Français Not solved Passage de Altis à une map moddée : problèmes de bugs

  • Auteur de la discussion Auteur de la discussion Buisson
  • Date de début Date de début
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Buisson

User
29/4/20
22
0
300
Bonjour,
Je suis en train de développer un serveur depuis maintenant quelques moi. J'ai directement pris l'initiative de développer la mission sur la map moddée directement a fin de gagner du temps. Je me suis rendu compte, lundi, que j'avais quelque erreurs et qu'il fallait que je reprenne tout au propre, j'ai donc repris une mission vierge et installé tous mes scripts, puis mes mods. J'ai aucune erreur. tout fonctionne parfaitement. Lorsque je passe sur la map moddée que je souhaite, la mission qui était auparavant sur Altis, les bugs reviennent. Y a t'il des impératif lorsque l'on passe sur une map moddée ? des variables a changer dans certains fichiers ? a part le fichiers concernant les spawn je n'ai rien touché d'autre. Merci par avance a ceux qui auront pris le temps de lire et de me répondre. Cordialement
 
Hello,

Ca t'aideras surrement.

 
Merci beaucoup Said Said, cependant lorsque je fais ceci, je spawn sur l'ile au spawn alors que je choisis correctement un spawn, et mon principal problème est toujours présent, si on meurt et que l'on demande de l'aide aux médecins, ceux ci ne reçoivent pas la notification et il est impossible de réanimer. Je tiens a dire que je n'ai changé ni les mods ni les fichiers mission entre altis et la map moddée. Merci
 
Est-ce que tu peux envoyer ton nouveau config_spawnPoints.hpp et ton fn_initCiv.sqf ?

Pour la demande d'aide des médecins je ne pense pas que ça ait un rapport avec la carte. Est-ce que ça fonctionnait avant ?
Est-ce que tu peux envoyer les fichiers fn_onPlayerKilled.sqf, fn_medicRequest.sqf et fn_requestMedic.sqf ?
 
J'ai donc essayé sur plusieurs cartes donc oui j'ai du mal faire une manipulation. J'ai donc mis ma missiond'altis sur Kelleys uniquement, tous les fichiers config etc n'ont pas changé, j'ai uniquement copié collé tous les éleéments de ma mission altis. Jen 'ai donc rien changé a part la map. Pour kelleys voici l'ensembles des fichiers que tu m'as demandé. Je joint une image pour ce que cela fait au moment du respawn. A ce moment on ne peut absolument rien faire. Encore merci pour ta réponse.
unknown.png



[CODE title="CfgSpawnPoints"]/*
  • Format:
  • 3: STRING (Conditions) - Must return boolean :
  • String can contain any amount of conditions, aslong as the entire
  • string returns a boolean. This allows you to check any levels, licenses etc,
  • in any combination. For example:
  • "call life_coplevel && license_civ_someLicense"
  • This will also let you call any other function.
*
*/
class CfgSpawnPoints {

class kelleysisland {
class Civilian {
class Kavala {
displayName = "Kavala";
spawnMarker = "civ_spawn_1";
icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";
conditions = "";
};

class Athira {
displayName = "Athira";
spawnMarker = "civ_spawn_3";
icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";
conditions = "";
};

class Pyrgos {
displayName = "Pyrgos";
spawnMarker = "civ_spawn_2";
icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";
conditions = "";
};

class Sofia {
displayName = "Sofia";
spawnMarker = "civ_spawn_4";
icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";
conditions = "";
};

class RebelN {
displayName = $STR_SP_Reb_N;
spawnMarker = "Rebelop";
icon = "\a3\ui_f\data\map\MapControl\bunker_ca.paa";
conditions = "license_civ_rebel";
};

class RebelS {
displayName = $STR_SP_Reb_S;
spawnMarker = "Rebelop_1";
icon = "\a3\ui_f\data\map\MapControl\bunker_ca.paa";
conditions = "license_civ_rebel";
};

class RebelE {
displayName = $STR_SP_Reb_E;
spawnMarker = "Rebelop_2";
icon = "\a3\ui_f\data\map\MapControl\bunker_ca.paa";
conditions = "license_civ_rebel";
};
};

class Cop {
class Kavala {
displayName = "Kavala HQ";
spawnMarker = "cop_spawn_1";
icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";
conditions = "";
};

class Athira {
displayName = "Athira HQ";
spawnMarker = "cop_spawn_3";
icon = "\a3\ui_f\data\map\MapControl\fuelstation_ca.paa";
conditions = "";
};

class Pyrgos {
displayName = "Pyrgos HQ";
spawnMarker = "cop_spawn_2";
icon = "\a3\ui_f\data\map\GroupIcons\badge_rotate_0_gs.paa";
conditions = "";
};

class Air {
displayName = $STR_MAR_Police_Air_HQ;
spawnMarker = "cop_spawn_4";
icon = "\a3\ui_f\data\map\Markers\NATO\b_air.paa";
conditions = "call life_coplevel >= 2 && {license_cop_cAir}";
};

class HW {
displayName = $STR_MAR_Highway_Patrol;
spawnMarker = "cop_spawn_5";
icon = "\a3\ui_f\data\map\GroupIcons\badge_rotate_0_gs.paa";
conditions = "call life_coplevel >= 3";
};
};

class Medic {
class Kavala {
displayName = $STR_SP_EMS_Kav;
spawnMarker = "medic_spawn_1";
icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa";
conditions = "";
};

class Athira {
displayName = $STR_SP_EMS_Ath;
spawnMarker = "medic_spawn_2";
icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa";
conditions = "";
};

class Pyrgos {
displayName = $STR_SP_EMS_Pyr;
spawnMarker = "medic_spawn_3";
icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa";
conditions = "";
};
};
};

class Tanoa {

class Civilian {
class Georgetown {
displayName = "Georgetown";
spawnMarker = "civ_spawn_1";
icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";
conditions = "!license_civ_rebel";
};

class Balavu {
displayName = "Balavu";
spawnMarker = "civ_spawn_3";
icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";
conditions = "";
};

class Tuvanaka {
displayName = "Tuvanaka";
spawnMarker = "civ_spawn_2";
icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";
conditions = "";
};

class Lijnhaven {
displayName = "Lijnhaven";
spawnMarker = "civ_spawn_4";
icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";
conditions = "";
};

class RebelNW {
displayName = $STR_SP_Reb_NW;
spawnMarker = "Rebelop";
icon = "\a3\ui_f\data\map\MapControl\bunker_ca.paa";
conditions = "license_civ_rebel";
};

class RebelS {
displayName = $STR_SP_Reb_S;
spawnMarker = "Rebelop_1";
icon = "\a3\ui_f\data\map\MapControl\bunker_ca.paa";
conditions = "license_civ_rebel";
};

class RebelNE {
displayName = $STR_SP_Reb_NE;
spawnMarker = "Rebelop_2";
icon = "\a3\ui_f\data\map\MapControl\bunker_ca.paa";
conditions = "license_civ_rebel";
};
};

class Cop {
class NAirport {
displayName = $STR_SP_Cop_Air_N;
spawnMarker = "cop_spawn_1";
icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";
conditions = "";
};

class SWAirport {
displayName = $STR_SP_Cop_Air_SW;
spawnMarker = "cop_spawn_3";
icon = "\a3\ui_f\data\map\MapControl\fuelstation_ca.paa";
conditions = "";
};

class GeorgetownHQ {
displayName = "Georgetown HQ";
spawnMarker = "cop_spawn_2";
icon = "\a3\ui_f\data\map\GroupIcons\badge_rotate_0_gs.paa";
conditions = "";
};

class Air {
displayName = $STR_MAR_Police_Air_HQ;
spawnMarker = "cop_spawn_4";
icon = "\a3\ui_f\data\map\Markers\NATO\b_air.paa";
conditions = "call life_coplevel >= 2 && {license_cop_cAir}";
};

class HW {
displayName = $STR_MAR_Highway_Patrol;
spawnMarker = "cop_spawn_5";
icon = "\a3\ui_f\data\map\GroupIcons\badge_rotate_0_gs.paa";
conditions = "call life_coplevel >= 3";
};
};

class Medic {

class SEHospital {
displayName = $STR_SP_EMS_SE;
spawnMarker = "medic_spawn_1";
icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa";
conditions = "";
};

class TanoukaHospital {
displayName = $STR_SP_EMS_Tan;
spawnMarker = "medic_spawn_2";
icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa";
conditions = "";
};

class NEAirportHospital {
displayName = $STR_SP_EMS_NEair;
spawnMarker = "medic_spawn_3";
icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa";
conditions = "";
};

};

};

};
[/CODE]

[CODE title="fn_medicRequest.sqf"]/*
File: fn_medicRequest.sqf
Author: Bryan "Tonic" Boardwine

Description:
Notifies the medics that someone has requested emergency and prompts them
if they want to take the request or not.
*/
params [
["_caller",objNull,[objNull]],
["_callerName","Unknown Player",[""]]
];

if (isNull _caller) exitWith {}; //Bad data

["MedicalRequestEmerg",[format [localize "STR_Medic_Request",_callerName]]] call BIS_fnc_showNotification;
[/CODE]




[CODE title="fn_requestMedic.sqf"]#include "..\..\script_macros.hpp"
/*
File: fn_requestMedic.sqf
Author: Bryan "Tonic" Boardwine

Description:
N/A
*/
private "_medicsOnline";
_medicsOnline = {!(_x isEqualTo player) && {side _x isEqualTo independent} && {alive _x}} count playableUnits > 0; //Check if medics (indep) are in the room.

life_corpse setVariable ["Revive",false,true]; //Set the corpse to a revivable state.
if (_medicsOnline) then {
//There is medics let's send them the request.
[2] spawn max_callsmanage_fnc_deathMessage;
} else {
//No medics were online, send it to the police.
[1] spawn max_callsmanage_fnc_deathMessage;
};

//Create a thread to monitor duration since last request (prevent spammage).
[] spawn {
((findDisplay 7300) displayCtrl 7303) ctrlEnable false;
sleep (2 * 60);
((findDisplay 7300) displayCtrl 7303) ctrlEnable true;
};
[/CODE]

[CODE title="fn_onPlayerKilled.sqf"]#include "..\..\script_macros.hpp"
/*
File: fn_onPlayerKilled.sqf
Author: Bryan "Tonic" Boardwine
Description:
When the player dies collect various information about that player
and pull up the death dialog / camera functionality.
*/
params [
["_unit",objNull,[objNull]],
["_killer",objNull,[objNull]]
];
disableSerialization;

if !((vehicle _unit) isEqualTo _unit) then {
UnAssignVehicle _unit;
_unit action ["getOut", vehicle _unit];
_unit setPosATL [(getPosATL _unit select 0) + 3, (getPosATL _unit select 1) + 1, 0];
};

//Set some vars
_unit setVariable ["Revive",true,true];
_unit setVariable ["name",profileName,true]; //Set my name so they can say my name.
_unit setVariable ["restrained",false,true];
_unit setVariable ["Escorting",false,true];
_unit setVariable ["transporting",false,true];
_unit setVariable ["playerSurrender",false,true];
_unit setVariable ["steam64id",(getPlayerUID player),true]; //Set the UID.

//close the esc dialog
if (dialog) then {
closeDialog 0;
};

//Setup our camera view
life_deathCamera = "CAMERA" camCreate (getPosATL _unit);
showCinemaBorder true;
life_deathCamera cameraEffect ["Internal","Back"];
createDialog "DeathScreen";
life_deathCamera camSetTarget _unit;
life_deathCamera camSetRelPos [0,3.5,4.5];
life_deathCamera camSetFOV .5;
life_deathCamera camSetFocus [50,0];
life_deathCamera camCommit 0;

(findDisplay 7300) displaySetEventHandler ["KeyDown","if ((_this select 1) isEqualTo 1) then {true}"]; //Block the ESC menu

//Create a thread for something?
_unit spawn {
private ["_maxTime","_RespawnBtn","_Timer"];
disableSerialization;
_RespawnBtn = ((findDisplay 7300) displayCtrl 7302);
_Timer = ((findDisplay 7300) displayCtrl 7301);
if (LIFE_SETTINGS(getNumber,"respawn_timer") < 5) then {
_maxTime = time + 5;
} else {
_maxTime = time + LIFE_SETTINGS(getNumber,"respawn_timer");
};
_RespawnBtn ctrlEnable false;
waitUntil {
_Timer ctrlSetText format [localize "STR_Medic_Respawn",[(_maxTime - time),"MM:SS"] call BIS_fnc_secondsToString];
round(_maxTime - time) <= 0 || isNull _this
};
_RespawnBtn ctrlEnable true;
_Timer ctrlSetText localize "STR_Medic_Respawn_2";
};

_unit spawn {
disableSerialization;
private _requestBtn = ((findDisplay 7300) displayCtrl 7303);
_requestBtn ctrlEnable false;
private _requestTime = time + 5;
waitUntil {round(_requestTime - time) <= 0 || isNull _this};
_requestBtn ctrlEnable true;
};

[] spawn life_fnc_deathScreen;

//Create a thread to follow with some what precision view of the corpse.
[_unit] spawn {
private _unit = _this select 0;
waitUntil {
life_deathCamera camSetTarget _unit;
life_deathCamera camSetRelPos [0,3.5,4.5];
life_deathCamera camCommit 0;
speed _unit isEqualTo 0
};
};

//Make the killer wanted
if (!isNull _killer && {!(_killer isEqualTo _unit)} && {!(side _killer isEqualTo west)} && {alive _killer}) then {
if (vehicle _killer isKindOf "LandVehicle") then {
if (life_HC_isActive) then {
[getPlayerUID _killer,_killer getVariable ["realname",name _killer],"187V"] remoteExecCall ["HC_fnc_wantedAdd",HC_Life];
} else {
[getPlayerUID _killer,_killer getVariable ["realname",name _killer],"187V"] remoteExecCall ["life_fnc_wantedAdd",RSERV];
};

//Get rid of this if you don't want automatic vehicle license removal.
if (!local _killer) then {
[2] remoteExecCall ["life_fnc_removeLicenses",_killer];
};
} else {
if (life_HC_isActive) then {
[getPlayerUID _killer,_killer getVariable ["realname",name _killer],"187"] remoteExecCall ["HC_fnc_wantedAdd",HC_Life];
} else {
[getPlayerUID _killer,_killer getVariable ["realname",name _killer],"187"] remoteExecCall ["life_fnc_wantedAdd",RSERV];
};

if (!local _killer) then {
[3] remoteExecCall ["life_fnc_removeLicenses",_killer];
};
};
};

life_save_gear = [player] call life_fnc_fetchDeadGear;

if (LIFE_SETTINGS(getNumber,"drop_weapons_onDeath") isEqualTo 0) then {
_unit removeWeapon (primaryWeapon _unit);
_unit removeWeapon (handgunWeapon _unit);
_unit removeWeapon (secondaryWeapon _unit);
};

//Killed by cop stuff...
if (side _killer isEqualTo west && !(playerSide isEqualTo west)) then {
life_copRecieve = _killer;
//Did I rob the federal reserve?
if (!life_use_atm && {CASH > 0}) then {
[format [localize "STR_Cop_RobberDead",[CASH] call life_fnc_numberText]] remoteExecCall ["life_fnc_broadcast",RCLIENT];
CASH = 0;
};
};

if (!isNull _killer && {!(_killer isEqualTo _unit)}) then {
life_removeWanted = true;
};

[_unit] call life_fnc_dropItems;

life_action_inUse = false;
life_hunger = 100;
life_thirst = 100;
life_carryWeight = 0;
CASH = 0;
life_is_alive = false;

[] call life_fnc_hudUpdate; //Get our HUD updated.
[player,life_settings_enableSidechannel,playerSide] remoteExecCall ["TON_fnc_manageSC",RSERV];

[0] call SOCK_fnc_updatePartial;
[3] call SOCK_fnc_updatePartial;
if (playerSide isEqualTo civilian) then {
[4] call SOCK_fnc_updatePartial;
};
[/CODE]

[CODE title="fn_initCiv.sqf"]#include "..\script_macros.hpp"
/*
File: fn_initCiv.sqf
Author: Bryan "Tonic" Boardwine

Description:
Initializes the civilian.
*/
if !(isNil "The_programmer_initialised") exitWith {};
private _altisArray = ["Land_i_Shop_01_V1_F","Land_i_Shop_01_V2_F","Land_i_Shop_01_V3_F","Land_i_Shop_02_V1_F","Land_i_Shop_02_V2_F","Land_i_Shop_02_V3_F"];
private _tanoaArray = ["Land_House_Small_01_F"];
private _kelleysislandArray = [""];
private _spawnBuildings = [[["Altis", _altisArray], ["Tanoa", _tanoaArray], ["kelleysisland", _kelleysislandArray]]] call TON_fnc_terrainSort;

civ_spawn_1 = nearestObjects[getMarkerPos "civ_spawn_1", _spawnBuildings,350];
civ_spawn_2 = nearestObjects[getMarkerPos "civ_spawn_2", _spawnBuildings,350];
civ_spawn_3 = nearestObjects[getMarkerPos "civ_spawn_3", _spawnBuildings,350];
civ_spawn_4 = nearestObjects[getMarkerPos "civ_spawn_4", _spawnBuildings,350];

waitUntil {!(isNull (findDisplay 46))};
if (life_is_alive && !life_is_arrested) then {
/* Spawn at our last position */
player setVehiclePosition [life_civ_position, [], 0, "CAN_COLLIDE"];
} else {
if (!life_is_alive && !life_is_arrested) then {
if (LIFE_SETTINGS(getNumber,"save_civilian_positionStrict") isEqualTo 1) then {
[] call life_fnc_startLoadout;
CASH = 0;
[0] call SOCK_fnc_updatePartial;
};
[] call life_fnc_spawnMenu;
waitUntil{!isNull (findDisplay 38500)}; //Wait for the spawn selection to be open.
waitUntil{isNull (findDisplay 38500)}; //Wait for the spawn selection to be done.
} else {
if (life_is_arrested) then {
life_is_arrested = false;
[player,true] spawn life_fnc_jail;
};
};
};
life_is_alive = true;[/CODE]
 
J'ai tous les marqueurs présents sur altis de base je n'ai rien rajouté et rien enlevé. C'est pour ca je ne comprends pas.
 
Salut j'avais le même problème, et ça venait de mets init alors duquel aucune idée mais essaye d'enlever tes panneaux pour test et si le probleme n apparait plus il te resteras a tous les refaires 1 par 1
 
Bonjour essaie tout simplement de changer le nom du spawn.

Change dans ton fichier Config_SpawnPoints.hpp qui si situe dans le dossier config de ta mission,

[CODE title="Config_SpawnPoints.hpp"]class CfgSpawnPoints {

class kelleysisland {
class Civilian {
class Union {
displayName = "Union";
spawnMarker = "spawn_union_civ";
icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";
conditions = "";
};

class Jamestown {
displayName = "Jamestown";
spawnMarker = "spawn_jamestown_civ";
icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";
conditions = "";
};
};

class Cop {
class Union {
displayName = "Gendarmerie d'Union";
spawnMarker = "spawn_union_cop";
icon = "\a3\ui_f\data\map\MapControl\watertower_ca.paa";
conditions = "";
};
};

class Medic {
class Union {
displayName = "CSP Union";
spawnMarker = "spawn_union_medic";
icon = "\a3\ui_f\data\map\MapControl\hospital_ca.paa";
conditions = "";
};
};
};
};
[/CODE]

Maintenant tu va en editeur sur ta mission.sqm et tu modifie les point de spawn par les noms que tu auras mis dans ton fichier Config_SpawnPoints.hpp ce qui est écrit dans la partie "spawnMarker".


Tu peux bien entendu ajouter au temps de spawn que tu le souhaite mais faut bien penser a les ajouter dans ton config spawn et et les ajouter en editeur sur ta mission !