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OberSchutze

TvT respawn issue

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I have finally jumped into the world of team vs team missions, and found a fun one called inferno. However I needed to mod it for my server, such as added 14 additional slots, take out the arty and armor, disable AI, etc. My question is, after about 10 minutes the mission ends if someone on either team dies. Now obviously that is a bad thing when you have it set to unlimited points and are expecting a prolonged urban firefight. Is there something that must be done for TvT missions that is different then Coop? the respawn is set to respawn = "BASE"; and there is a respawn_east, and respawn_west marker.

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Your question is impossible to answer without knowing the ending conditions. I've never tried the aforementioned mission. What does the endtrigger look like? Did you test it in true MP mode with more than one player, or did you just test it on a MP server with only one human player? All missions will be terminared automatically when all human players are dead. Maybe that's what is happening.

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I tried it with 20 people on a dedicated server.

Trigger named End

(ScoreW >= Param2) or (ScoreE >= Param2) or (time >= Param1)
player execVM "outro.sqf"; EndGame=1

Trigger named TrueEnd

TrueEnd
ForceEnd

outro.sqf

enableRadio false;

sleep 2;

private ["_camera"];
_camera = "camera" camCreate [4361.044922, 7641.136230, 10];
_camera cameraEffect ["INTERNAL", "BACK"];
_camera camSetTarget flag5;
_camera camSetFOV 0.7;
_camera camCommit 0;
waitUntil{camCommitted _camera};

sleep 5;

titleText [format [localize "STR_MP_GAMEOVER_FINAL", ScoreW, ScoreE], "PLAIN"];

sleep 7;

TrueEnd = true;

sleep 2;

player cameraEffect ["TERMINATE", "BACK"];
camDestroy _camera;

true

Also why doesn't end when in coop games with respawn when all players die then?

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