phant 10 Posted February 25, 2015 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 Share this post Link to post Share on other sites
R3vo 2654 Posted February 25, 2015 (edited) [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 February 25, 2015 by R3vo Share this post Link to post Share on other sites
Larrow 2828 Posted February 26, 2015 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. Share this post Link to post Share on other sites