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hoax2

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About hoax2

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  1. Also using the vanilla Spectator_Mode and can't disable FreeCam //description.ext respawn = "3"; respawnDelay = 9999999; //initplayerlocal.sqf player addeventhandler ["Killed", {[] call bis_fnc_respawnspectator}]; missionNamespace setVariable ["RscSpectator_allowFreeCam", false, true];
  2. Most of this is working under very controlled tests, so now that I have a proof of concept working I really need more generalized help to workout the actual game management, rounds, and setup etc. If you're interested in helping me out you can download my latest mission setup here, I'm open to any feedback, advice, mentoring you can offer!! Feel free to add me on steam if you want to chat specifics or test things. What I'm really struggling with at the moment is: General scripting best practice and where stuff should be initiated to avoid script issues. Game flow: pre-game > game > scoreboard > reset. Setting up a spectator mode so that players can't join mid game but can spectate while they wait for the round to end and after their death. Disabling friendly-fire, map markers, on screen names, etc, for an actual 16 player deathmatch style gameplay. Overview: It's a sniper focused, last man standing deathmatch, with decreasing combat area. (Think of it as a small scale Battle Royal without the loot scavenging or parachuting.) Phase: Pre-game Players join the lobby and the game is started. Players spawn in isolation from one another They have a X minute countdown to select their load-out before the game starts. Phase: Gameplay Players are teleported to the battlefield. They are required to kill one another while remaining in the combat area as it slowly decreases in size over time. Players outside the combat area are given an X second warning before they are killed. At halftime player's positions are highlighted with smoke, and again when the combat area reaches it's minimum size. When a player dies his position is marked on the map and all players are alerted to the death and the range. [*] When players die they can spectate in free mode or on a player. [*] The last man standing is declared the winner. [*] The mission is reset and ready to start again. Join-in progress [*] Players who join during the pre-game phase can participate. [*] Players who join during gameplay should remain in spectate mode until a new round begin [*] I have little to no idea how to set these ones up.. I did get spectate to work but it's all blurry from the damage you've taken.
  3. Does this seem right? (I have no one to test it with) init.sqf: player addMPEventhandler ["MPKilled",{ _me = _this select 0; _myName = name _me; _him = _this select 1; _hisName = name _him; _meters = _me distance _him; //hint format ["%1 killed by %2: %3m", _myName, _hisName, _meters]; systemChat (format ["%1 killed by %2 at %3m", _myName, _hisName, _meters]); _markerstr = createMarker [_myName, position _me]; _markerstr setMarkerShape "ICON"; _markerstr setMarkerType "hd_dot"; //https://community.bistudio.com/wiki/cfgMarkers _markerstr setMarkerText _myName; }];
  4. hey kevsnotrev, In answer to your questions: 1. are you reusing the marker or deleting when the player is 'revived' or living again? Once set, the marker is fine to stay there until the mission ends, as there are no respawns or revives. 2. do the markers have to be only visible by the player, or players team or both sides? Visible by both sides would be ideal 3. Do you need a delay before the marker can be seen? Nope 4. Is this a marker so players can go back to find their gear? No, it's purely so that other players are able to roughly see where a conflict has occurred 5. have you tried the "killed" event handler? Neat, I didn't know it existed but I'll look into that one :)
  5. Hi friends. During a multiplayer mission I would like to mark the position of a player (from either side) when he is killed. I've got this far: //call markPlayers; markPlayers ={ _markerstr = createMarker ["markername", position p1]; _markerstr setMarkerShape "ICON"; _markerstr setMarkerType "hd_dot"; //https://community.bistudio.com/wiki/cfgMarkers _markerstrTxt = name p1; _markerstr setMarkerText _markerstrTxt; }; But I'm not sure how I would make that work for any player, and call it on their death. Any help would be appreciated.
  6. Oh thank you so much Stormridge! That was pretty much perfect (just a few typos) If anyone is interested here is my setup: Trigger named "aoe", BluFor, Repeatably, Present. Axis = 50 //Condition: not(player in thislist) //Activation: 0 = [] spawn { damagePlayer = true; for [ {_i=10} , {_i>=0} , {_i=_i-1} ] do { player Groupchat (format ["WARNING: %1",_i]); sleep 1; if (player distance aoe < 50) exitWith {damagePlayer=false}; }; if (damagePlayer) then {player setDamage 1;}; }; Thanks others for your ideas. @spidypiet that sounds like it might work but not ideally. @R3vo, maybe? What's it called?
  7. I've been searching all over the place to find a solution to this, I think I'm super close, but I need help from someone more experienced. Objective I'm creating a multiplayer death-match. When players leave the play-area they receive a countdown and a warning to return before they are killed. To complicate things the play-area changes location dynamically. I've found an old script I'm quite fond of by taco3866521 which works when a player enters a trigger. But having to setup multiple boundary triggers (North, East, South, West) and move them around dynamically seems overkill and super difficult for what I'm doing. So I've been trying to use a single trigger to define the play-area and do same thing but I'm struggling. Here's what I have. So far I have this Trigger: BluFor, Repeatably, Present. //Condition: not(player in thislist) //Activation: hint "OUT"; 0 = [] spawn { player Groupchat "WARNING:3"; sleep 1; player Groupchat "WARNING:2"; sleep 1; player Groupchat "WARNING:1"; sleep 1; player setDamage 1; } //Deactivation: hint "IN"; Problem I don't know how to stop the activation script once it's started, if I return to the area the activation script is already running and will continue the countdown. I feel like maybe I need to add a variable to the player somehow and check it like taco3866521's script? Or maybe somehow just pass this player to taco's script? Both of which I have no idea how to do. Any ideas?
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