sag ich mal rein gar nichts dazu... das sind reine Basics...

Tanoa Life Files?
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SilentF0x -
21. Oktober 2016 um 22:09 -
Geschlossen -
Erledigt
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Bin nur Anfänger :o
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.... Und wieder einer schlauer
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Funktioniert
Habe nur noch ein Spawn Problem. Ich spawne mit einer Person auf der Spawninsel. Habe die Spawnorte geändert ( Die Häuser wo man drin spawnt).
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In deiner iniciv ( aber das thema gibt es hier bereits auch schon 20000x) die Zeilen 15-18 löschen.
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Habe ich gemacht. Leider stehe ich wieder auf der Spawninsel
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Machs wie bei den Cops, 1 fester Punkt dann gehts
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Ok. Werde ich versuchen
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Code
case civilian: { _return = [ ["civ_spawn_1","Kavala","\a3\ui_f\data\map\MapControl\watertower_ca.paa"], ["civ_spawn_2","Pyrgos","\a3\ui_f\data\map\MapControl\watertower_ca.paa"], ["civ_spawn_3","Athira","\a3\ui_f\data\map\MapControl\watertower_ca.paa"], ["civ_spawn_4","Sofia","\a3\ui_f\data\map\MapControl\watertower_ca.paa"] ];
Das auch geändert?
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Ja hab das auch geändert. Also die Namen
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Spawnen nur deine Civs auf der Insel oder Cops und Medics auch?
Vielleicht nen Komma vergessen ect? Könnte auch daran liegen...am besten pastebin mal deine Datein.. -
Die Cops und Medics spawnen "normal". Muss die Spawnpoints noch ändern. Es hängt wohl mit den Civis zusammen.
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Jemand einen Tipp wie ich das Lösung könnte?
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Jemand einen Tipp wie ich das Lösung könnte?
Was denn jetzt noch genau?
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Meine Civ Spawns funktionieren nicht und ich versuche seit paar Tagen diese zu fixen. Leider ohne Erfolg. Weiß noch nicht wie ich diese beheben soll.
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ja dann poste doch mal deine initciv und deine Spawnpointcfg.
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Code
Alles anzeigen/* * Format: * licenses: ARRAY (This is for limiting spawn to certain things) * 0: License Name * 1: License Check Type * false: If license isn't set * true: If license is set * Example: * licenses[] = { { "pilot", true }, { "rebel", false } }; //Shows up for players with pilot and without rebel license. * * level: ARRAY (This is for limiting spawn to certain things) * 0: Variable to read from * 1: Variable Value Type (SCALAR / BOOL / EQUAL / INVERSE) * SCALAR: VALUE => VALUE * BOOL: VALUE EXISTS * EQUAL: VALUE == VALUE * INVERSE: VALUE <= VALUE * 2: What to compare to (-1 = Check Disabled) * */ class CfgSpawnPoints { class Civilian { class Kavala { displayName = "Georgetown"; spawnMarker = "civ_spawn_1"; icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa"; licenses[] = { { "rebel", false } }; level[] = { "", "", -1 }; }; class Athira { displayName = "Balavu"; spawnMarker = "civ_spawn_3"; icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa"; licenses[] = { { "", true } }; level[] = { "", "", -1 }; }; class Pyrgos { displayName = "Tuvanaka"; spawnMarker = "civ_spawn_2"; icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa"; licenses[] = { { "", true } }; level[] = { "", "", -1 }; }; class Sofia { displayName = "Lijnhaven"; spawnMarker = "civ_spawn_4"; icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa"; licenses[] = { { "", true } }; level[] = { "", "", -1 }; }; class RebelS { displayName = "Rebellenbasis 1"; spawnMarker = "Rebelop"; icon = "\a3\ui_f\data\map\MapControl\bunker_ca.paa"; licenses[] = { { "rebel", true } }; level[] = { "", "", -1 }; }; class RebelN { displayName = "Rebellenbasis 2"; spawnMarker = "Rebelop_1"; icon = "\a3\ui_f\data\map\MapControl\bunker_ca.paa"; licenses[] = { { "rebel", true } }; level[] = { "", "", -1 }; }; class RebelE { displayName = "Rebellenbasis 3"; spawnMarker = "Rebelop_2"; icon = "\a3\ui_f\data\map\MapControl\bunker_ca.paa"; licenses[] = { { "rebel", true } }; level[] = { "", "", -1 }; }; }; class Cop { class Kavala { displayName = "Kavala HQ"; spawnMarker = "cop_spawn_1"; icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa"; licenses[] = { { "", true } }; level[] = { "", "", -1 }; }; class Athira { displayName = "Athira HQ"; spawnMarker = "cop_spawn_3"; icon = "\a3\ui_f\data\map\MapControl\fuelstation_ca.paa"; licenses[] = { { "", true } }; level[] = { "", "", -1 }; }; class Pyrgos { displayName = "Pyrgos HQ"; spawnMarker = "cop_spawn_2"; icon = "\a3\ui_f\data\map\GroupIcons\badge_rotate_0_gs.paa"; licenses[] = { { "", true } }; level[] = { "", "", -1 }; }; class Air { displayName = "Air HQ"; spawnMarker = "cop_spawn_4"; icon = "\a3\ui_f\data\map\Markers\NATO\b_air.paa"; licenses[] = { { "cAir", true } }; level[] = { "life_coplevel", "SCALAR", 2 }; }; class HW { displayName = "HW Patrol"; spawnMarker = "cop_spawn_5"; icon = "\a3\ui_f\data\map\GroupIcons\badge_rotate_0_gs.paa"; licenses[] = { { "", true } }; level[] = { "life_coplevel", "SCALAR", 3 }; }; }; class Medic { class Kavala { displayName = "Kavala Hospital"; spawnMarker = "medic_spawn_1"; icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa"; licenses[] = { { "", true } }; level[] = { "", "", -1 }; }; class Athira { displayName = "Athira Regional"; spawnMarker = "medic_spawn_2"; icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa"; licenses[] = { { "", true } }; level[] = { "", "", -1 }; }; class Pyrgos { displayName = "Pyrgos Hospital"; spawnMarker = "medic_spawn_3"; icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa"; licenses[] = { { "", true } }; level[] = { "", "", -1 }; }; }; };
Die habe ich noch nicht fertig bearbeitet.
Code
Alles anzeigen#include "..\script_macros.hpp" /* File: fn_initCiv.sqf Author: Bryan "Tonic" Boardwine Description: Initializes the civilian. */ private "_spawnPos"; private _altisArray = ["Land_i_Shop_01_V1_F","Land_i_Shop_01_V2_F","Land_i_Shop_01_V3_F","Land_i_Shop_02_V1_F","Land_i_Shop_02_V2_F","Land_i_Shop_02_V3_F"]; private _tanoaArray = ["Land_House_Small_01_F"]; private _spawnBuildings = [[["Altis", _altisArray], ["Tanoa", _tanoaArray]]] call life_fnc_terrainSort; civ_spawn_1 = nearestObjects[getMarkerPos "civ_spawn_1", _spawnBuildings,350]; civ_spawn_2 = nearestObjects[getMarkerPos "civ_spawn_2", _spawnBuildings,350]; civ_spawn_3 = nearestObjects[getMarkerPos "civ_spawn_3", _spawnBuildings,350]; civ_spawn_4 = nearestObjects[getMarkerPos "civ_spawn_4", _spawnBuildings,350]; waitUntil {!(isNull (findDisplay 46))}; if (life_is_alive && !life_is_arrested) then { /* Spawn at our last position */ player setVehiclePosition [life_civ_position, [], 0, "CAN_COLLIDE"]; } else { if (!life_is_alive && !life_is_arrested) then { if (LIFE_SETTINGS(getNumber,"save_civilian_positionStrict") isEqualTo 1) then { _handle = [] spawn life_fnc_civLoadout; waitUntil {scriptDone _handle}; CASH = 0; [0] call SOCK_fnc_updatePartial; }; [] call life_fnc_spawnMenu; waitUntil{!isNull (findDisplay 38500)}; //Wait for the spawn selection to be open. waitUntil{isNull (findDisplay 38500)}; //Wait for the spawn selection to be done. } else { if (life_is_arrested) then { life_is_arrested = false; [player,true] spawn life_fnc_jail; }; }; }; life_is_alive = true; player addRating 9999999;
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#closed
Hab´s anderes gelöst.
Markierung ( bei mir zb. CIV) als Marktplatz benannt und als civ_lop1 abgespeichert. Jetzt gehts es
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