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Apocca

Respawn in the air with Halo

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How would you make people in multiplayer respawn at "BASE", but far up in the air with Halo activated?

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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

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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 by Apocca

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