sinny 18 Posted April 29, 2016 Hello, Is it possible that before a mission starts, get the opportunity with the mouse cursor to point out on the map where you want to spawn? I thinking that the player could pointing at a place where the player wants to spawns and all the vehicles and friendly AI's will spawn there... Has enyone seen something like that? Is it even possible? Share this post Link to post Share on other sites
davidoss 552 Posted April 29, 2016 Yes its possible. MCC mission templates uses that. Share this post Link to post Share on other sites
sinny 18 Posted April 29, 2016 Wow, thanks for quick answer! Share this post Link to post Share on other sites
driftingnitro 38 Posted April 29, 2016 https://community.bistudio.com/wiki/Arma_3_Respawn For using complete vanilla, scroll down to MenuPosition. you'll want to add a respawn template to the description .ext, and it will automatically recognize new respawn points placed in zeus. You could probably even temporarily give a person zeus at the start to place the respawn point down, and then gets the position of that point and spawns structures and vehicles relative to is. I'm rambling again, MCC probably does it better. Share this post Link to post Share on other sites
Larrow 2827 Posted April 29, 2016 Quick simple example ripped from an old mission and updated with new EHs. //initPlayerLocal.sqf waitUntil { disableSerialization; ( time > 0 || getClientState isEqualTo "BRIEFING READ" ) && !isNull ( call BIS_fnc_displayMission ) }; //If the player does not have a map give him one to enable choosing start position private _hasMap = true; if !( "ItemMap" in assignedItems player ) then { _hasMap = false; player linkItem "ItemMap"; }; openMap true; cutText ["Choose your insertion point","BLACK IN",10]; waitUntil{ visibleMap }; //Do we have a marker denoting a default position to show on the map if !( getMarkerPos "default_start" isEqualTo [0,0,0] ) then { mapAnimAdd [ 0, 0.08, getMarkerPos "default_start" ]; }else{ mapAnimAdd [ 0, 0.08, [ worldSize/2, worldSize/2 ] ]; }; mapAnimCommit; //Make sure player cannot close map _forceMap = addMissionEventHandler [ "Draw3D", { if !( visibleMap ) then { openMap true; }; }]; //Event to capture player chosen position _clickMap = addMissionEventHandler [ "MapSingleClick", { playerStartPos = _this select 1; }]; waitUntil{ !isNil "playerStartPos" }; removeMissionEventHandler [ "MapSingleClick", _clickMap ]; //If water place player at surface if ( surfaceIsWater playerStartPos ) then { player setPosASLW playerStartPos; }else{ player setPosATL playerStartPos; }; //Use playerStartPos here to move anything relative to the choosen position removeMissionEventHandler [ "Draw3D", _forceMap ]; cutText ["Inserting at choosen location","BLACK IN",10]; openMap false; //If player did not start with a map then remove given one if !( _hasMap ) then { player unlinkItem "ItemMap"; };Map opens at map center unless "default_start" marker is defined. player is placed at the position he clicked, if its water he is placed on the surface.Can be improved some but will do as a quick example. 2 Share this post Link to post Share on other sites
sinny 18 Posted May 1, 2016 Wow, you are the best! Many thanks! Share this post Link to post Share on other sites