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FartParty

Syncing JIP's to moving spawn?

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I've been working on a couple of missions that recreate the "Rush" gamemode from the battlefield series, and i've run into a problem

The spawns move correctly and on that side, everything works, but JIP's still spawn at the original spawn, instead of moving to the new one if they've joined after the spawns moved

How can I get a JIP player to spawn at the correct location?

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Hi FartParty

I was wondering if you can check for location of new spawn if different than the original move the marker for new client. (not sure if the getpos works like this, might have to local variable with it instead.)

if (getmarkerpos respawn_west == getmarkerpos "newSpawnMarker") then {

} else { 
//make the marker move to the new position anyway...
setmarkerpos respawn_west == getmarkerpos "newSpawnMarker";
};

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Thanks, but a friend gave me some code I could use for that

however, there's something wrong with my init, and i can't figure it out

if (isNil "ine_score")  then {ine_score = 0};

if (!isdedicated) then {
waitUntil {!isNull player};
if ((side player) == blufor) then {
	player addEventHandler ["Killed",{
		ine_score = ine_score + 1;
		publicVariable "ine_score";
	}];
};
};

{_x unassignItem "NVGoggles";_x removeItem "NVGoggles";_x additem "ItemGPS";_x assignitem "ItemGPS";} foreach allUnits;

onPlayerConnected ' "respawn_west" setMarkerPos (markerPos "respawn_west"); "respawn_east" setMarkerPos (markerPos "respawn_east");'

if (!isDedicated) then {
waitUntil {!isNull player};
sleep 0.1;
if (time > 60) then {
	_pos = switch (side player) do 
	{
			case blufor: {markerPos "respawn_west"};
			case opfor: {markerPos "respawn_east"};
	};
	player setPos _pos;
};
};

I'm getting a "missing ;" error, but i can't figure out what's wrong with it

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Hi Fartparty,

If you add -showscripterrors to the command line for launching you will get a |#| to show where the error is. This will help narrow down the missing ;

Go into the editor and in the debug console on the top bar (can't recall the icon), put execvm "Init.sqf" into the first line and press exec 1. - this will go through the code as if running in game and show any errors you may have without having to run the preview or export to multi just for testing.

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Hi, did you ever get this working. I have had some luck going through with clan mates and using hints all over my code to test for variable values and true/false for (inull player) etc.

https://community.bistudio.com/wiki/6thSense.eu:EG

This helped a lot to get my head around JIP issues.

let me know I got mine sorted and hope to be able to help out.

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