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zovirl

1.30 Hunter units respawn with AK47s

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In 1.30, resistance hunter units respawn with AK47s.

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Yes, even the captives spawn with guns...

Could the next patch make it so guys respawn with their original loadout? (i.e. what they had at the start of the mission?)

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Would you like the entire game to be unbalanced.

If original loadout respawn is possible, we could have 100 sniper rifle after a few minutes. The entire round covered smile.gif

To bad for the sniper though, having been killed 100 times. Or we just let him be AI and kill him when we die and respawn so one always get a sniper rifle.

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I think the loadout on respawn should be scriptable by the mission designer. Options should include respawn with original loadout, loadout at time of death, and default soldier class loadout.

I certainly don't want someone who manages to somehow acquire a sniper rifle and RPG launcher during the mission to immediately respawn with the same weapons.

I'd also like to see a RespawnMax option to limit the number of times someone can respawn.

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Hmm, I hadn't thought about that before Dawdler.  In my case, I'm trying to make a Kozlice only deathmatch.  I have a script that takes away a players AK47 and gives them a kozlice.  The problem is if you get killed right as you respawn, suddenly there is an AK47 in the map with ammo, and that really unbalances things.  This happened a couple time when we were playing last night (mostly thanks to respawning right where a grenade was about to land).  I like Mister Frag's suggestion where mission designer chooses how people respawn.  All three options would be the "best" option in different situations.

By the way, does the forum email notification work for anyone else?  It doesn't work for me and it is driving me crazy trying to keep track of the threads I am watching....

(Edited by zovirl at 8:06 pm on Dec. 13, 2001)

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Isn't there a Civilian Hunter class that has the Kozlice by default? While player's appearance may not be to your liking, the weapon would always be correct on respawn.

I'm no expert on scripting, but I think you can also create a trigger that changes the weapon when the player is spawned -- if that is true, it would be the perfect solution.

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Sorry mr Frag. You are wrong this time. On respawn u get a side specific default weapon. Not even grenades. Just one clip too I think. The reason for this has already been stated in this thread. A Sniper with 100 deaths would = 100 sniper rifles on the battle field.

I think the respawn should happen like reinforcements and a bunch of dead men come back in together. I also think that bis should create a server that would allow ppl to log on in this fashion during a mission. It wouldn't b too hard, just make lots of start positions at base, turn off ai, and allow ppl to jump into unused ai positions.

Also the email notification worked. Once. Not any more though. I wish it would work for me too, my memory isn't so good and I usually don't even remember to check my posts.

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Well, one could script the default loadout respawn. Just make a script doing it. that's all. Mission designer can do everything with the mission builder, including I think respawn with your original loadout (and making the old corpse disapear for game balance).

Just do it smile.gif

Whis'

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No no no people. Read the last post I made. The problem with a script that rearms the people is that for a split second when you respawn, you have the original gun. If you get killed during that split second, then the gun is in the map and someone else can take it. I want a kozlice-only deathmatch, and having an AK in the mission really unbalances the game (about as much as 100 sniper rifles would). I could hide the bodies, but that takes a lot of work smile.gif We need some kind of "loadout on respawn" settings to control what people respawn with. Something in description.ext, perhaps, that lets you control what people get when they respawn.

As for respawn happening like reinforcements, that can be done already. It just takes some scripting work.

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Zovirl...Do you reckon you can tell me where you go for tut's on scripting. I can understand programming well, but I don't know all the commands usable for such things. Are they included in the official command summary thingy?

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Quote: from amos m on 1:50 am on Dec. 18, 2001

Zovirl...Do you reckon you can tell me where you go for tut's on scripting. I can understand programming well, but I don't know all the commands usable for such things. Are they included in the official command summary thingy?<span id='postcolor'>

The OFP Editing Center:

<a href="http://www.ofpeditingcenter.com

They" target="_blank">http://www.ofpeditingcenter.com

They</a> have great tutorials, and lots of really good mission makers on their boards. As for the commands, I use both the official command reference & the 1.04 unofficial command reference (get it from the OFPEC). They both contain some good info not found in the other, so you kinda need both.

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Well a solution I can see with scripts (sorry to insist, but as the option is not present, I try to find smthg) is to use civilian for players, as they would probably respawn without weapon (never tried, BTW), and you could add a kozlice by script.

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