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  • Respawn tickets...

    I would like to know how to make Resapawn tickets like Ia drang...

    I already tried to copy the script from Ia drang(I have the .pbo and pboviewer), but it isn't working.


    Here is my description.ext
    Code:
    // BAS f - Mission Header
    // Version: N/A
    // Author(s): N/A (BIS)
    
    class Header
    {
      gameType = Coop;
      minPlayers = 1;
      maxPlayers = 40;
    };
    
    // ============================================================================================
    
    // BAS f - Respawn Settings
    // Version: N/A
    // Author(s): N/A (BIS)
    
    respawn=1;
    respawndelay=60;
    
    // ============================================================================================
    
    // BAS f - Loading Screen Text
    // Version: N/A
    // Author(s): N/A (BIS)
    
    onLoadMission = "Operation Karl Down";
    OnLoadMissionTime = False;
    and my init.sqf
    Code:
    //begin init.sqf
    
    //Add Briefing
    execVM "briefing.sqf";
    
    //RESPAWN
    [] execVM "Scripts\init_respawn.sqf";
    
    //SANDBAG
    [["MTVR"], 10] execVM "Scripts\DeployableSand\showAction.sqf";
    
    
    
    //TICKETS
    {
    	TICKETS = 60;
    	publicVariable "TICKETS";
    };
    
    
    //MINES
    processInitCommands;
    
    if(isNil "mission_init") then {
        mission_init = false;
        publicVariable "mission_init";
    };
    
    waituntil {!isnil "bis_fnc_init"};
    
    call{["1","2","3","4","5","6","7","8","9","10","10","11","12","13","14","15","16","17","18","19","20","21","22","23","24","25","26","27","28","28","29"] execVM "crB_scripts\crB_MineFields.sqf";};
    
    if (isServer) then {
        mission_init = true;
        publicVariable "mission_init";
    };
    
    waitUntil{mission_init};
    
    player globalChat format["Mission Initialisation Complete"];
    
    
    if(true) exitWith {};
    I forgot the init_respawn.sqf...
    Code:
    /* Will only run client side */
    if (!isDedicated) then
    {
    waitUntil {player == player};
    sleep 5;
    if (group player != pilots && {_x == "NVGoggles"} count weapons player == 1) then
    {
    	player removeWeapon "NVGoggles";
    };
    
    /* Initializing local and global variables into memory location */
    _weaponsinit = weapons player;
    _itemsinit = items player;
    _magazinesinit = magazines player;
    
    	while {true} do
    	{
    		if (!alive player) then
    		{
    			waitUntil {alive player};
    			sleep 1;
    			if (player != player) exitWith {}; /* Checks to see if player has not gone back to the lobby screen */
    				if (group player == pilots) then
    				{
    					player setPos getMarkerPos "west_respawn";
    				};
    				removeAllWeapons player;
    				removeAllItems player;
    				{player addMagazine _x} forEach _magazinesinit;
    				{player addWeapon _x} forEach _weaponsinit;
    				{player addweapon _x} forEach _itemsinit;
    				player selectWeapon primaryWeapon player;
    				TICKETS = TICKETS - 1;
    				publicVariable "TICKETS";
    				show_ticketcount = true;
    				publicVariable "show_ticketcount";
    		};
    	}; /* End of while loop */
    };
    Thx...
    Last edited by W-Cephei; 01-07-2010, 12:58 AM.

    Sapientiam Autem Non Vincit Malitia

  • #2
    Re: Respawn tickets... [SOLVED]

    Never mind... I'm using a scrip that Norris developed... Works great!

    Sapientiam Autem Non Vincit Malitia

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