[WORKING] Halo Jump - New/Re-Spawn Only

Nice. Either way, you said it works with any skin. But is it on Tavi and if so, what extra did you do to make it work?
 
Option 2 "shouldn't" delete your parachute. Try the "2. dayz_server.pbo>>compile>>server_updateObject.sqf" section of Option 1.

Just do that section and let me know. I may need to add it to option 2 as well.


I'm testing it out now, it seems to be working, I'll post again if something goes wrong! Thanks!
 
I am not going to code it all. Taviana has a ton of skins which need to be added the the init.sqf part. You also have to change the number of spawns for mkr.
 
Ill look into and see if its worth it. If I decide to do it ill post the code for others. If anyone already has it, please share?
 
Lets me spawn mid air, but the chute doesn't open when clicked...cant find errors in rpt.

Edit: Works, but if you pull the chute too late it doesn't work? it seems to have an adverse effect on custom loadouts via the database.
 
Having an issue with my guys spawning in right next to the ground halo jumping hovering over the water, any ideas ? might have to try option 2 :p or maybe ive missed something ill look back through it aswell
 
Having an issue with my guys spawning in right next to the ground halo jumping hovering over the water, any ideas ? might have to try option 2 :p or maybe ive missed something ill look back through it aswell

antihack issue.
 
I got it working thanks Alkinda, it was the anti hack :p didnt realise dayz had one built in

Method 1 all the wayyyy
 
So I ask again...Has anyone got this working on Taviana 2.0?? If so do you have what ever code (skins,spawns) is needed to make it work and willing to share? I started looking into all the different skins available and keep getting conflicting lists.
 
This doesnt seem to work with my server, Player still spawns on the ground. Anyone willing to take a look at my pbo files? They're new with just this script installed
 
HALO JUMP SPAWN TUTORIAL

I give all credits of the originals scripts to the following:​
Unkinhead,Hangender, VentZero

Modified by: TorturedChunk
There were some issues with the other scripts that I had fixes for and wanted to make a clean post for people to easily install this.

  • Working Halo Jump for New and Re-Spawning players
  • 2 Options for the actual Halo Script (#1 using internal ARMA 2:OA Halo Scripts, #2 Using the fn_HALO.sqf)
  • You can choose Either Method. Do not use both. Choose whichever one is easiest for you to install.
  • Both methods fix the saving issue for all players and vehicles.
OPTION #1
This uses the ARMA 2: OA Interal HALO Jump scripts. Requires Modification to BE filters and some server cleanup stuff. IMPO this method uses a cleaner HALO script.​

Server Changes



1. dayz_server.pbo>>complie>>server_playerSetup.sqf

Find:
Code:
dayzPlayerLogin2 = [_worldspace,_state];

Change to:
Code:
dayzPlayerLogin2 = [_worldspace,_state,_randomSpot];



2. dayz_server.pbo>>compile>>server_updateObject.sqf

Find:
Code:
if (!_parachuteWest) then {
    if (_objectID == "0" && _uid == "0") then
    {
        _object_position = getPosATL _object;
            diag_log(format["Deleting object %1 with invalid ID at pos [%2,%3,%4]",
            typeOf _object,
            _object_position select 0,
            _object_position select 1,
            _object_position select 2]);
            _isNotOk = true;
    };
};


Change to (Comment Out):
Code:
/*
if (!_parachuteWest) then {
    if (_objectID == "0" && _uid == "0") then
    {
        _object_position = getPosATL _object;
            diag_log(format["Deleting object %1 with invalid ID at pos [%2,%3,%4]",
            typeOf _object,
            _object_position select 0,
            _object_position select 1,
            _object_position select 2]);
            _isNotOk = true;
    };
};
*/



3. dayz_server.pbo>>system>>server_cleanup.fsm

Find:
Code:
      "Check for hackers" \n
      " {" \n
      "      if(vehicle _x != _x && !(vehicle _x in _safety) && (typeOf vehicle _x) != ""ParachuteWest"") then {" \n
      "      diag_log (""CLEANUP: KILLING A HACKER "" + (name _x) + "" "" + str(_x) + "" IN "" + (typeOf vehicle _x));" \n
      "          (vehicle _x) setDamage 1;" \n
      "          _x setDamage 1;" \n
      "    };" \n
      " } forEach allUnits;" \n

Change to (Comment Out):
Code:
      "Check for hackers" \n
      "// {" \n
      "//    if(vehicle _x != _x && !(vehicle _x in _safety) && (typeOf vehicle _x) != ""ParachuteWest"") then {" \n
      "//      diag_log (""CLEANUP: KILLING A HACKER "" + (name _x) + "" "" + str(_x) + "" IN "" + (typeOf vehicle _x));" \n
      "//          (vehicle _x) setDamage 1;" \n
      "//          _x setDamage 1;" \n
      "//    };" \n
      "// } forEach allUnits;" \n



Mission Changes


1. dayz_X.chernarus>>init.sqf
(X represents your instance ID)

At the VERY bottom ADD:
Code:
MC_BIS_halo_spawn = compile preprocessFileLineNumbers "fixes\haloInit.sqf";
private["_mkr"];
_mkr = "spawn" + str(round(random 4));
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
        {
            _pos = position player;
            _mkr setMarkerPos [_pos select 0, _pos select 1];
            player spawn MC_BIS_halo_spawn;
        };
    };
};

2. dayz_X.chernarus>>inti.sqf
(X represents your instance ID)

Find:
Code:
_playerMonitor =    [] execVM "\z\addons\dayz_code\system\player_monitor.sqf";

Change to:
Code:
_playerMonitor =    [] execFSM "fixes\player_monitor.fsm";



BE Fixes

1. dayz_X.chernarus>>Battleye>>creatvehicle.txt
(X representing your instance ID)

Find:
Code:
5 "Parachute" !="ParachuteWest"//under monitoring


Change t0:
Code:
5 "Parachute" !="ParachuteWest" !"ParachuteEast" !"ParachuteG" !"ParachuteC"//under monitoring


Anti Hack Fixes

1. UnPBO (UnPack) " dayz_code.pbo"

Find: player_monitor.fsm in " dayz_code\system "
Copy that file (player_monitor.fsm) to " dayz_X.chernarus>>fixes "
(X represents your instance ID)


2. dayz_X.chernarus>>fixes>>player_monitor.fsm
(X represents your instance ID)

Find:
Code:
 "[] execVM ""\z\addons\dayz_code\system\antihack.sqf"";" \n

Change to (Comment Out):
Code:
// "[] execVM ""\z\addons\dayz_code\system\antihack.sqf"";" \n



Pack your mission and enjoy. :)

I tried to add this to my epoch server and it works great put now my server doesnt save vehicles or stuff saved in safes. can anyone help me out? do i need to also edit newserverclean up like server_cleanup? if so its a little different and im not sure what all to comment out under the hacker part,

/*%FSM</STATE>*/
/*%FSM<STATE "check_for_hacker">*/
class check_for_hacker
{
name = "check_for_hacker";
init = /*%FSM<STATEINIT""">*/"//Check for hackers" \n
"// {" \n
"//if(vehicle _x != _x) then {" \n
"//if (!(vehicle _x in _safety) && ((typeOf vehicle _x) != ""ParachuteWest"")) then {" \n
"//diag_log (""CLEANUP: KILLING A HACKER "" + (name _x) + "" "" + str(_x) + "" IN "" + (typeOf vehicle _x));" \n
"//(vehicle _x) setDamage 1;" \n
"//_x setDamage 1;" \n
"//};" \n
"//};" \n
"// } forEach allUnits;" \n
""/*%FSM</STATEINIT""">*/;

this is what ive comment out im not sure if i need to do more..
 
I have no idea how Epoch is coded (if any different than DayZ) as far as spawn locations and skins. This is probably why this isn't working for you.
 
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