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GodHatesUsAll

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Re:Respawning
« Reply #30 on: 29 Apr 2003, 12:38:49 »
I need a simple way to make a Plane Spawn, with a pilot, thats flying.

Because i havea WW2 mission, and the plane isnt needed until a bit through the mission.

Also is there an EASY way to make a sqaud SPAWN, not respawm.

Ofpec's tutes are too hard to follow.

Pope_Zog

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Re:Respawning
« Reply #31 on: 01 May 2003, 12:47:46 »
An initial comment: I'd recommend that you use this thread more for reference and less for posting questions. In most cases, posting a new thread with your question will get it answered more promptly. It also has the advantage that you'll be able to specify its topic more clearly than just "Respawning". I'm not saying you should stop using this thread at all :)

Now for some answers (yes, I know many of them may be late):

Quote
DoomedSoldier wrote in Reply #24:

1) [...]the men respawn but i want to get it where all the men respawn with the guns they started with[...]

2) [...]also how do i get the ww2 tanks to respawn then they are distoryed[...]

1) Use toadlife's Universal Respawn Script. It's exactly what you're looking for. See the example mission for how it's used.

2) Use doolittle's AI Vehicle Respawn script. Again, it should be what you're looking for. The page referenced explains how it's used.

Quote
RONIN =ASP= wrote in Reply #26:

if there is a way to use a group of enemy AI over and over in an MP Co-op mission

There are several ways of doing this. The easiest way would be to let the enemies respawn as well (by making them playable) but of course then you risk players selecting a unit from that side which may not be what you're looking for.

I've personally had problems "reviving" dead enemy soldiers - they don't come properly back to life. If anyone has solved this, I'd like to see the solution posted for everyone's benefit.

In the thread Domove not working in MP ?!? you'll find a way of creating new units on the fly. This should work just as well, only I don't know how to assign waypoints to the created units. Again I'd like to see such a solution posted if anyone has one. You can however "force" the group to move to a specific location, and this may be enough for your purposes. I.e. create the soldiers, set their combat mode, and send them to the village.

Quote
Commando wrote in Reply #27:

if it is possible to make people respawn on a concrete block or in the scond floor of a building

Set the height of the unit when it respawns in its "init". E.g. this setPos [this getPos select 0, this getPos select 1, (this getPos select 2) + 2.3] where you'd substitute 2.3 with whatever height the concrete block or second floor is. I make no guarantees on this one, I've had problems making units respawn inside buildings that I've "inserted into" the map.

Quote
Priest950 wrote in Reply #29:

How about combining two of the respawns? For example, doing the squad respawn, and once the entire squad is gone, you respawn at the home base.

This is where you meet the OFP wall. It can't be done. Sorry. You can only set one type of respawn for the entire mission and that has to apply to both sides as well. So when your squad has been wiped out, you're forced to end up with a flock of seagulls. Hopefully BI will do something about this in OFP 2.

Quote
GodHatesUsAll wrote in Reply #30:

1) I need a simple way to make a Plane Spawn, with a pilot, thats flying.

2) Also is there an EASY way to make a sqaud SPAWN, not respawm.

1) See answer 2 to DoomedSoldier's question above.
2) See the answer to RONIN =ASP='s question, also above.


Since it's May 1st let me just holler: "Worker of the world unite!" ;)

Pope Zog

Commando

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Re:Respawning
« Reply #32 on: 02 May 2003, 00:35:58 »
 :D Thx Pope Zog! I see what you mean ;)

RONIN =ASP=

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Re:Respawning
« Reply #33 on: 21 May 2003, 01:45:39 »
Wow...

POPE ZOG rulez man...

Thanx for the info dude..Very helpful...

 ;D ;D ;D

Fiendish

  • Guest
Re:Respawning
« Reply #34 on: 03 Jul 2003, 01:50:46 »
I can't get the respawn in base thing to work... And I've tried for weeks!

I wrote this in my Description.ext:

Respawn=2:
respawndelay=10;


 and made a trigger named respawn_west...

Is'nt that what you're supposed to do?
What do I do wrong?

Commando

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Re:Respawning
« Reply #35 on: 04 Jul 2003, 11:31:58 »
have you saved your description.ext file as all files?

Offline Zombie

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Re:Respawning
« Reply #36 on: 04 Jul 2003, 11:47:09 »
respawn_west is a MARKER, not a trigger, and I am pretty sure it has to be at least 20x20, I haven't had any luck with a spawn area smaller than that

NASFMike

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Re:Respawning
« Reply #37 on: 06 Aug 2003, 00:42:03 »
Have not seen a multiple respawn in here. i dont mean a random respawn.

how could a respawn be made if you are killed then you respawn to the main respawn "respawn_west" then once everyone is killed you respawn a new location to play the next section of the map and so on untill no more respawn zone are set.

i guess this is like that OYC real team fight map. (if u played it)

NASFMike

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Re:Respawning
« Reply #38 on: 06 Aug 2003, 00:45:35 »
Zombie, respawn can be any kind of marker and any size. Aslong as you have the proper name and the right command in the description.exe it should all work/

SH@dow 113

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Re:Respawning
« Reply #39 on: 30 Aug 2003, 23:02:40 »
in a FlagFight tut, they use a elipse as Marker (u know round thingy), where u can choose between(solid, stripes, etc.)

make ur size (e.g. 250x250) and u will respawn randomly in the markers area

enjoy :cheers:

Glamhoth

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Re:Respawning
« Reply #40 on: 04 Nov 2003, 16:50:25 »
I'm sorry im a noob.. But.. I made the "Description.ext" file..
I put it in the folder named
X:\program files\Codemasters\OperationFlashpoint\Users\Username\missions\name.Intro
Where the "mission.sqm" also is..
I made it with "base respawning" and i made a marker named respawn_west... I saved it, loaded the map in multiplayer, killed myself and then i didnt respawn..?!

charunks

  • Guest
Re:Respawning
« Reply #41 on: 29 Dec 2003, 17:40:25 »
hummzzz. is it possible for you to respawn while nonplayable units really die?

Offline Terox

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Re:Respawning
« Reply #42 on: 29 Dec 2003, 19:17:18 »
respawn_west is a MARKER, not a trigger, and I am pretty sure it has to be at least 20x20, I haven't had any luck with a spawn area smaller than that

I have used a 3 X 3 ellipse respawn for over 2 years now and it has never caused me a problem.

The one thing you need to be aware of when creating larger respawn areas is not to have items like buildings or med tents in the respawn area as this may cause the player to respawn inside the object with no way of escape


Have not seen a multiple respawn in here. i dont mean a random respawn.

how could a respawn be made if you are killed then you respawn to the main respawn "respawn_west" then once everyone is killed you respawn a new location to play the next section of the map and so on untill no more respawn zone are set.

i guess this is like that OYC real team fight map. (if u played it)

As for the question about a progressive respawn location. EG respawning at a different location when a certain objective has been achieved.

Simply Public variable a boolean when that stage has been reached using a trigger or a line in a script
(eg. stageone = true; Publicvariable "stageone")

and then in your respawn script


;;Respawn.sqs"
#START
@! alive player
@ alive player
? (stagethree): goto "THREE"
? (stagetwo): goto "TWO"
? (stageone): goto "ONE"
goto "START"

#ONE
Player setpos (getmarkerpos "MARKER_A")
goto "START"

#TWO
Player setpos (getmarkerpos "MARKER_B")
goto "START"

#THREE
Player setpos (getmarkerpos "MARKER_C")
goto "START"


1)Create the number of markers you need for your respawn locations
(In this case there are three, _A, _B and _C)

2)Have the script check in reverse order, this way your player is repositioned at the furthest marker in the stages

3) Execute your script from the Init.sqs
eg.
?!(local server):[] exec "Respawn.sqs"


You dont actually respawn in a different location, what basically happens is at the moment of your rebirth you are instantly relocated to whichever mark the stage is at

*****************************************************************
If you wanted to do this because a player jas been killed x amount of times, then add a counter into the script

eg


;;Respawn.sqs"

_count = 0
#START
@! alive player
_count = _count + 1
@ alive player
? (_count >= 3): goto "THREE"
? (_count >= 2): goto "TWO"
? (_count >= 1): goto "ONE"
goto "START"

#ONE
Player setpos (getmarkerpos "MARKER_A")
goto "START"

#TWO
Player setpos (getmarkerpos "MARKER_B")
goto "START"

#THREE
Player setpos (getmarkerpos "MARKER_C")
goto "START"



In this scenario everytime a player dies, his counter is increased by 1
When he is reborn the script looks at the value of the counter and then jumps to whichever "Label" is relevant"
« Last Edit: 29 Dec 2003, 19:22:58 by Terox »
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shadow0001

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Respawning
« Reply #43 on: 05 Jan 2004, 20:27:34 »
hi i have respawn in my mission and when i die i becone to the place where i died ik make a trigger named WEST-RESPAWN but it dont work:s pls help me ho to i get when i die a place where i alway's become when i die ho do il do it?  ???pls help me contact me on msn or e mail dimitri_engelen@hotmail.com

gothicv

  • Guest
Re:Respawning
« Reply #44 on: 15 Jan 2004, 04:06:27 »
How would you make it so that there was only a certain number of soldiers allowed?

for example, this current mission I'm working on, I want there to be 12 soldiers per side, but I want them to be respawned from nowhere (so that they won't get shot just standing around.) I want to make it fair for both sides, and also to help the newbies by letting them respawn more than everyone else if they need it.