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nullsystems

New players spawn in water...

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Hi all...

I have a coop missiion where you start in boats ( init.sqs: a1 movein boat ) ...travel somewhere and get out at a beach.

The respawn is already located at the beach incase you die in the water.

When new players join after the start, they still spawn in the original location...but, no boats. So highly annoying.

Could someone help me figure out how to get them to start at the new spawn location, without killing them instantly?

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Move your actualy player-units to the beach.

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Hmm, I dont quite understand im afraid.

Do you mean with some setpos?

Trigger in water: If blufor present && objective1 { setpos new respawn }

That kinda thing?

Wont they get a few seconds of lag appearing in the water?

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Try placing the playable units in the editor on the beach location. I assume this is where the JIP players will begin.

Otherwise, find a way to detect a new JIP player, then move them to the beach. I believe there is a onPlayerConnect event handler, or use mission run time.

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Try placing the playable units in the editor on the beach location. I assume this is where the JIP players will begin.

We are one.

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How about adding this to the init.sqs:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

~0.01

?vehicle player==player:player setpos markerpos "respawn_west"

The idea is to move the player to the marker on the beach if the player is not in a vehicle (in the water instead of in a boat). The delay should give the player time to be moved inside a boat so not all are just placed on the beach without getting a chance to use the boats.

-edit

or make sure there is always a boat near the start and use moveincargo and nearestobject.

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