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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.
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;
"respawn_west" setMarkerPos [_pos select 0, _pos select 1];
[player, 1000] spawn bis_fnc_halo;
};
};
};
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 { _pos = position player; "respawn_west" setMarkerPos [_pos select 0, _pos select 1]; [player, 1000] spawn bis_fnc_halo; }; }; };
@TeaReks how did you get to your player_monitor.fsm? With dayz.st it seems we don't have access to our @dayz folder.
todayzPlayerLogin2 = [_worldspace,_state];
dayzPlayerLogin2 = [_worldspace,_state, _randomSpot];
//HALO SPAWN SCRIPT
bis_fnc_halo = compile preprocessFileLineNumbers "fixes\fn_HALO.sqf";
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;
"respawn_west" setMarkerPos [_pos select 0, _pos select 1];
[player, 1000] spawn bis_fnc_halo;
};
};
};
@Hangender I have HALO spawns working well except for a issue where occasionally (under the right circumstances which we do not know) after a player logs out then comes back in they will spawn in HALO jumping in the air again when they should not be. Any idea what could be going wrong?
dayzPlayerLogin2 = [_worldspace,_state, _randomSpot];
dayzPlayerLogin2 = [_worldspace,_state];
I now have this problem on every spawn.
If I have
Code:dayzPlayerLogin2 = [_worldspace,_state, _randomSpot];
instead of
Code:dayzPlayerLogin2 = [_worldspace,_state];
It always respawns a new character upon login. If I switch it back there is no more halo spawn.