Code
/*
File: fn_spawnConfirm.sqf
Author: Bryan "Tonic" Boardwine
Description:
Spawns the player where he selected.
*/
private ["_spCfg","_sp","_spawnPos"];
closeDialog 0;
cutText ["","BLACK IN"];
if (life_spawn_point isEqualTo []) then {
private ["_sp","_spCfg"];
_spCfg = [playerSide] call life_fnc_spawnPointCfg;
_sp = _spCfg select 0;
if (playerSide isEqualTo civilian) then {
if (isNil {(call compile format ["%1",_sp select 0])}) then {
player setPos (getMarkerPos (_sp select 0));
} else {
_spawnPos = (call compile format ["%1",_sp select 0]) call BIS_fnc_selectRandom;
_spawnPos = _spawnPos buildingPos 0;
player setPos _spawnPos;
playsound "DEINSOUND";
};
} else {
player setPos (getMarkerPos (_sp select 0));
};
titleText[format ["%2 %1",_sp select 1,localize "STR_Spawn_Spawned"],"BLACK IN"];
} else {
if (playerSide isEqualTo civilian) then {
if (isNil {(call compile format ["%1",life_spawn_point select 0])}) then {
if (["house",life_spawn_point select 0] call BIS_fnc_inString) then {
private ["_bPos","_house","_pos"];
_house = nearestObjects [getMarkerPos (life_spawn_point select 0),["House_F"],10] select 0;
_bPos = [_house] call life_fnc_getBuildingPositions;
if (_bPos isEqualTo []) exitWith {
player setPos (getMarkerPos (life_spawn_point select 0));
};
{_bPos = _bPos - [(_house buildingPos _x)];} forEach (_house getVariable ["slots",[]]);
_pos = _bPos call BIS_fnc_selectRandom;
player setPosATL _pos;
} else {
player setPos (getMarkerPos (life_spawn_point select 0));
};
} else {
_spawnPos = (call compile format ["%1", life_spawn_point select 0]) call BIS_fnc_selectRandom;
_spawnPos = _spawnPos buildingPos 0;
player setPos _spawnPos;
playsound "DEINSOUND";
};
} else {
player setPos (getMarkerPos (life_spawn_point select 0));
};
titleText[format ["%2 %1",life_spawn_point select 1,localize "STR_Spawn_Spawned"],"BLACK IN"];
};
if (life_firstSpawn) then {
life_firstSpawn = false;
[] call life_fnc_welcomeNotification;
};
if (life_firstSpawn) then {
[] spawn
{
cutText ["","BLACK IN"];
[] execVM "script\fn_introcam.sqf";
life_firstSpawn = false;
};
};
[] call life_fnc_playerSkins;
[] call life_fnc_hudSetup;
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