Jump to content
Sign in to follow this  
singleton

Multi-Respawn by Group Script.

Recommended Posts

Hi guys,

I'm making an MSO and I seem to be the only person who has wanted to tackle this idea on the interwebs that I could find :P. I have 4 different groups. 2 infantry groups and 2 pilot groups. The Infantry both spawn on land and at separate locations and each pilot group spawns at a vessel off shore. One spawns on an LHD and another spawns on the carrier. Unfortunately my code for the respawn wont work D: I have 4 separate respawn markers and I utilize a respawn array that I edited from another mission.

http://pastebin.com/3U17UiAg this is my init

Can anybody help me with this? My scripting knowledge is very limited D:

Share this post


Link to post
Share on other sites

Yes I am testing on a dedicated server. Everyone spawns in the *correct* spot, its just that the off coast pilots do not spawn above the carrier

Share this post


Link to post
Share on other sites

Ahhh... they are spawning in the ocean at sea level. So... breaking it down...

_lhdheight = 15;                        //lhd deck height.. check this because I don't know!!
_lhdpos = getmarkerpos "respawn_lhd";   //get the marker position
_lhdpos set [2,_lhdheight];             //set (z) to deck height
player setPos _lhdpos;                  //move the player

or one long line...

if (str player in _fob3) exitWith {player setPos [(getMarkerPos "respawn_lhd") select 0,(getMarkerPos "respawn_lhd") select 1,[color="#FF0000"]15[/color]]};

...and the same for the carrier and you should be good to go!

EDIT: I'm not sure of the deck heights so some experimentation or searching will be needed. Forgot to mention that! :)

Edited by twirly
Clarity

Share this post


Link to post
Share on other sites
Ahhh... they are spawning in the ocean at sea level. So... breaking it down...

_lhdheight = 15;                        //lhd deck height.. check this because I don't know!!
_lhdpos = getmarkerpos "respawn_lhd";   //get the marker position
_lhdpos set [2,_lhdheight];             //set (z) to deck height
player setPos _lhdpos;                  //move the player

or one long line...

if (str player in _fob3) exitWith {player setPos [(getMarkerPos "respawn_lhd") select 0,(getMarkerPos "respawn_lhd") select 1,[color="#FF0000"]15[/color]]};

...and the same for the carrier and you should be good to go!

EDIT: I'm not sure of the deck heights so some experimentation or searching will be needed. Forgot to mention that! :)

Thank you so much this worked! I appreciate it.

---------- Post added at 06:30 PM ---------- Previous post was at 06:01 PM ----------

Okay got another issue, for some reason, some of the players spawn, but instead of spawning ON the actual marker they spawn a like 30 meters to the SE of it off of the carrier. Is this a code issue?

Share this post


Link to post
Share on other sites

Probably is.... make sure you didn't mix up the selects in the getmarkerpos's

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×