nebulazerz 18 Posted August 30, 2016 I am having trouble getting players to spawn in correctly, I have the units boxed all checked so they are pretty much not on the map until a player takes them over but this seems to be causing some issues. Also, I cant get setPos to work with JIP, it always puts players in the place where I have the units placed on spawn if they join after the game has started. Here is the top of my initPlayerLocal.sqf waitUntil { !isNull player && time > 0 }; //after briefing //Define UI ctrls #define UIlevel 1000 #define UIprogress 1001 #define UIprogressBar 1002 #define UIcash 1003 #define UIkills 1004 #define UIredScore 1005 #define UIbluScore 1006 #define UIbluBar 1007 #define UIredBar 1008 #define UIendScore 1009 #define UIhealthBar 1010 #define UIhealthIcon 1011 #define UIdisplayFPS 1012 player allowDamage true; player enableSimulation true; player enableStamina false; player hideObject false; player hideObjectGlobal false; enableSentences false; // Set Starting Pos switch (side player) do { case west: { player setPos [2938.69,13107.5,400]; //playSound "airplanes"; }; case east: { player setPos [2695.89,12334.4,400]; //playSound "airplanes"; }; default {player setPos [0,0,0];}; }; Share this post Link to post Share on other sites
nebulazerz 18 Posted August 30, 2016 I have fixed the JIP issue for setPos, but players are still invisible from eachother. Any ideas why? Here is the function that fixed my spawning issue, I found it in an older thread. EDIT: fixed the invisible players by never hiding the units in the first place, instead i burried them 100M under the map :D EDIT2: seems this is still not perfect, it more often than not drops any player that JIP from 2000m instead of 400... which i just dont get. EDIT3: added more sleeps and it fixed it, guess it needed to "load" waitUntil { !isNull player && time > 0 }; //after briefing //Define UI ctrls #define UIlevel 1000 #define UIprogress 1001 #define UIprogressBar 1002 #define UIcash 1003 #define UIkills 1004 #define UIredScore 1005 #define UIbluScore 1006 #define UIbluBar 1007 #define UIredBar 1008 #define UIendScore 1009 #define UIhealthBar 1010 #define UIhealthIcon 1011 #define UIdisplayFPS 1012 titleCut ["", "BLACK FADED", 999]; sleep 1; // Set Starting Pos switch (side player) do { case west: { _position = [2938.69,13107.5,400]; [_position] call neb_fnc_core_setStartingPos; playSound "airplanes"; }; case east: { _position = [2695.89,12334.4,400]; [_position] call neb_fnc_core_setStartingPos; playSound "airplanes"; }; default {_position = [0,0,0];}; }; titlecut [" ","BLACK IN",5]; neb_fnc_core_setStartingPos = { params ["_position"]; player setPos _position; // _position diag_log format["setting player's position to: %1", _position]; sleep 1; _real_player_pos = getPos player; diag_log format["position that has been set: %1", _real_player_pos]; _tries = 0; sleep 1; while {abs(abs(_real_player_pos select 0) - abs(_position select 0)) > 10 or abs(abs(_real_player_pos select 1) - abs(_position select 1)) > 10} do { diag_log format["player pos is %1 which is not target pos %2. retrying...", _real_player_pos, _position]; hint format["position wasn't set correctly; trying again... %1", _tries]; sleep 1; _tries = _tries +1; player setPos _position; sleep 1; _real_player_pos = getPos player; diag_log format["player pos is %1 which is not target pos %2. retrying...", _real_player_pos, _position]; }; }; Share this post Link to post Share on other sites