kiel367 Posted February 6, 2014 Report Share Posted February 6, 2014 hey guys, i was looking into a para spawn script for my server and came across this post http://opendayz.net/threads/halo-spawn-altimeter.12069/ Difficulty = 2/10 and its outdated so i decided to play about with this code and try and fix it for 1.0.4 so here are the steps for how i installed it Create an sqf file and name it altimeter.sqf pasted in this code (its the nicer of the 2 options the other thread used) MC_BIS_halo_spawn = compile preprocessFileLineNumbers "fixes\haloInit.sqf"; private["_mkr"]; _mkr = "spawn" + str(round(random 4)); if (!isDedicated) then { [] spawn { waitUntil { !isNil ("dayz_Totalzedscheck") and !(player getVariable ["humanity",0] > 5000 and typeOf player == "Survivor2_DZ") and !(player getVariable ["humanity",0] < -2000 and (typeOf player == "Survivor2_DZ" or typeOf player == "SurvivorW2_DZ") ) and !(player getVariable ["humanity",0] > 0 and (typeOf player == "Bandit1_DZ" or typeOf player == "BanditW1_DZ") ) }; if (dayzPlayerLogin2 select 2) then { _pos = position player; _mkr setMarkerPos [_pos select 0, _pos select 1]; player spawn MC_BIS_halo_spawn; }; }; }; then save it next was to open up the init file and paste this just under where it says dayz_paraSpawn = false; (change this to true obviously) paste this code in [] execVM "folder\altimeter.sqf"; (folder being the custom folder you plan to store it in) so now it will look like this dayz_paraSpawn = true; [] execVM "custom\altimeter.sqf"; then when a new spawn gets in, they will parachute out the sky, with an altimeter to tell them when to deploy their chute, this then goes away about 20 seconds after they land im in no way a scripter, and just happened to be playing around to see about using the coding in that thread, so all credit goes really to Wiked Bubble Link to comment Share on other sites More sharing options...
Muffi Posted May 5, 2014 Report Share Posted May 5, 2014 I found the file haloInit.sqf at another website, but the script is not working with that file... Do I need to do all the other stuff at the link you are referring too, and do you have a copy of the haloInit.sqf file? Link to comment Share on other sites More sharing options...
DangerRuss Posted May 5, 2014 Report Share Posted May 5, 2014 Im not sure how this would work considering the halo spawns are built into epoch and I certainly dont think anyone has a fixes\haloinit.sqf.... this altimeter was designed for vanilla dayz to work with the halo spawn addon. Since epoch has it built in, Im not sure how you would get this to work. Link to comment Share on other sites More sharing options...
Rythron Posted May 6, 2014 Report Share Posted May 6, 2014 override the halo_jump.sqf in fn_selfActions.sqf if(DZE_HaloJump) then { if(_inVehicle and (_vehicle isKindOf "Air") and ((getPos _vehicle select 2) > 200)) then { if (s_halo_action < 0) then { DZE_myHaloVehicle = _vehicle; s_halo_action = DZE_myHaloVehicle addAction [localize "STR_EPOCH_ACTIONS_HALO","dayz_code\actions\halo_jump.sqf",[],2,false,true,"",""]; }; } else { DZE_myHaloVehicle removeAction s_halo_action; s_halo_action = -1; }; }; Create a file and call it halo_jump.sqf and paste everything below in that file. I put it in my dayz_code folder "dayz_code\actions\halo_jump.sqf" DZE_myHaloVehicle removeAction s_halo_action; s_halo_action = -1; player action [ "eject", (vehicle player)]; sleep 1; player spawn BIS_fnc_halo; [] execVM "custom\altimeter.sqf"; player setvelocity [0,120*0.8,0]; player setdir 0; Create a file and call it altimeter.sqf and paste everything below in that file. And place this file were you like. I've put it in my custom folder "custom\altimeter.sqf" sleep 2; _myalt = getPos player select 2; _myalt = round(_myalt); //debug start diag_log(format["ALTIMETER STARTED: %1m ", _myalt]); while {(_myalt) > 0} do { // Display my altitude text. _myalt = getPos player select 2; _myalt = round(_myalt); titleText [(" ALTITUDE: " + str _myalt + "\ntext you like or just delete this"), "PLAIN DOWN", 0.1]; }; //debug Stop diag_log(format["ALTIMETER STOPPED: %1m ", _myalt]); Thats it ;) DangerRuss 1 Link to comment Share on other sites More sharing options...
DangerRuss Posted May 6, 2014 Report Share Posted May 6, 2014 Very nice Link to comment Share on other sites More sharing options...
PryMary Posted July 17, 2014 Report Share Posted July 17, 2014 How would one change the altimeter slightly so once the chute is opened the title text is removed? As I have noticed that it still says the text once the chute has been pulled. Pry Link to comment Share on other sites More sharing options...
Nakama Mind Posted August 30, 2014 Report Share Posted August 30, 2014 override the halo_jump.sqf in fn_selfActions.sqf if(DZE_HaloJump) then { if(_inVehicle and (_vehicle isKindOf "Air") and ((getPos _vehicle select 2) > 200)) then { if (s_halo_action < 0) then { DZE_myHaloVehicle = _vehicle; s_halo_action = DZE_myHaloVehicle addAction [localize "STR_EPOCH_ACTIONS_HALO","dayz_code\actions\halo_jump.sqf",[],2,false,true,"",""]; }; } else { DZE_myHaloVehicle removeAction s_halo_action; s_halo_action = -1; }; }; Create a file and call it halo_jump.sqf and paste everything below in that file. I put it in my dayz_code folder "dayz_code\actions\halo_jump.sqf" DZE_myHaloVehicle removeAction s_halo_action; s_halo_action = -1; player action [ "eject", (vehicle player)]; sleep 1; player spawn BIS_fnc_halo; [] execVM "custom\altimeter.sqf"; player setvelocity [0,120*0.8,0]; player setdir 0; Create a file and call it altimeter.sqf and paste everything below in that file. And place this file were you like. I've put it in my custom folder "custom\altimeter.sqf" sleep 2; _myalt = getPos player select 2; _myalt = round(_myalt); //debug start diag_log(format["ALTIMETER STARTED: %1m ", _myalt]); while {(_myalt) > 0} do { // Display my altitude text. _myalt = getPos player select 2; _myalt = round(_myalt); titleText [(" ALTITUDE: " + str _myalt + "\ntext you like or just delete this"), "PLAIN DOWN", 0.1]; }; //debug Stop diag_log(format["ALTIMETER STOPPED: %1m ", _myalt]); Thats it ;) Can anyone confirm if this works on the latest version of epoch? I tried using it but I couldn't seem to get it working. Thanks! Link to comment Share on other sites More sharing options...
Havoc302 Posted September 29, 2014 Report Share Posted September 29, 2014 Can anyone confirm if this works on the latest version of epoch? I tried using it but I couldn't seem to get it working. Thanks! I'd love to know also. Link to comment Share on other sites More sharing options...
Nakama Mind Posted October 1, 2014 Report Share Posted October 1, 2014 I need to mess with this when I got some free time, It did not work however when I tried to use it as it is here. Link to comment Share on other sites More sharing options...
Rythron Posted January 21, 2015 Report Share Posted January 21, 2015 Can anyone confirm if this works on the latest version of epoch? I tried using it but I couldn't seem to get it working. Thanks! I'm still using the file so it still works :) Link to comment Share on other sites More sharing options...
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