Steven1230 Posted November 2, 2015 Report Share Posted November 2, 2015 that is incorrect, if you can use a parachute, then you can use halo jump, the problem is anti tp reverting your position when the player is in the air.it can be fixed and i provided info on a possible fix for the default antihack, however i think everyone ignores it, most likely cause they dont understand.idk what you are trying to say here as it makes no sense.if you get "Spawn menu aborted" that means you where not near the cloneroom when you spawned in.I tried the fix a number of times and it sadly does not fix it. The only time I seen any change is when I spawn in with a parachute instead of a backpack. that is the only time i seem to not get teleported. Just stating what I noticed on my end. Link to comment Share on other sites More sharing options...
(AOW)Recon Posted December 4, 2015 Report Share Posted December 4, 2015 Does this work with an exile A3 sever? Link to comment Share on other sites More sharing options...
Halvhjearne Posted December 4, 2015 Author Report Share Posted December 4, 2015 4 hours ago, (AOW)Recon said: Does this work with an exile A3 sever? i doubt it ... btw, i suggest you reduce the size of your signature ... tbh it looks like a giant piece of spam, not to mention the servers you list are not found on gametracker. RC_Robio and Tophi 2 Link to comment Share on other sites More sharing options...
dnk_paul Posted December 8, 2015 Report Share Posted December 8, 2015 Hey Halv, Does the credits part of this script require any of the other bits? I've taken just that one sqf file, but I'm getting the following in my logs and the credits are appearing: 18:59:01 Error position: <]; { sleep 2; _memberFunction = _x sele> 18:59:01 Error Missing [ 18:59:01 File mpmissions\__cur_mp.Chernarus\addons\credits.sqf, line 85 18:59:01 Error in expression <","10:00", "14:00","18:00","22:00" ] ], ]; { sleep 2; _memberFunction = _x sele> Paul Link to comment Share on other sites More sharing options...
Halvhjearne Posted December 9, 2015 Author Report Share Posted December 9, 2015 9 hours ago, dnk_paul said: Hey Halv, Does the credits part of this script require any of the other bits? I've taken just that one sqf file, but I'm getting the following in my logs and the credits are appearing: 18:59:01 Error position: <]; { sleep 2; _memberFunction = _x sele> 18:59:01 Error Missing [ 18:59:01 File mpmissions\__cur_mp.Chernarus\addons\credits.sqf, line 85 18:59:01 Error in expression <","10:00", "14:00","18:00","22:00" ] ], ]; { sleep 2; _memberFunction = _x sele> Paul looks to me like you have an error in the script, i suggest you check for extra , " or [] Link to comment Share on other sites More sharing options...
dnk_paul Posted December 9, 2015 Report Share Posted December 9, 2015 Found it, it was because after the closing ] for the server restarts section (the last section), there was a comma so it would be looking for another section: 18:59:01 Error in expression <","10:00","14:00","18:00","22:00"]],]; Link to comment Share on other sites More sharing options...
Halvhjearne Posted December 24, 2015 Author Report Share Posted December 24, 2015 i am sorry to say that i will not be updating this in the near future ... that dosnt necessarily mean that it will stop working right away so you wont be able to use it, however if it does stop working in a future update of epoch, chances are i will not have the time to fix it. i have not been playing or doing anything for arma in quite some time now ... but who knows, maybe i will return sometime. ;) to all that have yet to change the ts info in the spawn menu ... PLS ffs change it pronto, it is quite annoying for me to explain to so many people that the ts they are occuping is not associated with the server they are playing on! Link to comment Share on other sites More sharing options...
arc7r7 Posted January 2, 2016 Report Share Posted January 2, 2016 (edited) I've had this working on my Chernarus server for several months now, works great. I'm trying to add it to my Takistan server now and having a problem. The script is loading properly no kicks, I can see the info-stands and the icon when I look at them, but when I select the action no menu appears. I havn't really changed anything from my other servers setup except adding the spawn points for Takistan, so I'm thinking either I messed up the spawn points somehow or something else is going on. Running Infistar with 7777 in the allowedDialogs. these are the spawn points I added maybe someone can see my mistake or have some insight Spoiler the first one i tried Halv_spawns = switch(toLower worldName)do{ //takistan spawns case "takistan":{ [ [[6746.61,4877.85],0,"Central Trader"], [[1557.59,11956.2],0,"Nur"], [[6113.86,11272.5],0,"Rasmam"], [[9729.37,11374],0,"Zavarak"], [[12234,10476.4],0,"Karachinar"], [[11495.7,8297.89],0,"Ravanay"], [[8234.85,7801.57],0,"Imarat"], [[10617.5,6287.91],0,"Garmsar"], [[5560.47,8845.21],0,"Bastam"], [[3206.37,9917.99],0,"Nagara"], [[5137.75,6264.71],0,"Feruz Abad"], [[8796.51,5259.22],0,"Timurkalay"], [[5364.02,4689.16],0,"Kakaru"], [[2052.14,7553.58],0,"Mulladost"], [[4645.43,9253.12],0,"Lalezar"], [[1383.05,5803.52],0,"Khushab"], [[1356.52,3625.42],0,"Shukurkalay"], [[3628.56,4044.84],0,"Sakhe"], [[4386.11,674.226],0,"Chak Chak"], [[6051.24,1259.7],0,"Huzrutimam"], [[8069.43,1716.71],0,"South Airfield"], [[11797.4,2530.03],0,"Hazar Bagh"] ] }; */ default{[]}; }; and the second try Halv_spawns = switch(toLower worldName)do{ //takistan spawns case "takistan":{ [ [[6746.61,4877.85]], //Central Trader [[1557.59,11956.2]], //Nur [[6113.86,11272.5]], //Rasman [[9729.37,11374]], //Zavarak [[12234,10476.4]], //Karachinar [[11495.7,8297.89]], //Ravanay [[8234.85,7801.57]], //Imarat [[10617.5,6287.91]], //Garmsar [[5560.47,8845.21]], //Bastam [[3206.37,9917.99]], //Nagara [[5137.75,6264.71]], //Feruz Abad [[8796.51,5259.22]], //Timurkalay [[5364.02,4689.16]], //Kakaru [[2052.14,7553.58]], //Mulladost [[4645.43,9253.12]], //Lalezar [[1383.05,5803.52]], //Khushab [[1356.52,3625.42]], //Shukurkalay [[3628.56,4044.84]], //Sakhe [[4386.11,674.226]], //Chak Chak [[6051.24,1259.7]], //Huzrutimam [[8069.43,1716.71]], //South Airfield [[11797.4,2530.03]] //Hazar Bagh ] }; */ default{[]}; }; **SOLVED** Edited January 5, 2016 by arc7r7 Solved Problem Link to comment Share on other sites More sharing options...
Wir3tap Posted January 21, 2016 Report Share Posted January 21, 2016 I set _spawnNearJammer = true. but when you die there is no option to spawn by jammer. Any help would be great! Link to comment Share on other sites More sharing options...
kuulpahe Posted January 29, 2016 Report Share Posted January 29, 2016 i get error ! Link to comment Share on other sites More sharing options...
Runewulv Posted February 2, 2016 Report Share Posted February 2, 2016 love this script, just wish it was more like ebays ESS spawn select where you could add a selection for custom loadout and custom spawn point. Is there any way to add something like this? Or at least make it work with a loadout script for donors? Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted February 3, 2016 Report Share Posted February 3, 2016 9 hours ago, Runewulv said: love this script, just wish it was more like ebays ESS spawn select where you could add a selection for custom loadout and custom spawn point. Is there any way to add something like this? Or at least make it work with a loadout script for donors? In spawn_settings.sqf check that _addgear = true; // about line 37 Configure gear to your hearts content in spawn_gear_settings.sqf Note that spawn_locations.sqf includes an option for different levels of donors/etc Link to comment Share on other sites More sharing options...
Runewulv Posted February 3, 2016 Report Share Posted February 3, 2016 thanks for response, when i meant custom loadout I meant like as in for donor's I give custom loadouts, which allows them to choose 'RuneWulv's Loadout' and spawn with whatever they had chosen at the time of donation. In ESS's script from Arma 2 it worked as such, you either chose what classes were available or had a personal one added that was tied to your UID. I love the spawn and gear select menu as it is, but to be able to add personal loadouts/spawn points tied to people's UIDs would be awesome. Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted February 3, 2016 Report Share Posted February 3, 2016 5 hours ago, Runewulv said: thanks for response, when i meant custom loadout I meant like as in for donor's I give custom loadouts, which allows them to choose 'RuneWulv's Loadout' and spawn with whatever they had chosen at the time of donation. In ESS's script from Arma 2 it worked as such, you either chose what classes were available or had a personal one added that was tied to your UID. I love the spawn and gear select menu as it is, but to be able to add personal loadouts/spawn points tied to people's UIDs would be awesome. I have not looked too deeply at this part of the script but I know that it has the capability to add user-configurable loadouts that are different for donors and regular players. I am sure you could add additional levels of discrimination based on arrays of UIDs in gear selection without much effort. Link to comment Share on other sites More sharing options...
PryMary Posted February 6, 2016 Report Share Posted February 6, 2016 NVM - Please delete - Saw the stringtable in the github download!! Link to comment Share on other sites More sharing options...
leegreaves Posted March 4, 2016 Report Share Posted March 4, 2016 Was wondering I noticed that a couple of guys in here (obviously posted some time ago now) that they were getting a kick for the following: #1 "briefing\enddefault_ca.paa'/>",0,0,15,0,0,8406] spawn bis_fnc_dynamicText; }; }; }else{ player setPos _position; titleText[forma" Was wondering if anyone had the solution for this, I checked the forums couldnt come up with anything than what was mention in this thread, but noticed an actual solution was not listed just that people had resolved this particular issue. So would appreciate if someone could post it up for reference. References to this error were made on page 24, but no indication of what the solution was. *EDIT* I noticed in a following post on page 24 that someone replied regarding this. Would the following be the solution as regards what I am experiencing above? Or is it something else - Im sort of half presuming this is the solution due to the reference to the bis_fnc_dynamicText function that is referenced. On 27/09/2015 at 1:05 AM, Steven1230 said: !"spawn BIS_fnc_dynamicText;" !"] spawn BIS_fnc_dynamicText;" !"zoneY + safezoneH - 0.8,0.7],_onScreenTime,0.5] spawn BIS_fnc_dynamicText; Link to comment Share on other sites More sharing options...
viper179 Posted March 4, 2016 Report Share Posted March 4, 2016 Try this and see if it helps you out !=\"briefing\enddefault_ca.paa'/>\",0,0,15,0,0,8406] spawn bis_fnc_dynamicText;};\n};\n}else{\nplayer setPos _position;\ntitleText[forma\"<<<<<<< So put this in the correct be filter your getting the kick for on the correct line also. Link to comment Share on other sites More sharing options...
leegreaves Posted March 4, 2016 Report Share Posted March 4, 2016 On 27/09/2015 at 1:05 AM, Steven1230 said: Just now, viper179 said: Try this and see if it helps you out !=\"briefing\enddefault_ca.paa'/>\",0,0,15,0,0,8406] spawn bis_fnc_dynamicText;};\n};\n}else{\nplayer setPos _position;\ntitleText[forma\" !"spawn BIS_fnc_dynamicText;" !"] spawn BIS_fnc_dynamicText;" !"zoneY + safezoneH - 0.8,0.7],_onScreenTime,0.5] spawn BIS_fnc_dynamicText; I have ONLY just sort of started teaching myself a little about BE filters (a rather STEEP learning curve at that!) and originally was going to add the line myself without asking for any assistance using something "similar" to that. I say "similar" as I would have probably researched how to write a BE filter (again!) and maybe (just possibly maybe) have eventually come up with that same line (hopefully!) but wasnt too sure as im very early in my career of learning about BE filters. But of course I will try that out right now and let you know (fingers crossed!) Link to comment Share on other sites More sharing options...
leegreaves Posted March 4, 2016 Report Share Posted March 4, 2016 On 27/09/2015 at 1:05 AM, Steven1230 said: On 27/09/2015 at 1:05 AM, Steven1230 said: 53 minutes ago, viper179 said: Try this and see if it helps you out !=\"briefing\enddefault_ca.paa'/>\",0,0,15,0,0,8406] spawn bis_fnc_dynamicText;};\n};\n}else{\nplayer setPos _position;\ntitleText[forma\"<<<<<<< So put this in the correct be filter your getting the kick for on the correct line also. !"spawn BIS_fnc_dynamicText;" !"] spawn BIS_fnc_dynamicText;" !"zoneY + safezoneH - 0.8,0.7],_onScreenTime,0.5] spawn BIS_fnc_dynamicText; !"spawn BIS_fnc_dynamicText;" !"] spawn BIS_fnc_dynamicText;" !"zoneY + safezoneH - 0.8,0.7],_onScreenTime,0.5] spawn BIS_fnc_dynamicText; Seems that this exception may have worked though I am now getting a new kick (#16) for the following: #16 "eCollisionWith player; player moveInDriver _chute; _chute setVelocity [0,0,0]; waitUntil{vehicle player isEqualTo _chute}; if (a" Ive tried a solution that has already been suggested regarding this one in an earlier post and added it to the setvelocity set on line 18 (for me this is applicable although the solution in the post already submitted says line 17 as I assume that for the player in question their setvelocity must be on that line). BUT...it hasnt worked - several times with slightly differing versions as shown below. Try number 1: !"player setvelocity [" !"bis_fnc_halo_vel * 0.96;\n player setvelocity [" !="eCollisionWith player; player moveInDriver _chute; _chute setVelocity [0,0,0]; waitUntil{vehicle player isEqualTo _chute}; if (a" FAILED Try number 2: !"player setvelocity [" !"bis_fnc_halo_vel * 0.96;\n player setvelocity [" !="eCollisionWith player; \nplayer moveInDriver \n_chute; \n_chute setVelocity [0,0,0]; \nwaitUntil{vehicle player isEqualTo _chute}; \nif (a" FAILED - i tried the \n so as to set a "new line" for those points in the filter exception as in the script log its showing those parts on new lines so set it that way. Lastly, Try number 3: I ommitted the !"player setvelocity [" !"bis_fnc_halo_vel * 0.96;\n player setvelocity [" section and just added the following: !="eCollisionWith player; \nplayer moveInDriver \n_chute; \n_chute setVelocity [0,0,0]; \nwaitUntil{vehicle player isEqualTo _chute}; \nif (a" This also FAILED. Currently I am on Try number 4 by ommitting the \n bits and just using this: !="eCollisionWith player; player moveInDriver _chute; _chute setVelocity [0,0,0]; waitUntil{vehicle player isEqualTo _chute}; if (a" Nope...that one didnt work either. Im unsure of where to go from here, any pointers please? Link to comment Share on other sites More sharing options...
viper179 Posted March 5, 2016 Report Share Posted March 5, 2016 Try this and see but whats going on here is that when i give you the right fix you get past the 2 that were giving you the kick and will keep getting them until you fix each kick that you get. Also if your using the new be filters aka first line says \\new 2 then say you get a kick for script restriction 10, you will look for #12 script restriction <<<<new 2 on first line means plus 2 in the filters. !=\"eCollisionWith player;player moveInDriver _chute;\n_chute setVelocity [0,0,0];\nwaitUntil{vehicle player isEqualTo _chute};\nif (a\" Link to comment Share on other sites More sharing options...
FloAtompilz Posted May 14, 2016 Report Share Posted May 14, 2016 can some one help me ! pls ! i got a this problem File mpmission\__CUR-MP.Altis\Trader\Halv-definies.hpp, line 17: .HALV_IGUIBack:mber already defindied. im a little bit helpless Link to comment Share on other sites More sharing options...
Richie Posted May 14, 2016 Report Share Posted May 14, 2016 9 hours ago, FloAtompilz said: line 17: .HALV_IGUIBack:mber already defindied. If it's already defined then you have it already, meaning it doesn't need added again. Link to comment Share on other sites More sharing options...
zxbutchxz Posted May 31, 2016 Report Share Posted May 31, 2016 After updating to version 1.60 the following message appears when you open the menu: Spoiler Link to comment Share on other sites More sharing options...
ReDBaroN Posted June 1, 2016 Report Share Posted June 1, 2016 I have the same as well for this custom spawn script. I'm guessing we just need to add something to the description.ext for the Halv Spawn dialog. Anyone have any ideas what? Link to comment Share on other sites More sharing options...
ReDBaroN Posted June 9, 2016 Report Share Posted June 9, 2016 Has anyone had any luck solving this issue that they would care to share? Link to comment Share on other sites More sharing options...
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