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phant

Re-spawning under a global timer OR on objective completion

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Hi there!

I am attempting to make a PvP 'Push' type game-mode, where Blufor must take a series of zones/objectives (one at a time) from Redfor. So Blufor are slowly pushing their way to an end objective, and Redfor are defending each objective. It's designed for lower numbers.

Anyway, I want to allow respawning, but only under one of these conditions (I'll only use one of these conditions in the mission, not both):

1. Anyone who is dead will respawn when an objective is completed. So when Blufor capture a zone and the objective completion is triggered, any Blufor or Redfor soldiers who were killed will respawn at a marker.

2. Anyone who is dead will respawn after a set global timer has counted down. The timer will reset when it reaches 0. Anyone who dies (even 1 second before the timer reaches 0) will respawn on a marker. It's basically the respawn system Red Orchestra employs, where you respawn in reinforcement 'waves' after a timer reaches 0, but no sooner.

I don't even know where to get started with either of these, so any help or documents I can read would be greatly appreciated.

Cheers,

Phant

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[color="#FF8040"][color="#1874CD"]_countdown[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#FF0000"]20[/color][color="#8B3E2F"][b];[/b][/color]  [color="#006400"][i]//time until next wave[/i][/color]
[color="#191970"][b]while[/b][/color] [color="#8B3E2F"][b]{[/b][/color][color="#000000"]true[/color][color="#8B3E2F"][b]}[/b][/color] [color="#191970"][b]do[/b][/color]	
[color="#8B3E2F"][b]{[/b][/color]
[color="#1874CD"]_timeLeft[/color]  [color="#8B3E2F"][b]=[/b][/color] [color="#1874CD"]_countdown[/color] [color="#8B3E2F"][b]-[/b][/color] [color="#FF0000"]1[/color][color="#8B3E2F"][b];[/b][/color]
[color="#1874CD"]_countdown[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#1874CD"]_countdown[/color] [color="#8B3E2F"][b]-[/b][/color] [color="#FF0000"]1[/color][color="#8B3E2F"][b];[/b][/color] 
[color="#8B3E2F"][b][[/b][/color][color="#8B3E2F"][b][[/b][/color][color="#8B3E2F"][b][[/b][/color][color="#1874CD"]_timeLeft[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b],[/b][/color]
[color="#8B3E2F"][b]{[/b][/color]
	[color="#191970"][b]hintSilent[/b][/color] [color="#191970"][b]format[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#7A7A7A"]"Next wave in %1."[/color][color="#8B3E2F"][b],[/b][/color][color="#8B3E2F"][b][[/b][/color][color="#000000"]_this[/color] [color="#191970"][b]select[/b][/color] [color="#FF0000"]0[/color][color="#8B3E2F"][b]][/b][/color] [color="#191970"][b]call[/b][/color] BIS_fnc_secondsToString[color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color]
[color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"BIS_fnc_spawn"[/color][color="#8B3E2F"][b],[/b][/color][color="#000000"]true[/color][color="#8B3E2F"][b]][/b][/color] [color="#191970"][b]spawn[/b][/color] BIS_fnc_MP[color="#8B3E2F"][b];[/b][/color] [color="#006400"][i]// adds a globally seen countdown[/i][/color]

[color="#191970"][b]if[/b][/color] [color="#8B3E2F"][b]([/b][/color][color="#1874CD"]_countdown[/color] [color="#8B3E2F"][b]<[/b][/color][color="#8B3E2F"][b]=[/b][/color] [color="#FF0000"]0[/color][color="#8B3E2F"][b])[/b][/color] [color="#191970"][b]then[/b][/color]
[color="#8B3E2F"][b]{[/b][/color]
	[color="#8B3E2F"][b]{[/b][/color]
		[color="#191970"][b]if[/b][/color][color="#8B3E2F"][b]([/b][/color][color="#191970"][b]isPlayer[/b][/color] [color="#000000"]_x[/color] [color="#8B3E2F"][b]&[/b][/color][color="#8B3E2F"][b]&[/b][/color] [color="#8B3E2F"][b]![/b][/color][color="#8B3E2F"][b]([/b][/color][color="#191970"][b]alive[/b][/color] [color="#000000"]_x[/color][color="#8B3E2F"][b])[/b][/color][color="#8B3E2F"][b])[/b][/color] [color="#191970"][b]then[/b][/color] [color="#006400"][i]//only players will respawn, add && (side _x) == WEST/EAST if you only want one side to respawn[/i][/color]
		[color="#8B3E2F"][b]{[/b][/color]
			[color="#191970"][b]forceRespawn[/b][/color] [color="#000000"]_x[/color][color="#8B3E2F"][b];[/b][/color] [color="#006400"][i]// forces respawn, respawn point must be declared[/i][/color]

		[color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color]
		[color="#1874CD"]_countDown[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#FF0000"]20[/color][color="#8B3E2F"][b];[/b][/color]
	[color="#8B3E2F"][b]}[/b][/color] [color="#191970"][b]forEach[/b][/color] [color="#191970"][b]allUnits[/b][/color][color="#8B3E2F"][b];[/b][/color]
[color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color]
[color="#191970"][b]sleep[/b][/color] [color="#FF0000"]1[/color][color="#8B3E2F"][b];[/b][/color]
[color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color]




[/color]

Made with KK's SQF to BBCode Converter

It seems that, if the player is dead he won't respawn even though I used forceRespawn. Maybe someone else has experience with this.

Edited by R3vo

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The Arma3Respawn Wiki page is probably worth a read if you have not been there already, especially the templates section "wave" and player respawn time.

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