zootso 0 Posted May 31, 2006 Hey all, *Before I ask this, let me assure you that I have searched the forums for the answer to this, and cannot come up with it * Anyways, here is the deal: My brother and I are creating a small multi-player/2 player vs. map. In it, player 1 gets to command one squad of soldiers (AI) against player 2. What we want to do, is allow the player, once they get killed, to switch over and be able to take command and play as one of his AI troops. Is this possible? We played one of the small multi-player maps that came with the original OFP, and in it you could do this. Thanks! Share this post Link to post Share on other sites
XCess 0 Posted May 31, 2006 You could fake it by deleting the unit you want to switch to and then creating on in it's place: _pos = getPos _unitName _dir = getDir _unitName _type = typeOf _unitName _grp = group _unitName deleteVehicle _unitName _newGuy = _type createUnit [_pos, _grp, "", 0.6, "corporal"] _newGuy setDir _dir _newGuy setPos _pos Now I'm not sure about how well this would function in mp, so somebody else would have to optimise it for mp use, and oit would be a gopod idea to add the same weapons and mags... but it's 3:30am and I need some sleep so.... Also.. Armed Assault will do this as standard. Share this post Link to post Share on other sites
Victor_S. 0 Posted May 31, 2006 there is a default multiplayer mission that already does this, I think it is just called coop and I think it is for malden. When you die in that mission it zooms out from your body and the camera goes to another AI on your team and you keep playing. Share this post Link to post Share on other sites
sanctuary 19 Posted May 31, 2006 In your mission directory , if you have a description.ext , edit it (that's a simple text file, so notepad/wordpad can do) If you don't have a description.ext file , create one Inside of the description.ext , put <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">respawn=X; X is a number between 0 and 5 , the number is a respawn method : 0 -> no respawn 1 -> respawn as a seagull 2 -> respawn exactly where you died 3 -> respawn at a base (the base must be a marker named exactly respawn_west or respawn_east or respawn_guer or respawn_civilian according to the side of the unit that will respawn ) 4 -> respawn into a remaining unit of your group (if there are no more units in your group, you respawn as a seagull) 5 -> respawn into a remaining unit of your side (if there are no more units in your side, you respawn as a seagull) Only units that are set to "Playable" are capable of respawning, the other may not. So in your case, it is <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">respawn=4; That you must add into the description.ext Share this post Link to post Share on other sites
zootso 0 Posted May 31, 2006 Thanks all! I'm trying it out right now! Thanks again! Share this post Link to post Share on other sites
nominesine 0 Posted June 1, 2006 After four years of MP-gaming I feel a little bit silly asking this question: Does Respawn 5 (side respawn) really work? I've never seen it, as far as I can remember. Share this post Link to post Share on other sites
benreeper 0 Posted June 1, 2006 No it does not. I have also asked this question. It is the same as group. --Ben Share this post Link to post Share on other sites
zootso 0 Posted June 4, 2006 In your mission directory , if you have a description.ext , edit it (that's a simple text file, so notepad/wordpad can do) If you don't have a description.ext file , create one Inside of the description.ext , put <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">respawn=X; X is a number between 0 and 5 , the number is a respawn method : 0 -> no respawn 1 -> respawn as a seagull 2 -> respawn exactly where you died 3 -> respawn at a base (the base must be a marker named exactly respawn_west or respawn_east or respawn_guer or respawn_civilian according to the side of the unit that will respawn ) 4 -> respawn into a remaining unit of your group (if there are no more units in your group, you respawn as a seagull) 5 -> respawn into a remaining unit of your side (if there are no more units in your side, you respawn as a seagull) Only units that are set to "Playable" are capable of respawning, the other may not. So in your case, it is <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">respawn=4; That you must add into the description.ext Hey again, I've attempted to do this, but it's not working (I just get spawned back to a seagull). Am I doing it incorrectly? I go into the Codemasters folder, then the MPlayer folder, then the folder for the mission I created. In this folder, I've put a simple test document, named 'description.ext', with just 'respawn=4;' Am I missing something here? Sorry, I'm a bit confused. Thanks! Share this post Link to post Share on other sites
Garcia 0 Posted June 4, 2006 You've probably got a description.ext file that's not working properly. Share this post Link to post Share on other sites
nindall 0 Posted June 4, 2006 It sounds like your comp is set to 'Hide extensions for known file types'. When you create a new text document is it called Untitled or Untitled.txt? If it's just Untitled - 1) From the 'Tools' menu (In any folder.) click 'Folder Options...' 2) Click the 'View' tab and in the Advanced Settings look for 'Hide extensions for known file types' and make sure it's not selected. I'm not 100% sure if that's your problem but I had trouble with this when I started scripting. Share this post Link to post Share on other sites