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help needed Enhanced Spawn Selection


sampson42002

Question

I tried installing this tonight using this install guide http://opendayz.net/threads/release-essv2-enhanced-spawn-selection-v2.21547/ The server loads, then once the character would normally appear it stays black.  The only thing you can see is the thing on the right side of the screen showing how many coins you have. 

 

I did not see this line in my dayz_server.pbo compile\server_playerSetup 

if (_randomSpot) then {


   if (!isDedicated) then {endLoadingScreen;};
   _debug = getMarkerpos "respawn_west";
   _worldspace = [0,[_debug select 0,_debug select 1,0.3]];
};

 

This is the only thing close to that

if (_randomSpot) then {


    private["_counter","_position","_isNear","_isZero","_mkr"];
    if (!isDedicated) then {
        endLoadingScreen;
    };

 

I replaced that with what the install guide says.  This is what I pasted, copied it from my file

 

if (_randomSpot) then {


    private["_counter","_position","_isNear","_isZero","_mkr"];
    if (!isDedicated) then {
        endLoadingScreen;
    };
    
    //Spawn modify via mission init.sqf
    if(isnil "spawnArea") then {
        spawnArea = 1500;
    };
    if(isnil "spawnShoremode") then {
        spawnShoremode = 1;
    };
    
    //
    _spawnMC = actualSpawnMarkerCount;

    //spawn into random
    _findSpot = true;
    _mkr = "";
    while {_findSpot} do {
        _counter = 0;
        while {_counter < 20 && _findSpot} do {
            // switched to floor
            _mkr = "spawn" + str(floor(random _spawnMC));
            _position = ([(getMarkerPos _mkr),0,spawnArea,10,0,2000,spawnShoremode] call BIS_fnc_findSafePos);
            _isNear = count (_position nearEntities ["Man",100]) == 0;
            _isZero = ((_position select 0) == 0) && ((_position select 1) == 0);
            //Island Check        //TeeChange
            _pos         = _position;
            _isIsland    = false;        //Can be set to true during the Check
            for [{_w=0},{_w<=150},{_w=_w+2}] do {
                _pos = [(_pos select 0),((_pos select 1) + _w),(_pos select 2)];
                if(surfaceisWater _pos) exitWith {
                    _isIsland = true;
                };
            };
            
            if ((_isNear && !_isZero) || _isIsland) then {_findSpot = false};
            _counter = _counter + 1;
        };
    };
    _isZero = ((_position select 0) == 0) && ((_position select 1) == 0);
    _position = [_position select 0,_position select 1,0];
    if (!_isZero) then {
        //_playerObj setPosATL _position;
        _worldspace = [0,_position];
    };
};
    
    //Spawn modify via mission init.sqf
    if(isnil "spawnArea") then {
        spawnArea = 1500;
    };
    if(isnil "spawnShoremode") then {
        spawnShoremode = 1;
    };
    
    //
    _spawnMC = actualSpawnMarkerCount;

    //spawn into random
    _findSpot = true;
    _mkr = "";
    while {_findSpot} do {
        _counter = 0;
        while {_counter < 20 && _findSpot} do {
            // switched to floor
            _mkr = "spawn" + str(floor(random _spawnMC));
            _position = ([(getMarkerPos _mkr),0,spawnArea,10,0,2000,spawnShoremode] call BIS_fnc_findSafePos);
            _isNear = count (_position nearEntities ["Man",100]) == 0;
            _isZero = ((_position select 0) == 0) && ((_position select 1) == 0);
            //Island Check        //TeeChange
            _pos         = _position;
            _isIsland    = false;        //Can be set to true during the Check
            for [{_w=0},{_w<=150},{_w=_w+2}] do {
                _pos = [(_pos select 0),((_pos select 1) + _w),(_pos select 2)];
                if(surfaceisWater _pos) exitWith {
                    _isIsland = true;
                };
            };
            
            if ((_isNear && !_isZero) || _isIsland) then {_findSpot = false};
            _counter = _counter + 1;
        };
    };
    _isZero = ((_position select 0) == 0) && ((_position select 1) == 0);
    _position = [_position select 0,_position select 1,0];
    if (!_isZero) then {
        //_playerObj setPosATL _position;
        _worldspace = [0,_position];
    };
};

 

Here are the two closest things relating to this that I found in the RPT.  Shows this or its very similar a bunch of times.

 

[spoilers]movingenable = 0>
 3:29:25   Error Missing ;
 3:29:25 File mpmissions\dayz_epoch_11.Chernarus\spawn\class.hpp, line 1
 3:29:25 Error in expression <och_11.Chernarus\spawn\class.hpp"
class ClassDialog
{
idd = -1;[/spoilers]

 

here is the other

 

Error Undefined variable in expression: class


3:42:36 File mpmissions\dayz_epoch_11.Chernarus\spawn\class.hpp, line 1

 

Any help or ideas would be great.  I feel bad I have asked for a lot of help in the last few days.  Between the coin system, and combo changer, lucky the advanced trading went in perfectly.

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Once again, you have pasted things into that file twice :)

 

If you are running Epoch, you need to find this block in your server_PlayerSetup.sqf :  

if (_randomSpot) then {
        private["_counter","_position","_isNear","_isZero","_mkr"];
        if (!isDedicated) then {
                endLoadingScreen;
        };
       
        //Spawn modify via mission init.sqf
        if(isnil "spawnArea") then {
                spawnArea = 1500;
        };
        if(isnil "spawnShoremode") then {
                spawnShoremode = 1;
        };
       
        //
        _spawnMC = actualSpawnMarkerCount;
 
        //spawn into random
        _findSpot = true;
        _mkr = "";
        while {_findSpot} do {
                _counter = 0;
                while {_counter < 20 && _findSpot} do {
                        // switched to floor
                        _mkr = "spawn" + str(floor(random _spawnMC));
                        _position = ([(getMarkerPos _mkr),0,spawnArea,10,0,2000,spawnShoremode] call BIS_fnc_findSafePos);
                        _isNear = count (_position nearEntities ["Man",100]) == 0;
                        _isZero = ((_position select 0) == 0) && ((_position select 1) == 0);
                        //Island Check          //TeeChange
                        _pos            = _position;
                        _isIsland       = false;                //Can be set to true during the Check
                        for [{_w=0},{_w<=150},{_w=_w+2}] do {
                                _pos = [(_pos select 0),((_pos select 1) + _w),(_pos select 2)];
                                if(surfaceisWater _pos) exitWith {
                                        _isIsland = true;
                                };
                        };
                       
                        if ((_isNear && !_isZero) || _isIsland) then {_findSpot = false};
                        _counter = _counter + 1;
                };
        };
        _isZero = ((_position select 0) == 0) && ((_position select 1) == 0);
        _position = [_position select 0,_position select 1,0];
        if (!_isZero) then {
                //_playerObj setPosATL _position;
                _worldspace = [0,_position];
        };
};

and replace it ALL with this : 

if (_randomSpot) then {
   if (!isDedicated) then {endLoadingScreen;};
   _debug = getMarkerpos "respawn_west";
   _worldspace = [0,[_debug select 0,_debug select 1,0.3]];
};
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