linuxmaster9 101 Posted November 15, 2013 Hey guys, So, I have been busy working on combining the 404 wasteland mission with ACE and ACRE. I wanted to test my tweaks but everytime I spawn when self hosting to simulate a server, I spawn in the same place and 300+m in the air to fall to my death. Can anyone help me figure out the issue? Here is the file folder everything is stored in. Wasteland_mod_ACE.Chernarus.zip I really only made changes to the mission file and the config file(to add stuff to the gun store) Share this post Link to post Share on other sites
SavageCDN 231 Posted November 15, 2013 Random questions as I'm not familiar with Wasteland... and I'm not near my gaming computer to check it out :p - are you using a revive script other than what's included in ACE? - are you testing on a dedicated or hosted server? - where are you spawning in? at the respawn_west marker or somewhere else like [0,0] on the map? Share this post Link to post Share on other sites
linuxmaster9 101 Posted November 15, 2013 i'm not aware of a revive script. respawn yes, revive no. description.ext contains this for respawn/ #include "addons\R3F_ARTY_AND_LOG\desc_include.h"loadScreen = "Loading.jpg"; respawn="BASE"; respawnDelay=15; disabledAI=1; disableChannels[]={2}; enableItemsDropping = 0; class Header { gameType=COOP; minPlayers=1; maxPlayers=120; }; //Dialog includes #include "client\systems\common.hpp" #include "client\systems\playerMenu\dialog\player_settings.hpp" #include "client\systems\groups\dialog\groupManagement.hpp" #include "client\systems\gunStore\dialog\gunshop_settings.hpp" #include "client\systems\gunStore\dialog\gunshop_ConfirmSell.hpp" #include "client\systems\generalStore\dialog\genstore_settings.hpp" #include "client\systems\adminPanel\dialog\adminMenu.hpp" #include "client\systems\adminPanel\dialog\modMenu.hpp" #include "client\systems\adminPanel\dialog\serverAdminMenu.hpp" #include "client\systems\adminPanel\dialog\debugMenu.hpp" #include "client\systems\adminPanel\dialog\playerMenu.hpp" #include "client\systems\adminPanel\dialog\VehicleManagement.hpp" #include "client\systems\playerMenu\dialog\respawn_dialog.hpp" #include "client\systems\playerMenu\dialog\teamkill_dialog.hpp" #include "addons\proving_ground\PG_config.hpp" class RscTitles { #include "addons\proving_ground\PG_rsctitles.hpp" #include "client\systems\hud\dialog\hud.hpp" #include "client\systems\playerMenu\dialog\welcome.hpp" #include "client\systems\newicons.hpp" }; class CfgSounds { sounds[] = {}; }; I test on my machine through arma 2 and on a remote dedicated server. playersetup.sqf has this // @file Version: 1.0 // @file Name: playerSetup.sqf // @file Author: [404] Deadbeat // @file Created: 20/11/2012 05:19 // @file Args: _player = _this; //Player initialization _player setskill 0; {_player disableAI _x} foreach ["move","anim","target","autotarget"]; _player setVariable ["BIS_noCoreConversations", true]; enableSentences false; _player removeWeapon "ItemRadio"; _player removeWeapon "ItemGPS"; removeAllWeapons _player; removeBackpack _player; //Default case means something fucked up. _player addMagazine "6Rnd_45ACP"; _player addMagazine "6Rnd_45ACP"; _player addWeapon "revolver_gold_EP1"; _player selectWeapon "revolver_gold_EP1"; if(str(playerSide) in ["WEST"]) then { removeAllWeapons _player; _player addMagazine "7Rnd_45ACP_1911"; _player addMagazine "7Rnd_45ACP_1911"; _player addWeapon "Colt1911"; _player selectWeapon "Colt1911"; }; if(str(playerSide) in ["EAST"]) then { removeAllWeapons _player; _player addMagazine "8Rnd_9x18_Makarov"; _player addMagazine "8Rnd_9x18_Makarov"; _player addMagazine "8Rnd_9x18_Makarov"; _player addWeapon "Makarov"; _player selectWeapon "Makarov"; }; if(str(playerSide) in ["GUER"]) then { removeAllWeapons _player; _player addMagazine "17Rnd_9x19_glock17"; _player addWeapon "glock17_EP1"; _player selectWeapon "glock17_EP1"; }; _player addrating 1000000; _player switchMove "amovpknlmstpsraswpstdnon_gear"; thirstLevel = 100; hungerLevel = 100; _player setVariable["cmoney",500,false]; _player setVariable["canfood",1,false]; _player setVariable["medkits",0,false]; _player setVariable["water",1,false]; _player setVariable["fuel",0,false]; _player setVariable["repairkits",0,false]; _player setVariable["fuelFull", 0, false]; _player setVariable["fuelEmpty", 1, false]; _player setVariable["bombs",false,false]; _player setVariable["spawnBeacon",0,false]; _player setVariable["camonet",0,false]; player setVariable["canDrop",false,false]; [] execVM "client\functions\playerActions.sqf"; _player groupChat format["Player Initialization Complete"]; playerSetupComplete = true; And playerspawn.sqf tells us this: // @file Version: 1.0// @file Name: playerSpawn.sqf // @file Author: [404] Deadbeat // @file Created: 20/11/2012 05:19 // @file Args: private ["_side"]; playerSpawning = true; playerUID = getPlayerUID(player); townSearch = 0; beaconSearch = 0; doKickTeamKiller = false; doKickTeamSwitcher = false; //Check Teamkiller { if(_x select 0 == playerUID) then { if((_x select 1) >= 2) then { if(playerSide in [west, east]) then { doKickTeamKiller = true; }; }; }; } forEach pvar_teamKillList; //Check Teamswitcher { if(_x select 0 == playerUID) then { if(playerSide != (_x select 1) && str(playerSide) != "GUER") then{ doKickTeamSwitcher = true; _side = str(_x select 1); }; }; } forEach pvar_teamSwitchList; //Kick to lobby for appropriate reason //Teamkiller Kick if(doKickTeamKiller) exitWith { titleText ["", "BLACK IN", 0]; titleText [localize "STR_WL_Loading_Teamkiller", "black"]; titleFadeOut 9999; [] spawn {sleep 20; endMission "LOSER";}; }; //Teamswitcher Kick if(doKickTeamSwitcher) exitWith { titleText ["", "BLACK IN", 0]; titleText [format[localize "STR_WL_Loading_Teamswitched", localize format ["STR_WL_Gen_Team%1_2", _side]], "black"]; titleFadeOut 9999; [] spawn {sleep 20; endMission "LOSER";}; }; //Send player to debug to stop fake spawn locations. player setPos [-20000 - (random 10000), 5000 + random 15000, 0]; true spawn client_respawnDialog; waitUntil {respawnDialogActive}; while {respawnDialogActive} do { titleText ["", "BLACK OUT", 0.00001]; }; sleep 0.1; titleText ["", "BLACK IN", 0.00001]; player enableSimulation true; playerSpawning = false; Share this post Link to post Share on other sites
SavageCDN 231 Posted November 19, 2013 where are you spawning in? at the respawn_west marker or somewhere else like [0,0] on the map? If you test on your dedicated server where do you respawn? Do you have a respawn_west marker in the mission (assuming you are playing as BLUFOR)? //Send player to debug to stop fake spawn locations. player setPos [-20000 - (random 10000), 5000 + random 15000, 0]; I'm guessing this is what sets your height after respawn and whatever runs after it true spawn client_respawnDialog; is not moving the player to the actual respawn point or broken in some other way.. do you actually get some kind of respawn dialog come up on the screen? Share this post Link to post Share on other sites