Jump to content

Custom Spawn Dialog with Gear & HALO Selection, moving Map, Credits, Custom spawns and more ...


Halvhjearne

Recommended Posts

7 hours ago, sheria said:

how does the init.sqf work when i look into my mission i dont see any init.sqf.

i looked intoepoch_code/init/client_init.sqf is this the init is this where i place [] execVM "addons\halv_spawn\init.sqf"; ?

By default I believe the default epoch.Altis.pbo does not include an init.sqf. All you need to do is create a text file called init.sqf and paste that line into it.

Link to comment
Share on other sites

2 hours ago, Ghostrider-DbD- said:

By default I believe the default epoch.Altis.pbo does not include an init.sqf. All you need to do is create a text file called init.sqf and paste that line into it.

Thanks dude i did figure it out somehow :D

 

Link to comment
Share on other sites

  • 2 weeks later...

"Teleport your players back up in the air"

For me it does not work? Is there a secure solution? Have I overlooked something?

On 29.5.2015 at 6:56 PM, Halvhjearne said:
switch off addaction check, however epoch anti tp is broken and will teleport your players back up in the air with no parachute almost everytime ...

where i find the addaction check to switch off?

On 30.5.2015 at 6:51 AM, Dex said:
where i find the addaction check to switch off?

Open epochah.hpp,line 18 antihack_addActionCheck = false; // false to diable addAction checks

My Line. I'm not sure if I use the quotation marks. I change from true to false

antihack_addActionCheck = "fales"; // false to disable addAction checks

//
 On 13.7.2015 at 11:27 PM, Halvhjearne said:
with default ah, your players wont be able to use halo spawn or if they do, they will get teleported back up in the air with no parachute.
awol promised it would be fixed in new epoch version tho, so we can hope it will work at that point.

 
Ok then I will try to disable it and force only ground spawn. Thanks. I'm still in testing mode ...:)

This is not an option for me! =)

//
On 2.8.2015 at 7:22 PM, Ghostrider-DbD- said:
The same thing is happening on our servers unless the player is an admin.

 
i belive it is possible to edit the default antihack file yourself now and fix the halo problem, in server securityfunctions.sqf try find this line (should be 951):

if (((_distance/(_curTime-_lastTime)) > 10) && _notNearbySpawn && (player == vehicle player)) then {

change it to this:
if (((_distance/(_curTime-_lastTime)) > 10) && _notNearbySpawn && (player == vehicle player) && animationState player != 'halofreefall_non') then {
if it works, pls report back here.

Ok ... and my Line:

if (((_distance/(_curTime-_lastTime)) > "+str _maxTravelDistance+") && _notNearbySpawn && (player == vehicle player) && animationState player != 'halofreefall_non') then {

Link to comment
Share on other sites

  • 2 months later...
On 21.5.2015 at 3:07 PM, xbelanch said:

 

weird issue: when players spawns by HALO,  few seconds after they reach the ground they get back to fly again (with or withouth parachute!) :?   

Hello!
I´ve got the same issue as xbelanch had.
Anybody knows a solution for that?


Thank you!

 

edit: should´ve read more... i´m going to try the epochah.hpp way - hoping the best.

Link to comment
Share on other sites

On 17.7.2017 at 4:37 AM, Heinz said:

On 2.8.2015 at 7:22 PM, Ghostrider-DbD- said:
The same thing is happening on our servers unless the player is an admin.

 
i belive it is possible to edit the default antihack file yourself now and fix the halo problem, in server securityfunctions.sqf try find this line (should be 951):

if (((_distance/(_curTime-_lastTime)) > 10) && _notNearbySpawn && (player == vehicle player)) then {

change it to this:
if (((_distance/(_curTime-_lastTime)) > 10) && _notNearbySpawn && (player == vehicle player) && animationState player != 'halofreefall_non') then {
if it works, pls report back here.

Ok ... and my Line:

if (((_distance/(_curTime-_lastTime)) > "+str _maxTravelDistance+") && _notNearbySpawn && (player == vehicle player) && animationState player != 'halofreefall_non') then {

Had the same issue here.

That was my line:

 

if (((_distance/(_curTime-_lastTime)) > "+str _maxTravelDistance+") && _notNearbySpawn && (player == vehicle player) && animationState player != 'halofreefall_non') then {

i completely deleted this line and put in this one:

 

if (((_distance/(_curTime-_lastTime)) > 10) && _notNearbySpawn && (player == vehicle player) && animationState player != 'halofreefall_non') then {


Now it´s working fine. (about 4 tested Halo jumps)


for everyone who´s looking for the server_securityfunctions.sqf:

it´s in the /arma3/@EpochHive/addons/epoch_server,pbo file.

ty!

edit: 5th try and bounce to ALT 1200 Meters... damn

so it´s not working.

Link to comment
Share on other sites

  • 1 month later...
  • 2 months later...

Aloha, the spawn works with every map, i thought^^ now i try Beketov and i only get the scroll menue select spawn and then nothing, no Errors client and serevrside. Every Map work fine Namalsk, Essseker Taki Tavi and bla bla but not Beketov and yes i add beketov to the spawn locations. Anyone get an Idea, 

Link to comment
Share on other sites

case "beketov":{
        [
            [[6290.43,6822.26],0,"Bolshie"],
            [[8193.14,6328.79],0,"Skotinino"],
            [[12711.6,7148.63],0,"Quarry"],
            [[16252,15367.2],0,"Vehrnee"],
            [[13324.7,19119.5],0,"Dubionki"],
            [[4219.08,15477.1],0,"Shalaevo"],
            [[3088.86,16853.4],0,Kulibino"],
            [[2526.06,10939.7],0,"Zhukovo"],
            [[3654.31,7851.13],0,"Kuzhadon"],
            [[7148.93,9345.31],0,"Tuk"],
            [[688.43,4276.01],0,"Troitsa"],
            [[6324.71,2980.35],0,"Kaldykovo"],
            [[15252.9,828.243],0,"Karavayki"],
            [[19152.6,3158.21],0,"Naleskino"]
        ]
    };

Link to comment
Share on other sites

Here a scrren shot only scroll menu and then nothing

http://fs1.directupload.net/images/180221/cjy52q6h.jpg

 9:28:49 "[halv_spawn] waiting for default 'Debug_static_F' to be build in Beketov @ (062858) [6277.23,146.377,0]"

9:30:26 "[halv_spawn] found some default teleporters ... _deletedefaultteleporters: 'true'"
 9:30:26 "[halv_spawn] sendt teleporters and default positions to clients, 0 textures build"

Link to comment
Share on other sites

  • 1 month later...
  • 3 months later...

I made spawn positions for Malden:

Quote

    case "malden":{
        [
            [[752.17,12238.4],0,"Pegasus Air Co."],
            [[883.14,11987.7],0,"Moray"],
            [[3584.88,8520.04],0,"Goisse"],
            [[5567.41,11187.5],0,"Lolisse"],
            [[5161.19,9371.78],0,"Mont Chauve"],
            [[4498.56,8149.65],0,"Saint Jean"],
            [[3068.5,6835.06],0,"Vigny"],
            [[5050.86,8155.48],0,"Isaro"],
            [[3115.53,6330.82],0,"La Pessagne"],
            [[4240.98,6880.22],0,"Feas"],
            [[7174.75,11776.3],0,"Les Sables"],
            [[6012.54,8627.26],0,"Larche"],
            [[5060.39,7381.33],0,"Lavalle"],
            [[4356.06,6779.33],0,"Pic de Feas"],
            [[7000.13,10085.3],0,"Radio Station"],
            [[5537.25,6983.24],0,"Arudy"],
            [[4365.91,6055.29],0,"Eperon"],
            [[7143.06,8968.49],0,"Saint Louis"],
            [[1601.5,4632],0,"Arette"],
            [[8172.59,10113.5],0,"Airport"],
            [[7895.36,9089.93],0,"Bosquet"],
            [[7263.75,7931.26],0,"La Trinite"],
            [[3832.2,4921.48],0,"Corton"],
            [[7035.72,7108.35],0,"Dourdan"],
            [[6488.09,6056.82],0,"Guran"],
            [[5175.97,4760.28],0,"Dorres"],
            [[8188.03,7522.29],0,"Le Roi"],
            [[7121.48,6074.55],0,"Houdan"],
            [[6196.57,4803.41],0,"Dents du Midi"],
            [[5010.88,3979.48],0,"Blanches"],
            [[5546.52,4232.86],0,"Sainte Marie"],
            [[3731.48,3257.96],0,"La Riviere"],
            [[7724.1,5451.47],0,"Golfe Vert"],
            [[3226.71,2583.69],0,"Golfe d'Azur"],
            [[4365,2803.08],0,"Saint Martin"],
            [[5835.55,3529.72],0,"Chapoi"],
            [[5404.27,2796.07],0,"Cancon"],
            [[6904.1,2831.42],0,"Baie du Nain"],
            [[7516.72,3156.67],0,"Baie du Port"],
            [[5578.77,1888.54],0,"Baie du Cancon"],
            [[8066.84,3456.77],0,"Monte"],
            [[1131.37,625.85],0,"Faro"],
            [[8192.56,3117.11],0,"Le Port"]
        ]
    };

 

I used this script and edited the output
init.sqf :

Spoiler

{
    private ["_pos"];
    if (text _x != "") then {
        _pos = [position _x select 0,position _x select 1];
        diag_log format["[%2,0,'%1'],    ",text _x,_pos];
    };
} foreach (nearestLocations [getPos player, ["NameCityCapital","NameCity","NameVillage","NameLocal","NameMarine","Hill","Mount"],50000 ]);
 

 

Link to comment
Share on other sites

That is a very nice approach. I use one in which I place markers in the editor where I want the spawns then pull them using the script below.

 

_clipboard = "";
{
    private _marker = _x;
    systemChat _marker;
    _markerInfo = format["%1, %2%3",getMarkerPos _marker, markerText _marker,endl];
    systemChat _markerInfo;
    _clipBoard = _clipBoard + _markerInfo;
    uiSleep 1;
}forEach allMapMarkers;
copyToClipboard _clipBoard;

 

 

 

Link to comment
Share on other sites

Change the model used... or slightly move their positions to ones that do not fall over in epoch_server_settings. You can change the prop used in the script's init.sqf, the line that reads: 

	_newteleClass = "Land_InfoStand_V2_F";

The positioning of the teleport manholes that are replaced are set in epoch_server_settings/configs/maps/<mapname>.h in these lines:

	telePos[] = {
		// N [-0.286865,8.17383,-10.3098]
		// S [-0.415527,-7.05298,-10.3098]
		// E [13.5127,0.410156,-10.3098]
		// W [-14.4316,0.112793,-10.3098]
			{ "Transport_W_EPOCH", { -14.4316, 0.112793, -10.3098 }, "", { 698.81598, 4314.4482, 13.031 } }, 
			{ "Transport_E_EPOCH", { 13.5127, 0.410156, -10.3098 }, "", { 17776.664, 20189.488, 13.91315 } }, 
			{ "Transport_N_EPOCH", { -0.286865, 8.17383, -10.3098 }, "", { 14652.492, 20189.488, 26.097992 } } 

The positions are in the first coord array

Link to comment
Share on other sites

7 hours ago, Grahame said:

Change the model used... or slightly move their positions to ones that do not fall over in epoch_server_settings. You can change the prop used in the script's init.sqf, the line that reads: 


	_newteleClass = "Land_InfoStand_V2_F";

The positioning of the teleport manholes that are replaced are set in epoch_server_settings/configs/maps/<mapname>.h in these lines:


	telePos[] = {
		// N [-0.286865,8.17383,-10.3098]
		// S [-0.415527,-7.05298,-10.3098]
		// E [13.5127,0.410156,-10.3098]
		// W [-14.4316,0.112793,-10.3098]
			{ "Transport_W_EPOCH", { -14.4316, 0.112793, -10.3098 }, "", { 698.81598, 4314.4482, 13.031 } }, 
			{ "Transport_E_EPOCH", { 13.5127, 0.410156, -10.3098 }, "", { 17776.664, 20189.488, 13.91315 } }, 
			{ "Transport_N_EPOCH", { -0.286865, 8.17383, -10.3098 }, "", { 14652.492, 20189.488, 26.097992 } } 

The positions are in the first coord array

thanks, I'll try it.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...