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pipyn1970

Respawn woes & sound problems

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Hi folks

Im having a problem with my MP missions im hoping you can help me out with. We play via LAN & not on a server, im not sure if thats gonna make a difference but i thought i should mention it.

Basicly my problems are around my respawns. There are 2 human players who control 2 sections of AI. We use Brit uniforms & weapon mods. The problems we have are when we repsawn the AI normally do so without their loadouts i gave them (ive tried scripted & placing them in their init fields), or when the players respawn we do so either without our rockets or rnds for them or we lose our uniforms (defaults back to the U.S uniform).

My questions are:

Could someone please advise me on the best tools to use to solve this? Is there a pullet proof way of making sure we respawn with the uniforms we started the game with?

I know there's loads of respawn scripts out there & i believe i might of tried them all but ive always had trouble with them.

My other problem is to do with sounds. Ive just played a sniper mission we made & using the stock LRR & units i was hoping for good things. But when we fired the LRR there was no sound! Is there a fix for this sort of problem yet folks?

Many thanks in advance for any help guys

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...Is there a pullet proof way of making sure we respawn with the uniforms we started the game with?...
Would it not be more realistic to respawn with the uniforms and loadout you died with?

Every MP mission I ever design always includes this...

GET-SET-Loadout-(saves-and-loads-pretty-much-everything)

And this in the init.sqf to call it..

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//-------------------------------------------SAVE LOADOUTS-------------------------------------------------------------------
getLoadout = compile preprocessFileLineNumbers 'scripts\fnc_get_loadout.sqf';
setLoadout = compile preprocessFileLineNumbers 'scripts\fnc_set_loadout.sqf';

player addMPEventHandler ["MPRespawn", {[player, respawnLoadout] spawn setLoadout;}];
player addMPEventHandler ["MPKilled", {respawnLoadout = [player] call getLoadout;}];

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You're playing on a server even though it's LAN. The host is the server and it behaves the same way as if it would be hosted over the internet (still a bit different from a dedicated server).

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