R4ziel Posted April 23, 2015 Report Share Posted April 23, 2015 This works but you can't choose your sex before the spawn points, so once you TP to the spawn it asks you to choose your sex and puts you back in the spawn room. Lol thats a fail. I still think that the gender selection is done very badly, this along with the kick to lobby on kill is just annoying but thats just my opinion. thanks for the testing Richie, Ill keep trying on my end and let you know if I maybe find something Link to comment Share on other sites More sharing options...
Richie Posted April 23, 2015 Report Share Posted April 23, 2015 For Chernarus. Spaz_spawn.sqf : Chernarus_Spawn_North = [12281.634,10587.725,0.1]; Chernarus_Spawn_South = [2720.9233,10031.975,0.1]; Chernarus_Spawn_East = [12060.469,3602.0864,0.1]; Chernarus_Spawn_West = [1923.0521,2184.582,0.1]; Chernarus_Spawn_Centeral = [7146.5957,7542.5747,0.1]; Then edit Spaz_Spawn.hpp, change lines 235-285 class spaz_sb1: RscButton { idc = 1600; text = "North East"; //--- ToDo: Localize; x = 0.618565 * safezoneW + safezoneX; y = 0.323978 * safezoneH + safezoneY; w = 0.0618602 * safezoneW; h = 0.0440055 * safezoneH; action = "closedialog 0; _nil=[] spawn {call SPAZ_SPAWN_N;};"; tooltip = "Spawn Area NORTH East"; }; class spaz_sb2: RscButton { idc = 1601; text = "North West"; //--- ToDo: Localize; x = 0.618565 * safezoneW + safezoneX; y = 0.389986 * safezoneH + safezoneY; w = 0.0618602 * safezoneW; h = 0.0440055 * safezoneH; action = "closedialog 0; _nil=[] spawn {call SPAZ_SPAWN_S;};"; }; class spaz_sb3: RscButton { idc = 1602; text = "South East"; //--- ToDo: Localize; x = 0.618565 * safezoneW + safezoneX; y = 0.455995 * safezoneH + safezoneY; w = 0.0618602 * safezoneW; h = 0.0440055 * safezoneH; action = "closedialog 0; _nil=[] spawn {call SPAZ_SPAWN_E;};"; }; class spaz_sb4: RscButton { idc = 1603; text = "South West"; //--- ToDo: Localize; x = 0.618565 * safezoneW + safezoneX; y = 0.522003 * safezoneH + safezoneY; w = 0.0618602 * safezoneW; h = 0.0440055 * safezoneH; action = "closedialog 0; _nil=[] spawn {call SPAZ_SPAWN_W;};"; }; class spaz_sb5: RscButton { idc = 1604; text = "Central"; //--- ToDo: Localize; x = 0.618565 * safezoneW + safezoneX; y = 0.588011 * safezoneH + safezoneY; w = 0.0618602 * safezoneW; h = 0.0440055 * safezoneH; action = "closedialog 0; _nil=[] spawn {call SPAZ_SPAWN_C;};"; }; Link to comment Share on other sites More sharing options...
stonXer Posted April 23, 2015 Report Share Posted April 23, 2015 if (isNil "inSpawnPoint") then { inSpawnPoint = false; }; uiSleep 5; waitUntil { inSpawnPoint }; so you can pick gender then get the window up :) Richie and sparrow8332 2 Link to comment Share on other sites More sharing options...
Richie Posted April 23, 2015 Report Share Posted April 23, 2015 if (isNil "inSpawnPoint") then { inSpawnPoint = false; }; uiSleep 5; waitUntil { inSpawnPoint }; so you can pick gender then get the window up :) Nailed it, perfect :d #fluxcapacitor stonXer 1 Link to comment Share on other sites More sharing options...
Richie Posted April 23, 2015 Report Share Posted April 23, 2015 Hmmm the fixed points work, random isn't for me :unsure: anyone else tried random ? Link to comment Share on other sites More sharing options...
sparrow8332 Posted April 23, 2015 Author Report Share Posted April 23, 2015 any suggestions for improvement then let me know :-) or push on git as they say lol glad you all like it :-) Link to comment Share on other sites More sharing options...
cen Posted April 23, 2015 Report Share Posted April 23, 2015 Need BE filter for this line in scripts.txt: 7 createDialog !="createDialog \"InteractBank\";" !="createdialog \"SelectGender\";" !="_handled = createdialog _dialog;" !="if (!dialog) then {createDialog 'Skaronator_AdminMenu'};" !="if !(createdialog \"InteractItem\") exitWith {};" !="createDialog \"TapOut\";" !="if !(createdialog \"Trade\") exitWith {};" !="_ok = createdialog \"Interact\";" !="_ok = createdialog \"TradeNPCMenu\";" !="createDialog \"Epoch_myGroup\";" !="createDialog (if ((Epoch_my_GroupUID == \"\") && (Epoch_my_Group isEqualTo [])) then {\"EPOCH_createGrp\"} else {\"Epoch_myGroup\"});" !="createDialog \"GroupRequests\";" !="_ok = createdialog \"MissionSelect\";" !"createdialog 'AdminMenu';[] call fnc_addMenuMapHandler;" !"RscDisplayLocWeaponInfo" !"RscFunctionsViewer" and this one: 7 displayAddEventHandler !"[_display] call _fnc_animate;" !"tVersion select 4) == \"Development\") then" !"_display displayaddeventhandler\n[\n\"mousemoving\"," !"(findDisplay 46) displayAddEventHandler [\"KeyDown\",\"true\"];" !"(findDisplay 46) displayAddEventHandler [\"KeyDown\",\"_this call EPOCH_KeyDown\"];" !"_display displayaddeventhandler [\"unload\",\"uinamespace setvariable ['BIS_fnc_guiMess" !="findDisplay -1337 displayAddEventHandler ['Unload'" and this one: 7 displayRemoveEventHandler !"BIS_fnc_guiMessage_status" Link to comment Share on other sites More sharing options...
stonXer Posted April 23, 2015 Report Share Posted April 23, 2015 I temp removed the random button, it would just constantly tp "nowhere" n get stuck in a loop :/ Link to comment Share on other sites More sharing options...
R4ziel Posted April 23, 2015 Report Share Posted April 23, 2015 Richie, could you perhaps show me your sensor code for chernarus? I cant seem to get that working for some reason Link to comment Share on other sites More sharing options...
Richie Posted April 23, 2015 Report Share Posted April 23, 2015 @R4ziel http://pastebin.com/xMAaKYnT It's between markers and intro class Sensors { items=1; class Item0 { position[] = {1024.85, 5.8588, 2023.52}; //respawn_west Location a = 10; b = 10; activationBy = "ANY"; repeating = 1; interruptable = 1; age = "UNKNOWN"; name = "SPAWNPOINT"; expCond = "(player distance SPAWNPOINT) < 10;"; expActiv = "hint ""You are in the clone room""; inSpawnPoint = true;};"; expDesactiv = "inSpawnPoint = false;"; class Effects{}; }; }; }; Link to comment Share on other sites More sharing options...
R4ziel Posted April 23, 2015 Report Share Posted April 23, 2015 @R4ziel http://pastebin.com/xMAaKYnT It's between markers and intro class Sensors { items=1; class Item0 { position[] = {1024.85, 5.8588, 2023.52}; //respawn_west Location a = 10; b = 10; activationBy = "ANY"; repeating = 1; interruptable = 1; age = "UNKNOWN"; name = "SPAWNPOINT"; expCond = "(player distance SPAWNPOINT) < 10;"; expActiv = "hint ""You are in the clone room""; inSpawnPoint = true;};"; expDesactiv = "inSpawnPoint = false;"; class Effects{}; }; }; }; Got it thanks, didnt copy the last }; at the end sigh XD Link to comment Share on other sites More sharing options...
R4ziel Posted April 23, 2015 Report Share Posted April 23, 2015 Hi Richie, another stupid question, Im not getting the markers to show where the spawns are, the rest works, I just have no idea where im going to spawn when I click what button lol Link to comment Share on other sites More sharing options...
cen Posted April 23, 2015 Report Share Posted April 23, 2015 That's part of the map image R4ziel. You have to add them yourself to the image. Link to comment Share on other sites More sharing options...
sparrow8332 Posted April 23, 2015 Author Report Share Posted April 23, 2015 Random Spawn you could use this and change the cords to suite map : if (!isDedicated) then { if (isNil "inSpawnPoint") then { inSpawnPoint = false; }; while {true} do { waitUntil { inSpawnPoint }; titleText [format["Entering Random Spawn"],"PLAIN DOWN"]; titleFadeOut 4; waitUntil { player == vehicle player }; thePlayer = vehicle player; _spawnpointsarray = [ [12158.7, 12475.1, 0.1], [13507.5, 11589.3, 0.1], [14878.4, 11473.1, 0.1], [16329.8, 10142.6, 0.1], [17255.4, 9351.79, 0.1], [17807.7, 7886.61, 0.1], [18037, 6937.81, 0.1], [16751.1, 5731.63, 0.1], [16907.3, 4053.85, 0.1], [16152.9, 3038.43, 0.1], [16512.5, 1743.51, 0.1], [15625.6, 217.775, 0.1], [13301.6, 1976.27, 0.1], [12536.5, 942.813, 0.1], [11398.1, 2489.05, 0.1], [9834.65, 2008.62, 0.1], [7792.54, 3339.11, 0.1], [6625.45, 4299.48, 0.1], [4465.34, 4549.53, 0.1], [2339.48, 6703.84, 0.1], [1327.44, 8722.31, 0.1], [1706.66, 10981.1, 0.1], [2770.03, 13533, 0.1], [2505.27, 16581.3, 0.1], [2914.5, 17448.1, 0.1], [3478.99, 18979.3, 0.1], [3488.37, 19894.7, 0.1], [4676.7, 18045.9, 0.1], [7154.52, 16726.5, 0.1], [8334.22, 15284.7, 0.1], [9834.89, 14185.3, 0.1], [10916.6, 14206.4, 0.1], [12773.2, 12721.7, 0.1], [12188.3, 8099.59, 0.1], [7920.82, 9820.34, 0.1] ]; systemChat ""; _selectspawnpoint = _spawnpointsarray select floor random count _spawnpointsarray; sleep 1; systemChat ""; sleep 1; thePlayer setPos _selectspawnpoint; waitUntil { !inSpawnPoint }; cutText ["","BLACK IN"]; titleText [format["Good Luck"],"PLAIN DOWN"]; titleFadeOut 4; (findDisplay 8332) displayRemoveEventHandler ["KeyDown", noesckey]; }; }; Link to comment Share on other sites More sharing options...
R4ziel Posted April 23, 2015 Report Share Posted April 23, 2015 That's part of the map image R4ziel. You have to add them yourself to the image. Lol that kindof makes sense, thank you sir, Ill see if I can get that done quick Link to comment Share on other sites More sharing options...
cen Posted April 23, 2015 Report Share Posted April 23, 2015 Here's mine: sparrow8332 1 Link to comment Share on other sites More sharing options...
sparrow8332 Posted April 23, 2015 Author Report Share Posted April 23, 2015 Nice markers CEN :-) Link to comment Share on other sites More sharing options...
Richie Posted April 23, 2015 Report Share Posted April 23, 2015 Coastal spawns for random on Chernarus : _spawnpointsarray = [ [1745,2107,0.1], [2737,1980,0.1], [3663,2130,0.1], [4109,2317,0.1], [4813,2086,0.1], [5825,2023,0.1], [6357,2082,0.1], [7198,2533,0.1], [7226,2187,0.1], [8045,2835,0.1], [8577,2320,0.1], [9286,1902,0.1], [9840,1786,0.1], [10466,1886,0.1], [10243,1576,0.1], [10857,2275,0.1], [11939,3402,0.1], [11105,3009,0.1], [13509,6166,0.1], [13081,7804,0.1], [12940,9326,0.1], [13170,10292,0.1] ]; cen and sparrow8332 2 Link to comment Share on other sites More sharing options...
DirtySanchez Posted April 25, 2015 Report Share Posted April 25, 2015 Added in a new Button for my 6th spawn point.Random just puts you right back at the clone room -REMOVED button.Customized JPG for altis 2sec job.Added in New spawn point referening SouthWest spawn for new button above.Fix this in your description:expActiv = "hint ""You are in the clone room""; inSpawnPoint = true;};";The }; can go away its erring out in the RPTOtherwise fantastic job on this.This should help me understand them GUI's a bit more too THanks Link to comment Share on other sites More sharing options...
Richie Posted April 25, 2015 Report Share Posted April 25, 2015 I'm getting a few but not all players saying they have the GUI appear even when not dead or in the spawn room :unsure: So they spawn in, pick a location and start playing, a few hours later the log back on and have the option to pick a spawn, even though they're not dead, it will go away if they ignore it but still odd, only a few players are reporting it. Link to comment Share on other sites More sharing options...
sparrow8332 Posted April 25, 2015 Author Report Share Posted April 25, 2015 I'm getting a few but not all players saying they have the GUI appear even when not dead or in the spawn room :unsure: So they spawn in, pick a location and start playing, a few hours later the log back on and have the option to pick a spawn, even though they're not dead, it will go away if they ignore it but still odd, only a few players are reporting it. check your sensor, Ive been running it now for over a week and not an issue :-s sensor class Item0 { position[] = {8886.766,102.1,9097.741}; // respawn west a = 10; b = 10; activationBy = "ANY"; repeating = 1; interruptable = 1; age = "UNKNOWN"; name = "SPAWNPOINT"; expCond = "(player distance SPAWNPOINT) < 10;"; expActiv = "hint ""Receiving clone...""; inSpawnPoint = true;"; expDesactiv = "inSpawnPoint = false;"; class Effects{}; }; at the bottom off onPlayerRespawn.sqf if (isNil "inSpawnPoint") then { inSpawnPoint = false; }; uiSleep 1; waitUntil { inSpawnPoint }; createDialog "spaz_spawn"; noesckey = (findDisplay 8332) displayAddEventHandler ["KeyDown", "if ((_this select 1) == 1) then { true }"]; Link to comment Share on other sites More sharing options...
MINIT2KEVER Posted April 25, 2015 Report Share Posted April 25, 2015 Where to find this "onPlayerRespawn.sqf" i have no file named that ? i have normal epoch mod not edited Link to comment Share on other sites More sharing options...
sparrow8332 Posted April 25, 2015 Author Report Share Posted April 25, 2015 Just an idea for loadout selection before spawn dialog Noahd99 and Richie 2 Link to comment Share on other sites More sharing options...
sparrow8332 Posted April 25, 2015 Author Report Share Posted April 25, 2015 Where to find this "onPlayerRespawn.sqf" i have no file named that ? i have normal epoch mod not edited just make one - paste whats in the instructions for onplayerrespawn.sqf into notepad and saveas onPlayerRespawn.sqf place that into your mission root directory :-) Updated Github with one for people to use if they dont have onPlayerRespawn.sqf Link to comment Share on other sites More sharing options...
SadBoy1981 Posted April 25, 2015 Report Share Posted April 25, 2015 Just an idea for loadout selection before spawn dialog i want to add this =) For random spawn i edit your code to SPAZ_SPAWN_R = { private ["ran_spawn"]; ran_spawn = [ [24859.6,23450.9,0.1], [23649.2,23271.7,0.1], [23716.1,23099.8,0.1], [23774.9,23228.7,0.1], [23956.3,23257.7,0.1], [23966.5,23086.9,0.1], [24026.3,23206.6,0.1], [24120.7,23125.3,0.1], [24202.3,23231.1,0.1], [24255.7,23104.4,0.1], [24344.4,23189.6,0.1], [24392,23102.5,0.1], [24402.3,23234.7,0.1], [24502,23155.7,0.1], [24539.5,23258,0.1], [24542.5,23376.3,0.1], [24654.1,23238.1,0.1], [24408.6,23306.2,0.1], [24712.9,23312.4,0.1], [24668.4,23452.4,0.1], [24745.5,23370.1,0.1], [24886.4,23391.6,0.1], [24798.1,23536.8,0.1], [24268.6,23355.1,0.1], [24059.9,23332.2,0.1], [23872.3,23325.1,0.1], [23588.9,23143,0.1], [24633.1,23350.9,0.1] ] call BIS_fnc_selectRandom; player setpos ran_spawn; }; Ad dont know why map picture wont show up Link to comment Share on other sites More sharing options...
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