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player_spawn2 override settings


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Hi, good work on the patch, if I want to override the settings in player_spawn2 I will pull that file to my mission file and call it from the init, I know that bit. In the file itself there are the override options, could you clarify the options for changing these please

// override vars
_maxDistanceTravel = DZE_teleport select 0;
_maxDistanceDebug = DZE_teleport select 1;
_maxDistanceZeroPos = DZE_teleport select 2;
_maxDistancePlayer = DZE_teleport select 3;
_maxDistanceVehicle = DZE_teleport select 4;

thanks

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Hi, good work on the patch, if I want to override the settings in player_spawn2 I will pull that file to my mission file and call it from the init, I know that bit. In the file itself there are the override options, could you clarify the options for changing these please

// override vars
_maxDistanceTravel = DZE_teleport select 0;
_maxDistanceDebug = DZE_teleport select 1;
_maxDistanceZeroPos = DZE_teleport select 2;
_maxDistancePlayer = DZE_teleport select 3;
_maxDistanceVehicle = DZE_teleport select 4;
thanks

You do NOT need the player_spawn_2.sqf inside of your mission file anymore.

In your init.sqf located in your mission.pbo, all you need to do is set the variable:

DZE_teleport = [1000,2000,500,200,800];
The full post by vbawol is located: http://dayzepoch.com/forum/index.php?/topic/1183-teleport-bug-since-new-update/page-2#entry8434
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so does 

 DZE_teleport = [1000,2000,500,200,800]; 

 disable the anti tele port completely?

Not that I am aware of.

You may have to modify the player_spawn_2.sqf and add in an override.

I would suggest having an override such at

if (dayz_playerUID != "youruid") then { //check for teleporters
or you can do a foreach of a player uid you would specify elsewhere.
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Can we change this to some big number so, its not really working anymore? maybe

DZE_teleport = [99999,99999,99999,99999,99999]; 

I have not added DZE_teleport to my init yet, but want to as my father in law got teleported earlier while flying and died. I thought it had been fixed but I'm guessing it's still kinda there

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Kind-Sir, Can you check this example for me?

 

Presumably in init.sqf you'd put the following

 

if (dayz_playerUID != "youruid") then { //check for teleporters

DZE_teleport = [14000,14000,14000,14000,14000];

} else {

DZE_teleport = [1000,2000,500,200,800];

 

That'd presumably mean that it'd only allow "Admins" to bypass the anti-Tp in this manor ?

 

I'd appreciate you're input as I have currently only got the DZE_teleport set to 14000 for everyone and people get "f*cked" when they put on clothes :/

But as part of my server I feel it is mandatory that I am able to get from one player to another in a matter of seconds :/

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_maxDistancePlayer "Appears" to be the variable that stops teleportation & the others are presumably related to other things

I'm currently testing this theory now :)

Kind of hoping that it's as easy as throwing off one variable so admins can teleport and other players aren't effected by being kicked out of cars & other bugs :/

 

This works however you can't port vehicles with this fix.

BUT

It will port the vehicle where you try to port it too then teleport you back to where you were

I presume that is _maxDistanceVehicle But the way it is at the moment works find ;)

 

So here is my DZE_Teleport for anyone who is having problems with people dieing from changing skins :D

 

DZE_teleport = [14000,2000,500,14000,800];

 

Not sure if the first one is required or not, cba to test :D

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Not sure if I should be posting on this thread for this issue but what the hey.

 

 

I downloaded the Admin Tools ect and they worked in game fine. Then I added the script 

 


if (getPlayerUID player) in ["124008390"]) then 
{
DZE_teleport = [99999,99999,99999,99999,99999];
};

 

 

And then under that is...

 

[] execVM "admintools\Activate.sqf";
[] execVM 'AGN\agn_SafeZoneCommander.sqf';

 

 

These are both at the bottom of the default Init.sqf file and without the first line of code, the bottom plugins work perfectly. 

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Really nice try you guys give us here, but for me this dosen't work.
I can teleport around 100-200 meters, but sometimes it teleports me back and sometimes it don't.
And when i put in the DZE_teleport = [1000,2000,500,200,800]; code.

 

I get these errors

 8:36:29 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon

 8:36:29 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 1)! MoveName: amovpercmrunsnonwbindf_rfl
 8:36:54 Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852
 8:36:57 Warning Message: Script z\addons\dayz_server\system\server_monitor.sqf not found
 8:36:57 "\z\addons\dayz_code\system\REsec.sqf:Monitoring Remote Exe..."
 8:39:54 Client: Remote object 2:7 not found
 8:39:54 Client: Remote object 2:8 not found
 8:39:54 Client: Remote object 2:9 not found
 
Anyone know the problem for this ??.
Because as soon as i put in the DZ code i get errors and when i remove it, i can play fine again.
 
//GAMESinHDTV
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So...

 

If you have defined a variable for your admins PlayerUID's (lets say it is named "Server_Admin_List") you could go like this:

 

change the startup of the antihack in your init.sqf in the mission folder

from:

	// Anti Hack 
	if (true) then {
		[] execVM "\z\addons\dayz_code\system\antihack.sqf";
	};

to:

	// Anti Hack 
	if (!((getPlayerUID player) in Server_Admin_List)) then {
		[] execVM "cuatom\antihack.sqf";
	};

If you do not have a variable with your admin id's change it to this:

	// Anti Hack 
	if (!((getPlayerUID player) in ["1111111","2222222","3333333")) then {
		[] execVM "cuatom\antihack.sqf";
	};

replace 1111111 with the playerUID of your first admin, 2222222 with your second, and... you get what i mean.

You can put in as many admins as you like/have

 

 

Moo,

Otter

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