jOoPs Posted January 23, 2014 Report Share Posted January 23, 2014 People asked for it and here it is... All necessary files are included in the zip-archive. The rest is basic knowledge. first a list of modified files (which are not part of zip-archive!) - description.ext- init.sqf - mission.sqm (dayz_server.pbo)- compile/server_playerSetup.sqf added folders and files (content of zip-archive) - dayz_code/config/ - RscDisplaySpawnSelecter.hpp - dayz_code/system/ - player_monitor.fsm - player_monitor.sqf ------------------ download the attached zip-archive and extract the file(s) from client-folder into your missionfolder. Copy and replace the file(s) from server-folder in your dayz_server.pbo. If you use other folderstructures/filenames, change the given paths. for DZE v1.0.4 download player_monitor-104.zip and replace with the given from first zip-archive! ------------------ in description.ext add at bottom ...#include "dayz_code\config\RscDisplaySpawnSelecter.hpp" in init.sqf add to listed variablesdayz_spawnselection = 1; // DayZ Spawnselection / 1 = enabled // 0 = disabled, No current spawn limits. in init.sqf delete following line ..._playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf"; and replace with that one... _playerMonitor = [] execVM "dayz_code\system\player_monitor.sqf"; in mission.sqm replace class Markers with that ones... class Markers { items=18; class Item0 { position[]={7839.6055,381.33774,8414.7324}; name="center"; type="Empty"; }; class Item1 { position[]={-7245.377,365.98782,19535.367}; name="respawn_west"; type="Empty"; }; ///////////////////////////// spawnselector - begin ///////////////////////////// class Item2 { position[]={4932,0,1989}; name="spawn0"; //spawn_balota type="Empty"; }; class Item3 { position[]={2236,0,1923}; name="spawn1"; //spawn_kamenka type="Empty"; }; class Item4 { position[]={8738,0,2122}; name="spawn2"; //spawn_cherno type="Empty"; }; class Item5 { position[]={10909,0,2422}; name="spawn3"; //spawn_elektro type="Empty"; }; class Item6 { position[]={13510,0,5249}; name="spawn4"; //spawn_sol type="Empty"; }; class Item7 { position[]={12048,0,8352}; name="spawn5"; //spawn_berezino type="Empty"; }; ///////////////////////////// spawnselector - end ///////////////////////////// class Item8 { position[]={6326.4805,304.99265,7809.4888}; name="Tradercitystary"; text="Trader City Stary"; type="mil_circle"; colorName="ColorBlack"; }; class Item9 { position[]={4361.4937,3,2259.9526}; name="wholesaleSouth"; text="Wholesaler"; type="mil_dot"; colorName="ColorBlack"; }; class Item10 { position[]={13532.614,3.0083523,6355.9497}; name="boatTraderEast"; text="Wholesaler"; type="mil_dot"; colorName="ColorBlack"; }; class Item11 { position[]={7989.3354,0.30462033,2900.9946}; name="BoatDealerSouth"; text="Boat Dealer"; type="mil_dot"; colorName="ColorBlack"; }; class Item12 { position[]={12060.471,158.85699,12638.533}; name="AirVehicles"; text="Aircraft Dealer"; type="mil_dot"; colorName="ColorGreen"; }; class Item13 { position[]={1606.6443,289.70795,7803.5156}; name="BanditDen"; text="Bandit Camp"; type="mil_dot"; colorName="ColorRed"; }; class Item14 { position[]={11447.91,317.27109,11364.536}; name="Klen"; text="Trader City Klen"; type="mil_circle"; colorName="ColorGreen"; }; class Item15 { position[]={13441.16,1.1406164,5429.3013}; name="BoatDealerEast"; text="Boat Dealer"; type="mil_dot"; colorName="ColorBlack"; }; class Item16 { position[]={4064.2258,365.13501,11665.938}; name="TradercityBash"; text="Trader City Bash"; type="mil_circle"; colorName="ColorBlack"; }; class Item17 { position[]={12944.227,210.19823,12766.889}; name="HeroTrader"; text="Hero Camp"; type="mil_dot"; colorName="ColorBlue"; }; }; thats all credits for main-code/graphics goes to thevisad note: - never set spawnArea to 0 ...or you spawn at map-center - markers are changed for chernarus instance 11 - you need 6 spawnpoints in marker-class ... look for comments - spawn0 to spawn5 marker are used for random Chernarus-Spawnselection.zip player_monitor_1042.zip player_monitor_1051.zip Radec59437, Styx, ispan55 and 7 others 10 Link to comment Share on other sites More sharing options...
DarkRanger Posted January 23, 2014 Report Share Posted January 23, 2014 Nice work! Only thing is, is there a way you can let us novices know what we need to add to each file instead, since as an example, our server is using AxeCops Multiple Character support, which uses the player_monitor files already. I had a brief look, however things like the links (ie: link88[] = {74,68};) I dont understand, but if explained could add in manually. Link to comment Share on other sites More sharing options...
jOoPs Posted January 23, 2014 Author Report Share Posted January 23, 2014 Its documented, what needs to added/changed or replaced in each file. if you want to combine that one with AxeCops Multiple Character mod you should use the BI FSM-Editor, compare both player_monitor.fsm files and change it... hint: first take a look into an untouched player_monitor.fsm, so you can see what has changed in both. Link to comment Share on other sites More sharing options...
robin Posted January 24, 2014 Report Share Posted January 24, 2014 This works great thanks jOoPs The one issue I have though is that it skips past the gender selection screen (it's on screen for about 0.1 second before it moves past and goes to the spawn selection), is there a way to get both active ? Link to comment Share on other sites More sharing options...
joe_candy Posted January 24, 2014 Report Share Posted January 24, 2014 Yeah, it works perfekt. jOoPs, you're personally my Hero of the day! ^^ Big thx for your work and the sharing. Using with the MultiChar from AxeCops works also perfect. The FSM-Editor is pretty simple to use. I've used the editor first time and combine the two player_monitor.fsm files at a few minutes. I like to share my player_monitor.fsm, but there is everytime a error like "You aren't permitted to upload this kind of file" or "This upload failed". :( Link to comment Share on other sites More sharing options...
jOoPs Posted January 24, 2014 Author Report Share Posted January 24, 2014 Yeah, it works perfekt. jOoPs, you're personally my Hero of the day! ^^ Big thx for your work and the sharing. Using with the MultiChar from AxeCops works also perfect. The FSM-Editor is pretty simple to use. I've used the editor first time and combine the two player_monitor.fsm files at a few minutes. I like to share my player_monitor.fsm, but there is everytime a error like "You aren't permitted to upload this kind of file" or "This upload failed". :(good to hear.. not all filetypes are allowed - make a zip-file and try it again :)This works great thanks jOoPsThe one issue I have though is that it skips past the gender selection screen (it's on screen for about 0.1 second before it moves past and goes to the spawn selection), is there a way to get both active ?the modifications i made didnt conflict with it... the gender select works on all my servers. Link to comment Share on other sites More sharing options...
robin Posted January 24, 2014 Report Share Posted January 24, 2014 Hrmm i wonder if it's my AH thats conflicting........will need to see if my players get it or if it's just me Link to comment Share on other sites More sharing options...
Sandbird Posted January 24, 2014 Report Share Posted January 24, 2014 There is something wrong with the random spawn. I am getting errors in RPT when spawnselection == 9 Generic error in expression. I am using a custom spawn script, that gives a bike to user on fresh spawn...loading it with: waitUntil {!isNil ("PVDZE_plr_LoginRecord")}; if (dayzPlayerLogin2 select 2) then { [] execVM "newspawn\DRNSpawn.sqf"; }; Now this gives an error when the player selects random spawn, and it looks that in server_playerSetup.sqf line : if (_spawnSelection == 9) then { is not executing properly....as if _spawnSelection doesnt get set properly from the .fsm file. dayzPlayerLogin2 does gets set properly when a player selects a location...but it doesnt get executed on random spawn Link to comment Share on other sites More sharing options...
jOoPs Posted January 24, 2014 Author Report Share Posted January 24, 2014 There is something wrong with the random spawn. I am getting errors in RPT when spawnselection == 9 Generic error in expression. I am using a custom spawn script, that gives a bike to user on fresh spawn...loading it with: waitUntil {!isNil ("PVDZE_plr_LoginRecord")}; if (dayzPlayerLogin2 select 2) then { [] execVM "newspawn\DRNSpawn.sqf"; }; Now this gives an error when the player selects random spawn, and it looks that in server_playerSetup.sqf line : if (_spawnSelection == 9) then { is not executing properly....as if _spawnSelection doesnt get set properly from the .fsm file. dayzPlayerLogin2 does gets set properly when a player selects a location...but it doesnt get executed on random spawn ehm... this is not part of this post... and randomspawn works how it should be. the above code is part of Post it there! Link to comment Share on other sites More sharing options...
Sandbird Posted January 24, 2014 Report Share Posted January 24, 2014 ehm... this is not part of this post... and randomspawn works how it should be. the above code is part of Post it there! ehhmm i know....i just kept the filename ...inside it i just spawn a bike where the player is. The thing is that in the server_playerSetup.sqf i did this: if (_spawnSelection == 9) then { // random spawn location selected, lets get the marker and spawn in somewhere if (dayz_spawnselection == 1) then { _mkr = "spawn" + str(floor(random 6)); } else { _mkr = "spawn" + str(floor(random 5)); _spawnbike=true; }; } else { // spawn is not random, lets spawn in our location that was selected _mkr = "spawn" + str(_spawnSelection); _spawnbike=true; }; and then further down: dayzPlayerLogin2 = [_worldspace,_state,_spawnbike]; so in the init.sqf i can do this and catch if spawnbike is true....so i know to spawn it: waitUntil {!isNil ("PVDZE_plr_LoginRecord")}; if (dayzPlayerLogin2 select 2) then { // player spawn p2_newspawn; [] execVM "custom\spawnbike.sqf"; }; spawnbike.: private ["_position","_ebayspawnvehicle"]; diag_log("DEBUG: spawning new player at" + str(_position)); player setPosATL _position; //-----------vehcile spawn---------------------------------------------------- titleText ["Spawning with a bike! (bike wont save after restart)", "PLAIN DOWN", 5]; sleep 2; titleFadeOut 1; _ebayspawnvehicle = 'Old_bike_TK_INS_EP1' createVehicle (position player); _ebayspawnvehicle setVariable ["Mission",1,true]; clearMagazineCargo _ebayspawnvehicle; clearWeaponCargo _ebayspawnvehicle; But like i said .... when random spawn is selected something must be wrong cause i get an error in if (dayzPlayerLogin2 select 2) then because in the player setup sqf "if (_spawnSelection == 9)" is not set. Btw _spawnSelection has to be declared in private declaration...not that it solves the problem though. Link to comment Share on other sites More sharing options...
jOoPs Posted January 24, 2014 Author Report Share Posted January 24, 2014 dayzPlayerLogin2 = [_worldspace,_state,_spawnbike]; this wont work, coz you passed an third parameter which will not used in further processing.. dayzPlayerLogin2 uses two parameters - take a look into player_monitor.fsm! so it has nothing to do with variable _spawnSelection - which is in "original" DayZ 1.8 also not declared as private... ;) if you change the player_monitor.fsm to use a third parameter, you need to change all the dayzPlayerLogin2 calls in epoch... if (_spawnSelection == 9) then { // random spawn location selected, lets get the marker and spawn in somewhere if (dayz_spawnselection == 1) then { _mkr = "spawn" + str(floor(random 6)); } else { _mkr = "spawn" + str(floor(random 5)); }; } else { // spawn is not random, lets spawn in our location that was selected _mkr = "spawn" + str(_spawnSelection); }; _spawnbike = true; or try it this way... Link to comment Share on other sites More sharing options...
bFe Posted January 24, 2014 Report Share Posted January 24, 2014 So people have to manually download a new dayz_code in order to join a server which has this included? Link to comment Share on other sites More sharing options...
robin Posted January 24, 2014 Report Share Posted January 24, 2014 So people have to manually download a new dayz_code in order to join a server which has this included? No why do you think that ? And to answer my previous problem yes its my AH that stops it working as intended for me but for my players it works fine :D so good all is working as intended ! Link to comment Share on other sites More sharing options...
bFe Posted January 24, 2014 Report Share Posted January 24, 2014 No why do you think that ? And to answer my previous problem yes its my AH that stops it working as intended for me but for my players it works fine :D so good all is working as intended ! Well when I downloaded the files I saw a Client and Server folder, so I just assumed that players had to download something also. Link to comment Share on other sites More sharing options...
jOoPs Posted January 24, 2014 Author Report Share Posted January 24, 2014 your missionfile will be ~75k bigger coz some things needs to be patched and added. Link to comment Share on other sites More sharing options...
bFe Posted January 24, 2014 Report Share Posted January 24, 2014 In my init I have 2x _playerMonitor = [] execVM "dayz_code\system\player_monitor.sqf"; One under isServer and one under isDedicated, do I edit them both? Link to comment Share on other sites More sharing options...
jOoPs Posted January 24, 2014 Author Report Share Posted January 24, 2014 yes, there are two "monitor's" ..the first one is the SERVER_monitor.sqf (isServer)... you need to change the path for the PLAYER_monitor.sqf (isDedicated) Link to comment Share on other sites More sharing options...
bFe Posted January 24, 2014 Report Share Posted January 24, 2014 Ah, my mistake. Works like a charm, thanks! :) Link to comment Share on other sites More sharing options...
Sukkaed Posted January 24, 2014 Report Share Posted January 24, 2014 Good job. Why this is in player_monitor.sqf? _void = [] execVM "\z\addons\dayz_code\external\R3F_Realism\R3F_Realism_Init.sqf"; Link to comment Share on other sites More sharing options...
joe_candy Posted January 24, 2014 Report Share Posted January 24, 2014 good to hear.. not all filetypes are allowed - make a zip-file and try it again .zip works ^^ So here is now the player_monitor.fsm file to use together MultiChars (by AxaCop) with Spawnselection (by jOoPs). So here is now the player_monitor.fsm file to use together MultiChars (by AxaCop) with Spawnselection (by jOoPs). Works for all Chars like.... Login -> MultiChar Menu -> Respawn -> Spawnmenu player_monitor.zip Ragfire 1 Link to comment Share on other sites More sharing options...
jOoPs Posted January 24, 2014 Author Report Share Posted January 24, 2014 Good job. Why this is in player_monitor.sqf? _void = [] execVM "\z\addons\dayz_code\external\R3F_Realism\R3F_Realism_Init.sqf"; in older versions of DZE it was in the missionfiles embedded, now its in dayz_code.pbo... Link to comment Share on other sites More sharing options...
EXHIBIT Posted January 26, 2014 Report Share Posted January 26, 2014 I have this on a server but its doesn't work, i asked someone who knew allot about scrips and he suggested that the anti hack we had on the server was stopping it. To be more accurate he said it was the anti tp. But our ant hack consists on many diffident ones together. Does anyone have any good ideas on what could be done ? thanks Link to comment Share on other sites More sharing options...
thevisad Posted January 28, 2014 Report Share Posted January 28, 2014 You could have at least given credit where credit is due! Enjoy using my code/artwork! Link to comment Share on other sites More sharing options...
jOoPs Posted January 28, 2014 Author Report Share Posted January 28, 2014 none of the related files/resources - taken from DayZ + DayZ Epoch - shows who has originaly made the graphics and classes - if you are the artist, i will credit you NOW! cheers thevisad 1 Link to comment Share on other sites More sharing options...
thevisad Posted January 28, 2014 Report Share Posted January 28, 2014 I am just poking fun, I am more then happy to have anyone use anything I build. Link to comment Share on other sites More sharing options...
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