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Brooklyn718

2 seperate respawns for same team?

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Is that possible? I have one team starting on a different location on the map, but I dont want them seeing the other teams respawn point when they die. Bravo team is in Chernogorsk, and Alpha team is all the way east. Alpha team is making thier way to Chernogorsk to rescue Bravo team.

Thanks again,

Brooklyn

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Alpha Player init:

nul = _player addEventHandler ["killed", {nul = [] execVM "Respawn_Alpha.sqf"}];

Respawn_Alpha.sqf

_unit = _this select 0;

// Move

_unit setpos getmarkerpos "Respawn_Bravo";

Bravo Player init:

nul = _player addEventHandler ["killed", {nul = [] execVM "Respawn_Bravo.sqf"}];

Respawn_Bravo.sqf

_unit = _this select 0;

// Move

_unit setpos getmarkerpos "Respawn_Bravo";

Not guaranteed to work but worth a shot, someone will correct me if anything doesn't work and it probably won't as I'm knackered! :P

Edited by Nemorz

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As far as I know the game only supports one respawn loc BUT you can move people to dif locations it would be something like this (simple form) place your other respawns as markers named whatever you want at the default respawn marker place a trigger with a setpos for that unit directing it to the new marker loc the best way for this method would be to place in the condition X unit is present but you can also group the unit to the trigger to say this unit present in the activated by field.

I stress this is a simple system though and there are several scripts already written to do the same thing Norrin is one but there are others.

Cheer's ChefD

P.S. Just Remember in ArmA 2 there are always multiple ways to get the same result and MP and dedi's sometimes change the options you have to use.a good reference is Mr Murrays editor guide.

LOL little slow on the post button the above method by Nemorz should work as well just glancing at it as it does the same thing I just mentioned but in script form

Edited by chefd261

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Try this:

For people respawning at a position other than the usual respawn_west spawn point (let's call it respawn_alpha), add this to their init line:

_xhandle = this addEventHandler ["killed", "_this execVM 'checkspawn.sqf'"];

Now, let's create an sqf file called checkspawn.sqf, and add the following to it:

_unit = _this select 0;

waitUntil{alive player};

_unit = player;
_unit setPos getMarkerPos "respawn_alpha";

This relies on you having placed a marker in the editor named 'respawn_alpha' at the position you want your units to respawn.

That works for me...

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Apologies for hijacking the thread but I'm attempting to do a similar thing for one of my missions.

I want some players able to re-spawn into their group when they die, thus they have so many lives till final death. Re-spawn option 4 in the Description.ext.

The mission also has a few pilot slots, I want these players to simply re-spawn at base.

Basically I want my mission to play out in a similar fashion to the co-op version of the campaign in OA but I've tried dissecting the missions but unfortunately that leads me to a respawnfunction that limits the host to a singular character. :j:

Any suggestions/help?

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