Jump to content
Sign in to follow this  
KroSaver

Parachute spawn system

Recommended Posts

Hi,

 

I present my parachute spawn system.

 

Description: 8 parachute spawns in altis and custom loadout.

 

Screen:

ceec5e29083888ca2ac8709952dbe083.png

 

INSTALL GUIDE:

 

1- Go to you mpmissions folder and extract epoch.Altis.pbo with PBO MANAGER and paste forlder spawnsystem in root epoch.Altis

 

2- Go to epoch.Altis folder, open mission.sqm and add this class:

class Vehicles
	{
		items=1;
		class Item0
		{
			position[]={23600.76,3.1900001,17992.961};//Spawn camera EPOCH 0303 Altis
			azimut=180;
			offsetY=0.2;
			id=1;
			side="EMPTY";
			vehicle="Land_InfoStand_V1_F";
			skill=0.60000002;
			init="this enableSimulation false; this allowDamage false; this allowDamage false; this addAction[""Parachute Spawn"",""spawnsystem\initspawn.sqf""]";
		};
	};

If you already have the vehicles class within the class add add only:

class Item0
		{
			position[]={23600.76,3.1900001,17992.961};//Spawn camera EPOCH 0303 Altis
			azimut=180;
			offsetY=0.2;
			id=1;
			side="EMPTY";
			vehicle="Land_InfoStand_V1_F";
			skill=0.60000002;
			init="this enableSimulation false; this allowDamage false; this allowDamage false; this addAction[""Parachute Spawn"",""spawnsystem\initspawn.sqf""]";
		};

WARNING!!! Edit ItemsX + 1 in you class vehicles and put the following item number in Item0.

 

3- In you description.ext add this line: #include "spawnsystem\dialog.hpp"

 

4- Battleye filters, add in you scripts.txt this filters

7 exec !="[] execVM "spawnsystem\spawn.sqf";" !="execVM "spawnsystem\initspawn.sqf";"
7 createDialog !"createdialog "spawn_dialog";
7 displayAddEventHandler !"(findDisplay 666) displayAddEventHandler [\"KeyDown\",\"true\"];" 

GITHUB: https://github.com/KroSaver/epochmod-spawn-system

 

Regards.

Share this post


Link to post
Share on other sites

I had a problem with the halo script installation and now with yours Krosaver.. I think there is something I am obviously not doing correctly. Perhaps you can enlighten me as to what I am not doing correctly.. I created a flash video.. sorry for the poor mic quality.. was my crappy one didn't realize I had it plugged in over my other one.

 

I made a video of my troubles.. perhaps you can help me understand what I did wrong.

 

Share this post


Link to post
Share on other sites

Not working: Getting a "Resource spawn_dialog not found" message, when I go to the stand that is placed in spawn area and click on "Parachute Spawn". Also stand has a blank page in it, no writing or map or anything.

I also can't see where you call out your dialog.hpp file.

Share this post


Link to post
Share on other sites

Hard to tell but initially it looks like when you put in the "class markers" there are at least 7 markers. class Item0 - class Item6. The line immediately below the "class Markers" line is the number of "class Items" you have in that loop. You show "items = 3" it should be changed to "items = 7" if you have class Item0 - class Item6 if it were 0-7 then it would be "items = 8"   (no quotes). 

 

class Markers

           {

                                       items = 3;

                                       class Item 0

 

Should be

class Markers

           {

                                       items = 7;                                         or what ever the number of class items you have in that loop.

                                       class Item 0

 

also it is an absolute that the parens { } match up exactly so when you deleted the one in your video I think you needed to delete 2. Keep the same flow as it was before. Thats what the very light lines are telling you in the software your using. and that is why when you code you show the indented parens to match the indent of the one associated with that loop.

Share this post


Link to post
Share on other sites

You might look at this forum item for adding spawn points. Im looking at it now. It doesn't helo in but it gives you 2 or 3 more. I wish KroSaver would respond becuase I think this would be very interesting to helo in. There is a problem with the spawn_dialog which I think is really the spawn_dialog.hpp or has to do with the spawn.sqf. I'm have not done much coding with SQF, I have learned to add others stuff and can read a decently coded mod but not any good at creating code. That is my next step.

 

 

Looks like post #87 tells you how to implement.

Share this post


Link to post
Share on other sites

i dont know why ppl keep making these spawn systems based on a trigger (not to mention this is also based on markers) in the mission.sqm, it just complicates things so much more than necessary, especially for the end users that often dont even know how to derapify ...

Share this post


Link to post
Share on other sites

Sorry me for slow to respond...

 

I've updated the script and you do not need to add the Markers in mission.sqm.
 
Look at GitHub installation instructions are very simple.
 
Sorry my English is bad.

Share this post


Link to post
Share on other sites

 

Sorry me for slow to respond...

 

I've updated the script and you do not need to add the Markers in mission.sqm.
 
Look at GitHub installation instructions are very simple.
 
Sorry my English is bad.

 

Working now ;)

Share this post


Link to post
Share on other sites

i dont know why ppl keep making these spawn systems based on a trigger (not to mention this is also based on markers) in the mission.sqm, it just complicates things so much more than necessary, especially for the end users that often dont even know how to derapify ...

This is why, it should have clear instructions for advanced users. If you don't know how to use Eliteness do not attempt at using this script.

 

Simple fix. But most authors believe that everyone knows how do handle these things by now. Maybe not so for new users of less then a few months.

 

Otherwise I think this is a great script for Advanced users.

Share this post


Link to post
Share on other sites

This is why, it should have clear instructions for advanced users. If you don't know how to use Eliteness do not attempt at using this script.

 

where does it say this in the instructions?

 

Simple fix. But most authors believe that everyone knows how do handle these things by now. Maybe not so for new users of less then a few months.

 

Otherwise I think this is a great script for Advanced users.

 

scripts posted on forums like this, should always be written as easy as possible for the end user and with clear instructions on how to install.

thats not exactly possible with this, when you have to edit mission.sqm and for advanced users im sure there are better not to mention easier alternatives to this.

Share this post


Link to post
Share on other sites

where does it say this in the instructions?

 

 

scripts posted on forums like this, should always be written as easy as possible for the end user and with clear instructions on how to install.

thats not exactly possible with this, when you have to edit mission.sqm and for advanced users im sure there are better not to mention easier alternatives to this.

 

@KroSaver

you can easily change this avoid the use of mission.sqm, you can spawn the console on the server and either pv the object to the clients or you can search for it near marker position "respawn_west".

 

Because it does not engage in a more productive thing to criticize by simple instructions in the post of others?
 
I wrote this script to my server and only what I wanted to share, who likes can install it and ask for help.
 
By people like you do not want to post anything there.

Share this post


Link to post
Share on other sites

 

Because it does not engage in a more productive thing to criticize by simple instructions in the post of others?
 
I wrote this script to my server and only what I wanted to share, who likes can install it and ask for help.
 
By people like you do not want to post anything there.

 

first off if you did not notice, then i was adressing the guy above wich came whit a rather stupid comment.

 

second i was actually trying to help you improve your script, but after what you just said, i really couldnt care any less ... 

Share this post


Link to post
Share on other sites

.sqm files are not immediately readable. You have to use a simple software product to do what the call "derapify" the file to a usable text. Then modify it with something like notepad++. Save it, then "repify" and rename it *.sqm. (old sqm filename). Use the following, Eliteness.exe from "Mikero's Dos Tools" list of simple software (Arma) programs.

 

https://dev.withsix.com/projects/mikero-pbodll/files

Share this post


Link to post
Share on other sites

Got the files to work. All looks good but some players are complaining that they start the spawn in and after about 20 - 40 sec after parachute open they are automatically respawned where they opened their parachute and are parachuting in again with chute opened. Also have had some glitch and die where they glitched. Can't figure these out. Code looks good. Any one else with problems?

 

Thanks for all your work KroSaver. I hope everyone realizes you didn't have to share any of your coding with anyone. So I for one much appreciate your sharing. The number of spawn points and the helo in is a great addon. Don't get discouraged, again nice work.

Share this post


Link to post
Share on other sites

Got the files to work. All looks good but some players are complaining that they start the spawn in and after about 20 - 40 sec after parachute open they are automatically respawned where they opened their parachute and are parachuting in again with chute opened. Also have had some glitch and die where they glitched. Can't figure these out. Code looks good. Any one else with problems?

 

Thanks for all your work KroSaver. I hope everyone realizes you didn't have to share any of your coding with anyone. So I for one much appreciate your sharing. The number of spawn points and the helo in is a great addon. Don't get discouraged, again nice work.

 

I had problems with InfiStart, users who were not admins could not see Spawn Parachute panel.
 
What you said to me I would not have found, it opened to see if your antihack gives problem with teleport users or have some other code that is activated by using the spawn system.
 
Thank you.

Share this post


Link to post
Share on other sites

Ok I get no script errors. Have the terminal inside the debug box but it only said to press inventory button. Doing so just opens my inventory. Am I missing something? I've followed all of the steps from the install.

Share this post


Link to post
Share on other sites

Ok I get no script errors. Have the terminal inside the debug box but it only said to press inventory button. Doing so just opens my inventory. Am I missing something? I've followed all of the steps from the install.

hey,

 

allow the addaction in the antihack.

 

Share this post


Link to post
Share on other sites

sorry, was just my first guess, i never use this script, and looks like the autor is not often online....

 

i never tryed this spawnsystem, and I will make it determines not bad, but just use Halv System.... u can easy dissable the spawngear, if u dont like it, or remove the donatorspawns easy....

 

 

again: I want this script here,not make bad!

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Similar Content

    • By THAC0_Gewch
      https://github.com/OlofTheBald/DayZ-Humanity-Loadout-Granter/tree/Epoch_1.0.5.1
       
      Updated for 1.0.6.x
    • By THAC0_Gewch
      Many years ago, I made a Humanity Loadout script for 1.0.5.x. The script is basic, it checks your players' humanity and grants a pre-set loadout when they spawn depending on their humanity level.
      I've now updated and optimized this script for 1.0.6.x:
      https://github.com/OlofTheBald/DayZ-Humanity-Loadout-Granter
       
       
    • By vbawol
      Arma 3 Epoch 1.1 has been released!
      Server Files:
      https://github.com/EpochModTeam/Epoch/archive/1.1.0.1195.zip
      File Changes:
      https://github.com/EpochModTeam/Epoch/pull/969/files
      Client Files
      https://github.com/EpochModTeam/EpochCore/releases/download/1.1.0.1194/Epoch_Client_1.1.0.0.zip
      Changelog:
      Added
      Plant Spawner: vehicle object for sunflower. @Helion4 MoneyDrop Event: Random Money lump with Mapmarker (like Plants) @he-man Examples for Vehicle upgrades for Server Admins into CfgVehicleUpgrades.hpp @he-man Make Lighter refillable at Fuel-Sources (Gasstations / Vehicles) @he-man Make Trader more configurable in epochconfig.hpp @he-man Added Examples for Batchfiles to control Server Restarts @DirtySanchez default pops for "center" marker @awol More map supports @awol Lighter is needed to imflame fires @DirtySanchez FireExtinguisher is needed to "put our fire" on Burn Barrel @DirtySanchez Rope is needed for SlingLoad (get back on release) @DirtySanchez R3F compatibility for SlingLoad @DirtySanchez Hints while using Vehicle Repair (MultiGun) @he-man Config to completely disable Simulation for BaseParts (if not needed) @he-man Made Radiation configureable by cfgepochclient.hpp @raymix Hints for lock / unlock Vehicles / Storages @he-man Nuisance multiplicator in cfgepochclient.hpp @he-man Reduce rads over time at cost of immunity @raymix Wearable Male & Female wearable full radiation suit @Helion4 December seasonal items (Santa hat / Snowman) @Helion4 Autorun function (suggested by Ghostrider) @he-man Default Key is "W" You can change the key in EPOCH ESC Menu If choosen key is same as "moveforward" (default), you have to 2x tap it, else you only have to 1x tap it If your legs are broken, you get a hint "can not autorun - legs are broken" If the terrain is too steep, you only walk in AutoRun Inside Water, you can not Autorun Helper 3D-Icon + Line on the part, where element is snapped on (while Base-Building) @he-man Config in cfgepochclient.hpp to block ATM's in Plotpole range @he-man Power Sword @helion Fixed
      False BE kicks since Arma 3 1.80 update. Nightlight now also follow players inside Vehicles @he-man Fixed fault disabled DynamicDebris @morgoth0 SERVER_VARS (BaseSpawn) was not saved on revive @morgoth0 Without Advanced Vehicle Repair, Vehicle upgrade was not available @he-man Base Storages could be deleted if near Loot containers were auto-deleted @he-man Some Tarp Loot was spawned under the Floor @he-man Reworked wall check by getting out of Vehicles @he-man Garden Plot had no physical ground @Helion4 Some Vehicles were missing in EPOCH Admin Spawn Menu @he-man Changed
      RCon Port is now set to 2307 by default since changes in A3 1.78 prevent use of 2306. @awol SnapPoints for Building objects (especially full / half / quarter Floors) @he-man Some performance tweaks Inventory will be opened automatically, if "you found something" @awol EPOCH Events reworked (Markers will change if players near / event looted) @DirtySanchez Traders will no longer refill sold magazines @he-man Magazines will automatic be repacked in Trader First the trader offers full magazines If no full magazine is available, the Trader offer the last not full magazine Not full magazines are colored: Yellow (nearly full) -> Red (nearly empty) You also get a Tooltip, how much bullets left in magazine The prices are calculated by the left bullets in the magazine Increased snap-distance for Foundations (much easier to find snap positions) @he-man Reworked and added EPOCH Vehicle Classes @he-man Each upgrade increase Speed, Torque, Fuel, Terrainbehaviour, Load and Armor Hatchback >= lvl2 will no longer stuck in forests Added M900 forced without Backseats -> "C_Heli_Light_01_civil_2seat_EPOCH" Added M900 forced with Backseats -> "C_Heli_Light_01_civil_4seat_EPOCH" The Random M900 will also stay available -> "C_Heli_Light_01_civil_EPOCH" Added very low EPOCH variants of VTOL and Xi'an (eventually we have to change them with the next update a bit) Added Door-Animations to some Vehicles by GetIn / GetOut
    • By Brian Soanes
      To unlock vehicles left in your traders over a server restart, open your epoch_server.pbo

      In epoch_server\compile\epoch_vehicle\EPOCH_load_vehicles.sqf
      Find
      if (_allowDamage) then { Just above that, add this
      A3E_SafeZonePosArray = [ [[18451.9,14278.1,0]], //Altis East trader [[13333.5,14494.3,0]], //Altis Central trader [[6192.46,16834,0]] //Altis West trader ]; { if (_vehicle distance (_x select 0) < 200) then { _vehicle lock false; diag_log format["Vehicle %1 left in trader unlocked @ %2", _class, mapGridPosition _vehicle]; }; } forEach A3E_SafeZonePosArray; Pack pbo and you're good to go
    • By Yoda
      Hello, I am apart of the Global Chaos Gaming community. We currently are hosting a modified Arma 3 Epoch server, we have very active staff aswell as active community members, I urge you to stop by and check us out! TeamSpeak: ts.globalchaos.net Website : http://www.GlobalChaos.net
  • Advertisement
  • Supporters
  • Discord

×
×
  • Create New...