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Jul 19th, 2019
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  1. /*
  2.     File: fn_spawnConfirm.sqf
  3.     Author: Bryan "Tonic" Boardwine
  4.  
  5.     Description:
  6.     Spawns the player where he selected.
  7. */
  8. private ["_spCfg","_sp","_spawnPos"];
  9. closeDialog 0;
  10. cutText ["","BLACK IN"];
  11.  
  12. if (life_spawn_point isEqualTo []) then {
  13.     private ["_sp","_spCfg"];
  14.     _spCfg = [playerSide] call life_fnc_spawnPointCfg;
  15.     _sp = _spCfg select 0;
  16.  
  17.     if (playerSide isEqualTo civilian) then {
  18.         if (isNil {(call compile format ["%1",_sp select 0])}) then {
  19.             player setPos (getMarkerPos (_sp select 0));
  20.         } else {
  21.             _spawnPos = (call compile format ["%1",_sp select 0]) call BIS_fnc_selectRandom;
  22.             _spawnPos = _spawnPos buildingPos 0;
  23.             player setPos _spawnPos;
  24.         };
  25.     } else {
  26.         player setPos (getMarkerPos (_sp select 0));
  27.     };
  28.     titleText[format ["%2 %1",_sp select 1,localize "STR_Spawn_Spawned"],"BLACK IN"];
  29. } else {
  30.     if (playerSide isEqualTo civilian) then {
  31.         if (isNil {(call compile format ["%1",life_spawn_point select 0])}) then {
  32.             if (["house",life_spawn_point select 0] call BIS_fnc_inString) then {
  33.                 private ["_bPos","_house","_pos"];
  34.                 _house = nearestObjects [getMarkerPos (life_spawn_point select 0),["House_F"],10] select 0;
  35.                 _bPos = [_house] call life_fnc_getBuildingPositions;
  36.  
  37.                 if (_bPos isEqualTo []) exitWith {
  38.                     player setPos (getMarkerPos (life_spawn_point select 0));
  39.                 };
  40.  
  41.                 {_bPos = _bPos - [(_house buildingPos _x)];} forEach (_house getVariable ["slots",[]]);
  42.                 _pos = _bPos call BIS_fnc_selectRandom;
  43.                 player setPosATL _pos;
  44.             } else {
  45.                 player setPos (getMarkerPos (life_spawn_point select 0));
  46.             };
  47.         } else {
  48.             _spawnPos = (call compile format ["%1", life_spawn_point select 0]) call BIS_fnc_selectRandom;
  49.             _spawnPos = _spawnPos buildingPos 0;
  50.             player setPos _spawnPos;
  51.         };
  52.     } else {
  53.         if ((life_spawn_point select 0) isEqualTo "cop_spawn_7") then {
  54.             player setPosATL [getMarkerPos "cop_spawn_7" # 0, getMarkerPos "cop_spawn_7" # 1, 138];
  55.         } else {
  56.             player setPos (getMarkerPos (life_spawn_point select 0));
  57.         };
  58.     };
  59.     titleText[format ["%2 %1",life_spawn_point select 1,localize "STR_Spawn_Spawned"],"BLACK IN"];
  60. };
  61.  
  62. if (life_firstSpawn) then {
  63.     life_firstSpawn = false;
  64.     [] call life_fnc_welcomeNotification;
  65. };
  66. [] call life_fnc_playerSkins;
  67. [] call life_fnc_hudSetup;
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