Hmm, I am trying this too and have the same problem (Wait for Host).
In my mission.sqm, I notice that there are already a few "class Markers" listed. At the begining of the string it says:
Then I count 7 "class Item" lines (starting with "class Item0" and ending in "class item7".
So, since there are already 7 items, should'nt I change
to
and then change
Code:
class Markers
{
items=0;
class Item1
{
position[]={5448.5063,155.89714,12571.155};
name="dome";
text="Text to display on the map here";
type="waypoint";
colorName="ColorRed";
};
};
to
Code:
};
class Item7
{
position[]={11477.646,317.32016,11347.531};
name="dome";
text="Admin's Base - KEEP OUT";
type="waypoint";
colorName="ColorRed";
};
Well, I have tried it both ways and either way I get the "Waiting for Host" screen.
Whoa! You definitely don't want to change
Code:
class Markers
{
items=0;
class Item1
{
position[]={5448.5063,155.89714,12571.155};
name="dome";
text="Text to display on the map here";
type="waypoint";
colorName="ColorRed";
};
};
to
Code:
};
class Item7
{
position[]={11477.646,317.32016,11347.531};
name="dome";
text="Admin's Base - KEEP OUT";
type="waypoint";
colorName="ColorRed";
};
By doing that, you are completely removing the Markers class altogether. You can't delete the line: class Markers
Creating this dome is pretty simple and only requires a Sensor item and the dome sqf file. You can certainly add a marker if you want it identified on your map, but it isn't necessary.
Here is what you need to do:
In mission.sqm, add this code in your class Sensors section:
Code:
class Item1
{
position[]={X,Z,Y};
a=200;
b=200;
activationBy="ANY";
repeating=1;
interruptable=1;
age="UNKNOWN";
name="dome";
expCond="(vehicle player) in thislist;";
expActiv="dome = [] execVM ""dome.sqf"";";
expDesactiv="terminate dome; titleText [""You have left the Admin Dome."", ""PLAIN DOWN"", 3];";
class Effects
{
};
};
In the above code, adjust the following lines:
class Item1 - change the 1 to the next number Item number in the Sensors section
position[]={X,Z,Y} - change X,Z,Y to the appropriate world position
a=200
b=200 - the numbers in a and b are the total size of the dome
IN THE EVENT THAT YOU DO NOT have a class Sensors section already in your mission.sqm, just add the following code right above the class Markers line. ONLY add this line if you do NOT have a class Sensors section in your mission.sqm. This code will be added in place of the code above.
Code:
class Sensors
{
items=1;
class Item0
{
position[]={401.33044,-10,4591.9839};
a=200;
b=200;
activationBy="ANY";
repeating=1;
interruptable=1;
age="UNKNOWN";
name="dome";
expCond="(vehicle player) in thislist;";
expActiv="dome = [] execVM ""dome.sqf"";";
expDesactiv="terminate dome; titleText [""You have left the Admin Dome."", ""PLAIN DOWN"", 3];";
class Effects
{
};
};
};
Adjust the position, a, and b sections.
Now, in your dome.sqf file that should be in your Mission PBO, add the following:
Code:
// Dome
if ((getPlayerUID player) in ["########","########"]) exitWith {
titleText ["Welcome to the Admin Dome!", "PLAIN DOWN", 3];
};
// Everyone Else
titleText ["This dome is an Admin-only area, please leave immediately.", "PLAIN DOWN", 3];
sleep 5;
titleText ["If you do not turn back you will be killed.", "PLAIN DOWN", 3];
sleep 5;
titleText ["You have 10 seconds!", "PLAIN DOWN", 3];
sleep 5;
titleText ["You must leave now!", "PLAIN DOWN", 3];
sleep 5;
titleText ["You were warned!", "PLAIN DOWN", 3];
sleep 3;
player setDamage 1;
Make sure to change the ######## in the top line to the character IDs that you want to allow into the base. Everyone else will have 10 seconds to leave or they will die.
If you also want to add a map marker for this location, just add a new item to your class Markers section:
Code:
class Item7
{
position[]={401.33044,0,4591.9839};
name="dome";
text="Admin Dome";
type="waypoint";
colorName="ColorRed";
};
This can obviously be customized. Make sure to change classItem7 to whatever number is next in line in your Markers section, and also make sure to change the items=# line below the class Markers line to your total number of Marker items.
Hope this helps. It works perfectly for me.