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vandalus850

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About vandalus850

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  1. I read the feedback, and until today, no changes. Neither BI has commented anything. A year has passed...
  2. Hi all! I'm beginning to edit missions, and I want to learn to use the respawn templates in description.ext file. I have a lot of wasted hours trying to get that respawn templates work, but I only got that it works partially. I have looking for this in the forum, but I haven't found the solution. My idea is that Blufor have multiple respawn positions in base and menu inventory, and Opfor have one life and then, soldiers dead can be spectators of their side. If no players, end mission. What I need to get this? I mean to code, files and code in the differents files, etc. The part of Blufor, works, but in the case of Opfor, when the soldier dead, the spectator mode appear, but the soldier respawn instantly, at the same time, and I can control him, and spectator mode doesn't work. Blufor have 2 markers, and Opfor none. Description.ext respawn = 3; respawnDelay = 5; respawnTemplatesWest[] = {"MenuPosition","MenuInventory"}; respawnTemplatesEast[] = {"Spectator","EndMission"}; class CfgRespawnInventory { class WEST1 { displayName = "Light"; // Name visible in the menu icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; // Icon displayed next to the name show = "side group _this == west"; vehicle[] = { "B_soldier_AT_F" }; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "arifle_MXC_F", "Binocular" }; magazines[] = { "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "SmokeShell", "HandGrenade" }; items[] = { "FirstAidKit" }; linkedItems[] = { "V_Chestrig_khk", "H_Watchcap_blk", "optic_Aco", "acc_flashlight", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_B_CombatUniform_mcam_tshirt"; backpack = "B_AssaultPack_mcamo"; }; class WEST2 { displayName = "Zapador"; // Name visible in the menu icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; // Icon displayed next to the name show = "side group _this == west"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "arifle_MXC_F", "Binocular" }; magazines[] = { "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "SmokeShell", "HandGrenade" }; items[] = { "FirstAidKit", "MineDetector" }; linkedItems[] = { "V_Chestrig_khk", "H_Watchcap_blk", "optic_Aco", "acc_flashlight", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "ItemGPS", "MineDetector" }; uniformClass = "U_B_CombatUniform_mcam_tshirt"; backpack = "B_AssaultPack_mcamo"; }; }; class CfgRespawnTemplates { class Spectator { displayName = "Spectator"; onPlayerKilled = "BIS_fnc_respawnSpectator"; onPlayerRespawn = "BIS_fnc_respawnSpectator"; }; class EndMission { displayName = "EndMission"; onPlayerRespawn = "BIS_fnc_respawnEndMission"; }; }; corpseManagerMode = 1; corpseLimit = 5; corpseRemovalMinTime = 60; corpseRemovalMaxTime = 90; Init.sqf setviewdistance 2000; setObjectViewDistance 2000; // Wait until player is initialized if (!isDedicated) then {waitUntil {!isNull player && isPlayer player};}; [west, "WEST1"] call BIS_fnc_addRespawnInventory; [west, "WEST2"] call BIS_fnc_addRespawnInventory; onPlayerKilled and onPlayerRespawn are empty. Thanks and regards.
  3. vandalus850

    Is it possible to remove bird on death?

    I am looking for something like that. I found: community.bistudio.com/wiki/Spectator_Mode Someone can put an example of this? In what file I have to include the code? I'm editing a mission with one life, when the player dead, I want he can watch other players from same side in first person. Thanks.
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