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  • Respawn points triggers

    Hey guys,

    i have been messing around this problem for a while and im not sure how to approach it. Im only want to make a respawn point available to players only after a trigger (hence a task) as been completed. Im pretty sure its not complicated but i cant make it work . Any ideas?


    thanks

    -Rat
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  • #2
    Does this point become the new respawn point or will there be a menu to select a respawn point?
    Yink | Vanilla Pilot | Killer of Stirling | CS GOD | Projects Team

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    • #3
      It would become the new one.
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      • #4
        Re: Respawn points triggers

        It is usally easier to leave the initial repawn point and teleport the players immediately as they respawn to your new location.
        |TG-189th| Unkl
        ArmA 3 Game Officer
        Dean of Tactical Gamer University
        189th Infantry Brigade Member
        SUBMIT A RIBBON NOMINATION OR CONTACT AN ARMA ADMIN
        "We quickly advance in the opposite direction and take cover in a house on the SW side of town." - BadStache

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        • #5
          Re: Respawn points triggers

          That would work too i guess. Best way to do that?
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          • #6
            Re: Respawn points triggers

            this addMPEventHandler ["mpRespawn",{"[this]execVM 'respawns.sqf'"}];
            My syntax may be a little off....but the above would go in the init file of your units.

            Then you would have a respawns.sqf script.

            Code:
            //respawns.sqf
            _unit = _this select 0;
            
            if (newSpawnActive) then
            {
              _unit setPos (getMarkerPos "newSpawnLocation");
            };
            You need two more things to make this work. In your init.sqf you would set the following from the server:

            Code:
            if (isServer) then
            {
              newSpawnActive = false;
              publicVariable "newSpawnActive";
            };
            Then when in your trigger when you want the new spawn to be active you would do the same but set the variable to be true.

            Then you need a marker at the new spawn location called "newSpawnLocation".
            |TG-189th| Unkl
            ArmA 3 Game Officer
            Dean of Tactical Gamer University
            189th Infantry Brigade Member
            SUBMIT A RIBBON NOMINATION OR CONTACT AN ARMA ADMIN
            "We quickly advance in the opposite direction and take cover in a house on the SW side of town." - BadStache

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            • #7
              And be thinking it would be a simple code lol. Man i was faaaar lol. Ill give it a shot and let you know. Thanks
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              • #8
                Re: Respawn points triggers

                There is a new function that you can add and remove spawn points. I havent tested it yet. It looks like it should be easier.
                |TG-189th| Unkl
                ArmA 3 Game Officer
                Dean of Tactical Gamer University
                189th Infantry Brigade Member
                SUBMIT A RIBBON NOMINATION OR CONTACT AN ARMA ADMIN
                "We quickly advance in the opposite direction and take cover in a house on the SW side of town." - BadStache

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                • #9
                  Re: Respawn points triggers

                  you could also just change the position of respawn_west

                  Code:
                  "respawn_west" setmarkerpos (getmarkerpos "new_respawn");
                  Yink | Vanilla Pilot | Killer of Stirling | CS GOD | Projects Team

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                  • #10
                    Re: Respawn points triggers

                    Yink, turns out it is the easiest way. Thanks for your help guys. Ill probably have some questions like that regularly ;)
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                    • #11
                      Re: Respawn points triggers

                      That is hilarious. I assumed you could move the marker but that the respawn point was set at the mission start regardless. Anyway, that is why you have to test everything. Half remembered tid bits of misinformation are more trouble than starting from scratch.

                      Anywho, hope my long way of doing helps someone else with a prob. LOL.
                      Last edited by Unkl; 10-02-2013, 12:35 PM.
                      |TG-189th| Unkl
                      ArmA 3 Game Officer
                      Dean of Tactical Gamer University
                      189th Infantry Brigade Member
                      SUBMIT A RIBBON NOMINATION OR CONTACT AN ARMA ADMIN
                      "We quickly advance in the opposite direction and take cover in a house on the SW side of town." - BadStache

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                      • #12
                        Re: Respawn points triggers

                        I actually assumed the same. I figured the marker was only a reference.

                        I know not with what weapons World War III will be fought, but World War IV will be fought with sticks and stones. -Albert Einstein

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                        • #13
                          Re: Respawn points triggers

                          Lol, its pretty funny.
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                          • #14
                            Re: Respawn points triggers

                            I agree with Yink.

                            I did a mission a long time back using his method, where each objective trigger (obj achieved) simply moved the respawn maker to a new location. In the on action I put code to achieve the objective, and at the end of that I put the code Yink has there, with the new respawn location. So I had about 4 different respawn points -4 locations for the one point- depending on what phase of the mission they were on. Worked great, and was simple enough even someone with zero scripting knowledge (me) could do it.

                            I think that is your best bet.
                            The question foremost in my mind is "what will bring the most tactical fun to the server?"

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