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do i just replace the code in haloinit.sqf with this one?its funny how i didnt got any emails informing me about the thread
do this
player action [ "eject", vehicle player];
sleep 1;
player removeWeapon "ParachuteWest";
sleep 0.1;
player spawn bis_fnc_halo;
no more backseat problems.
Hey Hangender is it possible to update the code to work with all the skins used on taviana.eu (dayzland.eu version)?
They use quite a bit of different skins.
Thanks.
bis_fnc_halo = compile preprocessFileLineNumbers "path_to_this_file_in_your_missionfile\fn_HALO.sqf";
if ( (cursorTarget isKindOf "Air") and (getDammage cursorTarget < 0.95) ) then {
_vehicle = cursorTarget;
_HALO_ActionAdded = _vehicle getVariable["HALO_ActionAdded",false];
if( !_HALO_ActionAdded ) then {
_vehicle setVariable ["HALO_ActionAdded", true];
// HALO Jump
s_halo_action = _vehicle addAction [("<t color=""#FF9800"">" + ("HALO Jump") + "</t>"),"path_to_this_file_in_your_missionfile\jump.sqf",[],2,false,true,"","(_this in _target) && (getPosATL player select 2) > 10"];
};
};
player action [ "eject", vehicle player];
sleep 1;
player removeWeapon "ParachuteWest";
sleep 0.1;
player spawn bis_fnc_halo;
player setvelocity [0,120*0.8,0];
player setdir 0;
bis_fnc_halo_action = _unit addaction [localize "STR_HALO_OPEN_CHUTE","path_to_this_file_in_your_missionfile\fn_HALO.sqf",[],1,true,true,"Eject"];
1 "BIS_fnc_halo" !"if (isnil 'BIS_fnc_halo"
if (!isDedicated) then {
[] spawn {
waitUntil { !isNil ("dayzLoginRecord") and !(player getVariable ["humanity",0] > 5000 and typeOf player == "Survivor2_DZ") and !(player getVariable ["humanity",0] < -2000 and (typeOf player == "Survivor2_DZ" or typeOf player == "SurvivorW2_DZ") ) and !(player getVariable ["humanity",0] > 0 and (typeOf player == "Bandit1_DZ" or typeOf player == "BanditW1_DZ") ) };
if (dayzPlayerLogin2 select 2) then
{
[player, 1000] spawn bis_fnc_halo;
};
};
};
if (!isDedicated) then {
[] spawn {
waitUntil { !isNil ("dayz_Totalzedscheck") and !(player getVariable ["humanity",0] > 5000 and typeOf player == "Survivor2_DZ") and !(player getVariable ["humanity",0] < -2000 and (typeOf player == "Survivor2_DZ" or typeOf player == "SurvivorW2_DZ") ) and !(player getVariable ["humanity",0] > 0 and (typeOf player == "Bandit1_DZ" or typeOf player == "BanditW1_DZ") ) };
if (dayzPlayerLogin2 select 2) then
{
[player, 1000] spawn bis_fnc_halo;
};
};
};
dayzLoginRecord = [_playerUID,_charID,0];
publicVariable "dayzLoginRecord";
dayzLoginRecord = [_playerUID,_charID,0];
publicVariableServer "dayzLoginRecord";
You think this would fix my issue where players spawn in HALO Jumping but are on the ground?Warning, due a mistake made by dayz developers some code needed to be changed (mission.pbo ini.sqf code):
Old code:
Code:if (!isDedicated) then { [] spawn { waitUntil { !isNil ("dayzLoginRecord") and !(player getVariable ["humanity",0] > 5000 and typeOf player == "Survivor2_DZ") and !(player getVariable ["humanity",0] < -2000 and (typeOf player == "Survivor2_DZ" or typeOf player == "SurvivorW2_DZ") ) and !(player getVariable ["humanity",0] > 0 and (typeOf player == "Bandit1_DZ" or typeOf player == "BanditW1_DZ") ) }; if (dayzPlayerLogin2 select 2) then { [player, 1000] spawn bis_fnc_halo; }; }; };
New code:
Code:if (!isDedicated) then { [] spawn { waitUntil { !isNil ("dayz_Totalzedscheck") and !(player getVariable ["humanity",0] > 5000 and typeOf player == "Survivor2_DZ") and !(player getVariable ["humanity",0] < -2000 and (typeOf player == "Survivor2_DZ" or typeOf player == "SurvivorW2_DZ") ) and !(player getVariable ["humanity",0] > 0 and (typeOf player == "Bandit1_DZ" or typeOf player == "BanditW1_DZ") ) }; if (dayzPlayerLogin2 select 2) then { [player, 1000] spawn bis_fnc_halo; }; }; };
The mistake is in player_monitor.fsm:
Code:dayzLoginRecord = [_playerUID,_charID,0]; publicVariable "dayzLoginRecord";
Which should have been:
Code:dayzLoginRecord = [_playerUID,_charID,0]; publicVariableServer "dayzLoginRecord";
For anyone that is still using dayzLoginRecord - don't.