calamity Posted February 4, 2014 Report Share Posted February 4, 2014 Ok I got it working by changing spawnShoremode = 1; to this spawnShoremode = 0; In init.sqf can I see you init.sqf my init settings spawnShoremode = 0; // Default = 1 (on shore) spawnArea = 1500; // Default = 1500 dayz_paraSpawn = false; //Start Dynamic Weather execVM "DynamicWeatherEffects.sqf"; [] execVM "addons\R3F_ARTY_AND_LOG\init.sqf"; execVM "service_point\service_point.sqf"; [] execVM "custom\mv22fold.sqf"; #include "\z\addons\dayz_code\system\BIS_Effects\init.sqf" waitUntil {!isNil ("PVDZE_plr_LoginRecord")}; if (dayzPlayerLogin2 select 2) then { [] execVM "addons\DRNSpawn.sqf"; }; [] execVM "faction.sqf"; [] execVM "custom\seat_action.sqf"; _nil = [] execVM "safezone\init.sqf"; Link to comment Share on other sites More sharing options...
Twk Posted February 4, 2014 Report Share Posted February 4, 2014 I always get this error can someone please help > ErrorMessage: File mpmissions\DayZ_Epoch_13.Tavi\addons\DRNdialogs.hpp, line 37: /DRN_DIALOG/Controls.mapTavi: Undefined base class 'RscPicture' Link to comment Share on other sites More sharing options...
fireplace Posted February 8, 2014 Report Share Posted February 8, 2014 I would like to update this for my lingor map. But just wondering about the coords in DRNdialogs.hpp. class btnSabina: RscButton { idc = 1601; text = "Sabina"; x = 0.576969 * safezoneW + safezoneX; y = 0.526875 * safezoneH + safezoneY; w = 0.0325326 * safezoneW; h = 0.0145 * safezoneH; action = "closeDialog 0;drnspawn = 1;"; }; I take it these are the coords for the image buttons? So what would I have to use to get them for my map? I know how to make a new image, just wondering about the coords in DRNdialogs Link to comment Share on other sites More sharing options...
Taylor Swift Posted February 10, 2014 Report Share Posted February 10, 2014 So if I want to shrink the radius do i just change.. spawnArea = 1500; // Default = 1500 ? Thanks for this btw. Link to comment Share on other sites More sharing options...
Nemiuk Posted February 26, 2014 Report Share Posted February 26, 2014 Nice script, thank you works great on 1.0.4.2. Regards Link to comment Share on other sites More sharing options...
Nemiuk Posted February 26, 2014 Report Share Posted February 26, 2014 Sry double post :( Link to comment Share on other sites More sharing options...
flakvest Posted February 27, 2014 Report Share Posted February 27, 2014 Would love to have a version of this for NAPF ....pretty please.... Link to comment Share on other sites More sharing options...
Ghost Posted February 27, 2014 Report Share Posted February 27, 2014 Tried to get this to work on 1.0.4.2 but no luck, I usually can figure this stuff out on my own but would appreciate any help. Link to comment Share on other sites More sharing options...
Indiculous Posted February 27, 2014 Report Share Posted February 27, 2014 Could someone upload a screenshot? Link to comment Share on other sites More sharing options...
W4lly Posted March 1, 2014 Report Share Posted March 1, 2014 is there a chance you can make this for the new map's like Napf and saurland? :) that would blow my mind ;) ispan55 1 Link to comment Share on other sites More sharing options...
Darce Posted March 1, 2014 Author Report Share Posted March 1, 2014 Well done W4lly. Here's one for Panthera2 as well. https://github.com/Gezzunder/Panthera-Spawn-Select This one uses a toggle button for players to choose from normal or HALO spawn. To see it in action, drop into Mullet Mayhem Link to comment Share on other sites More sharing options...
W4lly Posted March 1, 2014 Report Share Posted March 1, 2014 nice job Darce! when i have time can convert one for Sauerland.. :) Link to comment Share on other sites More sharing options...
Asian Kid Posted March 2, 2014 Report Share Posted March 2, 2014 Well done W4lly. Here's one for Panthera2 as well. https://github.com/Gezzunder/Panthera-Spawn-Select This one uses a toggle button for players to choose from normal or HALO spawn. Got that rpt error with already defined RscPicture Link to comment Share on other sites More sharing options...
W4lly Posted March 2, 2014 Report Share Posted March 2, 2014 Got that rpt error with already defined RscPicture Maybe conflict with something other u have installed because i have try now in my server(full mods) and my rpt havent this error.. Link to comment Share on other sites More sharing options...
W4lly Posted March 2, 2014 Report Share Posted March 2, 2014 Converted Version Napf of original Panthera script spawn land or halo... Need mod for antihack for use this whitout antihack work fine for me ... DOWNLOAD Link to comment Share on other sites More sharing options...
ViktorReznov Posted March 4, 2014 Report Share Posted March 4, 2014 how would one go about getting the coords for modifying spawn locations? looking to modify this for Chernarus but there is a lot more numbers in there. the coords dont look to be the same as the ones saved to database? If so, i could just place special object at location and extract my locations thatway. Never mind to original post, they are exactly as they are in database. Another question tho, this bit of code, are these the possible spawn locations when Branibor is selected? (i play on chernarus so just trying to understand these for when i modify for chernarus) //Branibor [[8225.28,3073.61,10.4816], [8917.26,4271.81,80.3664], [8228.37,5491.64,100.734], [7069.92,4880.18,34.7772], [5719.95,5951.77,37.2921]], Awesome script, probably going to go mess with it before awaiting response, see if i can answer my own questions =p The only problem i am having atm is finding a map file for chernarus Link to comment Share on other sites More sharing options...
W4lly Posted March 4, 2014 Report Share Posted March 4, 2014 I use ArmA2 3d editor, put the triggers in the spawn points and in mission.sqf i have the coord.. change the name of the spawn and coord in DRNSpawn.sqf for the first script or execSpawn.sqf the second script The file DRNdialogs.hpp view your map, and spawn points ,that need to be in sequence as the file xxxxSpawn.sqf You need to create the map in. paa with TextView2 converting a file. png for example changes position and size of the buttons in the file DRNDialogs.hpp acting on X,Y,W or position only X,Y in second script .. done however if you have problems I can convert ... :) Link to comment Share on other sites More sharing options...
W4lly Posted March 4, 2014 Report Share Posted March 4, 2014 Converted first script https://github.com/Gezzunder/Spawn-select for Sauerland can test in my server in signature.... DOWNLOAD Link to comment Share on other sites More sharing options...
adg Posted March 4, 2014 Report Share Posted March 4, 2014 how would one go about getting the coords for modifying spawn locations? looking to modify this for Chernarus but there is a lot more numbers in there. the coords dont look to be the same as the ones saved to database? If so, i could just place special object at location and extract my locations thatway. Never mind to original post, they are exactly as they are in database. Another question tho, this bit of code, are these the possible spawn locations when Branibor is selected? (i play on chernarus so just trying to understand these for when i modify for chernarus) //Branibor [[8225.28,3073.61,10.4816], [8917.26,4271.81,80.3664], [8228.37,5491.64,100.734], [7069.92,4880.18,34.7772], [5719.95,5951.77,37.2921]], Awesome script, probably going to go mess with it before awaiting response, see if i can answer my own questions =p The only problem i am having atm is finding a map file for chernarus I have modified the script for Cherno abit... Change DRNSpawn.sqf to: private ["_position","_findSpot","_isNear","_isZero","_counter","_locArray","_ok","_seldLoc"]; _locArray = [[5058,12562,0], //Petrovka [8625,11968,0], //Gvozdno [3689,8847,0], //Vybor [9588,8908,0], //Gorka [12108,8974,0], //Berezino [6560,6150,0], //Vyshnoye [2650,5361,0], //Zelenogorsk [13467,6472,0], //Solnichny [3727,2334,0], //Komarovo [7235,2244,0], //Cherno [10687,2271,0], //Elektro [12297,3486,0], //Kamyshovo [13391,4124,0]]; //Krutov cutText ["","BLACK OUT"]; _ok = createDialog "DRN_DIALOG"; drnspawn = -1; waitUntil {drnspawn != -1}; if (drnspawn == 13) then {drnspawn = floor (random 13)}; _seldLoc = _locArray select drnspawn; _findSpot = true; _counter = 0; while {_findSpot and _counter < 20} do { _position = ([(_seldLoc),0,200,10,0,20,0] call BIS_fnc_findSafePos); _isNear = count (_position nearEntities ["Man",100]) == 0; _isZero = ((_position select 0) == 0) and ((_position select 1) == 0); _counter = _counter + 1; if (_isNear and !_isZero) then {_findSpot = false}; }; _position = [_position select 0,_position select 1,0]; //diag_log("DEBUG: spawning player at" + str(_position)); player setPosATL _position; cutText ["","BLACK IN"]; Now all you need to do is update map and buttons in DRNdialogs.hpp Link to comment Share on other sites More sharing options...
ViktorReznov Posted March 5, 2014 Report Share Posted March 5, 2014 By update buttons, you mean their locations correct class btnByelov: RscButton { idc = 1600; text = "Byelov"; x = 0.590252 * safezoneW + safezoneX; y = 0.59375 * safezoneH + safezoneY; w = 0.0340954 * safezoneW; h = 0.0145 * safezoneH; action = "closeDialog 0;drnspawn = 0;"; }; and still working on figuring out the map part. what a pain but thanks for all the upport Link to comment Share on other sites More sharing options...
W4lly Posted March 5, 2014 Report Share Posted March 5, 2014 from array of adg class btnChe: RscButton { idc = 1609; text = "Cherno"; x = 0.447265 * safezoneW + safezoneX; y = 0.726875 * safezoneH + safezoneY; w = 0.0431419 * safezoneW; h = 0.0145 * safezoneH; action = "closeDialog 0;drnspawn = 9;"; }; class btnELE: RscButton { idc = 1610; text = "Elektrozavodsk"; x = 0.527265 * safezoneW + safezoneX; y = 0.726875 * safezoneH + safezoneY; w = 0.0551419 * safezoneW; h = 0.0145 * safezoneH; action = "closeDialog 0;drnspawn = 10;"; }; Petrovka idc=1600 Krutov idc=1612 Link to comment Share on other sites More sharing options...
adg Posted March 12, 2014 Report Share Posted March 12, 2014 \\Edit: I recommend you use this script: http://opendayz.net/threads/release-ess-enhanced-spawn-selection.19998/ Heres my version of the spawn selector for Chernarus: https://dl.dropboxusercontent.com/u/14937351/spawnselect.zip Install instructions: -) Unpack the files in the archive to your mission folder. 1) In the end of !isDedicated block in your MPMissions init.sqf file -> if (!isDedicated) then { ...jadajada... //just an example, don't change to this :D <--Place code--> }; Place this code: waitUntil {!isNil ("PVDZE_plr_LoginRecord")}; if (dayzPlayerLogin2 select 2) then { [] execVM "custom\spawn_select\Spawn.sqf"; }; //After this comes the !isDedicated condition ending bracket! 2) Open your description.ext and paste this to the end: #include "custom\spawn_select\dialogs.hpp" 3) Unpbo your dayz_server.pbo and open file dayz_server\compile\server_playerSetup.sqf and change this (around line 236): dayzPlayerLogin2 = [_worldspace,_state]; to this: dayzPlayerLogin2 = [_worldspace,_state,_randomSpot]; 4) Repbo your dayz_server and enjoy :) raymix 1 Link to comment Share on other sites More sharing options...
Offroader Posted March 13, 2014 Report Share Posted March 13, 2014 Converted first script https://github.com/Gezzunder/Spawn-select for Sauerland can test in my server in signature.... Link to comment Share on other sites More sharing options...
W4lly Posted March 13, 2014 Report Share Posted March 13, 2014 epoch forum moved ,maybe something wrong, ASAP i up files for download in my server and correct link for download Link to comment Share on other sites More sharing options...
W4lly Posted March 13, 2014 Report Share Posted March 13, 2014 download link updated Offroader 1 Link to comment Share on other sites More sharing options...
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