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Custom respawn Load-Out for players, donators, and admins


Scaris

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You have to use Mikero's to decrypt it while extracting. Just Google Mikero's tools or Mikero PBO.

 

Thanks, I got mikero's tools. I tried to derappify the file, but for some reason the it doesn't do the whole thing. Stops at halfway down class item 50, line 1051.

EX:[

 

class Item50

  {

   side = "CIV";

   class Vehicles

   {

    items = 1;

    class Item0

    {

     position[] = {23595.236,3.19,18000.738};

     azimut = 130.016;

     special = "NONE";

     id = 50;

     side = "CIV"

]

 

This whole thing is giving me a massive headache...

 

When I open Mission.sqm in EliteNess, it shows me a plaintext readout of the file. Not sure if it matters, but I suppose I could just copy the plain text from EliteNess and paste it into Notepad++, and save the file as mission.sqm.

 

Or would that cause a problem?

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Thanks, I got mikero's tools. I tried to derappify the file, but for some reason the it doesn't do the whole thing. Stops at halfway down class item 50, line 1051.

EX:[

 

class Item50

  {

   side = "CIV";

   class Vehicles

   {

    items = 1;

    class Item0

    {

     position[] = {23595.236,3.19,18000.738};

     azimut = 130.016;

     special = "NONE";

     id = 50;

     side = "CIV"

]

 

This whole thing is giving me a massive headache...

 

When I open Mission.sqm in EliteNess, it shows me a plaintext readout of the file. Not sure if it matters, but I suppose I could just copy the plain text from EliteNess and paste it into Notepad++, and save the file as mission.sqm.

 

Or would that cause a problem?

 

Derappify?

 

you should be using this: ExtractPbo.2.12.4.93.Installer.exe

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Yeah, rappify is for the sqm files. EliteNess is like the main tool from which you can launch the other tools I guess.

 

Anyway I got it to work. I had to open mission.sqm in EliteNess, (which apparently automatically de-rapps the file) change the code in that program, then click the option to re-rap the file.  worked like a charm.

 

Only problem I'm having now is with the BattleEye filters. lol. I guess I'll read through this thread again and try to figure that out.

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If you had used ExtractPBO you wouldn't have had to mess with that. It would have turned it into readable files you can work with like the other files.

 

Battleye filters depend on what you add and what you have already added. Should only take you a minute to see which ones flag and add the exception.

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If you had used ExtractPBO you wouldn't have had to mess with that. It would have turned it into readable files you can work with like the other files.

 

Battleye filters depend on what you add and what you have already added. Should only take you a minute to see which ones flag and add the exception.

 Yeah I'm doing that now. Thanks for you help man. Great script.

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  • 3 weeks later...

Hi trying to install this script and I think I've gotten through most of it. Now I'm just hung up on the battle eye filter thing. I get kicked with the following message in the log

 

"-  #0 "SeaGull" 3:2 [1021,2021,25]" 

 

I went into the createvehicle.txt and found the following 

 

5 SeaGull 

 

which I amended to 

 

5 SeaGull !="SeaGull"

 

am I doing something wrong here to create the exemption? 

 

Hoping someone can help me with the mystery of this bird, lol, many thanks. 

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Hi trying to install this script and I think I've gotten through most of it. Now I'm just hung up on the battle eye filter thing. I get kicked with the following message in the log

 

"-  #0 "SeaGull" 3:2 [1021,2021,25]" 

 

I went into the createvehicle.txt and found the following 

 

5 SeaGull 

 

which I amended to 

 

5 SeaGull !="SeaGull"

 

am I doing something wrong here to create the exemption? 

 

Hoping someone can help me with the mystery of this bird, lol, many thanks. 

 

Can you paste in the entire log event? That doesn't look like the whole thing. 

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Can you paste in the entire log event? That doesn't look like the whole thing. 

 

 

yeah sorry I was just trying to not post ip / id n all that, ill just add in xxx's 

 

late last night the only progress I made was by putting a script exception of !="SeaGull" at the end of line 1 of the createvehicle.txt 

 

The only change that made though was that instead of getting a script kick 0 I now received a script kick 2. 

 

I'm really lost guys and would appreciate any help. I've gotten everything else set up alright just seem to be hitting a barrier of my own intelligence when it comes to the particular of making the filters work properly. 

 

many thanks for the reply, below is the copy / paste of the createvehicle.log

 

12.06.2015 08:17:45: Taco (XX.XX.XX.XX:XXXX) xxxxxxxxxx32a4e70e103a353axxxxxx - #0 "SeaGull" 3:2 [1021,2021,25]
12.06.2015 08:24:43: Taco (XX.XX.XX.XX:XXXX) xxxxxxxxxx32a4e70e103a353axxxxxx - #0 "SeaGull" 3:3 [1021,2021,25]
12.06.2015 09:17:28: Taco (XX.XX.XX.XX:XXXX) xxxxxxxxxx32a4e70e103a353axxxxxx - #0 "SeaGull" 3:2 [1021,2021,25]
12.06.2015 10:05:59: Taco (XX.XX.XX.XX:XXXX) xxxxxxxxxx32a4e70e103a353axxxxxx - #0 "SeaGull" 3:2 [1021,2021,25]
12.06.2015 10:14:41: Taco (XX.XX.XX.XX:XXXX) xxxxxxxxxx32a4e70e103a353axxxxxx - #0 "SeaGull" 3:2 [1021,2021,25]
12.06.2015 10:24:38: Taco (XX.XX.XX.XX:XXXX) xxxxxxxxxx32a4e70e103a353axxxxxx - #0 "SeaGull" 3:3 [1021,2021,25]
12.06.2015 10:35:45: Taco (XX.XX.XX.XX:XXXX) xxxxxxxxxx32a4e70e103a353axxxxxx - #0 "SeaGull" 3:2 [1021,2021,25]
12.06.2015 10:45:53: Taco (XX.XX.XX.XX:XXXX) xxxxxxxxxx32a4e70e103a353axxxxxx - #2 "SeaGull" 3:2 [1021,2021,25]
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That honestly doesn't look like an error from my script, it looks like you removed something from createvehicle you shouldn't have. Can you zip up your mission pbo and email it to me? My email should be in my profile.

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Taco are you running Infistar? If so you have to go into your run.SQF where you added your UID there is a line there that needs to be false for Starting Loadouts to work. I can not tell you where but it is in there to its right it will tell you "Needs to be False for Some Starting Loadouts." I am pretty sure if this was a BE issue it would say BE when you are kicked. I could be wrong about that. Also sometimes if even for testing with BE putting 3 in front of the line kicking you will have it just log it. This helps if you want to just confirm something works.

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Thank you so much for the replies. I am not currently running infistar as currently its just an empty server with a password on it. 

 

I sent along a zip with my mission pbo. really appreciate you taking a look. 

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I don't see what would be causing that issue, however I do see a few other issues. I will try to send you something back by tomorrow. Sorry it's taking so long, been a busy weekend. I will see if I can figure it out though.

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  • 2 weeks later...

hi, i'm trying to use this but for some reason it's ot letting me get the gear, i added myself to the admin.sqf in the root, and put the startingloadout.sqf in the mission file as instructed, added:

 

if(isNil "admin_list") then
{
[] execVM "admin.sqf";
};
if(isNil "donor_list") then
{
[] execVM "donor.sqf";
};

 

 

as it says in the instructions, when i die i get no option for loadouts, i am using altis, anybody help me with this?

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  • 4 weeks later...
  • 1 month later...

Having a weird issue with this I can't quite figure out. I'm using only the standard loadout, and just to give new players a pistol to start with (since we have a lot of roaming AI), but for some reason it is occasionally replacing non-fresh-spawns' secondary weapon with the pistol when people relog. Causing them to lose their hatchets, multiguns, etc. Here are the relevant portions of my files...

Mission.sqm

	class Sensors
	{
		items=1;	
		class Item0
		{
			position[]={23599.836,3.1900001,18000.484};
			a=50;
			b=50;
			activationBy="ANY";
			repeating=1;
			interruptable=1;
			age="UNKNOWN";
			name="cloneroomsafezone";
			expCond = "";
			expActiv="";
			expDesactiv="";
			class Effects
			{
			};
		};			
	};	

onPlayerRespawn.sqf

newPlayer = true;

	if((player distance cloneroomsafezone) < 25) then 
	{ 
		// Supply Starting Loadout [] 
		execVM "StartingLoadout.sqf"; 
		systemchat("Starting Loadout Activating...");
	};

StartingLoadout.sqf

waitUntil {alive vehicle player}; 
waitUntil {typeOF player != "VirtualMan_EPOCH"};

if (EPOCH_playerEnergy < 20 && hasInterface && newPlayer) then
{
	uiSleep 5;
	hint "Starting Loadout Supplied";
	clearWeaponCargo player;
	clearMagazineCargo player;
	player addWeapon "ItemMap";
	player addWeapon "hgun_Rook40_F";
	player addMagazine "16Rnd_9x21_Mag";
	player addItemToVest "FAK";

	newPlayer = false;
}
else
{
	hint "Starting Loadout Already Supplied";
}; 

It looks like it shouldn't be doing much of anything if they're more than 25m away from the clone room, but yet, it is lol. Not sure what I've missed. Thanks in advance for any help. 

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Mine works fine.

loadoutspawn.sqf

_don_list = ["XXXXXXXXXXXXXXXX","XXXXXXXXXXXXXXXX","XXXXXXXXXXXXXXXX"]; //NAME

if (isNil "loot_spawned") then {
	loot_spawned = false;
};

if (!loot_spawned) then {
	
	if (getPlayerUID player in _don_list) then {
		systemChat "Donator Loadout Supplied.....";
		removeAllWeapons player;
		clearWeaponCargo player;
		clearMagazineCargo player;
		removeBackpack player;
		_uniform = ["U_C_Journalist","U_OG_Guerilla3_1","U_OG_Guerilla2_2","U_OG_Guerilla3_2"] call BIS_fnc_selectRandom;
		player addVest "V_TacVest_camo";
		player addBackpack "B_Carryall_oli";
		player addWeapon "EpochRadio0";
		player addWeapon "ItemMap";
		player addWeapon "1911_pistol_epoch";
		player addMagazine "9rnd_45x88_magazine";
		player addItemToBackpack "FirstAidKit";
		player addItemToVest "FAK";
		player addItemToVest "meatballs_epoch";
		player addItemToVest "scam_epoch";
		player addItemToVest "ItemSodaRbull";
		player addItemToBackpack "9rnd_45x88_magazine";
		player forceAddUniform _uniform;
		EPOCH_playerEnergy = 500;
	} else {
		systemChat "Standard Loadout Supplied.....";
		removeAllWeapons player;
		clearWeaponCargo player;
		clearMagazineCargo player;
		removeBackpack player;
		
		_uniform = ["U_C_Poloshirt_redwhite","U_C_Poloshirt_salmon","U_C_Poloshirt_tricolour","U_C_Poloshirt_stripped","U_C_Poloshirt_burgundy","U_C_Poloshirt_blue"] call BIS_fnc_selectRandom;
		player addWeapon "ItemMap";
		player addItemToVest "FAK";
		player addItemToVest "scam_epoch";
		player addItemToVest "ItemSodaRbull";
		player addWeapon "1911_pistol_epoch";
		player addMagazine "9rnd_45x88_magazine";
		player addMagazine "9rnd_45x88_magazine";
		EPOCH_playerEnergy = 500;
		
		_modelMale = (typeOF player == "Epoch_Male_F");
		_modelFemale = (typeOF player == "Epoch_Female_F");	
		
		if (_modelFemale) then 
		{
			player forceAddUniform "U_BasicBodyFemale";
		};
		if (_modelMale) then 
		{
			player forceAddUniform _uniform;	
		};
	};
	loot_spawned = true;
};
	
player addEventHandler [
	"Respawn",
	{
		getcallcab = true;
		loot_spawned = true;
	}
];

.

onPlayerRespawn.sqf

newPlayer = true;

waitUntil {alive vehicle player};	
waitUntil {typeOF player != "VirtualMan_EPOCH"};
uiSleep 5;
if((player distance cloneroomsafezone) < 25) then 
{ 
     // Supply Starting Loadout  
     [] execVM "addons\loadoutspawn.sqf"; 
    systemchat("Loadout Supplied...");
};

 

mission.sqm

class Item7
		{
			position[]={23597.4,0,18003.6};
			a=50;
			b=50;
			activationBy="ANY";
			repeating=1;
			interruptable=1;
			age="UNKNOWN";
			name="cloneroomsafezone";
			expCond = "(player distance cloneroomsafezone) < 25;";
			expActiv="sleep 1; execVM ""addons\loadoutspawn.sqf"";";
			expDesactiv="";
			class Effects
			{};
		};

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  • 1 year later...

Stil not able to make it.

When I respawn my log says: "Scripting function 'bis_fnc_execvm' is not allowed to be remotely executed" and gear is not applied.

I used the scripts from timboye and changed the file names/locations to match the scripts.

 

Any idea?

btw.

If there is another way to add a loadout let me know. I dont need a Donator or Admin loadout. Everyone should get the same stuff.

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  • 3 weeks later...

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