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I think its the a Issues with the Antiteleport Script. You can Disable it (in the next version) via the mission file.Haven't tried it. I think it's supposed to address something entirely different, he's still trying to fight the random teleportation when signing off in no-man areas of the map. My problem is different I think.
Thank you deathcall! thats a great Idea! Did you do that in the MPeditor or did you upload it to your DB?Kinda solved the swimming on the ground issue by spawning a patch of dirt below the spawning area. This way, when the character is created prior to the teleport that puts him on his last known position on the DB, he falls to the ground and is not stuck in the "swimming" animation, preventing the bug.
Okay, can you Upload it?
Can you recreate this Problem with this Mission.sqm: https://github.com/Skaronator/DayZLingor/blob/Development/SQF-Server/missions.lingor/mission.sqm ?Kinda solved the swimming on the ground issue by spawning a patch of dirt below the spawning area. This way, when the character is created prior to the teleport that puts him on his last known position on the DB, he falls to the ground and is not stuck in the "swimming" animation, preventing the bug.
if (count _worldspace > 0) then {
_position = _worldspace select 1;
if (count _position < 3) then {
//prevent debug world!
_randomSpot = true;
};
_debug = getMarkerpos "respawn_west";
_distance = _debug distance _position;
if (_distance < 2000) then {
_randomSpot = true;
};
_distance = [0,0,0] distance _position;
if (_distance < 500) then {
_randomSpot = true;
};
//_playerObj setPosATL _position;
} else {
_randomSpot = true;
};
Sorry to bring this up again but since the problems are related, I thought I'd mention it.
Going back to the teleportation issues (that cause us to move around the debug plains in the first placer), I found this on server_playerSetup on line 69:
Code:if (count _worldspace > 0) then { _position = _worldspace select 1; if (count _position < 3) then { //prevent debug world! _randomSpot = true; }; _debug = getMarkerpos "respawn_west"; _distance = _debug distance _position; if (_distance < 2000) then { _randomSpot = true; }; _distance = [0,0,0] distance _position; if (_distance < 500) then { _randomSpot = true; }; //_playerObj setPosATL _position; } else { _randomSpot = true; };
Isn't this code responsible for people getting ported away from the vicinity of the debug plains? Look at that _distance, 2000 meters. In Cherno it's probably not too much, but Lingor is another story. Specially if we take into consideration that the debug island on Lingor is pretty close to shore...
I might be wrong though, I just stumbled on this thing while re-checking my files.
Here can you find the Wrecks Postion/File:I've seen no such wrecks on the sqm he linked a few post above... If anything, he even removed the H-Barriers present on the vanilla Lingor file. Those wrecks you mention, someone else asked me about them, aren't they the wrecks that were present on older versions of the map? I believe they got erased for the newer ones.
It's those wrecks on roads and stuff right? Like the checkpoint at the beggining of Puente Malargo on Maruko?
Maybe Skaro began his work with the old version of Lingor and since those wrecks were cooked-into it he hasn't removed them? I don't know frankly. Haven't played Skaro's Lingor, though I'd like to try it out soon.
Kinda solved the swimming on the ground issue by spawning a patch of dirt below the spawning area. This way, when the character is created prior to the teleport that puts him on his last known position on the DB, he falls to the ground and is not stuck in the "swimming" animation, preventing the bug.
Here can you find the Wrecks Postion/File:
https://github.com/Skaronator/DayZLingor/blob/Development/SQF/dayz/CfgTownGenerator.hpp
I've talked with Visad. This is a "Global" problem with the spawnsystem.
aaaand:
I've talked with IceBreakr and he is working on a update for Lingor Island!![]()