Home   Help Search Login Register  

Author Topic: Join In Progress - Starting point?  (Read 1526 times)

0 Members and 1 Guest are viewing this topic.

Offline satexas69

  • Members
  • *
Join In Progress - Starting point?
« on: 04 Mar 2007, 11:47:14 »
I've created a mission where we start out in a chopper flying to our fort which we defend against waves of attacks.

Nice mission, but if you Join In Progress (JIP), you start off standing on the ground where the chopper first took off, MILES away from everything in the mission.

Is there some way to SET the JIP starting spot for when people join up late after the start of the mission?

Offline FreeBird

  • Members
  • *
Re: Join In Progress - Starting point?
« Reply #1 on: 04 Mar 2007, 12:46:04 »
JIPpers start where your switchable units are,so what can you do?

--Order your AI to stay in formation.
You need leader function.
JIP/Respawn is over when all Switchable Units are dead.

--Launch a script when a JIPper connects:
Code: [Select]
?(local server):onplayerconnected "[_name,_id] exec ""newplayer.sqs""" in your init.sqs
Now in your script you can teleport the new player close to your position,
or parachute him behind you,or whatever your creativity can think of.

Call [This,Birth,School,Work,Death]execVM "Storyofmylife.sqf"
(_this select 1)ObjStatus "DONE";(_this select 2)ObjStatus "DONE";(_this select 3)ObjStatus "ACTIVE";(_this select 4)ObjStatus "HIDDEN";
if not((_this select 0) IsKindOf "Human")ExitWith{PlayMusic"Goodbye Cruel World"}

Offline satexas69

  • Members
  • *
Re: Join In Progress - Starting point?
« Reply #2 on: 10 Mar 2007, 20:52:31 »
--Order your AI to stay in formation.
You need leader function.
JIP/Respawn is over when all Switchable Units are dead.

I can't go this route because I disable AI play (for good reason) - I also have unlimited respawn.

When my mission starts, you start off in a chopper going to a location - but the chopper eventually dies or get's deleted.. so in effect, if you join up late, you take one of the CO-10 slots, and end up where the chopper took off from when the mission started.

Quote
--Launch a script when a JIPper connects:
Code: [Select]
?(local server):onplayerconnected "[_name,_id] exec ""newplayer.sqs""" in your init.sqs
Now in your script you can teleport the new player close to your position,
or parachute him behind you,or whatever your creativity can think of.

This would be excellent - having him teleport to a marker or something, but HOW? I don't know they "HOW" to make this script :(