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gadjr114

Alterate spawn points and repair bays

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I've searched the internet for quite awhile and can not find exactly what it is that I'm looking for.

 

I would like to know if there is a way to change the "z" value of an alternate spawn marker.  For example, I am placing an AI unit in the editor and would like the unit to spawn in one of three different locations.  By using a marker and setting it as an "alternate spawn location" for the unit, I can get it to work.  But is there a way to edit the "z" value of the spawn marker?  Basically, the three different locations would be on three different floors of a three story building.

 

My other questions revolves around Re-arm and Re-fueling stations/bays for a MP mission.  I would like to have something as simple as a trigger area that when a vehicle drives/flys into the area, it is re-fueled and re-armed either instantly or over the course of a few seconds.  Is there any SIMPLE way of accomplishing this? (ie a trigger with a simple script in the init field or something).  Also, it must work in a MP mission.

 

Thank for all of your help and input!

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//Script for spawning on different floors

_differentFloors = [5, 10, 15, 20]; //Different floor levels (meters, can ofcourse change this to what fits you, these are only examples).

_chosenFloor = _differentFloors call BIS_fnc_selectRandom; //This will select a random height by chosen a random number from the array we created. //The unit will thereby spawn on a random height.

//Refuel and rearm script
//Create a trigger and name it: RearmAndRefuel
//Make it trigger when any player enters the location and make sure it is repeatable (check the box that says repeatable).
//After that, write this in the activation field: null = [thislist] execVM "yourSqfFileName.sqf";
//Inside of the SQF file, write this:

//Declare a variable for unit using the vehicle
params ["_unit"];

//Selects the vehicle the player currently is using
_currentUnitVehicle = vehicle _unit;

_currentUnitVehicle setDamage 0;
_currentUnitVehicle setVehicleAmmo 1;
_currentUnitVehicle setFuel 1;

Hopefully this should work for you, let me know if something doesn't work or you need something else.

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You'll never spawn in altitude what ever marker you choose. Markers have no Z.

 You can spawn on a trigger with a valid Z.

But inside a building, just choose an existing position with the buildingPos command.

For your trigger area of repair zone, in MP, I suggest you to fire the trigger everywhere (by default), then run the code locally:

if (local (thisList select 0)) then {(thisList select 0) setFuel 1}; See also setVehicleAmmoDef and the locality of turrets if more than one player (driver) in the vehicle.

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17 hours ago, gadjr114 said:

I've searched the internet for quite awhile and can not find exactly what it is that I'm looking for.

 

I would like to know if there is a way to change the "z" value of an alternate spawn marker.  For example, I am placing an AI unit in the editor and would like the unit to spawn in one of three different locations.  By using a marker and setting it as an "alternate spawn location" for the unit, I can get it to work.  But is there a way to edit the "z" value of the spawn marker?  Basically, the three different locations would be on three different floors of a three story building.

 

My other questions revolves around Re-arm and Re-fueling stations/bays for a MP mission.  I would like to have something as simple as a trigger area that when a vehicle drives/flys into the area, it is re-fueled and re-armed either instantly or over the course of a few seconds.  Is there any SIMPLE way of accomplishing this? (ie a trigger with a simple script in the init field or something).  Also, it must work in a MP mission.

 

Thank for all of your help and input!

 

 

Are you attempting to set up multiple respawn points for players with one being on the Aircraft Carrier? The way i set up my respawn system on Tanoa was by using the BIS respawn templates (Works like the respawns in the Apex campaign)
https://community.bistudio.com/wiki/Arma_3_Respawn

The way i added a respawn position on the carrier was by adding a position to the via BIS_fnc_addRespawnPosition

initPlayerLocal.sqf

[west,[x,y,z],"Name of Respawn on menu screen"] call BIS_fnc_addRespawnPosition; 

https://community.bistudio.com/wiki/BIS_fnc_addRespawnPosition

 

Doing the respawn point this way causes the player to spawn with a parachute. Im spawning the players like 0.2 above the deck of the carrier. Their is a rare occasion that you can be killed by the parachute when it hits the player lol. I have not found a better way since running a trigger to telaport was not a viable option for me.

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I'll try to get back to this tomorrow .. when I'm near my computer...

 

 

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