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[Fixed] Virtual Garage - spawnpoints for different Vehicle


joe_candy

Question

Hey, i can't find my error, so i hope you could help me...

 

I try to use two different spawnpoints for Air and Land vehicle with two different "helipads".

 

"HeliHCivil" -> air vehicle

"Sr_border" -> land vehicle

 

i try some different codes at the "getvehicle.sqf" but nothing works.

RPT don't log some errors, so i don't know where i could find my error.

 

Try this code

//Get Spawn Location
_dir = round(random 360);
_helipad = nearestObjects [player, ["HeliH","HeliHCivil","HeliHRescue","MAP_Heli_H_army"], 70];
_vgcarspawn = nearestObjects [player, ["MAP_Heli_H_cross","Sr_border"], 70];
if((count _helipad == 0) && (_vehicleClass == "Air")) exitWith {cutText ["You need a helipad to spawn air vehicles", "PLAIN DOWN"];};
if((count _vgcarspawn == 0) && (_vehicleClass == "Land")) exitWith {cutText ["You need a carpad to spawn land vehicles", "PLAIN DOWN"];};
if((count _helipad > 0) && (_vehicleClass == "Air")) then {
	_location = (getPosATL (_helipad select 0));
	} else {
		if((count _vgcarspawn > 0) && (_vehicleClass == "Land")) then {
		_location = (getPosATL (_vgcarspawn select 0));
	} else {
		_location = [(position player),0,20,1,0,2000,0] call BIS_fnc_findSafePos;
	};};

 

original getvehicle.sqf

// Developed by [GZA] David for German Zombie Apocalypse Servers (https://zombieapo.eu/)
private["_vehicle","_vehicleClass","_dir","_helipad","_location","_veh","_location","_veh","_result","_id","_inventory","_backpack","_fuel","_damage","_id"];
if(lbCurSel 2802 == -1) exitWith {hint  "No Vehicle selected"};
closeDialog 0;
_vehicle = lbData[2802,(lbCurSel 2802)];
_vehicle = (call compile format["%1",_vehicle]);
_vehicleClass = getText(configFile >> "CfgVehicles" >> (_vehicle select 1) >> "vehicleClass");



//Get Spawn Location
_dir = round(random 360);
_helipad = nearestObjects [player, ["HeliH","HeliHCivil","HeliHRescue","MAP_Heli_H_army","MAP_Heli_H_cross","Sr_border"], 70];
if((count _helipad == 0) && (_vehicleClass == "Air")) exitWith {cutText ["You need a helipad to spawn air vehicles", "PLAIN DOWN"];};
if(count _helipad > 0) then {
_location = (getPosATL (_helipad select 0));
} else {
_location = [(position player),0,20,1,0,2000,0] call BIS_fnc_findSafePos;
};

_veh = createVehicle ["Sign_arrow_down_large_EP1", _location, [], 0, "CAN_COLLIDE"];


PVDZE_spawnVehicle = [_veh, [_dir,_location], player,  (_vehicle select 0)]; // _vehicle select 0 = id
publicVariableServer "PVDZE_spawnVehicle";

waitUntil {!isNil "PVDZE_spawnVehicleResult"};

if(PVDZE_spawnVehicleResult != "0") then {
			_result = "0";
			_id = parsenumber PVDZE_spawnVehicleResult;
			if ((_id > 0) && (_id <= 2500)) then {_result = format["ItemKeyGreen%1",_id];};
			if ((_id > 2500) && (_id <= 5000)) then {_result = format["ItemKeyRed%1",_id-2500];};
			if ((_id > 5000) && (_id <= 7500)) then {_result = format["ItemKeyBlue%1",_id-5000];};
			if ((_id > 7500) && (_id <= 10000)) then {_result = format["ItemKeyYellow%1",_id-7500];};
			if ((_id > 10000) && (_id <= 12500)) then {_result = format["ItemKeyBlack%1",_id-10000];};
			
			_inventory = (weapons player);
			_backpack = ((getWeaponCargo unitBackpack player) select 0);
			if (_result in (_inventory+_backpack)) then
			{
				if (_result in _inventory) then {cutText [format["Key [%1] already in your inventory!",_result], "PLAIN"];};
				if (_result in _backpack) then {cutText [format["Key [%1] already in your backpack!",_result], "PLAIN"];};
			}
			else
			{
				player addweapon _result;
				cutText [format["Key [%1] added to your inventory!",_result], "PLAIN"];
				
			};
};

PVDZE_spawnVehicleResult = nil;
PVDZE_queryGarageVehicleResult = nil;
sleep 2;
cutText ["Spawned Vehicle.", "PLAIN DOWN"];

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ok give some time, i will have a closer look on this then

 

EDIT:

Ok, i can only give guessings, because im not really able to test this, so you guys have to give me some ouput from this ^^

 

anyway.

Cant really say whats wrong with this is, but defently solveable :)

 

So lets try first some debug:

 

server_spawnvehicle.sqf

private ["_player","_vehicledata","_arrow","_key","_garage","_class","_cid","_colour1","_inventory","_fuel","_damage","_hitpoints","_location","_dir","_worldspace","_uid","_vehiclelist","_newlist"];
_player = _this select 0;
_vehicledata = _this select 1;
_arrow = _this select 2;
_garage = _this select 3;

_class = _vehicledata select 0;
_cid = str(_vehicledata select 1);
_colour1 = _vehicledata select 2;
_colour2 = _vehicledata select 3;
_inventory = _vehicledata select 4;
_fuel = _vehicledata select 5;
_damage = _vehicledata select 6;
_hitpoints = _vehicledata select 7;

_location = getPosATL _arrow;
diag_log format ["[Schwedes-Debug] _location: %1 | getPos _arrow: %2",_location, (getPos _arrow)];
_dir = getDir _garage;
_worldspace = [_dir,_location];

_uid = _worldspace call dayz_objectUID3;
_key = format["CHILD:308:%1:%2:%3:%4:%5:%6:%7:%8:%9:",dayZ_instance, _class, 0 , _cid, _worldspace, [], [], 1,_uid];
diag_log ("HIVE: WRITE: "+ str(_key)); 
_key call server_hiveWrite;

[_arrow,_uid,_cid,_class,_dir,_location,_player,_colour1,_colour2,_inventory,_fuel,_damage,_hitpoints] spawn {
	private ["_object","_uid","_characterID","_done","_retry","_key","_result","_outcome","_oid","_class","_location","_object_para","_activatingPlayer","_colour1","_colour2","_inventory","_fuel","_damage","_hitpoints","_clrinit","_clrinit2","_objWpnTypes","_objWpnQty","_countr"];
	_object = _this select 0;
	_uid = _this select 1;
	_characterID = _this select 2;
	_class = _this select 3;
	_dir = _this select 4;
	_location = _this select 5;
	_activatingPlayer = _this select 6;
	_colour1 = _this select 7;
	_colour2 = _this select 8;
	_inventory = _this select 9;
	_fuel = _this select 10;
	_damage = _this select 11;
	_hitpoints = _this select 12;

   _done = false;
	_retry = 0;
	while {_retry < 10} do {
		sleep 1;
		_key = format["CHILD:388:%1:",_uid];
		diag_log ("HIVE: WRITE: "+ str(_key));
		_result = _key call server_hiveReadWrite;
		_outcome = _result select 0;
		if (_outcome == "PASS") then {
			_oid = _result select 1;
			diag_log("CUSTOM: Selected " + str(_oid));
			_done = true;
			_retry = 100;
		} else {
			diag_log("CUSTOM: trying again to get id for: " + str(_uid));
			_done = false;
			_retry = _retry + 1;
		};
	};
	deleteVehicle _object;

	if(!_done) exitWith { diag_log("CUSTOM: failed to get id for : " + str(_uid)); };

	_object = createVehicle [_class, _location, [], 0, "CAN_COLLIDE"];
	diag_log format ["[Schwedes-Debug] Object getPos: %1 | getPosASL: %2",(getPosASL _object), (getPos _object)];
	_object setDir _dir;
	_object setvehiclelock "locked";

	clearWeaponCargoGlobal  _object;
	clearMagazineCargoGlobal  _object;

	_object setVariable ["ObjectID", _oid, true];
	_object setVariable ["lastUpdate",time];
	_object setVariable ["CharacterID",_characterID, true];
	
	if (_colour1 != "0") then {
		_object setVariable ["Colour",_colour1,true];
		_clrinit = format ["#(argb,8,8,3)color(%1)",_colour1];
		_object setVehicleInit "this setObjectTexture [0,"+str _clrinit+"];";
	};
	if (_colour2 != "0") then {			
		_object setVariable ["Colour2",_colour2,true];
		_clrinit2 = format ["#(argb,8,8,3)color(%1)",_colour2];
		_object setVehicleInit "this setObjectTexture [1,"+str _clrinit2+"];";
	};

	_objWpnTypes = (_inventory select 0) select 0;
	_objWpnQty = (_inventory select 0) select 1;
	_countr = 0;					
	{
		if(_x in (DZE_REPLACE_WEAPONS select 0)) then {
			_x = (DZE_REPLACE_WEAPONS select 1) select ((DZE_REPLACE_WEAPONS select 0) find _x);
		};
		_object addWeaponCargoGlobal [_x,(_objWpnQty select _countr)];
		_countr = _countr + 1;
	} count _objWpnTypes; 

	_objWpnTypes = (_inventory select 1) select 0;
	_objWpnQty = (_inventory select 1) select 1;
	_countr = 0;
	{
		if (_x == "BoltSteel") then { _x = "WoodenArrow" };
		if (_x == "ItemTent") then { _x = "ItemTentOld" };
		_object addMagazineCargoGlobal [_x,(_objWpnQty select _countr)];
		_countr = _countr + 1;
	} count _objWpnTypes;

	_objWpnTypes = (_inventory select 2) select 0;
	_objWpnQty = (_inventory select 2) select 1;
	_countr = 0;
	{
		_object addBackpackCargoGlobal [_x,(_objWpnQty select _countr)];
		_countr = _countr + 1;
	} count _objWpnTypes;

	_object setFuel _fuel;
	_object setDamage _damage;

	{
		private ["_selection","_dam"];
		_selection = _x select 0;
		_dam = _x select 1;
		if (_selection in dayZ_explosiveParts && _dam > 0.8) then {_dam = 0.8};
		[_object,_selection,_dam] call object_setFixServer;
	} forEach _hitpoints;

	PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_object];
	_object call fnc_veh_ResetEH;
	PVDZE_veh_Init = _object;
	publicVariable "PVDZE_veh_Init";
};

_vehiclelist = _garage getVariable ["StoredVehicles",[]];

_newlist = [];
{
	private ["_data","_toremove"];
	_toremove = false;
	if ((_x select 1) == _cid) then { _toremove = true; };
	if (!_toremove) then {
		_data = [(_x select 0),(_x select 1),(_x select 2),(_x select 3),(_x select 4),(_x select 5),(_x select 6),(_x select 7)];
		_newlist set [count _newlist,_data];
	};
} count _vehiclelist;

_garage setVariable ["StoredVehicles",_newlist,true];

diag_log format["VIRTUAL GARAGE: Player %1 (%2) has spawned a %3 | "+str _newlist+"",(name _player),(getPlayerUID _player),_class];

[_garage,"gear",_newlist] spawn server_updateObject;

i just added 2 lines with diag_logs for some output in the serverRPT

So just spawn in a vehicle from the garage and search for them in the RPT and post them here.

This should give enough info to solve this problem :)

 

EDIT2:

Just some trial:

try on vanilla server_spawnvehicle.sqf

 

under

_location = getPosATL _arrow;

add this:

_location = [(_location select 0),(_location select 1),(_location select 2)];
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Hi,

 

so if you placed a heli pad under or above the metal floor (which is the same as under the metal floor, because it'll allways be painted on ground), then it's pretty Normal, that the Heli can't spawn there, as there is no space. it will find the best suitable position, which in that case is 30m above that metal floor.

If you add the Metal Floor to this:

_helipads = ["HeliH","HeliHCivil","HeliHRescue","MAP_Heli_H_army","MAP_Heli_H_cross"];

And change the code a little, to preferable use the metal Floor as Spawn point:

 

/*** Created by 0verHeaT ***/
private ["_index","_helipads","_helipadsnear","_nearestpad","_veh","_vehicle","_key","_vehname","_position","_checkkey","_sign","_isMetalFloor","_getPosATL"];
_index = _this select 0;
if (_index < 0) exitWith {cutText["\n\nNo Vehicle selected!","PLAIN DOWN"]};

_veh = VehStoredList select _index;
_vehicle = _veh select 0;
_key = _veh select 1;
_isMetalFloor = false;

_vehname = getText(configFile >> "cfgVehicles" >> (_vehicle select 0) >> "displayName");

_helipads = ["HeliH","HeliHCivil","HeliHRescue","MAP_Heli_H_army","MAP_Heli_H_cross","Metal_Floor_DZ"];

_helipadsnear = nearestObjects [(getPosATL player),_helipads,30];
if ((count _helipadsnear) < 1) exitWith {cutText["\n\nYou need a Helipad witin 30 meters to spawn a vehicle!","PLAIN DOWN"]};

_nearestpad = _helipadsnear select 0;

//Overwrite first assignment, if Metal Floor
{
if (typeOf _x == "Metal_Floor_DZ") exitWith {_nearestpad = _x;_isMetalFloor = true;};
} count _helipadsnear;

if (_isMetalFloor) then {
_getPosATL = getPosATL _nearestpad;
//Spawn a tiny bit above the Metal Floor, to avoid glitching. 
_position = [(_getPosATL select 0),(_getPosATL select 1),((_getPosATL select2)+0.2))];
} else {
_position = getPosATL _nearestpad;
};

_checkkey = [player,_key] call BIS_fnc_invAdd;
if (!(_checkkey)) exitWith {cutText [(localize "str_epoch_player_107"),"PLAIN DOWN"]};

_sign = createVehicle ["Sign_arrow_down_large_EP1",_position,[],0,"CAN_COLLIDE"];

PVDZE_veh_spawn = [player,_vehicle,_sign,VirtualGarage];
publicVariableServer "PVDZE_veh_spawn";

cutText [format["\n\nYou have successfully spawned a %1, %2 has been added to your toolbelt.",_vehname,getText(configFile >> "CfgWeapons" >> _key >> "displayName")],"PLAIN DOWN"];

sleep 2;
call garage_getnearVeh;
call garage_getstoredVeh;
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Hi,

 

so if you placed a heli pad under or above the metal floor (which is the same as under the metal floor, because it'll allways be painted on ground), then it's pretty Normal, that the Heli can't spawn there, as there is no space. it will find the best suitable position, which in that case is 30m above that metal floor.

If you add the Metal Floor to this:

_helipads = ["HeliH","HeliHCivil","HeliHRescue","MAP_Heli_H_army","MAP_Heli_H_cross"];
<SNIP>

 

Tried this UK and it didn't even spawn the vehicle :D

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Wouldnt something like this be better? As its a defined spawn point

//Overwrite first assignment, if SR_border

{

if (typeOf _x == "SR_border") exitWith {_nearestpad = _x;_SRborder = true;};

} count _helipadsnear;

if (_SRBorder) then {

_getPosATL = getPosATL _nearestpad;

//Spawn a tiny bit above the S_ border, to avoid glitching.

_position = [(_getPosATL select 0),(_getPosATL select 1),((_getPosATL select2)+0.2))];

} else {

_position = getPosATL _nearestpad;

};

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what about the changed server_spawnvehicle.sqf?

any results with it?

what about the output in the Rpt? ( search for "Schwede")

 

 

22:19:39 "[schwedes-Debug] _location: [10264.1,9966.78,13.4601] | getPos _arrow: [10264.1,9966.78,6.73077]"

22:19:40 "[schwedes-Debug] Object getPos: [10264.1,9966.78,157.491] | getPosASL: [10264.1,9966.78,13.46]"

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I think SchwEde is on the right way there actually.

 

SchwEde, try spawning the Vehicle with a No Collide and then use setPosition after the vehicle was spawned :)

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i think that might work, but first i would try a simplier solution

 

replace:

_location = getPosATL _arrow;

with 

_location = getPos _arrow;
_location = [_location select 0, _location select 1, _location select 2 + 0.2];

if that does not work then we can try it a little bit more complicated ^^

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aaaaaah there it is ;D

Thats what i thought ^^

Well give one second then i should get something :)

 

EDIT:

 

try replace this

_position = getPosATL _nearestpad;

with this

_position = getPos _nearestpad;

If the Heli is spawning on the ground then try to add 

this

_location = [_position select 0, _position select 1, _position select 2];

after 

_position = getPos _nearestpad;

I will summon Satan for help in the meantime :D

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both times, spawned on ground

 

to confirm, this is the code i have used

private ["_Missing","_index","_SpawnPats","_helipadsnear","_nearestpad","_veh","_vehicle","_key","_vehname","_position","_checkkey","_sign"];
_index = _this select 0;
if (_index < 0) exitWith {cutText["\n\nNo Vehicle selected!","PLAIN DOWN"]};

_veh = VehStoredList select _index;
_vehicle = _veh select 0;
_key = _veh select 1;
_Missing = "";
_vehname = getText(configFile >> "cfgVehicles" >> (_vehicle select 0) >> "displayName");

if (_vehicle select 0 isKindOf 'Air') then {
_SpawnPats = ["Sr_border"];
_Missing = "Helipad";
} else {
_SpawnPats = ["HeliHCivil"];
_Missing = "Parking Lot";
};

_helipadsnear = nearestObjects [(getPosATL player),_SpawnPats,50];
if ((count _helipadsnear) < 1) exitWith {cutText["\n\nYou need a "+_Missing+"! Right click on your Toolbox to build one!","PLAIN DOWN"]};

_nearestpad = _helipadsnear select 0;
_position = getPos _nearestpad;
_location = [_position select 0, _position select 1, _position select 2];

_checkkey = [player,_key] call BIS_fnc_invAdd;
if (!(_checkkey)) exitWith {cutText [(localize "str_epoch_player_107"),"PLAIN DOWN"]};

_sign = createVehicle ["Sign_arrow_down_large_EP1",_position,[],0,"CAN_COLLIDE"];

PVDZE_veh_spawn = [player,_vehicle,_sign,VirtualGarage];
publicVariableServer "PVDZE_veh_spawn";

cutText [format["\n\nYou have successfully spawned a %1, %2 has been added to your toolbelt.",_vehname,getText(configFile >> "CfgWeapons" >> _key >> "displayName")],"PLAIN DOWN"];

sleep 2;
call garage_getnearVeh;
call garage_getstoredVeh;
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whopsie ^^ typo

 

this 

_location = [_position select 0, _position select 1, _position select 2];

should be

_position = [_position select 0, _position select 1, _position select 2];

will check for something else anyway :)

 

is the helipad visible on the metal floor?

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