derfrodo Posted May 6, 2015 Report Share Posted May 6, 2015 https://github.com/s...poch-Spawn-Menu the download page is down :( can anyone reupload this? Link to comment Share on other sites More sharing options...
sparrow8332 Posted May 10, 2015 Author Report Share Posted May 10, 2015 https://github.com/s...poch-Spawn-Menu the download page is down :( can anyone reupload this? No its not mate or it isnt now. Just tested it and works fine Link to comment Share on other sites More sharing options...
Dave.C Posted May 18, 2015 Report Share Posted May 18, 2015 Hi iv been trying to get this to work for 2 days now :( i followed every stem but still ant get it working, i keep getting an error from rpt (Error context /respawn_west Location) i dont know what im doing wrong, I did get the server running once with the script however the script was not working so i redid the mission sqm and now im getting this error i will post my files and see if anyone can point me in the right direction. Im running altis Thanks Im sorry im not allowed to upload files for some reason sorry will have to paste it class Sensors { items=1; class Item0 { position[] = {23600.611,3.19,18000.768}; //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 Markers { items = 3; 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 Intro Link to comment Share on other sites More sharing options...
Joe Hills Posted May 18, 2015 Report Share Posted May 18, 2015 It works on my server (Falcon Gaming come check it if you dont beleive) if I get enough request I will release my files for it. Link to comment Share on other sites More sharing options...
Dave.C Posted May 18, 2015 Report Share Posted May 18, 2015 It works on my server (Falcon Gaming come check it if you dont beleive) if I get enough request I will release my files for it. i dont need to come and check i believe you would be possible to provide me with mission.sqm? im sure this is my problem im using eliteness to edit it Link to comment Share on other sites More sharing options...
Liqu1dShadow Posted May 18, 2015 Report Share Posted May 18, 2015 my players are saying the map pops up for them and then disappears after a few seconds but doesn't for me, As I use Infistar is there an exception I can add for this as I think its that taking the menu off the players! Link to comment Share on other sites More sharing options...
ReMuS Posted May 18, 2015 Report Share Posted May 18, 2015 my players are saying the map pops up for them and then disappears after a few seconds but doesn't for me, As I use Infistar is there an exception I can add for this as I think its that taking the menu off the players! i use to infi but i write this in run.sqf /* Use allowed Dialogs ? */ _UDW = true; /* true or false */ /* _allowedDialogs: Insert IDDs here to prevent them from being closed! Default ArmA3 and Altis-Life idds should be in already. */ _allowedDialogs = [-1,602,8332,1,1800,1000,1200,1600,1601,1602,1603,1604,1605,32154]; /* 5001, -3: Zupas New Hud (Hud-Builder) - https://github.com/DevZupa/ZHB-A3*/ _allowedDialogs pushBack 5001; _allowedDialogs pushBack 8332; _allowedDialogs pushBack 1; _allowedDialogs pushBack 1800; _allowedDialogs pushBack 1000; _allowedDialogs pushBack 1200; _allowedDialogs pushBack 1600; _allowedDialogs pushBack 1601; _allowedDialogs pushBack 1602; _allowedDialogs pushBack 1603; _allowedDialogs pushBack 1604; _allowedDialogs pushBack 1605; _allowedDialogs pushBack 32154; /* 37400: Custom Menu from AltisLife used on some Epoch Servers */ Liqu1dShadow 1 Link to comment Share on other sites More sharing options...
Halvhjearne Posted May 18, 2015 Report Share Posted May 18, 2015 i use to infi but i write this in run.sqf /* Use allowed Dialogs ? */ _UDW = true; /* true or false */ /* _allowedDialogs: Insert IDDs here to prevent them from being closed! Default ArmA3 and Altis-Life idds should be in already. */ _allowedDialogs = [-1,602,8332,1,1800,1000,1200,1600,1601,1602,1603,1604,1605,32154]; /* 5001, -3: Zupas New Hud (Hud-Builder) - https://github.com/DevZupa/ZHB-A3*/ _allowedDialogs pushBack 5001; _allowedDialogs pushBack 8332; _allowedDialogs pushBack 1; _allowedDialogs pushBack 1800; _allowedDialogs pushBack 1000; _allowedDialogs pushBack 1200; _allowedDialogs pushBack 1600; _allowedDialogs pushBack 1601; _allowedDialogs pushBack 1602; _allowedDialogs pushBack 1603; _allowedDialogs pushBack 1604; _allowedDialogs pushBack 1605; _allowedDialogs pushBack 32154; /* 37400: Custom Menu from AltisLife used on some Epoch Servers */ in this part: _allowedDialogs = [-1,602,8332,1,1800,1000,1200,1600,1601,1602,1603,1604,1605,32154]; you can remove all of this: ,1,1800,1000,1200,1600,1601,1602,1603,1604,1605,32154 and this part: _allowedDialogs pushBack 8332; _allowedDialogs pushBack 1; _allowedDialogs pushBack 1800; _allowedDialogs pushBack 1000; _allowedDialogs pushBack 1200; _allowedDialogs pushBack 1600; _allowedDialogs pushBack 1601; _allowedDialogs pushBack 1602; _allowedDialogs pushBack 1603; _allowedDialogs pushBack 1604; _allowedDialogs pushBack 1605; _allowedDialogs pushBack 32154; is completly irrelevant when you already added it above ... Link to comment Share on other sites More sharing options...
obermaig Posted June 5, 2015 Report Share Posted June 5, 2015 Hi, first, Thanks a lot for developers for a great job!!! :) I made a small extension to the spawn menu. This button get you the chance to close menu and whatever - use standard teleport, etc... The button is placed over the button North-East Spawn. Just Paste this code above Class definition: class spaz_sb1: RscButton spaz_spawn.hpp (Line 235 ): class spaz_sbc: RscButton { idc = 1600; text = "EpochSpawn"; //--- ToDo: Localize; x = 0.618565 * safezoneW + safezoneX; y = 0.257970 * safezoneH + safezoneY; w = 0.0618602 * safezoneW; h = 0.0440055 * safezoneH; action = "closedialog 0;"; tooltip = "Cancel and regular Epoch Spawn"; }; Link to comment Share on other sites More sharing options...
steamROLLER Posted June 15, 2015 Report Share Posted June 15, 2015 Good work anyone have Altis cords for North,East, South, West etc? How should I go about getting cords without having infiSTAR? Link to comment Share on other sites More sharing options...
Richie Posted June 15, 2015 Report Share Posted June 15, 2015 How should I go about getting cords without having infiSTAR? Place something down in the editor to get the exact coordinates. Link to comment Share on other sites More sharing options...
steamROLLER Posted June 15, 2015 Report Share Posted June 15, 2015 Thanks, I'll look into Richie, can you give me some guidance on why I'm receiving "Resource spaz_spawn not found" in-game? I swear I'm not a complete noob just having massive brain farts this evening :/ Link to comment Share on other sites More sharing options...
Richie Posted June 15, 2015 Report Share Posted June 15, 2015 I've no idea, all i can suggest is you take it 1 step at a time, the release works but once you tinker it can break, tinker carefully :) Link to comment Share on other sites More sharing options...
steamROLLER Posted June 16, 2015 Report Share Posted June 16, 2015 Can anyone help with why when I enter Clone Room it tried to activate Spawn menu but returns a message of "Resource spaz_spawn not found" ? I've got the descriptions.ext added correctly otherwise it would crash server stating it couldn't find .hpp I haven't tweaked anything major that should cause it to miss resources so not sure exactly whats going on... I'm not using infiSTAR nor have I made any changes to original Epoch Anti-Hack system. I've only added the BE filter exceptions to allow it to work. Any help would be greatly appreciated. - Update - Okay, so far, I've found out that Resource it's stating that is missing is the createDialog "spaz_spawn"; portion. Link to comment Share on other sites More sharing options...
Havoc302 Posted January 20, 2016 Report Share Posted January 20, 2016 Anyone know how to merge this with the onPlayerRespawn from the Ear Plugs mod? ////////////////////////////////////////////////////////////////////////// //START EARPLUGS CODE waitUntil {vehicle player == player}; waituntil {!isnull (finddisplay 46)}; ////////////////////////////////////////////////////////////////////////// _OPRbreathing = alive player; _OPRtrig=true; _OPRdude = player; while {_OPRtrig} do { sleep 0.001; if (_OPRbreathing) then { _OPRstartingpos = position player; sleep 0.001; _OPRposition = position _OPRdude; _OPRstationary = _OPRstartingpos select 0 == _OPRposition select 0 && _OPRstartingpos select 1 == _OPRposition select 1; if (_OPRstationary) then {} else {_OPRtrig=false;}; }; }; uisleep 1; if (isNil {player getVariable "Has_EPEH_Loop"}) then {player setVariable["Has_EPEH_Loop", "NEVER"];}; ////////////////////////////////////////////////////////////////////////// 5 fadeSound 1; earplugsout=true; SuperFunEPEHVariable = false; ///////////////////////////////////////////////////////////////////////// uisleep 1; _hasEPEH = player getVariable "Has_EPEH_Loop"; uisleep 1; if ((_hasEPEH == "NEVER")) then {[] spawn cm_EP_LOOP;}; if (cmEarplugsKeyPressEnabled) then { [] spawn {cmKeyPress = (findDisplay 46) displayAddEventHandler ["KeyDown","if ((_this select 1) == cmEarplugs_hotkeyDIKCodeNumber) then {[] call cm_Earplugs_FUNc;};"];}; }; //cmEARPLUGS CODE END ////////////////////////////////////////////////////////////////////////// Link to comment Share on other sites More sharing options...
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