Posted March 3, 2016 (edited) Just threw this together this evening to see how hard/easy it would be. Simple little script that overwrites the Exile spawn selection screen, and instead turns it into a randomizer! Just do a simple override in the CfgExileCustomCode: ExileClient_gui_selectSpawnLocation_show = "overrides\ExileClient_gui_selectSpawnLocation_show.sqf"; //Spawn Randomizer Spoiler /* Enigma SpawnRandomizer By Happydayz - Enigma */ //ExileClient_gui_selectSpawnLocation_show [] spawn { Private ["_TextControl","_mapControl","_markername","_spawnpoint","_spawnpoints","_numberOfSpawnPoints","_randNum","_display","_ButtonsArray"]; disableSerialization; ExileClientSpawnLocationSelectionDone = false; ExileClientSelectedSpawnLocationMarkerName = ""; createDialog "RscExileSelectSpawnLocationDialog"; waitUntil { _display = findDisplay 24002; !isNull _display }; _worldcentre = getArray(configFile >> "CfgWorlds" >> worldName >> "centerPosition"); _worldcentre = [((_worldcentre select 0)*.72),((_worldcentre select 1)*1.76),(_worldcentre select 2)]; _mapControl = _display displayCtrl 24001; _mapx = 0.23 * safezoneW + safezoneX; _mapy = 0.2 * safezoneH + safezoneY; _mapw = 0.540098 * safezoneW; _maph = 0.644 * safezoneH; _mapControl ctrlSetPosition [_mapx,_mapy,_mapw,_maph]; _mapControl ctrlCommit 0; _mapControl ctrlMapAnimAdd [0, 1, _worldcentre]; ctrlMapAnimCommit _mapControl; _TextControl = _display displayCtrl 24000; _Textx = 0 * (0.025) + (0); _Texty = -15.5 * (0.01) + (0); _Textw = 40 * (0.025); _Texth = 2 * (0.04); _TextControl ctrlSetPosition [_Textx,_Texty,_Textw,_Texth]; _TextControl ctrlSetText "Locating Convict Dropoff Zone"; _TextControl ctrlSetFade 1; _TextControl ctrlCommit 0; _ButtonsArray = [24003, 24002]; { _ctrl = (_display displayCtrl _x); _ctrl ctrlSetFade 1; _ctrl ctrlCommit 0.25; ctrlEnable [_x, true]; ctrlDelete _ctrl } forEach _ButtonsArray; uisleep 3; _spawnpoint = ""; _spawnpoints = []; { if (getMarkerType _x == "ExileSpawnZone") then { _spawnpoint = _x; _spawnpoints pushback _spawnpoint; }; } forEach allMapMarkers; _TextControl ctrlSetText "Choosing Convict Dropoff Zone"; _TextControl ctrlSetFade 0; _TextControl ctrlCommit 0.5; { _mapControl ctrlMapAnimAdd [1.5, 0.4, (getmarkerpos _x)]; ctrlMapAnimCommit _mapControl; uisleep 1.5; }forEach _spawnpoints; _numberOfSpawnPoints = {getMarkerType _x == "ExileSpawnZone"} count allMapMarkers; if (_numberOfSpawnPoints > 0) then { _randNum = floor(random _numberOfSpawnPoints); ExileClientSelectedSpawnLocationMarkerName = _spawnpoints select _randNum; } else { ExileClientSelectedSpawnLocationMarkerName = _spawnpoints select 0; }; _markername = markerText ExileClientSelectedSpawnLocationMarkerName; _worldcentre = getMarkerPos ExileClientSelectedSpawnLocationMarkerName; _worldcentre = [((_worldcentre select 0)*.991),((_worldcentre select 1)*1.006),(_worldcentre select 2)]; _TextControl ctrlSetFade 1; _TextControl ctrlCommit 0.5; _TextControl ctrlSetFade 0; _TextControl ctrlSetText format ["%1 Chosen",_markername]; _TextControl ctrlCommit 0.5; _mapControl ctrlMapAnimAdd [1, 0.03, _worldcentre]; ctrlMapAnimCommit _mapControl; uisleep 3; [] call ExileClient_gui_selectSpawnLocation_event_onSpawnButtonClick; }; Support Further Development Edited March 3, 2016 by happydayz 7 people like this Share this post Link to post Share on other sites
Posted March 3, 2016 Is this different from Acidy's random spawn selection? Is There an advantage to using this one? Share this post Link to post Share on other sites
Posted March 3, 2016 No idea. Haven't looked at his. This one does an animation? Does his? Share this post Link to post Share on other sites
Posted March 3, 2016 Oh nice @happydayz, this is exactly what I've been needing, just haven't been bothered to throw it together myself, kudos for you my friend 1 person likes this Share this post Link to post Share on other sites
Posted March 3, 2016 18 minutes ago, happydayz said: No idea. Haven't looked at his. This one does an animation? Does his? His removes the option to choose any spawn except for Random. Share this post Link to post Share on other sites
Posted March 3, 2016 Ok we'll mine should look prettier all automated. 1 person likes this Share this post Link to post Share on other sites
Posted March 4, 2016 (edited) 1 hour ago, happydayz said: Ok we'll mine should look prettier all automated. Do you have a video of yours at work? Also, does your remove the spawn markers from the map? That's something I was looking to do but no one seemed to know how to do it. Edited March 4, 2016 by BetterDeadThanZed Share this post Link to post Share on other sites
Posted March 4, 2016 No it doesn't. I can have a look at hiding the markers off the map. And I'll make a vid. 1 person likes this Share this post Link to post Share on other sites
Posted March 4, 2016 Make one where there's a spawn at base option lol. Share this post Link to post Share on other sites
Posted March 4, 2016 (edited) 4 hours ago, MarvellousOne said: Make one where there's a spawn at base option lol. That's easy. Create a script. Put it in your mission pbo and call it from init.sqf. Of course it won't work with this script because it automatically searches available spawns and doesn't give you an option to choose that custom spawn, but there'd be a chance it would spawn you there randomly: if ((getPlayerUID player) in ["1234567890"]) then { //SomePlayer _this = createMarker ["SpawnSomePlayer", [1234.56,7890.12,0]]; _this setMarkerText "Personal Spawn"; _this setMarkerType "ExileSpawnZone"; _this setMarkerColor "ColorOrange"; }; Edited March 4, 2016 by BetterDeadThanZed Share this post Link to post Share on other sites