Hux Posted July 7, 2017 Report Share Posted July 7, 2017 Stringtable.xml https://www.dropbox.com/s/dk2mtmrck47jgkb/Stringtable.xml?dl=0 sheria 1 Link to comment Share on other sites More sharing options...
sheria Posted July 7, 2017 Report Share Posted July 7, 2017 1 minute ago, Hux said: Stringtable.xml https://www.dropbox.com/s/dk2mtmrck47jgkb/Stringtable.xml?dl=0 thx :D Link to comment Share on other sites More sharing options...
sheria Posted July 7, 2017 Report Share Posted July 7, 2017 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"; ? Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted July 7, 2017 Report Share Posted July 7, 2017 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 More sharing options...
sheria Posted July 7, 2017 Report Share Posted July 7, 2017 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 More sharing options...
Heinz Posted July 17, 2017 Report Share Posted July 17, 2017 "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 More sharing options...
RetroTorero Posted September 22, 2017 Report Share Posted September 22, 2017 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 More sharing options...
RetroTorero Posted September 22, 2017 Report Share Posted September 22, 2017 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 More sharing options...
Razor1977 Posted November 20, 2017 Report Share Posted November 20, 2017 is the above a fix for the players bouncing back up? Thanks Link to comment Share on other sites More sharing options...
Cubitron Posted February 19, 2018 Report Share Posted February 19, 2018 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 More sharing options...
Grahame Posted February 19, 2018 Report Share Posted February 19, 2018 Without knowing what the errors are I think it is impossible to know why that may be happening? Link to comment Share on other sites More sharing options...
Cubitron Posted February 20, 2018 Report Share Posted February 20, 2018 i think i switch to another map Link to comment Share on other sites More sharing options...
Grahame Posted February 20, 2018 Report Share Posted February 20, 2018 @CubitronSend the errors from the RPT (server or client) and we can try to resolve. It is a really nice looking map. Link to comment Share on other sites More sharing options...
Cubitron Posted February 20, 2018 Report Share Posted February 20, 2018 i have no errors thats the problem and halv spawn loaded in the rpt. Im confused i tryed a few maps i used the halv spawn years and have no problems , Fallujha, Mske, Kerama and all works^^ Link to comment Share on other sites More sharing options...
Grahame Posted February 20, 2018 Report Share Posted February 20, 2018 What are you using as the worldname? Link to comment Share on other sites More sharing options...
Cubitron Posted February 20, 2018 Report Share Posted February 20, 2018 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 More sharing options...
Grahame Posted February 20, 2018 Report Share Posted February 20, 2018 @CubitronYeah, looks good to me. I will try out on my dev server in the morning - working on something for mine this evening - and let you know what happens... Link to comment Share on other sites More sharing options...
Cubitron Posted February 21, 2018 Report Share Posted February 21, 2018 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 More sharing options...
prue420 Posted April 5, 2018 Report Share Posted April 5, 2018 anyone know why when i use this mod it only gives you 3 spawns and some are not even in the list Link to comment Share on other sites More sharing options...
Drokz Posted April 5, 2018 Report Share Posted April 5, 2018 What map are you using? Link to comment Share on other sites More sharing options...
Schalldampfer Posted July 7, 2018 Report Share Posted July 7, 2018 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 ]); Ghostrider-GRG 1 Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted July 7, 2018 Report Share Posted July 7, 2018 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 More sharing options...
Schalldampfer Posted July 15, 2018 Report Share Posted July 15, 2018 tiny issue: In Malden, the info boards for spawn selection is fallen over, so players sometimes get confused. (how can I fix it?) Link to comment Share on other sites More sharing options...
Grahame Posted July 15, 2018 Report Share Posted July 15, 2018 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 More sharing options...
Schalldampfer Posted July 15, 2018 Report Share Posted July 15, 2018 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 More sharing options...
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