The game is designed so that playable units on
all teams must respawn in the same way. There's no getting around this.
The game is also designed so that either
all playable units respawn, or
no playable unit respawns. There's (unfortunately) nothing in between.
You can (as suggested) create POW camps for players that shouldn't respawn, or move the players who shouldn't respawn to a location outside the playing area and leave them with a black screen saying "You are dead." (as an example).
In your case with the two resistance guys (Tokra), the last example would probably be the easiest.
Assuming your two resistance refugees are called
ResGuy1 and
ResGuy2, declare two variables in your init.sqs script as
ResGuy1Dead = false and
ResGuy2Dead = false. Create two triggers (size 0 by 0, activated by none, repeat) with conditions
alive ResGuy1 and
alive ResGuy2, on activation put
ResGuy1Dead = true; ResGuy1 exec "res_guy_dead.sqs" and
ResGuy2Dead = true; ResGuy2 exec "res_guy_dead.sqs". Here's the script
res_guy_dead.sqs:
; Make sure this is only displayed to the player who is respawning
; *and* only if at least 5 seconds have passed - otherwise this script
; will run when the game starts (assuming the player isn't killed after
; only 5 seconds ;)
? not local _this or time < 5 : exit
; Fade to black.
cutText ["You are dead!","BLACK OUT", 1]
; Move the player out of the playing area - so he's not killed while waiting
; to respawn. This is on a small island off Malden. Work out your own on the other islands.
_this setPos [9875, 2265, 13]
; This should force the unit to stop.
disableUserInput true
; Keep looping until they're both dead.
#loop
~1
; When both guys are dead, the game can end.
? ResGuy1Dead and ResGuy2Dead : goto "game_over"
goto "loop"
#game_over
; Fade back in.
cutText ["","BLACK IN"]
; And finally give control back to the player.
disableUserInput false
>
Also I would to know how to exec a trigger once another trigger has being activated.Give the first trigger a
name and then you can check in the second trigger if it's true. E.g. if the name is set to
BobInBase and it's activated then BobInBase is true.
>
It would also help if you could give me a an example of how to create a camera scene when the last resistance guy is killed the camera will go to his body.You should ask this in the
Editing/Scripting: Sound & Cutscenes forum. You're sure to get a fast response there.
Pope Zog