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Author Topic: How do I stop enemies killing opposition in respawn?  (Read 1610 times)

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Marshal

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Im making a few CTF maps and was wondering how I go about stopping players killing their opponents in respawn and also how to make sure that teams cannot just sit in respawn and fire out?

Any help is much appreciated.

Offline Terox

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Re:How do I stop enemies killing opposition in respawn?
« Reply #1 on: 02 Nov 2003, 18:45:45 »
position your respawns in such a way as this cant happen and add a protection safezone to them using a kill trigger

or alternatively carry out some extensive scripting on an Anti spawn killing system
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Marshal

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Re:How do I stop enemies killing opposition in respawn?
« Reply #2 on: 04 Nov 2003, 14:53:25 »
Well, as you can appreciate, trying to build a CTF where the respawn areas are complete unviewable from the flag base is really hard, especially on small maps.

Hasnt anybody got any script that will stop people shooting into/out of spawn? Ive seen in on maps in the past so there must be something out there?

Offline Chris Death

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Re:How do I stop enemies killing opposition in respawn?
« Reply #3 on: 04 Nov 2003, 15:28:19 »
Quote
Hasnt anybody got any script that will stop people shooting into/out of spawn? Ive seen in on maps in the past so there must be something out there?

Well, i'm sure anybody has.

Now anybody could go to the editors depot, search for the
right thing for you - errrrrrm wait - you could do that aswell  ;)

And if you're lucky, you will also find the, one made by me, there.

~S~ CD
Dont argue with idiots....they will bring you down to their level and beat you there with experience.

How to use Waypoint type Scripted

Offline Terox

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Re:How do I stop enemies killing opposition in respawn?
« Reply #4 on: 05 Nov 2003, 18:52:11 »
this seasons EFL maps have an antispawn killing system that works really well

Grab one of these seasons maps and de pbo to look how it works.

Addaction hit on the victim looks to see if he or the shooter are in a safezone trigger area,
if either is the victim or the shooter are, the victim is either repaired back to full health if only injured or immediately respawned (0.1 seconds delay) where he died with the weapons he died with

The shooter is put into a cutscene for 5 minutes as punishement after been killed


requires two trigger areas, no activation lines etc
a complicated respawn script and other supporting scripts

took 2 months to develop it

you can find the maps in the DL page at this website

http://www.euro-flashpoint-league.com/
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PheliCan

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Re:How do I stop enemies killing opposition in respawn?
« Reply #5 on: 04 Dec 2003, 00:08:24 »
This could be done using eventhandlers....

Add the eventhandler "Hit" to every player on the map.
Init.sqs:
Code: [Select]
player addEventHandler ["Hit",{_this exec "playerHit.sqs"}]
Place a trigger in each respawn point, covering the "free" area. Name the trigger for example "westBase", "eastBase" and so on... Have the trigger activated only when players belonging to that respawn point are within the area.

In "playerHit.sqs":
Code: [Select]
?((((side player) == west) and (player in westBase)) or (((side player) == east) and (player in eastBase))) : (_this select 0) setDamage 1
exit

This will instantly kill the evil "base raper"! (This may be done in may ways... One coolt way would be to cause the "base raper" the same amount of damage as the inflicted.)

Hope this solves your query!