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Author Topic: nead help respawn in sp  (Read 1976 times)

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netta1234

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nead help respawn in sp
« on: 05 Jan 2004, 23:27:20 »
i am realy up to make missons and how do i make al respawn and how do i make tanks respawn after destroyed thx plz reple

Offline Planck

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Re:nead help respawn in sp
« Reply #1 on: 06 Jan 2004, 00:46:01 »
Not sure, but I don't think it is possible to respawn in SP.


Planck
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netta1234

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Re:nead help respawn in sp
« Reply #2 on: 06 Jan 2004, 02:04:15 »
i know it is possible

netta1234

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Re:nead help respawn in sp
« Reply #3 on: 06 Jan 2004, 03:36:49 »
come on guys i nead it very fast!!!!!!!  :-[

BadAssSuntchezz

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Re:nead help respawn in sp
« Reply #4 on: 06 Jan 2004, 11:43:44 »
How do you know it is possible? And more important what do you need it for? Is your mission so damn hard that you'll need respawn - in sp?
Give the player the chance to save the game, that's perfectly enough, even for hard missions.

Player must be the squad leader or work alone, make a trigger, radio juliet (0-0-0 in the radio menu). Condition this, OnActivation savegame.
UnPBO some missions (BAS missions by Nagual e.g.) to see what i mean.

netta1234

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Re:nead help respawn in sp
« Reply #5 on: 06 Jan 2004, 11:49:18 »
i nead the script to my misson i made my misson and i only nead respawn =(

Offline Artak

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Re:nead help respawn in sp
« Reply #6 on: 06 Jan 2004, 12:09:00 »
There's no way to use respawn in SP.

However it could be possible to build a clever script which detects if a tank is destroyed and then with createvehicle creates a new tank to somewhere with crew.
Not all is lost.

netta1234

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Re:nead help respawn in sp
« Reply #7 on: 06 Jan 2004, 12:11:03 »
ok that whod be hard

« Last Edit: 06 Jan 2004, 12:11:28 by netta1234 »

netta1234

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Re:nead help respawn in sp
« Reply #8 on: 06 Jan 2004, 18:13:01 »
any one clever in ofp here! >:(

PsyWarrior

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Re:nead help respawn in sp
« Reply #9 on: 08 Jan 2004, 14:02:56 »
Greeting ppls!
     A significant time ago, I experimented with some SP Player Character respawning (for use with the Psychic Command engine) using the built in "onPlayerKilled" script. Unfortunately, it was to no avail - it is possible to ressurect the player after his death, but the AI will ignore him and it's impossible to access the main menu (leaving no way to exit the mission). He will also not be picked up by triggers.

     The same is unfortunately true of AIs - You can't respawn them. You can however use the createUnit command to create a new unit identical to the old one. -> search for createUnit.

    So player respawning in SP = impossible, but creating the appearence of AI respawning is perfectly possible. If you can't find anything, IM me and i'll try to help you with the scripting. The createUnit command is used heavily in the Psychic Command engine!

-Supreme Commander PsyWarrior.

netta1234

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Re:nead help respawn in sp
« Reply #10 on: 08 Jan 2004, 14:14:18 »
np i dont nead to respawn player only al ok how do i do ::D:D:D:D:D
« Last Edit: 08 Jan 2004, 14:23:02 by netta1234 »

netta1234

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Re:nead help respawn in sp
« Reply #11 on: 08 Jan 2004, 14:17:52 »
do i nead to dovnload any ting?

Offline Artak

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Re:nead help respawn in sp
« Reply #12 on: 08 Jan 2004, 15:47:16 »
Yes. The 1.85 official command reference from the editors depot. Look into the createunit and createvehicle commands, which are explained with details in the command reference.
Also search the forums and the editors depot for tutorials and tips for the createunit and createvehicle commands.
Not all is lost.

netta1234

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Re:nead help respawn in sp
« Reply #13 on: 08 Jan 2004, 17:39:20 »
i got 1.91 :D

Offline Artak

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Re:nead help respawn in sp
« Reply #14 on: 08 Jan 2004, 20:45:42 »
The official command references are only made up to version 1.85. It wouldn't mater if you had 1.94 even, because only very little has changed since 1.85.
Not all is lost.

netta1234

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Re:nead help respawn in sp
« Reply #15 on: 08 Jan 2004, 21:46:45 »
how do i MAKE AL respawn ?

plz reple

Offline .pablo.

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Re:nead help respawn in sp
« Reply #16 on: 08 Jan 2004, 23:57:31 »
how do i MAKE AL respawn ?

plz reple

"The same is unfortunately true of AIs - You can't respawn them.  You can however use the createUnit command to create a new unit identical to the old one. -> search for createUnit.

    So player respawning in SP = impossible, but creating the appearence of AI respawning is perfectly possible."

so go here:
http://www.flashpoint1985.com/docs/comref_102002/data/comref.html

and search for "createunit"

netta1234

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Re:nead help respawn in sp
« Reply #17 on: 09 Jan 2004, 00:04:56 »
ok how do i create a new on ill go look at the website now

junkie-xL

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Re:nead help respawn in sp
« Reply #18 on: 09 Jan 2004, 10:43:16 »
   So player respawning in SP = impossible"

it is possible to have the player respawn in SP. It's a feature of my Realistic Crime City (go here to download: http://www.coldfritescrisis.host.sk/gta-trinity.html). For experiment, use the "quick money"-option in the radio menu: it unleashes you in the "kill or be killed"-gladiator arena.

It's still heavily WIP though.

I'm not using onplayerkilled (because indeed then you can't access the user interface anymore except by giving the player a "you are dead"-exit with forceend or endmission - i forgot, one of them did the job - in the radio menu - which people will barely be willing to accept).

I'm using a trigger that kicks in at
damage player >= 0.6

then you get respawned (player setdammage 0) at another location or at a location of your choosing

You'll have to experiment a bit with the degree of damage, setting it  to a higher level makes it less fail-proof.

I'm aware that some kind of death animation or a "you got badly injured!!"-transition in setacctime 0.5 would make it look better, but I haven't had time to implement this yet.

netta1234

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Re:nead help respawn in sp
« Reply #19 on: 09 Jan 2004, 12:03:59 »
COOL I DOWNLOADING NOW

PsyWarrior

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Re:Need help - respawn in SP
« Reply #20 on: 12 Jan 2004, 23:03:52 »
Hmm...Intriguing.

I stand corrected Junkie-XL. I thought about doing something similar but came across the problem of the player taking enough damage to kill him instantly (e.g. tank shell in the face). In fact, I actually made a script to do this, but the onPlayerKilled still kicked in every time the player took a headshot / other instant death hit.

Of course I used a looping script condition for this instead of a trigger (I seem to have a deep psychological aversion to triggers at the minuite). The trigger is almost certainly faster than a looping script, so that's probably why.

This opens possibilities for all manner of GTA3 style goodness... ;D

In return for this info, perhaps we can help with your transition probs:

My advice (for what it's worth) would be to use a simple Fade to Black with text overlay - this way you can continue with the setpos and setdamage 0 stuff without worrying about the onPlayerKilled script kicking in. This would almost certainly be a problem if you used setAccTime.

But again I'm speaking entirely theoretically here. What Flashpoint does or does not decide to do is often completely different from the theory (as anyone who has spent time editing in OFP will know). I don't think I'm telling you anything you don't know here, but sometimes it helps to have a second opinion.

-Supr. Cmdr. PsyWarrior
-Psychic Productions.

P.S. -> I think it's enableEndDialog. I think. :)