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onPlayerRespawn.sqf

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Hi,

I used to be able to use onPlayerRespawn.sqf to load a loadout scripts. But now it's as if that file is not loaded at all when a player connect/respawn.

Is there anything i am missing here ? Been trying different way but it just doesn't want to load the loadout called from onPlayerRespawn.sqf

my onPlayerRespawn.sqf

Spoiler
if (!hasInterface && !isDedicated) exitWith {};
//============================================////============================================//
	//BLACK SCREEN
		titleText ["", "BLACK", 0];
//============================================////============================================//
if (!isDedicated and hasInterface) then 
{
	waitUntil {alive vehicle player};
	//waituntil {!isnull (finddisplay 46)};
	waitUntil {typeOF player != "VirtualMan_EPOCH"};
	[] execVM "custom\loadout.sqf";
};

 

my loadout.sqf

Spoiler
//============================================////============================================//
		waitUntil {alive vehicle player};
		//waituntil {!isnull (finddisplay 46)};
		waitUntil {typeOF player != "VirtualMan_EPOCH"};
//============================================////============================================//
	//PLAYER RESPAWN POSITIONS
		//_pos1 = [14625.8, 16771, 0.00143814];    //MAIN AIRPORT
		_pos1 = getMarkerPos "respawn_west";
		_pos2 = [8935.1592, 7494.0469, 1.378685]; //ALTIS CHURCH SPAWN
	//RADIUS RANDOMISATION FOR PLAYER SPAWN
		//_spawnRandomisation=5; //5m RADIUS
		//_spwnposNew = [(_pos1),random _spawnRandomisation, random 360] call BIS_fnc_relPos;
//============================================////============================================//
	//if ((EPOCH_playerAliveTime < 0.1) && (EPOCH_playerCrypto < 1)) then
	if ((player distance _pos1 <5) && (EPOCH_playerCrypto <1)) then
	{
	//NEW PLAYER SPAWNNING CONFIG
		//SCREEN COMING BACK SLOWLY
		titleText ["", "BLACK IN", 15];
		//playerfog = 1;
		//player setDamage 0.30;
		player setpos _pos2;
		player setDir 270;
		//player enableFatigue false;
		waitUntil{!isNull (findDisplay 46) && !dialog && cameraOn isEqualTo player && cameraView == "INTERNAL"};
		player switchCamera "EXTERNAL";
		uiSleep 1;
        _PistolANDmag = ["Rollins_F","5Rnd_rollins_mag"];
		_riffle = _PistolANDmag select 0;
        _mag = _PistolANDmag select 1;
		player addWeapon _riffle;
        player addMagazine _mag;
		player addMagazine _mag;
		player addWeapon "EpochRadio0";
		player addItem "FirstAidKit";
		player addPrimaryWeaponItem "acc_flashlight";
		//player action ["GunLightOn", player];
		HALV_takegive = [player,100];
		publicVariableServer "HALV_takegive";
		uiSleep 3;
		systemchat format ["Welcome -=(%1)=-", name player];
	}
	else
	{
	//OLD PLAYER SPAWNNING CONFIG
		//SCREEN COMING BACK SLOWLY
		titleText ["", "BLACK IN", 12];
		//player enableFatigue false;
		waitUntil{!isNull (findDisplay 46) && !dialog && cameraOn isEqualTo player && cameraView == "INTERNAL"};
		player switchCamera "EXTERNAL";
		uiSleep 3;
		systemchat format ["Welcome back -=(%1)=-", name player];
	};
//============================================////============================================//

 

 

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4 answers to this question

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53 minutes ago, Brian Soanes said:

Make sure in sandbox_config in your mission file, you have respawnOnStart = 0; and not = -1

A big thanks to you sir. Working great now, was about to give up after hours of trying and nothing at all was happening. Can't beleive it was this simple :D

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also check out this the hard work has been done for us all sometime ago

my epochconfig.hpp as an example below from line 33 to 81

 

Spoiler
serverRestart         = "true"; // true sends #shutdown command to server after the time specified in ForceRestartTime
forceRestartTime      = 21600; // 4 hour restarts

StorageSlotsLimit = 2000; // Max storage slots allowed. Warning! Higher the number lower performance.
BuildingSlotsLimit = 10000; // Max building slots allowed. Warning! Higher the number lower performance.

// Time based
StaticDateTime[] = {0,0,0,9.30,0}; // {0,0,0,8,0} would forces the server to start at 8am each time it is started while allowing the year, month and day to stay real time. Any values left at 0 will result in no change.
timeDifference = 0; // Server uses real time this will allow you to offset just the hour.
timeMultiplier = 2; // Sets a time multiplier for in-game time. The command range is now capped at 0.1 - 120 to avoid performance problems.
lootMultiplier = 0.4; // 1 = max loot bias. This controls how much loot can payout per Epoch loot container.
// Events
WeatherStaticForecast[] = {}; // Default: {75.5,0,{0,0,0},0,{1,1}}; // Clear day; {19,1,{1,1,40},1,{5,5}}; // Cold Foggy Rainy Overcast Windy; Format: {temp <scalar>,rain <scalar>,fog <array>,overcast <scalar>,wind <array>}
events[] = {
    { 10000, "CarnivalSpawner", 0 , 1}, // SECOND <scalar>, EVENT <string>, INIT <scalar> 1 = run script at startup, 0 normal delay, PREPOSTFIX <scalar> 1 = use pre/postfix path (inside epoch settings pbo) 0 = use full file path
    // { 1800, "PaydayEvent", 0, 1},
    // { 1200, "MessageServer", 0, 1},
    { 2700, "AirDrop", 0 , 1},
    { 2400, "EarthQuake", 0 , 1},
   // { 900, "ChangeWeather", 1 , 1},
    { 700, "ContainerSpawner", 0 , 1},
    { 300, "PlantSpawner", 0 , 1} //No comma on last Entry
};

// Antagonists
antagonistChanceTrash = 0.04; //9% chance when player loot a trash object
antagonistChancePDeath = 0.22; //33% chance when player was killed from a other player (selfkill doesn't count)
antagonistChanceLoot = 0.04; //9% chance when player click "SEARCH" on a loot object

// Player Related
cloneCost = 100; 					// debt incurred on player death
MaxBankDebitforTrade = -50000;		// If Player has less money on Bank, Crypto from Trade goes directly to Bank instead to Player
// Start Loadout
defaultUniformFemale =		"U_Test_uniform";
defaultVestFemale =			"V_F41_EPOCH";
defaultUniformMale =		"U_Test1_uniform";
defaultVestMale =			"V_41_EPOCH";
defaultGoggles =			"";
defaultHeadgear =			"";
defaultBackpack =			"";
linkedItems[] =				{"ItemMap","EpochRadio0"};		// {"Item1","Item2",...}; These Items will be linked to the Players Inventory
itemsInContainers[] =		{};								// {"Item1","Item2",...}; These Items will be put in the Players Cargo(s)
weaponsInContainers[] = 	{};								// {"Weapon1","Weapon2",...}; These Weapons will be put in the Players Cargo(s)
normalMagazines[] = 		{};								// {{"Magazine1",Ammocount1},{"Magazine2",Ammocount2},...};
weaponsAndItems[] =			{

	"Rollins_F",											// Active Weapon (in hand)
	{														// Full equipped Weapons (put here equipped Weapons that should be in the Weapons Slots)
		{
			"Rollins_F",									// Weapon 1
			"",												// Suppressor 1
			"",												// Laser 1
			"",												// Optics 1
			{"5Rnd_rollins_mag",5},							// Magtype + ammo count 1
			{},												// 2nd Magtype + ammo count 1 (Only needed for GL-Mags)
			""												// Bipod 1
		},
		{
			"MeleeRod",										// Weapon 2
			"",												// Suppressor 2
			"",												// Laser 2
			"",												// Optics 2
			{"stick_swing",1000},							// Magtype + ammo count 2
			""
		},
		{
			"ruger_pistol_epoch",
			"",												// Suppressor 3
			"",												// Laser 3
			"",												// Optics 3
			{"10rnd_22X44_magazine",10},					// Magtype + ammo count 3
			""												// Bipod 3
		}
	},
	{
		"Rollins_F",										// Primary Weapon
		"MeleeRod",											// Secondary Weapon
		"ruger_pistol_epoch"								// Handgun Weapon
	}

};

// vehicles - Max vehicle slots is calculated from per vehicle limits below. Warning! Higher the number lower the performance.
simulationHandlerOld = "false"; // When enabled this feature disables simulation on vehicles that are not nea players. Can help improve client fps at the cost of server fps.
vehicleLockTime = 604800; // Controls how many seconds it takes to allow another person/group to unlock vehicle.
/*
removevehweapons[] = {			// remove these Weapons from spawned Vehicles
	"missiles_DAR","gatling_30mm","gatling_20mm","missiles_DAGR","cannon_30mm_Plane_CAS_02_F","Missile_AA_03_Plane_CAS_02_F","Missile_AGM_01_Plane_CAS_02_F","Rocket_03_HE_Plane_CAS_02_F",
	"Rocket_03_AP_Plane_CAS_02_F","Bomb_03_Plane_CAS_02_F","Bomb_04_Plane_CAS_01_F","Rocket_04_AP_Plane_CAS_01_F","Rocket_04_HE_Plane_CAS_01_F","Missile_AGM_02_Plane_CAS_01_F","Missile_AA_04_Plane_CAS_01_F",
	"Gatling_30mm_Plane_CAS_01_F","GBU12BombLauncher_Plane_Fighter_03_F","missiles_ASRAAM","missiles_SCALPEL","Twin_Cannon_20mm","missiles_Zephyr","rockets_skyfire","gatling_30mm_vtol_02"
};
removevehmagazinesturret[] = {	// Remove these Magazines from the given Turret from spawned Vehicles
	{"24Rnd_missiles",{-1}},
	{"200Rnd_40mm_G_belt",{0}}
};
*/

// BaseBuilding
UseIndestructible = "true";			// Enable / Disable Indestructible BaseObjects
IndestructibleBaseObjects[] =	{	// Can be Names or Classes
									"Constructions_static_F"
									//"Buildable_Storage",
									//"PlotPole_EPOCH",
									//"LockBox_EPOCH",
									//"Safe_EPOCH"
								};
ExceptedBaseObjects[] = 		{	// Not Indestructible, also if in a Class of IndestructibleBaseObjects
									"CinderWallGarage_EPOCH",
									"WoodLargeWallDoorL_EPOCH",
									"WoodLargeWallDoor_EPOCH",
									"PlotPole_EPOCH",
									"WoodWall4_EPOCH"
								};

// Traders
taxRate = 0.9; // controls the price increase for purchases
starterTraderItems[] = { { "ItemSodaBurst", "meatballs_epoch", "MortarBucket", "CinderBlocks", "VehicleRepair", "CircuitParts", "ItemCorrugated", "PartPlankPack", "ItemRock", "ItemRope", "ItemStick" }, { 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5 } }; // Starter Items for fresh spawned trader first array is classnames second is quantity.
NPCSlotsLimit = 3; // Max number of traders static or dynamic. Warning! Higher the number lower performance.
forceStaticTraders = "true"; // disables traders moving from work to home

// Markers
showEarthQuakes = "true"; // show mineral viens caused by earthquakes
showShippingContainers = "true"; // Show location of events based loots (plants, shipping container, Carnival)
SHOW_TRADERS = "true"; // Show locations of traders
SHOW_JAMMERS = "false"; // Shows location of base jammers
SHOW_BOATLOOT = "true"; // Shows the location of shipwreck loot
DEBUG_VEH = "false"; // DEBUG ONLY used to debug spawing of vehicles

// Hive Related
expiresBuilding = "1209600";  // expiration date in seconds for buildings
expiresPlayer = "2592000";  // expiration date in seconds for players
expiresBank = "7776000";  // expiration date in seconds for players bank
expiresVehicle = "604800";  // expiration date in seconds for vehicles
expiresAIdata = "604800";  // expiration date in seconds for NPC Trader inventory

// Admin Features
hiveAdminCmdExec = "false"; // true = enables extra (To Be Released) feature to allow execution of code via hive.
hiveAdminSavePlayerList = "true"; // true = enables saving of playerUID array to hive value PLAYERS:#InstanceID.
hiveAdminCmdTime = 5; // how many seconds between each command queue call.

// DEBUG
useOldLoadVehicles = "false";

 

 

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