KenniT 0 Posted January 2, 2017 Hey, I was googling around for 30mins now and still didn't find anything about it. So I was wondering that how could I make multiple spawn/start locations in singleplayer scenario from which player can choose only one spawn/start. Thanks! Share this post Link to post Share on other sites
Nikander 122 Posted January 2, 2017 Just now, KenniT said: So I was wondering that how could I make multiple spawn/start locations Hi, have you tried BIS_fnc_addRespawnPosition already ? Share this post Link to post Share on other sites
M1ke_SK 230 Posted January 2, 2017 You can use BIS template for respawn. Description.ext //Respawn respawn = "BASE"; respawnDelay = 10; respawnTemplates[] = {"MenuPosition"}; respawnOnStart = 1; Then on map create marker with name (according to side) respawn_west respawn_east respawn_guerilla respawn_civilian For more spawn positions just create MORE markers with prefix "respawn_west_" (for each side) Example: respawn_west_base respawn_west_1 respawn_west_2 respawn_west_anything That way you will have multiple spawn positions choose from. Hope that helps. Share this post Link to post Share on other sites
KenniT 0 Posted January 2, 2017 You probably got me wrong here. I said spawn/start not REspawn. It should look like in these pictures. Share this post Link to post Share on other sites
M1ke_SK 230 Posted January 2, 2017 There is important respawnOnStart = 1; Where you will use this template to SPAWN at start of mission. Share this post Link to post Share on other sites
Larrow 2795 Posted January 3, 2017 Here is a very simple start taking your picture as an example, using a scripted Strategic map( can also be done with modules ) on Stratis. initPlayerLocal.sqf //Include A3 DIK codes for keys #include "\a3\ui_f\hpp\definedikcodes.inc"; disableSerialization; params[ "_player" ]; //wait for mission start - Briefing Read waitUntil{ time > 0 }; //Get position of Girna _posGirna = getArray( configFile >> "CfgWorlds" >> "Stratis" >> "Names" >> "Girna" >> "position" ); //Setup some strategic missions _missions = [ //Coastal Approach [ [1832.96,2669.19,0], //0: ARRAY - mission position in format [x,y,y] or [x,y] { //1: CODE - expression executed when user clicks on mission icon params[ "_pos" ]; _args = param[ 9 ]; _args params[ "_posGirna" ]; [ _pos, _pos getDir _posGirna, "B_Boat_Transport_01_F", west ] call BIS_fnc_spawnVehicle params[ "_boat", "_crew", "_boatGroup" ]; [ player ] joinSilent _boatGroup; player moveInCargo _boat; _boatGroup addWaypoint [ _posGirna, 0 ]; }, "Coastal Approach", //2: STRING - mission name "Assault Girna via beach landing.", //3: STRING - short description "", //4: STRING - name of mission's player "", //5: STRING - path to overview image 1, //6: NUMBER - size multiplier, 1 means default size [_posGirna] //7: ARRAY - parameters for the -on click- code; referenced from the script as (_this select 9) ], //Assault Approach [ [1955.75,2455.69,0], //0: ARRAY - mission position in format [x,y,y] or [x,y] { //1: CODE - expression executed when user clicks on mission icon params[ "_pos" ]; player setPosATL _pos; }, "Assault Approach", //2: STRING - mission name "Assault Girna from main route into town.", //3: STRING - short description "", //4: STRING - name of mission's player "", //5: STRING - path to overview image 1, //6: NUMBER - size multiplier, 1 means default size [] //7: ARRAY - parameters for the -on click- code; referenced from the script as (_this select 9) ], //Overwatch Approach [ [2205.1,2436.84,0], //0: ARRAY - mission position in format [x,y,y] or [x,y] { //1: CODE - expression executed when user clicks on mission icon params[ "_pos" ]; player setPosATL _pos; }, "Overwatch Approach", //2: STRING - mission name "Assault Girna from the high ground.", //3: STRING - short description "", //4: STRING - name of mission's player "", //5: STRING - path to overview image 1, //6: NUMBER - size multiplier, 1 means default size [] //7: ARRAY - parameters for the -on click- code; referenced from the script as (_this select 9) ] ]; //Open strategic map _display = [ [] call BIS_fnc_displayMission, //0: DISPLAY - parent display. When empty, mission display is used. [1955.75,2455.69,0], //Middle mission pos //1: ARRAY - default view position in format [x,y,y] or [x,y] _missions, //2: ARRAY - list of missions in format: [], //3: ARRAY - list of ORBAT groups in format: [], //4: ARRAY - list of markers revealed in strategic map (will be hidden when map is closed) [], //5: ARRAY - list of custom images in format: 0, //6: NUMBER - value in range <0-1> defining weather on strategic map (i.e. density of clouds) false, //7: BOOL - true for night version of strategic map (darker with blue tone) 0.25, //8: NUMBER - default map scale coeficient (1 is automatic scale) false, //9: BOOL - true to enable simulation while the map is opened (default: false) "Chose Assault type", //10: STRING - bottom bar action label text (default: "Select a mission") true, //11: BOOL - true to show icon label as a mission name (default: true) "\A3\Ui_f\data\Map\GroupIcons\badge_rotate_%1_gs.paa" //12: STRING - path to mission icon texture (default: "\A3\Ui_f\data\Map\GroupIcons\badge_rotate_%1_gs.paa") ] call BIS_fnc_StrategicMapOpen; //%1 - animation frame from 0-6 (optional) %2 - index from 1-9 (optional) //Disbale CLOSE button _display displayCtrl 2 ctrlEnable false; //Disable ESC Key closing strategic map _display displayAddEventHandler [ "KeyDown", { params[ "_display", "_keyCode" ]; if ( _keyCode == DIK_ESCAPE ) then { true //Override default behaviour }; }]; 3 Share this post Link to post Share on other sites
KenniT 0 Posted January 3, 2017 8 hours ago, Larrow said: Here is a very simple start taking your picture as an example, using a scripted Strategic map( can also be done with modules ) on Stratis. initPlayerLocal.sqf //Include A3 DIK codes for keys #include "\a3\ui_f\hpp\definedikcodes.inc"; disableSerialization; params[ "_player" ]; //wait for mission start - Briefing Read waitUntil{ time > 0 }; //Get position of Girna _posGirna = getArray( configFile >> "CfgWorlds" >> "Stratis" >> "Names" >> "Girna" >> "position" ); //Setup some strategic missions _missions = [ //Coastal Approach [ [1832.96,2669.19,0], //0: ARRAY - mission position in format [x,y,y] or [x,y] { //1: CODE - expression executed when user clicks on mission icon params[ "_pos" ]; _args = param[ 9 ]; _args params[ "_posGirna" ]; [ _pos, _pos getDir _posGirna, "B_Boat_Transport_01_F", west ] call BIS_fnc_spawnVehicle params[ "_boat", "_crew", "_boatGroup" ]; [ player ] joinSilent _boatGroup; player moveInCargo _boat; _boatGroup addWaypoint [ _posGirna, 0 ]; }, "Coastal Approach", //2: STRING - mission name "Assault Girna via beach landing.", //3: STRING - short description "", //4: STRING - name of mission's player "", //5: STRING - path to overview image 1, //6: NUMBER - size multiplier, 1 means default size [_posGirna] //7: ARRAY - parameters for the -on click- code; referenced from the script as (_this select 9) ], //Assault Approach [ [1955.75,2455.69,0], //0: ARRAY - mission position in format [x,y,y] or [x,y] { //1: CODE - expression executed when user clicks on mission icon params[ "_pos" ]; player setPosATL _pos; }, "Assault Approach", //2: STRING - mission name "Assault Girna from main route into town.", //3: STRING - short description "", //4: STRING - name of mission's player "", //5: STRING - path to overview image 1, //6: NUMBER - size multiplier, 1 means default size [] //7: ARRAY - parameters for the -on click- code; referenced from the script as (_this select 9) ], //Overwatch Approach [ [2205.1,2436.84,0], //0: ARRAY - mission position in format [x,y,y] or [x,y] { //1: CODE - expression executed when user clicks on mission icon params[ "_pos" ]; player setPosATL _pos; }, "Overwatch Approach", //2: STRING - mission name "Assault Girna from the high ground.", //3: STRING - short description "", //4: STRING - name of mission's player "", //5: STRING - path to overview image 1, //6: NUMBER - size multiplier, 1 means default size [] //7: ARRAY - parameters for the -on click- code; referenced from the script as (_this select 9) ] ]; //Open strategic map _display = [ [] call BIS_fnc_displayMission, //0: DISPLAY - parent display. When empty, mission display is used. [1955.75,2455.69,0], //Middle mission pos //1: ARRAY - default view position in format [x,y,y] or [x,y] _missions, //2: ARRAY - list of missions in format: [], //3: ARRAY - list of ORBAT groups in format: [], //4: ARRAY - list of markers revealed in strategic map (will be hidden when map is closed) [], //5: ARRAY - list of custom images in format: 0, //6: NUMBER - value in range <0-1> defining weather on strategic map (i.e. density of clouds) false, //7: BOOL - true for night version of strategic map (darker with blue tone) 0.25, //8: NUMBER - default map scale coeficient (1 is automatic scale) false, //9: BOOL - true to enable simulation while the map is opened (default: false) "Chose Assault type", //10: STRING - bottom bar action label text (default: "Select a mission") true, //11: BOOL - true to show icon label as a mission name (default: true) "\A3\Ui_f\data\Map\GroupIcons\badge_rotate_%1_gs.paa" //12: STRING - path to mission icon texture (default: "\A3\Ui_f\data\Map\GroupIcons\badge_rotate_%1_gs.paa") ] call BIS_fnc_StrategicMapOpen; //%1 - animation frame from 0-6 (optional) %2 - index from 1-9 (optional) //Disbale CLOSE button _display displayCtrl 2 ctrlEnable false; //Disable ESC Key closing strategic map _display displayAddEventHandler [ "KeyDown", { params[ "_display", "_keyCode" ]; if ( _keyCode == DIK_ESCAPE ) then { true //Override default behaviour }; }]; Thanks! Share this post Link to post Share on other sites
theend3r 83 Posted January 3, 2017 8 hours ago, Larrow said: *Larrow magic* Amazing, thanks. Share this post Link to post Share on other sites