sparrow8332 Posted April 25, 2015 Author Report Share Posted April 25, 2015 Ad dont know why map picture wont show up send me your Spaz_Spawn.sqf and spaz_spawn.hpp and can take a look if your stuck mate Link to comment Share on other sites More sharing options...
SadBoy1981 Posted April 25, 2015 Report Share Posted April 25, 2015 send me your Spaz_Spawn.sqf and spaz_spawn.hpp and can take a look if your stuck mate fixed, just wrong image folder :D sparrow8332 1 Link to comment Share on other sites More sharing options...
Liqu1dShadow Posted April 25, 2015 Report Share Posted April 25, 2015 Like this? text="Central Spawn"; type="hd_start"; colorName="ColorGreen"; }; }; };class Sensors { items=1; class Item0 { position[] = {8886.766,102.1,9097.741}; //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{}; }; } class Intro { addOns[] = {"a3_map_altis"}; addOnsAuto[] = {"a3_map_altis"}; randomSeed = 13802307; class Intel Link to comment Share on other sites More sharing options...
SadBoy1981 Posted April 25, 2015 Report Share Posted April 25, 2015 Like this? ADD IT ABOVE MARKERS class Sensors { class Item0 { position[] = {XXX.XXX,ZZZ.ZZZ,YYY.YYY}; a = 10; b = 10; activationBy = "ANY"; repeating = 1; interruptable = 1; age = "UNKNOWN"; name = "SPAWNPOINT"; expCond = "(player distance SPAWNPOINT) < 10;"; expActiv = "inSpawnPoint = true;"; expDesactiv = "inSpawnPoint = false;"; class Effects{}; }; }; class Markers { items = 3; class Item0 { position[] = {14939.934,0.053499073,15083.272}; name = "center"; type = "Empty"; }; class Item1 { position[] = {23600.3,0.23,18000.1}; name = "respawn_east"; type = "Empty"; }; class Item2 { position[] = {23600.3,0.23,18000.1}; name = "respawn_west"; type = "Empty"; }; }; Link to comment Share on other sites More sharing options...
Liqu1dShadow Posted April 25, 2015 Report Share Posted April 25, 2015 Thanks :) Also do I need to do anything to this line? is this the location of the spawn room? position[] = {8886.766,102.1,9097.741}; //respawn_west Location Link to comment Share on other sites More sharing options...
SadBoy1981 Posted April 25, 2015 Report Share Posted April 25, 2015 Thanks :) Also do I need to do anything to this line? is this the location of the spawn room? position[] = {8886.766,102.1,9097.741}; //respawn_west Location I think you can check it from class Markers / class Item2 cords Link to comment Share on other sites More sharing options...
Liqu1dShadow Posted April 25, 2015 Report Share Posted April 25, 2015 I think you can check it from class Markers / class Item2 cords This is my markers (well the top of them), does that look right? class Markers { items = 6; class Item0 { position[] = {14939.934,0.053499073,15083.272}; name = "center"; type = "Empty"; }; class Item1 { position[] = {23600.639,3.19,18000.72}; name = "respawn_east"; type = "Empty"; }; class Item2 { position[] = {23600.611,3.19,18000.768}; name = "respawn_west"; type = "Empty"; }; class Item3 { position[]={23742.1,450,16255.3}; name="TraderCityOchrolimni"; text="Trader City Ochrolimni"; type="hd_flag"; colorName="ColorBlue"; }; class Item4 { position[]={3654.71,450,13123.2}; name="WestSpawn"; text="West Spawn"; type="hd_start"; colorName="ColorGreen"; }; Link to comment Share on other sites More sharing options...
sparrow8332 Posted April 25, 2015 Author Report Share Posted April 25, 2015 This is my markers (well the top of them), does that look right? class Item2 { position[] = {23600.611,3.19,18000.768}; name = "respawn_west"; type = "Empty"; }; thats your spawn room . The debug box is always at respawn west. Link to comment Share on other sites More sharing options...
Liqu1dShadow Posted April 25, 2015 Report Share Posted April 25, 2015 so I get some weird stuff with this, When I die, i click respawn... once I spawn I get the box popping up with the spawn options listed but no map, the screen is black other than the buttons and text. click anything and it puts me in the spawn room any way :/ Link to comment Share on other sites More sharing options...
Noahd99 Posted April 25, 2015 Report Share Posted April 25, 2015 I can't get this to work. :( it says : Config : some input after EndOfFile. I got it set up like this. my mission.sqm : class Item99 { side = CIV; class Vehicles { items = 1; class Item0 { position[] = {13813.1, 81.0703, 6881.84}; azimut = 130.016; offsetY = 1; special = NONE; id = 99; side = CIV; vehicle = "VirtualMan_EPOCH"; player = "PLAY CDG"; leader = 1; skill = 0.6; }; }; }; }; class Vehicles { items = 1; class Item0 { position[] = {15622.9, 3.57739, 224.196}; azimut = 159.166; id = 100; side = EMPTY; vehicle = "Land_BarGate_F"; skill = 0.6; }; }; }; class Sensors { class Item0 { position[] = {13813.4, 81.1111, 6882.54}; a = 10; b = 10; activationBy = "ANY"; repeating = 1; interruptable = 1; age = "UNKNOWN"; name = "SPAWNPOINT"; expCond = "(player distance SPAWNPOINT) < 10;"; expActiv = "inSpawnPoint = true;"; expDesactiv = "inSpawnPoint = false;"; class Effects{}; }; }; class Markers { items = 5; class Item0 { position[] = {10088.2, 117.812, 9045.73}; name = "center"; type = "Empty"; }; My end of description.ext : #include "spaz_spawn.hpp" class CfgFunctions {}; class CfgEpochClient { buildingNearbyMilitary = 0; //1 to allow building nearby buildingNearbyMilitaryRange = 300; //Define radius of blocked area buildingRequireJammer = 0; // 1 = to allow building without a jammer buildingCountLimit = 300; // how many objects can be built within range of a jammer buildingJammerRange = 75; // jammer range in meters class Altis { blockedArea[] = { //[POS],radius { { 16085, 16997, 0 }, 250 }, //South Telos { { 12844, 16714, 0 }, 120 }, //Soldner Base { { 3085, 13184, 0 }, 300 }, //Kavalar Carstel { { 13493, 12013, 0 }, 450 }, //Makrynisi (Island) { { 17439, 13165, 0 }, 165 }, //Pyrgorsk Military { { 20084, 6728, 0 }, 55 }, //West of Selakano { { 25303, 21807, 0 }, 100 } //Sofia }; }; class Chernarus { blockedArea[] = { { { 10203, 1886, 0 }, 430 }, //South Electro { { 6822, 2498, 0 }, 600 }, //Cherno { { 4612, 9670, 0 }, 140 }, //NWAF south barack { { 4907, 10117, 0 }, 250 }, //NWAF NE hangas { { 4707, 10384, 0 }, 200 }, //NWAF north barack { { 4069, 10778, 0 }, 75 }, //NWAF west hangas { { 4553, 10722, 0 }, 150 }, //NWAF NW hangas { { 12279, 9505, 0 }, 350 }, //Berenzino Mid { { 12816, 9816, 0 }, 400 }, //Berenzino SE { { 12991, 10147, 0 }, 375 }, //Berenzino Docs { { 2693, 5138, 0 }, 200 }, //Zeleno { { 11467, 7508, 0 }, 150 }, //Polana Factory { { 13092, 7096, 0 }, 140 } //Solnichniy Factory }; }; }; class CfgEpochSapper { detonateDistMax = 8; //Random distance between 3m and this number at which sapper detonates. Min value = 4 groanTrig = 16; //Percentage chance of a groan. Min value = 4 sRange = 300; //Distance from target over which sapper will dispose. Range within which sapper code will be aware of targets. Distance up to which sapper will attempt to find a spot to hide in. Min Value = 150. smellDist = 24; //Distance up to which sapper can smell. Used to decide if sapper can see target when deciding to charge and influences target selection. Is influenced by wind direction. Min Value = 8. }; class CfgEpochUAV { UAVMinDist = 48; //Minimum distance to choose next position when roaming. Min Value = 8. UAVMaxDist = 180; //Maximum distance to choose next position when roaming. Min Value = 42 / Max Value = 400. UAVHeight = 100; //Set height when roaming, slight randomness is applied to this value. UAV will choose own height when locked onto target. Min Value = 42 / Max Value = 280. UAV can still spot targets from height ! }; class CfgEmod { override = 1; file = "SGS\precompile.sqf"; }; class cfgMusic{ class intro { name = "intro"; sound = {"SGS\sound\Intro.ogg", db+1,1}; }; }; my onPlayerRespawn.sqf iif (isNil "inSpawnPoint") then { inSpawnPoint = false; }; uiSleep 5; waitUntil { inSpawnPoint }; createDialog "spaz_spawn"; [] execVM "SGS\init\fn_Spaz_Spawn.sqf"; noesckey = (findDisplay 8332) displayAddEventHandler ["KeyDown", "if ((_this select 1) == 1) then { true }"]; any help is very appreciated! Link to comment Share on other sites More sharing options...
Liqu1dShadow Posted April 25, 2015 Report Share Posted April 25, 2015 this is what I get.... Link to comment Share on other sites More sharing options...
Noahd99 Posted April 25, 2015 Report Share Posted April 25, 2015 this is what I get.... How did you get it working? Could you post your mission.sqm please.. Thanks! Link to comment Share on other sites More sharing options...
Liqu1dShadow Posted April 25, 2015 Report Share Posted April 25, 2015 Its not working yet :) just that little issue to fix :/ Link to comment Share on other sites More sharing options...
Noahd99 Posted April 25, 2015 Report Share Posted April 25, 2015 Its not working yet :) just that little issue to fix :/ Ye i saw that know :P my bad.. I just got it working, just need to add Battleye filters now! Link to comment Share on other sites More sharing options...
Liqu1dShadow Posted April 25, 2015 Report Share Posted April 25, 2015 you get to spawn and everything? Link to comment Share on other sites More sharing options...
Noahd99 Posted April 25, 2015 Report Share Posted April 25, 2015 hahaha nope, i spawned like this. Link to comment Share on other sites More sharing options...
Noahd99 Posted April 25, 2015 Report Share Posted April 25, 2015 Anyone know how to fix this? :/ Link to comment Share on other sites More sharing options...
Richie Posted April 25, 2015 Report Share Posted April 25, 2015 Anyone know how to fix this? :/ You've moved respawn_west rather than set the trigger to be the original respawn_west coordinates. Link to comment Share on other sites More sharing options...
MINIT2KEVER Posted April 25, 2015 Report Share Posted April 25, 2015 What everyone need's to do when they release something it to do a VIDEO tut on how to install the .txt tuts arnt working clearly Link to comment Share on other sites More sharing options...
MINIT2KEVER Posted April 25, 2015 Report Share Posted April 25, 2015 hi i have my own server atm im working on trader area just using the chernarus.h and it works just is there any other way so i can spawn 4 in the spawn locations with your tool and can i put mark on them to be found on map please join me in TS - ts.gameservercontroller.com - name is M1N1T2K3V3R thanks i already have the GUI for the trader but have no clue how to code the drop down menu and add items Link to comment Share on other sites More sharing options...
Liqu1dShadow Posted April 25, 2015 Report Share Posted April 25, 2015 You've moved respawn_west rather than set the trigger to be the original respawn_west coordinates. Have i? I haven't changed the respawn_west from the SQM, thats what it had as standard, class Markers { items = 10; class Item0 { position[] = {14939.934,0.053499073,15083.272}; name = "center"; type = "Empty"; }; class Item1 { position[] = {23600.639,3.19,18000.72}; name = "respawn_east"; type = "Empty"; }; class Item2 { position[] = {23600.611,3.19,18000.768}; name = "respawn_west"; type = "Empty"; }; The spawn room is (23600,18000,0), should the respawn_west coords be somewhere else? Link to comment Share on other sites More sharing options...
Richie Posted April 25, 2015 Report Share Posted April 25, 2015 Have i? I haven't changed the respawn_west from the SQM, thats what it had as standard, Sorry Liqu1d, i meant Noahd99, where ever respawn_west is on the mission.sqm is where the spawn room is. If you're still stuck tomorrow i'll do your Altis mission.sqm, i run Chernarus though so i can't test it beforehand but mine worked fine first time. Link to comment Share on other sites More sharing options...
Liqu1dShadow Posted April 25, 2015 Report Share Posted April 25, 2015 Sorry Liqu1d, i meant Noahd99, where ever respawn_west is on the mission.sqm is where the spawn room is. If you're still stuck tomorrow i'll do your Altis mission.sqm, i run Chernarus though so i can't test it beforehand but mine worked fine first time. That would be ace, I really cant work it out, its driving me nuts :/ Link to comment Share on other sites More sharing options...
Richie Posted April 25, 2015 Report Share Posted April 25, 2015 The sensor must go after the markers and before the intro, so for Chernarus mine looks like This, where line 23 on the link is the end of markers and line 45 is the start of intro Link to comment Share on other sites More sharing options...
Noahd99 Posted April 25, 2015 Report Share Posted April 25, 2015 okay i got the mission.sqm working.. but the menu doesn't come up when i spawn. Link to comment Share on other sites More sharing options...
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