kegetys 2 Posted December 20, 2002 I updated my Spectating script to version 1.1, now it will work propely when spectating people who are inside buildings/on bridges/etc, also if the spectating dialog is closed with esc the player is taken to the regular seagull mode, and back to spectating if he flies up to 150 meters. Theres also some other minor changes. Download it from http://koti.mbnet.fi/stede/flashpoint/spectatescript11.zip For people who havent heard of it before, its a script for multiplayer mission makers to allow people spectate other players after they die, replacing the old seagull mode. Here is a screenshot of the script UI. Share this post Link to post Share on other sites
joltan 0 Posted December 20, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Kegetys @ Dec. 20 2002,15:19)</td></tr><tr><td id="QUOTE">I updated my Spectating script to version 1.1, now it will work propely when spectating people who are inside buildings/on bridges/etc, also if the spectating dialog is closed with esc the player is taken to the regular seagull mode, and back to spectating if he flies up to 150 meters. Theres also some other minor changes.<span id='postcolor'> Weeeeeee! Share this post Link to post Share on other sites
RED 0 Posted December 20, 2002 Nice work, good job keg RED Share this post Link to post Share on other sites
KeyCat 131 Posted December 21, 2002 Thanks Kegetys! I'm was just about to use your great spectator script /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
KeyCat 131 Posted December 21, 2002 Works like a charm too, just implemented it in my mission  Thanks again and Merry Christmas! /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
ralphwiggum 6 Posted December 21, 2002 great job Keg! and never knew Goeth's first name is ylik. Share this post Link to post Share on other sites
Rexxenexx 0 Posted December 21, 2002 Sweet work Kegetys!! Time to update my missions  Share this post Link to post Share on other sites
kegetys 2 Posted December 22, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (RalphWiggum @ Dec. 21 2002,05:30)</td></tr><tr><td id="QUOTE">and never knew Goeth's first name is ylik<span id='postcolor'> its his rank in our squad (ylikersantti) Share this post Link to post Share on other sites
Charlie-SWAF- 0 Posted October 12, 2003 Kegetys: Ive used for first time your spectator script v1.1 as map designer ;) , I know this job time ago (in the war SWAF vs LKK) , but I have a couple of questions. a) Ive played maps with this script but in the top of the sript screen at right side at the same level of TOGGLE MENU you can see name of players still alive on a game?? Is this a new version of the script? b) Actually the latest version (v1.1) of the script if you press ESC it goes to SeaGull mode, do you know how to avoid this? Thanks in advance for any help Share this post Link to post Share on other sites
kegetys 2 Posted October 12, 2003 Quite an old thread you digged up :P anyway the lastest version of the spectating script is included in the FDFmod, though the newest non-fdfmod version is 1.2, which you can get from my ofp site here. Quote[/b] ]b) Actually the latest version (v1.1) of the script if you press ESC it goes to SeaGull mode, do you know how to avoid this? Its supposed to do so. Share this post Link to post Share on other sites
Charlie-SWAF- 0 Posted October 12, 2003 I will ask something supid, but hey, Im learning Ive added Spectator Script, but all Units are assuming it...I just wanna RESISTANCE group use this script and avoid WEST or UNITS will use. These both last Units will use normal respawn Any idea? Share this post Link to post Share on other sites
Guest jacobaby Posted October 12, 2003 you could make a copy of the normal seagull.sqs and rename it, then put a condition at the start of Keg's seagull.sqs that directs the player to that other sqs if he is not of the correct side, something like; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ?(SIDE PLAYER)!=RESISTANCE:player exec "oldseagull.sqs" something like that, though you'd have to check the exact array needed to run the seagull sqs, or just edit kegs sqs to suit in a similar way Share this post Link to post Share on other sites
hoz 0 Posted October 14, 2003 I'm using the spectating script in my mission. However I would like to have a number of respawns then goto the spectating script. I have it all working, well mostly My problem is when someone hits esc thier body is just falling into the ocean. Can I remove the abilitity to hit esc? Thanks, Hoz Share this post Link to post Share on other sites
Charlie-SWAF- 0 Posted October 22, 2003 Im trying to use spectator script to check WEST and EAST who will respawn in my mission. But after the firstd dead, im not able to see more the soldier respawned. We've made an script to press ESC then back to civivilian then with a trigger restart the SPECTATOR SCRIPT and it works....but exists a way to avoid all this? I would like that simply that after soldiers dead and respawn, spectator script keep working as normal. Thanks Share this post Link to post Share on other sites
Charlie-SWAF- 0 Posted October 23, 2003 Kegety any idea? Share this post Link to post Share on other sites
kittycat 0 Posted January 4, 2004 Does the script work with 1.46? Share this post Link to post Share on other sites
Taurus 20 Posted January 7, 2004 according to the onplayerrespawn...sqs: ; ; Spectating script v1.1 by Kegetys <Kegetys@raketti.net> ; http://www.ofp.kege.cjb.net ; ; Requires OFP Version 1.85 or up ; ; ; Change DeathCamArray values to spectateable objects ; Remember to use driver/gunner if you want to spectate the player driving/gunning the vehicle if he exits it ; you can also put AI controlled units and objective vehicles/buildings here if you want. ; Share this post Link to post Share on other sites