Apocca 10 Posted June 28, 2009 How would you make people in multiplayer respawn at "BASE", but far up in the air with Halo activated? Share this post Link to post Share on other sites
xeno 234 Posted June 28, 2009 Trigger, Condition: local player On Activation: _handle = [] execVM "halo.sqf" halo.sqf: private ["_my_halo_pos", "_my_halo_height"]; // place a logic or empty H, name it respawn_halo _my_halo_pos = position respawn_halo; _my_halo_height = 2000; while {true} do { waitUntil {!alive player}; waitUntil {alive player}; player setpos [_my_halo_pos select 0, _my_halo_pos select 1, _my_halo_height]; sleep 0.05; playsound "BIS_HALO_Flapping"; setAperture 0.05; setAperture -1; player switchMove "para_pilot"; [player] exec "ca\air2\halo\data\Scripts\HALO.sqs"; }; You have to place an object (empty H, logic...) and name it respawn_halo for the actual halo start point. Xeno Share this post Link to post Share on other sites
Apocca 10 Posted June 28, 2009 (edited) Seems to work, thanks! Only problem is that the player dosn't start out in the air in the beginning of the mission, and when i manually script halo and setheight in his init, i'm unable to control the fall? Cant steer around, and am stuck in a straight halo line until i open chute. Another thing is the lack of any sound during halo. Where is this "BIS_HALO_Flapping" sound located? This is the init i used btw: this setpos [getpos this select 0, getpos this select 1,(getpos this select 2) +2000]; [Player1] exec "ca\air2\halo\data\Scripts\HALO.sqs"; Nevermind, fixed it. Just added the sequence to the init.sqf too. Edited June 28, 2009 by Apocca Share this post Link to post Share on other sites