HALO Jump On Spawn! - Tutorial

can anyone help me to fix that antiteleport issue in dayz epoch? i have this installed on my vanilla server but cant seem to get it to work in epoch.... i just keep spawning with a broken leg
 
I am trying to implement this on my Dayz Epoch server and I am having some issues with the spawn.
It sort of works but not quite. I spawn in about 2 inches off the ground with no option to pull the cord.
I don't die or anything it just sits there in the free fall position until a zombie kills me.
Halo.JPG


did you end up getting it to work on epoch? i just keep spawning with a broken leg
 
Same thing is happening to me I think. I spawn in in the air and halo for about 3 sec then I'm instantly on the ground usually with a broken leg and bleeding.
When I install chernarus epoch, vilayer is forcing Version 1.62.103419
epoch 1023
Here is the report:
Code:
6:34:11 "HIVE: Spawning # of Vehicles: 0"
16:34:11 "HIVE: Spawning # of Debris: 500"
16:34:11 "CLEANUP: INITIALIZING CLEANUP SCRIPT"
16:34:11 "EPOCH EVENTS INIT"
16:34:12 "DEBUG: Too many at [6907.1,2400.41]"
16:34:14 "DEBUG: Too many at [6433.8,2716.1]"
16:34:28 "SETUP: attempted with ["11",B 1-1-B:1 (Tharo) REMOTE,"38072902"]"
16:34:28 "SETUP: RESULT: Successful with ["PASS",[],[0,0,0,0],[],[],2500,11]"
16:34:28 "LOGIN: Location: [] doRnd?: true"
16:34:28 "LOGIN PUBLISHING: B 1-1-B:1 (Tharo) REMOTE Type: Survivor2_DZ"
16:34:28 "DW_DEBUG: (isnil _characterID): false"
16:34:28 "HIVE: WRITE: "CHILD:201:11:[343,[-18709.7,0.00167847]]:[[],[]]:["",[[],[]],[[],[]]]:[false,false,false,false,false,false,false,12000,[],[0,0],0,[0,0]]:false:false:0:0:0:0:["","amovpercmstpslowwrfldnon",100]:0:0:"Survivor2_DZ":0:" / 11"
16:34:38 bin\config.bin/CfgMovesZombie/States/AmovPercMrunSnonWnonDfr.InterpolateTo: item count not multiple of 2 (is 17)
16:34:38  bin\config.bin/CfgMovesZombie/States/AmovPercMrunSnonWnonDfr.InterpolateTo: Bad move
16:34:38 bin\config.bin/CfgMovesZombie/States/AmovPpneMrunSnonWnonDl.InterpolateTo: item count not multiple of 2 (is 9)
16:34:38  bin\config.bin/CfgMovesZombie/States/AmovPpneMrunSnonWnonDl.InterpolateTo: Bad move
16:34:38 bin\config.bin/CfgMovesZombie/States/AmovPpneMrunSnonWnonDb.InterpolateTo: item count not multiple of 2 (is 9)
16:34:38  bin\config.bin/CfgMovesZombie/States/AmovPpneMrunSnonWnonDb.InterpolateTo: Bad move
16:34:38 bin\config.bin/CfgMovesZombie/States/AmovPpneMrunSnonWnonDbr.InterpolateTo: item count not multiple of 2 (is 9)
16:34:38  bin\config.bin/CfgMovesZombie/States/AmovPpneMrunSnonWnonDbr.InterpolateTo: Bad move
16:34:38 bin\config.bin/CfgMovesZombie/States/AmovPpneMrunSnonWnonDfr.InterpolateTo: item count not multiple of 2 (is 11)
16:34:38  bin\config.bin/CfgMovesZombie/States/AmovPpneMrunSnonWnonDfr.InterpolateTo: Bad move
16:34:38  bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDnon_medicEnd
16:34:38  bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDnon_medic0S
16:34:38  bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDnon_medic0
16:34:38  bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDnon_medic1
16:34:38  bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDnon_medic2
16:34:38  bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDnon_medic3
16:34:38  bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDr_medic3
16:34:38  bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDr_medic4
16:34:38  bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDr_medic5
16:34:38  bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDnon_medic4
16:34:38  bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDnon_medic5
16:34:38  bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDr_medic0S
16:34:38  bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDr_medic0
16:34:38  bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDr_medic1
16:34:38  bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDr_medic2
16:34:38  bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.InterpolateTo: Bad move AinvPknlMstpSnonWnonDnon_medic0S
16:34:38  bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.InterpolateTo: Bad move AinvPknlMstpSnonWnonDr_medic0S
16:34:55 "DW_DEBUG: (isnil _characterID): false"
16:34:55 "ERROR: server_playerSync: Cannot Sync Player Tharo [11]. Position in debug! [-18697.6,25815.3,0.00115967]"
16:34:55 "DW_DEBUG: (isnil _characterID): false"
16:34:55 "ERROR: server_playerSync: Cannot Sync Player Tharo [11]. Position in debug! [-18697.6,25815.3,0.00115967]"

Hive log:

Code:
2013-09-22 17:47:23 HiveExt: [Information] Method: 101 Params: 38072902:11:Tharo:
2013-09-22 17:47:23 HiveExt: [Information] Result: ["PASS",false,"12",[],[["ItemFlashlight"],["ItemBandage","ItemPainkiller"]],["DZ_Patrol_Pack_EP1",[],[]],[0,21,21],"Survivor2_DZ",0.96]
2013-09-22 17:47:23 HiveExt: [Information] Method: 307 Params:
2013-09-22 17:47:23 HiveExt: [Information] Result: ["PASS",[2013,9,22,17,47]]
2013-09-22 17:47:23 HiveExt: [Information] Method: 102 Params: 12:
2013-09-22 17:47:23 HiveExt: [Information] Result: ["PASS",[],[0,0,0,0],[],[],2500,11]
2013-09-22 17:47:26 HiveExt: [Information] Method: 101 Params: 38072902:11:Error:No vehicle:
2013-09-22 17:47:26 HiveExt: [Information] Changed name of player 38072902 from 'Tharo' to 'Error'
2013-09-22 17:47:26 HiveExt: [Information] Result: ["PASS",false,"12",[],

My mission code (I set up the file structure like the OP said even though there is no reference to antihack.sqf anywhere in it):

Code:
//Run the player monitor
    _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];
    _playerMonitor =    [] execFSM "fixes\player_monitor.fsm";
    _void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
 
    //Lights
    //[17,6,true,false,true,true,72,242,600,10,[0.698, 0.556, 0.419],"Generator_DZ",208,"",0.5] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
};
//#include "\z\addons\dayz_code\system\REsec.sqf"
 
MC_BIS_halo_spawn = compile preprocessFileLineNumbers "fixes\haloInit.sqf";
private["_mkr"];
_mkr = "spawn" + str(round(random 4));
if (!isDedicated) then {
    [] spawn {
        waitUntil { !isNil ("dayz_animalCheck") 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;
        };
    };
};

My server_playersetup code:

Code:
dayzPlayerLogin2 = [_worldspace,_state,_randomSpot];
_clientID = owner _playerObj;
_clientID publicVariableClient "dayzPlayerLogin2";

Server_Cleanup.fsm:

Code:
 class vehicle_cleanup
    {
      name = "vehicle_cleanup";
      init = /*%FSM<STATEINIT""">*/"_safety = dayz_serverObjectMonitor;" \n
      "" \n
  //    "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
      "" \n
      "dayz_serverObjectMonitor = _safety;"/*%FSM</STATEINIT""">*/;

My haloinit:

Code:
// Change " 1000 " to whatever height you want your players to spawn!
 
if (!isDedicated) then {
    [player, 2000] execVM "fixes\fn_HALO.sqf";
};


I'm not using battleye atm.

I tried playing around with the playersync file but it didnt help.
Any ideas as to why I only halo for 2 sec then fall instantly from 2000m to my death would be great.
 
FOR 1.8 USERS ONLY:
Replace your init.sqf halo jump code with
Code:
MC_BIS_halo_spawn = compile preprocessFileLineNumbers "fixes\halospawninit.sqf";
private["_mkr"];
_mkr = "spawn" + str(round(random 4));
if (!isDedicated) then {
    [] spawn {
        waitUntil { !isNil ("dayz_animalCheck") 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 (PVCDZ_plr_Login2 select 2) then
        {
            _pos = position player;
            _mkr setMarkerPos [_pos select 0, _pos select 1];
            player spawn MC_BIS_halo_spawn;
        };
    };
};
 
Retra got a fix for Epoch 1.0.2.3?

I had it working fine on 1.0.2.1 then Dayz.st decided they were going to update my server... Now im stuck making it work.... I just spawn on the ground like the script isn't installed... but everything is in its correct spot
 
CommanderRetra - Is there anything else you have to do in order to get it to work with 1.8? Like removing the SpawnSelection or something like that?

It doesnt work for me :/
 
any issues with people spawning invisible with halo spawn and also seeing all the players that show up as little triangles? almost like ESP mode.

I had someone do my scripts and this is what happened
 
Retra got a fix for Epoch 1.0.2.3?

I had it working fine on 1.0.2.1 then Dayz.st decided they were going to update my server... Now im stuck making it work.... I just spawn on the ground like the script isn't installed... but everything is in its correct spot

looking for the same thing for Epoch 1.0.2.3, any one have it working?
 
Can someone show a complete Tut for people using 1.8 Cherno. I looked in my server_playerSetup.sqf and the line you want me to change does not exist.
 
Argh having so many problems trying to install this on my current overwatch server. willing to pay someone to install this with music on my overwatch server email me [email protected] (still very new to doing this kind of thing)
 
Alright, I have the issue of sadly getting it all to work and it works a few times, but some players and after a bit I spawn back on the ground no air jump no matter how many respawns. Any idea to correct this issue?
 
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