Jump to content

XXLKlugey

Member
  • Content Count

    4
  • Joined

  • Last visited

  • Medals

Everything posted by XXLKlugey

  1. Yes basically it's like you said :). To find any official functions you can use the Functions viewer. You find it at the Editor -> Tools -> Function Viewer. But I can't tell you if it works with blacklist. Like you said it should work because the script actually replaces the main module. Like I understood it PierreMGI added the possibility to change the position via mission parameters, so that you can enable and disable it at the mission selection screen (I'm also still at the beginning of Arma scripting and don't understand them til now :S). Like I said im going to test it later on, because it sound much better.
  2. Hey Lukeocyte, I found another solution which is much better then the first one. I just opened the original init function in the function viewer for combat patrol and copied it to the init.sqf of my mission (later on it could be integrated into a seperate function, used the init for testing). After that I found the part where the units are teleported and commented it out (starts at line 785). so the starting position will be the one you want to. With this function you also can disable the CP module as it does the same. EDIT: Still gives an error regarding an undefined variable (_this), but its working init.sqf: http://www31.zippyshare.com/v/4ZPWfhsK/file.html Also thank you for sharing the progress at the official combat patrol post. It's nice to read that someone responded and got a solution too (maybe a better one as mine :) ). I will try it later with a friend of mine (SP&MP).
  3. Mhh ok. Like I said not the best solution :S . Maybe it's the best to ask bohemia directly to add an option to change the spawn location. Anyways I will still work on and post my results here ;)
  4. Hey guys, I made a small workaround for the problem. The units are still teleported near a city, but are moved back to the start position when the blackscreen ends (not the best solution but it's a start) It worked for me and I hope it will work for you too. initPlayerLocal.sqf: private _pos = getpos player; waitUntil {!isNil "BIS_CP_initDone"}; player setpos _pos;
×