server. Our config file doesnt have any telePosCenter[] = {13816,6878,0}; lines in it at all and it never did. If i add them for each portal should that fix it? Thanks Link to comment Share on other sites More sharing options...
Prof.Heini Posted June 4, 2015 Report Share Posted June 4, 2015 Hey guys, we have got the same Problem. All Players get back to spawnpostionen after a few Minutes on mapp Altis. We don't use the normal spawnsytem. We are using the following Script: spawn_locations.sqf [[6192.46,16834],0,"SafeZone West"], [[18451.9,14278.1],0,"SafeZone East"], [[13326.5,14515.2],0,"SafeZone Central"], [[28337.4,25777.9],0,"SafeZone North"], [[10329.2,19057.2]], // 'Galati' //[[20548.4,8888.25],2],// 'Panagia'" //donor [[20788.2,6733.91]], // 'Selakano' //[[20241.1,11659.6]], // 'Chalkeia' //reg [[16786.2,12619.4]], // 'Pyrgos' //[[18111.2,15242.3]], // 'Charkia' //[[21358.5,16361],2], // 'Kalochori'" //donor //[[23211.4,19957.7]], // 'Ioannina' //[[25696.9,21348.6],2],// 'Sofia' //donor //[[26990.8,23202.2]], // 'Molos' //[[16278.7,17267.4],1],// 'Telos' //reg //[[14039.2,18730.9]], // 'Athira' //[[14602.8,20791.3]], // 'Frini' //[[9436.79,20304.4]], // 'Abdera' [[4559.19,21406.7]],// 'Oreokastro' //[[4040.33,17281.3]], // 'Agios Konstantinos' //[[9275.09,15899.8],1],// 'Agios Dionysios' //reg //[[12477.4,14316.7]], // 'Neochori' //[[3529.11,13054.8]], // 'Kavala' [[9045.54,11960.8]] // 'Zaros' //[[9259.52,8062.07],1] // 'Sfaka' //reg ] }; Here's our config.cpp Should I edit it? How? // map config class CfgEpoch { class Default { worldSize = 12000; traderBlds[] = {}; containerPos[] = {}; telePos[] = {}; propsPos[] = {}; staticNpcPos[] = {}; }; Altis.h We have got only one Teleportsign at the spawn! telePos[] = { { "Transport_C_EPOCH", { 23600.5, 18009, 0.233421 }, "", { 13326.5, 14515.2, 0 } }, // Trader city 1 }; Link to comment Share on other sites More sharing options...
Suppe Posted June 4, 2015 Report Share Posted June 4, 2015 if u use the stock epoch AH u must disable the halo spawn.... the gay antihack teleport you back because it think u are a teleport around. Prof.Heini 1 Link to comment Share on other sites More sharing options...
RC_Robio Posted June 4, 2015 Report Share Posted June 4, 2015 Please don't report bugs for custom scripts here. Use the script's thread or contact the author. Danke! Prof.Heini 1 Link to comment Share on other sites More sharing options...
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