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Battlefield Re-spawn System (BRS)

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BRS



Battlefield Re-spawn System

Battlefield Re-spawn System (BRS) is a highly customisable, flexible and powerful spawn system. BRS works brilliantly in Player VS player & Player VS computer battles thanks to SIDE specific parameters. Finally, BRS is packed with features. See below for further details.

BRS features v0.2 (22/02/14)

- Players can spawn on their group

- Add your own spawn points (Vehicles, Objects, Units)

- Increase the difficulty by preventing players to spawn when enemies are nearby

- Specify spawn points for EAST, WEST, INDEPENDENT & CIVILIAN sides

- Don't feel like dying? Use the ADDACTION function to access BRS

- Simple to install and easy to use

- No Addons required

Instructions

Open BRS readme word document

ArmAholic download v0.2

Download v0.2

Notes:

- GameLogics do not currently work as re-spawn points

ChangeLog

v0.2 changelog:

- Addactions & scripts handled by BRS_launch

- Improved reliability of updating spawn points

- Units accessing BRS will no longer show as spawn points

- Replaced map button with toggle switch

- Replaced NV button with toggle switch

- Improved cycle buttons

- Added tooltips to buttons

- Replaced following: _name with just name

- increased efficiency by removing duplicate scripts

- Text is structured in ss_text_fnc

- Fixed several bugs

- Player setcaptive during BRS

- Addaction & Script now use seperate parameters

v0.1 changelog:

- Created initial script

- Tested in dedicated environment

Credits

- Iceman77s great dialog tutorial for Noobs



I greatly appreciate any support, no matter how small.

It really helps knowing that people enjoy my hard work and motivates me to continue to increase my knowledge of ArmA scripting.

Thank you for your support!

c58.gif

By BangaBob

Edited by BangaBob
  • Like 1
  • Thanks 1

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not bad. :D

All it needs now is a blue-ish screen (like battlefield 3) and a muffling sound.

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Release frontpaged on the Armaholic homepage.

================================================

We have also "connected" these pages to your account on Armaholic.

This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!

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Full Instructions in Download

Great stuff BangaBob,but I don`t see any instructions?

Thanks M8t !

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Great stuff BangaBob,but I don`t see any instructions?

Thanks M8t !

Open launch_spawn.sqf for some basic instructions

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does BangaBob come in mint condition? :D epic work banga am useing all ur scripts! nice nice!!

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if anyone could help me with making this script work, for some reason i cant respawn when i die even with the included mission pbo

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if anyone could help me with making this script work, for some reason i cant respawn when i die even with the included mission pbo

You have to load the mission in multiplayer to respawn

---------- Post added at 03:43 ---------- Previous post was at 02:05 ----------

v0.2 changelog:

- Addactions & scripts handled by BRS_launch

- Improved reliability of updating spawn points

- Units accessing BRS will no longer show as spawn points

- Replaced map button with toggle switch

- Replaced NV button with toggle switch

- Improved cycle buttons

- Added tooltips to buttons

- Replaced following: _name with just name

- increased efficiency by removing duplicate scripts

- Text is structured in ss_text_fnc

- Fixed several bugs

- Player setcaptive during BRS

- Addaction & Script now use seperate parameters

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New version frontpaged on the Armaholic homepage.

================================================

We have also "connected" these pages to your account on Armaholic.

This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!

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New version frontpaged on the Armaholic homepage.

================================================

We have also "connected" these pages to your account on Armaholic.

This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!

Cheers Fox.

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BangaBob,

do you plan to include an inventory saving system? (so one respawns with his current equipment).

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BangaBob,

do you plan to include an inventory saving system? (so one respawns with his current equipment).

I didn't but i probably will look into it now

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Loving your method so far. It actually seems to initialize faster than the multiple vanilla BIS spawn points I was using earlier! One question though... I'm using ALiVE which keeps opfor units cached until a player is in range. I was using a trigger synced to a respawn point with this in it, to detect if there were any friendly profiles (WEST) in range before allowing the spawn point to be used:

((count ([getposATL thisTrigger, 50, ["WEST","entity"]] call ALIVE_fnc_getNearProfiles)) > 0);

I think I can figure out what to add to your script so it can detect blufor (or opfor) the same way but I'm not sure where to put it... I'm guessing in respawn_player.sqf, around the block that starts at line #13, but my experiments so far have proven futile. Similarly I also run your excellent EOS script and wonder about the same sort of check but imagine that might be even more difficult to do without a player causing the units to spawn into game (ALiVE has it's own function to check for cached profiles).

Any help would be greatly appreciated.

Thanks in advance!

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BangaBob,

do you plan to include an inventory saving system? (so one respawns with his current equipment).

Seconded, and inventory saving system would make this perfect, marvellous job Banga, with a real shortage of decent up to date respawn scripts this clean and well working piece of work has been badly needed in the scene.

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Brilliant, just what I needed to hopefully get my friends sold on Arma. Spawn on group has really been missed here, thanks alot :bounce3:

And a big +1 on the inventory saving, that would really be icing on the cake.

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Hello

I was wondering wether it is possible to create several base spawn points, using this script, some of which are only initialized or activated later on during your game?

Did a simple test myself, creating 2 spawn objects on top of each other, and then using a simple radio controlled trigger to setpos it to another position, but the actual spawn point you choose within the BRS spawn dialog never seemed to pick up upon the fact that I had moved the spawn point - is this an error on my part? and if so, how would I go about doing this correctly using your script?

EDIT: Nevermind, changed the object types from invisible helipads to flags, and that seemed to get it working!

Edited by Dashnaw

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I've created several different types of empty objects to use as respawn points and named them and referenced them in the init script, as well as having the hideplayer gameLogic placed on the map, but I when I test the mission and kill myself, I respawn on the gameLogic position, no matter what spawn point I have selected.

What am I doing wrong?

[EDIT]

Fixed. The object HAS TO BE an "Empty>Objects>Flag Pole" object otherwise it will not work as a respawn point.

Edited by Phronk

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Is this still working? no matter what I do I can not get it to work :(

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