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Hello Ebay,
I'm having a simple problem with your script. Installation error I'm sure, but I can't find the step I missed. I can select a spawn location just fine, but when I select a load out I get kicked for Script Res. #7
I have deleted the codes of line pertaining to vehicle spawning and changing skin from the classes; so that is not the issue. Since I don't play on using vehicle spawning, I didn't make the changes to the battle eye filters regarding it. However, I don't see any changes to battle eye filters for the actual gear spawning portion. Did I miss them, or is no change supposed to be required?
This is on Day Z Epoch 1.0.2.5
5 "" !"SurvivorW2_DZ" !"Survivor1_DZ" !"Survivor2_DZ" !"Survivor3_DZ" !"Sniper1_DZ" !"Camo1_DZ" !"BanditW1_DZ" !"Bandit1_DZ" !"SurvivorW2_DZ" !"Soldier1_DZ" !"TK_INS_Soldier_EP1" !"CZ_Soldier_DES_EP1" !"US_Soldier_EP1" !"Rocket_DZ" !"BAF_Soldier_MTP" !"BAF_Soldier_L_MTP" !"BAF_Soldier_L_DDPM" !"BAF_Soldier_Officer_DDPM" !"BAF_Soldier_DDPM" !"BAF_Soldier_Officer_MTP" !"BAF_Soldier_Sniper_MTP" !"Ins_Soldier_GL_DZ" !"Soldier_Crew_AllWeaponSlots_PMC" !"Villager1" !"Citizen3" !"TK_CIV_Takistani05_EP1" !"Pilot_EP1_DZ" !"Functionary1_EP1_DZ1" !"Priest_DZ" !"Haris_Press_EP1_DZ" !"Soldier_Bodyguard_AA12_PMC_DZ"
/* ALLOWED CMDMenus are only used if you have _BCM = false; which I would not recommend. */
/* ALLOWED CMDMenus */ _cMenu =
[
'','RscMainMenu','RscMoveHigh','#WATCH','#WATCH0',
'RscWatchDir','RscDisplayClassSelecter','RscDisplayGenderSelect',
'RscDisplaySpawnSelecter','RscWatchMoreDir','#GETIN','RscStatus',
'RscCombatMode','RscFormations','RscTeam','RscSelectTeam','RscReply',
'RscCallSupport','#ACTION','#CUSTOM_RADIO','RscRadio','RscGroupRootMenu','#USER:newspawn','#USER:classes','#USER:Page4','#USER:Donator','#USER:Peasant'
];
private ["_infected"];
_infected=0;
sleep 5;
waitUntil {!dialog};
if(r_player_infected) exitWith{};
systemChat ('Use your scroll wheel to select a spawn location!');
cutText [" \nUse your scroll wheel to select a spawn location!","PLAIN"];
execVM "newspawn\newspawn_main.sqf";
sorry to ask, but what does _infected=0; do?
If you want to edit the code, what you're looking for is located in this file: https://github.com/v...layer_death.sqf
_infected = 0;
if (r_player_infected) then {
_infected = 1;
};
You could just changed _infected = 1 to a 0.
I do think it might be beneficial to offer that as an init flag option so server operators can easily disable it if they'd like.
_infected is a variable local to player_death.sqf so changing it in this script won't do anything. r_player_infected is a global variable that determines whether you are sick or not. It seems if you are sick at the time of death then player_death.sqf sets you to spawn as a player zombie on your next spawn. But characters are cleared of all ailments upon spawn and restored to full health by the player spawn script. So when you check r_player_infected on a newly spawned character it will always return false.
Selecting a class will change you out of the zombie skin if you are using skins in your classes. If you wanted to prevent a player zombie from selecting a spawn or loadout you could just add this to newspawn_execute.sqf right below the waitUntil {!dialog); line:
Code:if (player isKindOf ["pz_policeman", "pz_suit1", "pz_suit2", "pz_worker1", "pz_worker2", "pz_worker3", "pz_doctor", "pz_teacher", "pz_hunter", "pz_villager1", "pz_villager2", "pz_villager3", "pz_priest"]) then { exitwith {}; };
Looks like infistar added something to stop spawning items with player addmagazine command. I will check when I get the update from blur. Still waiting for 3.17 email.
Firstly, Thanks to the dev who made this script.
Just wondering if anyone else is having issues running this script with the latest Epoch files i.e. 1.0.3.1.
I seem to be teleporting back to the spawn location after the script has run. I have had it working in the past just fine but the new update seems to have changed something such that the player no longer stays at the the location they are teleported to.
This is the first add on I am applying to the vanilla mission/server files so I know there is no conflict from any other scripts/add ons.
I am not using the classes or vehicle scripts. Just the spawn script.
Put this: DZE_teleport = [99999,99999,99999,99999,99999];
Under dayz_maxLocalZombies = 30; // Default = 30
in your init.sqf.
In 1.0.3.1 Epoch is executing the antiTP from the mission init.sqf again. To disable it comment out or remove this line:
It may also be necessary to remove or comment out this line in init.sqf too:Code://anti Hack [] execVM "\z\addons\dayz_code\system\antihack.sqf";
Code:#include "\z\addons\dayz_code\system\REsec.sqf"
p2_newspawn = compile preprocessFileLineNumbers "newspawn\newspawn_execute.sqf";
waitUntil {!isNil ("PVDZ_plr_LoginRecord")};
if (dayzPlayerLogin2 select 2) then
{
player spawn p2_newspawn;
};
//register client->server rpc
registerServerRpc = {
if (isServer) then {
_this call registerBroadcastRpc;
};
};
["dayzDeath", { (_this select 1) call server_playerDied; } ] call registerServerRpc;
["dayzDiscoAdd", { dayz_disco set [count dayz_disco,(_this select 1)]; } ] call registerServerRpc;
["dayzDiscoRem", { dayz_disco = dayz_disco - [(_this select 1)]; } ] call registerServerRpc;
["dayzPlayerSave", { (_this select 1) call server_playerSync; } ] call registerServerRpc;
["dayzPublishObj", { (_this select 1) call server_publishObj; } ] call registerServerRpc;
["dayzUpdateVehicle", { (_this select 1) call server_updateObject; } ] call registerServerRpc;
["dayzDeleteObj", { (_this select 1) call server_deleteObj; } ] call registerServerRpc;
["dayzLogin", { (_this select 1) call server_playerLogin; } ] call registerServerRpc;
["dayzLogin2", { (_this select 1) call server_playerSetup; } ] call registerServerRpc;
//missing sqf for server_playerMorph
//["dayzPlayerMorph", { (_this select 1) call server_playerMorph; } ] call registerServerRpc;
["dayzLoginRecord", { (_this select 1) call dayz_recordLogin; } ] call registerServerRpc;
["dayzCharDisco", { (_this select 1) call server_characterSync; } ] call registerServerRpc;
["dayzSpawnZed", { (_this select 1) call server_handleZedSpawn; } ] call registerServerRpc;