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Author Topic: Protecting a respawn area  (Read 1545 times)

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HK

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Protecting a respawn area
« on: 26 Sep 2002, 16:50:56 »
I did a search, trying various phrases around that and came up nil, i also looked around and no joy.

So what i'd like to know is, can you have some sort of scripting that will detect who has killed a player inside a respawn area, when that person kills the other, he in turn dies himself, thus discouraging respawn campers..Anyone?

Offline icarus_uk

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Re:Protecting a respawn area
« Reply #1 on: 26 Sep 2002, 20:42:04 »
For that you need a script from the Editors Depot to detect who killed who.  Its written by Sefe so just hunt around, its in there somewhere.

Alternatively, if you dont want people to come within a certain area of the respawn then you can just use a trigger.

HK

  • Guest
Re:Protecting a respawn area
« Reply #2 on: 26 Sep 2002, 20:57:43 »
Thanks for the swift reply. I already have trigger to stop peeps "wandering" into the respawn area. I also had a look at that "Kill detection script by SEFE" earlier, if thats the one you are referring to?, but it's been a while since i messed around with the editor and i'm a bit perplexed as to what to add to the command line [Target, WeaponTypes, List1, List2, ..., ListN] Exec "KillDet.sqs"....... can you help? ??? :'(

in my case the man are names E1 to E12 for West side and R1 to R12 on East side, also do i need to list all the weapon types that i have used in the mish in that "WeaponTypes" line?

ie [E1...E12, HK...RPGLauncher, R1...R12] Exec "KillDet.sqs".......  or am i totally off track there?