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class BtnDono: E_RscButton
{
idc = 1624; // <<<<<< this is the only place where idc = 1624 appears in spawn.hpp
text = "Base"; //<<<<<< this is a base
x = 0.555 * safezoneW + safezoneX;
y = 0.255 * safezoneH + safezoneY;
w = 0.0422917 * safezoneW;
h = 0.0188889 * safezoneH;
action = "spawnSelect = 40;";
};
Hi ebay, this has become quite an exploit now and most are bypassing the bodycheckdistance which is make it almost useless. Have you had a chance to look into my potential solution...?Hi ebay, we have a bit of a problem with spawn selection. If, after you are killed, you change your name, even just add a space before your name, you bypass the body check distance. Can that look up be linked to steam id rather than player name?
Thanks
OK So I have had a look at this and I don't think there is a simple fix without a rewrite that then looks at the last dead position from the db. Not that easy.Hi ebay, this has become quite an exploit now and most are bypassing the bodycheckdistance which is make it almost useless. Have you had a chance to look into my potential solution...?
{if (!isNull _x) then {if ((_x getVariable["bodyName",name _x]) == (name player)) then {_bodyPos = (getPosATL _x);_bodies set [count _bodies,_bodyPos];};};} count allDead;
_newObject setVariable ["bodyName", _victimName, true];
_playerObj setVariable["lastPos",getPosATL _playerObj];
_VictimPos setvariable["lastdeathPos", getPosASL _VictimPos];
_newObject setVariable ["bodyName", _victimName, true];
publicVariable "lastdeathPos";
{if (!isNull _x) then {if ((_x getVariable["bodyName",name _x]) == (name player)) then {_bodyPos = (getPosATL _x);_bodies set [count _bodies,_bodyPos];};};} count allDead;
{if (!isNull _x) then {if ((_x getVariable["lastdeathPos",name _x]) == (name player)) then {_bodyPos = (getPosATL _x);_bodies set [count _bodies,_bodyPos];};};} count allDead;
Ok 2 things here.my guy is in water during selection classe this make a little bug when teleported to ground; ((swimming in the soil))
any help?
/
/another problem
in How do I remove certain spawns?
2. except for the special cases: Base, Random, 1000 and 1001.
and in 5. In spawn.hpp reduce idc=1624 by however many spawn points you removed.
i cant understand, i need reduce the base idc or no?Code:class BtnDono: E_RscButton { idc = 1624; // <<<<<< this is the only place where idc = 1624 appears in spawn.hpp text = "Base"; //<<<<<< this is a base x = 0.555 * safezoneW + safezoneX; y = 0.255 * safezoneH + safezoneY; w = 0.0422917 * safezoneW; h = 0.0188889 * safezoneH; action = "spawnSelect = 40;"; };
trying to make certain spawns vips, but where i set bases coordinates?
[[18290.768,1789.7302,0], [18758.885,2100.0366,0], [18421.82,2711.7847,0], [17709.543,2483.6401,0], [17731.102,2189.0308,0]], //Airstrip
[[18290.768,1789.7302,0.2], [18758.885,2100.0366,0.2], [18421.82,2711.7847,0.2], [17709.543,2483.6401,0.2], [17731.102,2189.0308,0.2]], //Airstrip
locArray = [
[[17471.7,5239.7,230.049], [16778.7,6308.6,151.993], [17890,5747.92,167.251], [16285.5,7424.76,396.825], [17614.8,7834.89,261.943]], //Byelov
[[15381.7,8395.57,87.6772], [16472.3,9163.9,119.374], [16037.2,10031.2,36.1822], [14472.9,10700.6,21.4281], [14493.7,9200.24,126.867]], //Sabina
[[14499.2,12362.8,86.9139], [13434.3,11698.1,85.3361], [13745.9,12248.4,63.8834], [12151.4,12853.8,233.966], [12359.3,12430.1,111.949]], //Etanovsk
[[11237.6,14413.2,105.549], [11868.8,14156.2,293.846], [12655.3,15389.2,108.404], [12021.7,15939.5,114.001], [11217.5,16047.8,114.001]], //Lyepestok
[[17069,12300.4,43.5294], [16738.1,13978.6,56.9753], [15240.9,14005.2,60.342], [16264.4,15420.1,28.2671], [14902.5,15232.1,46.6703]], //Martin
[[15693.2,16882.5,131.85], [14414.9,17488.4,171.399], [13742.7,19072.6,55.5006], [14839.8,16583.1,80.5402],[16042.8,16100.7,7.50033]], //Dalnogorsk
[[11684.3,18379.2,46.0772], [10158.6,17676.4,90.3028], [10454.7,19612.3,56.9962], [9402.78,15928.5,105.941], [10450.7,19417.3,61.5052]], //Yaroslav
[[8350.45,18936.8,122.77], [9711.87,20179.9,69.5927], [8193.27,21405.5,153.653], [8607.75,20548.9,178.285], [8072.49,19927.1,112.192]], //Kameni
[[10183.8,1541.89,26.493], [10807.8,1100.28,27.3607], [11404,806.905,23.4282], [11521.4,1606.74,48.3487], [9198.37,2514.65,28.741]], //Seven
[[8225.28,3073.61,10.4816], [8917.26,4271.81,80.3664], [8228.37,5491.64,100.734], [7069.92,4880.18,34.7772], [5719.95,5951.77,37.2921]], //Branibor
[[1528.68,7270.51,36.3004], [3122.7,6819.02,81.765], [4703.43,6447.21,37.6225], [4101.24,7890.2,36.6137], [4721.14,7146.57,287.936]], //Shtangrad
[[5903.94,10519.4,91.9985], [6678.8,10050.2,93.6081], [6439.7,9333.18,217.558], [6107.62,8824.15,35.7552], [5067.08,8301.84,36.8271]], //Vedich
[[10238.2,7319.2,149.359], [9264.65,6540.16,143.436], [8197.54,7717.57,76.0581], [7949.59,8585.13,102.284], [8711.17,8695.79,146.269]], //Krazno
[[20028.1,5539.08,91.9985], [18044.1,5516.69,143.436], [17764.9,4823.54,76.0581], [17519.5,5384.25,287.936], [16982.5,5380.76,146.269]], //Alexander
[[14827.5,5689.35,149.359], [15368.7,5504.59,143.436], [14418.2,5377.16,76.0581], [14250.2,5909.93,102.284], [15168,6408.98,146.269]] //Grushnoye
];
class BtnAlex: E_RscButton
{
idc = 1613;
text = "Alexander";
x = 0.353623 * safezoneW + safezoneX;
y = 0.26665 * safezoneH + safezoneY;
w = 0.0501144 * safezoneW;
h = 0.0145 * safezoneH;
action = "spawnSelect = 13;";
};
class BtnGrus: E_RscButton
{
idc = 1614;
text = "Grushnoye";
x = 0.353623 * safezoneW + safezoneX;
y = 0.416785 * safezoneH + safezoneY;
w = 0.0501144 * safezoneW;
h = 0.0145 * safezoneH;
action = "spawnSelect = 14;";
};
class BtnDono: E_RscButton
{
idc = 1640;
text = "Base";
x = 0.53 * safezoneW + safezoneX;
y = 0.205 * safezoneH + safezoneY;
w = 0.0422917 * safezoneW;
h = 0.0188889 * safezoneH;
action = "spawnSelect = 40;";
};
class BtnRand: E_RscButton
Nice one ebay. Have a good xmas mate.Yes, it is possible. The easiest way I can think of is to find this in dayz_server\compile\server_playerDied.sqf:
Add right below it:Code:_newObject setVariable ["bodyName", _victimName, true];
Code:_newObject setVariable ["bodyUID", _playerID, true];
Then in mission\spawn\spawn.sqf replace this line:
with this:Code:{if (!isNull _x) then {if ((_x getVariable["bodyName",name _x]) == (name player)) then {_bodyPos = (getPosATL _x);_bodies set [count _bodies,_bodyPos];};};} count allDead;
Code:{if (!isNull _x) then {if ((_x getVariable["bodyUID","0"]) == getPlayerUID player) then {_bodyPos = getPosATL _x;_bodies set [count _bodies,_bodyPos];};};} count allDead;
Yes, just remove this line in spawn.sqf:
@Bob_the_K - Your files look good to me. Double check there are no errors in your RPTs. Also double check your coordinates actually go where you want them to. If those aren't the problems it could be that BIS_fnc_findSafePos is failing to find a safe spot within 650 m of the location. You can play with the values in the call BIS_fnc_findSafePos at the bottom of spawn.sqf. This explains what each parameter does:
https://community.bistudio.com/wiki/BIS_fnc_findSafePos
Below that I also added a check to make sure the spawn is not within 45m of a plot pole and there are no players within 100m. It could also fail for one of those reasons.
I've been working on an improved version that uses the in-game map in an animated control like Altis Life spawn selection. This makes it much easier to configure spawns and use with any map:
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I will make a new release thread when I'm done. I'm adding the other features people have been requesting like halo jump from plane, random loadouts, class preview and the option for spawn points restricted by uid group and humanity level.