lawndartleo 109 Posted June 22, 2014 Great script. One difficulty, however. The readme says VEHICLES. Is there anything special about this vehicle aside from a proper name in the init? Lets just say I have placed and empty Hunter and called it mobile_1. null= [[nato_base,mobile_1],WEST,TRUE,25] execVM "BRS\BRS_launch.sqf"; My only respawn options are the flagpole (nato_base) and my team members. What did I miss? ---------- Post added at 04:00 PM ---------- Previous post was at 03:52 PM ---------- ... never mind. I forgot to update my add action script on the flag pole. Share this post Link to post Share on other sites
johan614 0 Posted July 7, 2014 Is it possible to have different spawn (tickets, time, locations) for different players with this script? Or would it be possible to implement? Share this post Link to post Share on other sites
t0et0e 10 Posted August 14, 2014 (edited) how do you set the height of the spawn, ie say the flight deck of the nimitz or up a tower. everything else is working great (well except for brs thinking something on the carrier is an enemy) but when i try and spawn on the carrier or my moonpool from the icarus i am placed on the sea floor. i have been using an invisible heli pad and some script in the players init, but how to make it work with this is a trick i must learn :) update - tried setting them as vehicles but don't know how to spawn the player inside car etc another update - After scanning through the scripts, i came across something refering to the spawn action if in vehicle or not etc, well my cowboy work around is changed the ATL to ASL, now it dumps me at the surface, which is fine i built a ladder up to the hangar floor, so all good. Edited August 14, 2014 by t0et0e Share this post Link to post Share on other sites
MacintoshRUS 1 Posted August 19, 2014 Vote for the ability to save inventory before spawn!!) Share this post Link to post Share on other sites
chal00 12 Posted September 2, 2014 Hello ;) Is there someone tried to use it with AAf faction ?? Because, i don't know what i missed ! I did everything, i can do it with Blufor, but not for AAF ! Some idea please ? P.S : - in my init.sqf folder : null= [[AIRBASE],INDEPENDENT,true,75] execVM "BRS\BRS_launch.sqf"; - i placed a flag pole "FlagPole_F" named "AIRBASE" - a game logic named "hideplayer" I don't know what is wrong !?! Share this post Link to post Share on other sites
Jona33 51 Posted September 2, 2014 Try replacing INDEPENDENT with RESISTANCE. Share this post Link to post Share on other sites
chal00 12 Posted September 2, 2014 Thanks! but done yet :( I tried : "resistance", "independent", and "GUER" ! but nothing :( Share this post Link to post Share on other sites
zafjr 50 Posted September 2, 2014 Is there a way to make so you spawn AS the ai unit in your group? Like how it is when you set respawn = 4 in the description point ext. Been trying to make it so that if you die you either have a choice to respawn to base or respawn as a remaining Ai unit. Instead of just teleporting next to them. Share this post Link to post Share on other sites
chal00 12 Posted September 2, 2014 Sorry !! Sorry !! Sorrry ! I'm desappointed ! I have a mission i had edited for my team, and we play with @agm... and then we choosed to delete all revive and respawn systems we had before in the mission! But now, i wanted to duplicate my mission for all players who want to join us, and i decided then to re-input some tools to have a mission very less difficult for newbies, and with at least 1 or 2 addons, not more ! Then (i'm sorry again !), i forgot to put in the description.ext the "#include "BRS\defines.hpp" and "#include "BRS\dialogs.hpp" commands :butbut: Then i don't know if really there's a problem with the AAf faction, because, before i see the problem, i changed all AAF units in BLUFOR units to see... and it's only after i saw that there were still a problem ! I guess that's not was the faction, but other thing ! Then, don't look at my previous posts, the problem was me, and only me :butbut: (like often!) Thanks again ;) Share this post Link to post Share on other sites
dr death jm 117 Posted November 30, 2014 nice work, works awesome... im making a smash and crash DM, spawn works awesome, im using 9 diffrent spawn points, but my problem is , and only. I cant get your dialog to pop up when game starts.. or player dies ill get no spawn point avaible... all my players spawn still with (east_spawn), the only time I get your dialog is at one of the 9 flag poles ... witch works flawless... How do I get your dialog up at mission start? and on death? Share this post Link to post Share on other sites
androkiller 10 Posted December 12, 2016 hello although this is a old thread was wondering if i could get some help with adding new spawn positions mid game due to i am not having any luck with solving the problem. here is my original post concerning the problem. Share this post Link to post Share on other sites
saddle 19 Posted July 27, 2018 Is the mod outdated? I hear the mod is like 4 years old by now and I keep having error in the original script made by the author himself so I suspect it is broken and outdated? Share this post Link to post Share on other sites
HazJ 1289 Posted July 28, 2018 Yes, it is old and hasn't been updated. That error is very easy to fix. Replace RscMapControl with: class RscMapControl { deletable = 0; fade = 0; access = 0; type = CT_MAP_MAIN; idc = 51; style = ST_MULTI + ST_TITLE_BAR; colorBackground[] = {0.969,0.957,0.949,1}; colorOutside[] = {0,0,0,1}; colorText[] = {0,0,0,1}; font = "TahomaB"; sizeEx = 0.04; colorSea[] = {0.467,0.631,0.851,0.5}; colorForest[] = {0.624,0.78,0.388,0.5}; colorRocks[] = {0,0,0,0.3}; colorCountlines[] = {0.572,0.354,0.188,0.25}; colorMainCountlines[] = {0.572,0.354,0.188,0.5}; colorCountlinesWater[] = {0.491,0.577,0.702,0.3}; colorMainCountlinesWater[] = {0.491,0.577,0.702,0.6}; colorForestBorder[] = {0,0,0,0}; colorRocksBorder[] = {0,0,0,0}; colorPowerLines[] = {0.1,0.1,0.1,1}; colorRailWay[] = {0.8,0.2,0,1}; colorNames[] = {0.1,0.1,0.1,0.9}; colorInactive[] = {1,1,1,0.5}; colorLevels[] = {0.286,0.177,0.094,0.5}; colorTracks[] = {0.84,0.76,0.65,0.15}; colorRoads[] = {0.7,0.7,0.7,1}; colorMainRoads[] = {0.9,0.5,0.3,1}; colorTracksFill[] = {0.84,0.76,0.65,1}; colorRoadsFill[] = {1,1,1,1}; colorMainRoadsFill[] = {1,0.6,0.4,1}; colorGrid[] = {0.1,0.1,0.1,0.6}; colorGridMap[] = {0.1,0.1,0.1,0.6}; stickX[] = {0.2,["Gamma",1,1.5]}; stickY[] = {0.2,["Gamma",1,1.5]}; class Legend { colorBackground[] = {1,1,1,0.5}; color[] = {0,0,0,1}; x = SafeZoneX + GUI_GRID_W; y = SafeZoneY + safezoneH - 4.5 * GUI_GRID_H; w = 10 * GUI_GRID_W; h = 3.5 * GUI_GRID_H; font = "RobotoCondensed"; sizeEx = GUI_TEXT_SIZE_SMALL; }; class ActiveMarker { color[] = {0.3,0.1,0.9,1}; size = 50; }; class Command { color[] = {1,1,1,1}; icon = "\a3\ui_f\data\map\mapcontrol\waypoint_ca.paa"; size = 18; importance = 1; coefMin = 1; coefMax = 1; }; class Task { taskNone = "#(argb,8,8,3)color(0,0,0,0)"; taskCreated = "#(argb,8,8,3)color(0,0,0,1)"; taskAssigned = "#(argb,8,8,3)color(1,1,1,1)"; taskSucceeded = "#(argb,8,8,3)color(0,1,0,1)"; taskFailed = "#(argb,8,8,3)color(1,0,0,1)"; taskCanceled = "#(argb,8,8,3)color(1,0.5,0,1)"; colorCreated[] = {1,1,1,1}; colorCanceled[] = {0.7,0.7,0.7,1}; colorDone[] = {0.7,1,0.3,1}; colorFailed[] = {1,0.3,0.2,1}; color[] = { "(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_G',1])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_B',1])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0.8])" }; icon = "\A3\ui_f\data\map\mapcontrol\taskIcon_CA.paa"; iconCreated = "\A3\ui_f\data\map\mapcontrol\taskIconCreated_CA.paa"; iconCanceled = "\A3\ui_f\data\map\mapcontrol\taskIconCanceled_CA.paa"; iconDone = "\A3\ui_f\data\map\mapcontrol\taskIconDone_CA.paa"; iconFailed = "\A3\ui_f\data\map\mapcontrol\taskIconFailed_CA.paa"; size = 27; importance = 1; coefMin = 1; coefMax = 1; }; class CustomMark { color[] = {1,1,1,1}; icon = "\a3\ui_f\data\map\mapcontrol\custommark_ca.paa"; size = 18; importance = 1; coefMin = 1; coefMax = 1; }; class Tree { color[] = {0.45,0.64,0.33,0.4}; icon = "\A3\ui_f\data\map\mapcontrol\bush_ca.paa"; size = 12; importance = "0.9 * 16 * 0.05"; coefMin = 0.25; coefMax = 4; }; class SmallTree { color[] = {0.45,0.64,0.33,0.4}; icon = "\A3\ui_f\data\map\mapcontrol\bush_ca.paa"; size = 12; importance = "0.6 * 12 * 0.05"; coefMin = 0.25; coefMax = 4; }; class Bush { color[] = {0.45,0.64,0.33,0.4}; icon = "\A3\ui_f\data\map\mapcontrol\bush_ca.paa"; size = "14/2"; importance = "0.2 * 14 * 0.05 * 0.05"; coefMin = 0.25; coefMax = 4; }; class Church { color[] = {1,1,1,1}; icon = "\A3\ui_f\data\map\mapcontrol\church_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1; }; class Chapel { color[] = {0,0,0,1}; icon = "\A3\ui_f\data\map\mapcontrol\Chapel_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1; }; class Cross { color[] = {0,0,0,1}; icon = "\A3\ui_f\data\map\mapcontrol\Cross_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1; }; class Rock { color[] = {0.1,0.1,0.1,0.8}; icon = "\A3\ui_f\data\map\mapcontrol\rock_ca.paa"; size = 12; importance = "0.5 * 12 * 0.05"; coefMin = 0.25; coefMax = 4; }; class Bunker { color[] = {0,0,0,1}; icon = "\A3\ui_f\data\map\mapcontrol\bunker_ca.paa"; size = 14; importance = "1.5 * 14 * 0.05"; coefMin = 0.25; coefMax = 4; }; class Fortress { color[] = {0,0,0,1}; icon = "\A3\ui_f\data\map\mapcontrol\bunker_ca.paa"; size = 16; importance = "2 * 16 * 0.05"; coefMin = 0.25; coefMax = 4; }; class Fountain { color[] = {0,0,0,1}; icon = "\A3\ui_f\data\map\mapcontrol\fountain_ca.paa"; size = 11; importance = "1 * 12 * 0.05"; coefMin = 0.25; coefMax = 4; }; class ViewTower { color[] = {0,0,0,1}; icon = "\A3\ui_f\data\map\mapcontrol\viewtower_ca.paa"; size = 16; importance = "2.5 * 16 * 0.05"; coefMin = 0.5; coefMax = 4; }; class Lighthouse { color[] = {1,1,1,1}; icon = "\A3\ui_f\data\map\mapcontrol\lighthouse_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1; }; class Quay { color[] = {1,1,1,1}; icon = "\A3\ui_f\data\map\mapcontrol\quay_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1; }; class Fuelstation { color[] = {1,1,1,1}; icon = "\A3\ui_f\data\map\mapcontrol\fuelstation_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1; }; class Hospital { color[] = {1,1,1,1}; icon = "\A3\ui_f\data\map\mapcontrol\hospital_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1; }; class BusStop { color[] = {1,1,1,1}; icon = "\A3\ui_f\data\map\mapcontrol\busstop_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1; }; class LineMarker { textureComboBoxColor = "#(argb,8,8,3)color(1,1,1,1)"; lineWidthThin = 0.008; lineWidthThick = 0.014; lineDistanceMin = 3e-005; lineLengthMin = 5; }; class Transmitter { color[] = {1,1,1,1}; icon = "\A3\ui_f\data\map\mapcontrol\transmitter_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1; }; class Stack { color[] = {0,0,0,1}; icon = "\A3\ui_f\data\map\mapcontrol\stack_ca.paa"; size = 16; importance = "2 * 16 * 0.05"; coefMin = 0.4; coefMax = 2; }; class Ruin { color[] = {0,0,0,1}; icon = "\A3\ui_f\data\map\mapcontrol\ruin_ca.paa"; size = 16; importance = "1.2 * 16 * 0.05"; coefMin = 1; coefMax = 4; }; class Tourism { color[] = {0,0,0,1}; icon = "\A3\ui_f\data\map\mapcontrol\tourism_ca.paa"; size = 16; importance = "1 * 16 * 0.05"; coefMin = 0.7; coefMax = 4; }; class Watertower { color[] = {1,1,1,1}; icon = "\A3\ui_f\data\map\mapcontrol\watertower_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1; }; class Waypoint { color[] = {1,1,1,1}; importance = 1; coefMin = 1; coefMax = 1; icon = "\a3\ui_f\data\map\mapcontrol\waypoint_ca.paa"; size = 18; }; class WaypointCompleted { color[] = {1,1,1,1}; importance = 1; coefMin = 1; coefMax = 1; icon = "\a3\ui_f\data\map\mapcontrol\waypointcompleted_ca.paa"; size = 18; }; moveOnEdges = 1; x = "SafeZoneXAbs"; y = SafeZoneY + 1.5 * GUI_GRID_H; w = "SafeZoneWAbs"; h = SafeZoneH - 1.5 * GUI_GRID_H; shadow = 0; ptsPerSquareSea = 5; ptsPerSquareTxt = 20; ptsPerSquareCLn = 10; ptsPerSquareExp = 10; ptsPerSquareCost = 10; ptsPerSquareFor = 9; ptsPerSquareForEdge = 9; ptsPerSquareRoad = 6; ptsPerSquareObj = 9; showCountourInterval = 0; scaleMin = 0.001; scaleMax = 1; scaleDefault = 0.16; maxSatelliteAlpha = 0.85; alphaFadeStartScale = 2; alphaFadeEndScale = 2; colorTrails[] = {0.84,0.76,0.65,0.15}; colorTrailsFill[] = {0.84,0.76,0.65,0.65}; fontLabel = "RobotoCondensed"; sizeExLabel = GUI_TEXT_SIZE_SMALL; fontGrid = "TahomaB"; sizeExGrid = 0.02; fontUnits = "TahomaB"; sizeExUnits = GUI_TEXT_SIZE_SMALL; fontNames = "EtelkaNarrowMediumPro"; sizeExNames = GUI_TEXT_SIZE_SMALL * 2; fontInfo = "RobotoCondensed"; sizeExInfo = GUI_TEXT_SIZE_SMALL; fontLevel = "TahomaB"; sizeExLevel = 0.02; text = "#(argb,8,8,3)color(1,1,1,1)"; idcMarkerColor = -1; idcMarkerIcon = -1; textureComboBoxColor = "#(argb,8,8,3)color(1,1,1,1)"; showMarkers = 1; class power { icon = "\A3\ui_f\data\map\mapcontrol\power_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1; color[] = {1,1,1,1}; }; class powersolar { icon = "\A3\ui_f\data\map\mapcontrol\powersolar_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1; color[] = {1,1,1,1}; }; class powerwave { icon = "\A3\ui_f\data\map\mapcontrol\powerwave_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1; color[] = {1,1,1,1}; }; class powerwind { icon = "\A3\ui_f\data\map\mapcontrol\powerwind_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1; color[] = {1,1,1,1}; }; class Shipwreck { icon = "\A3\ui_f\data\map\mapcontrol\Shipwreck_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1; color[] = {0,0,0,1}; }; }; The error itself means LineMarker isn't defined or not declared correctly. Can't remember which, been a while. The above will fix it. 1 1 Share this post Link to post Share on other sites