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Author Topic: Enabling respawn in setup screen  (Read 1299 times)

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Foxie

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Enabling respawn in setup screen
« on: 23 Aug 2004, 15:36:10 »
Gentlemen,

I am most certain this has been brought up before, but I spent the last hour searching the forums without success.

I would like to make a selection possible before the mission starts. Respawn activated or not.
It is going to be a coop map, no vehicle respawn.

I just would like it to be like in the C&H maps where you can select "Helos with Hellfire" ro "Helos without Hellfire" before you start the game. Just with 'respawn active' or not.

Can someone point me to a thread or explain it to me ?

Cheers,
Foxie

MattRochelle2

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Re:Enabling respawn in setup screen
« Reply #1 on: 23 Aug 2004, 16:08:22 »
something like this...

Quote
titleParam1 = "Respawn:";
valuesParam1[] = {1, 2};
defValueParam1 = 1;
textsParam1[] = {"Off", "On"};
Then would you make 2 triggers ingame with..

Condition
Quote
param1==1
Activation
Quote
Respawn = false

2nd trigger

Condition
Quote
param1==2
Activation
Quote
Respawn = true

i dont no if this would work, can anyone help me.
i may need a script which determins weather you can respawn  or not.
« Last Edit: 23 Aug 2004, 16:09:27 by MattRochelle2 »

Offline Artak

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Re:Enabling respawn in setup screen
« Reply #2 on: 24 Aug 2004, 00:27:26 »
I don't think there's a way to do that because respawn is enabled or disabled in the description.ext and at least I don't know how to touch the stuff in there from game.

You could try something clever in the 'onplayerkilled.sqs' which is executed automaticly when the player is killed.. hmm.. tough question.

This actually would be a very good addition to most of the coops and even other MP missions out there. Still I don't know how to work it.  :-\
Not all is lost.

Offline Zombie

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Re:Enabling respawn in setup screen
« Reply #3 on: 24 Aug 2004, 15:39:46 »
havent tried it, but what about if respawn is "off", setpos'ing the player to some remote location without weapons?  A script should be able to handle that, but it would kinda suck to spend the rest of the map staring at the water or some prison walls.......The way I understand it, you either respawn as a player of some kind or a seagull and you cannot change that once the map starts.
  I think group respawn is reasonable for a coop, and as soon as there are no more group members to spawn in to, it automatically spawns you a seagull.

Offline Platoon Patton

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Re:Enabling respawn in setup screen
« Reply #4 on: 25 Aug 2004, 00:17:19 »
Put this in description.ext:
Code: [Select]
titleParam1 = "Whatever";
valuesParam1[] = {1,2,3,4,5,6,...,...,...};
defValueParam1 = 1;
textsParam1[] ={"Whatever1","Whatever2","Whatever3","......", "......","........."}

titleParam2 = "Respawntype";
valuesParam2[] = {1,2,3,4,5,6};
defValueParam2 = 6;
textsParam2[] ={"No Respawn ","Respawn in base", "Respawn in same place", "Limited Respawn ", "blablablabla", "blablabla", "......", ".......","............"}


Then,in another script,executed in init;

Code: [Select]
?(param2 == 1):goto "No Respawn "
?(param2 == 2):goto "Respawn in base"
?(param2 == 3):goto "Respawn in same place"
?(param2 == 4):goto "Limited Respawn"
?(param2 == 5):goto "blablablabla"
?(param2 == 6):goto "blablabla"
..........................
....................


#No Respawn

respawn ="NONE"

goto "????"


#Respawn in base

respawn = "BASE"    or 3

goto "????"


#Respawn in same place

respawn = "INSTANT"

etc.....

U further have "BIRD"-"GROUP"-"SIDE"

.......


I hope U got the idea,this is just an example and I am NOT sure if it works.
« Last Edit: 25 Aug 2004, 00:20:42 by Platoon Patton »
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