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capncoolio

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Everything posted by capncoolio

  1. Here is what I am trying to do: I have a squad. I have set up parameters to allow choosing a maximum number of deaths allowed before the mission fails. However, no matter how many times I've tried (and how much googling I've done), I'm stuck. I am trying to make it so that deaths are cumulative; there are 10 (for example) lives between all FOUR squad members. So far, my best efforts have produced a system which can track the lives of each player individually (sort of). The counter decrements and everything, but the mission will not end for anyone but the player. I'm using "BASE" respawn style, and have implemented a somewhat hack to make the respawn marker alternate between all living squad members (basically, you always spawn on your squad). Any help at all would be appreciated, the wiki has been doing my head in! Thanks! EDIT: This is the progress I've made so far, trying to implement this. I think the object referenced by _p1 in lives.sqf ceases to exist when p1 dies? because waitUntil (alive _p1); never triggers. Any help would be appreciated. EDIT 2: This works for players, but not for AI. Also I'm not sure whether the lives are pooled, because I don't have anyone to test with. EDIT 3: Nevermind, got Norrins revive working! description.ext -snip- init.sqf -snip-
  2. Hi guys, I joined because I've been trying to write this script for hours and I've come up blank. What I want to do is make it so that my MPMission ends any given player (of 4) dies 5 times. I've been going around and around in circles all night, and I've got nothing :( Any help would be appreciated. Thanks, capncoolio.
  3. Awesome. Well, this about wraps up this thread for me. I might throw up the init.sqm and description.ext files in the OP just in case people come looking for something like this. Thanks for all your help, people! I look forward to my time on these forums.
  4. So if I changed this: [] spawn { while {alive p1 || alive p2 || alive p3 || alive p4} do { if(alive p1) then {"respawn_west_1" setMarkerPosLocal (getPos p1);}; sleep 2; if(alive p2) then {"respawn_west_2" setMarkerPosLocal (getPos p2);}; sleep 2; if(alive p3) then {"respawn_west_3" setMarkerPosLocal (getPos p3);}; sleep 2; if(alive p4) then {"respawn_west_4" setMarkerPosLocal (getPos p4);}; sleep 2; }; }; to this: [] spawn { while {alive p1 || alive p2 || alive p3 || alive p4} do { if(alive p1) then {"respawn_west" setMarkerPosLocal (getPos p1);}; sleep 2; if(alive p2) then {"respawn_west_1" setMarkerPosLocal (getPos p2);}; sleep 2; if(alive p3) then {"respawn_west_2" setMarkerPosLocal (getPos p3);}; sleep 2; if(alive p4) then {"respawn_west_3" setMarkerPosLocal (getPos p4);}; sleep 2; }; }; might that fix it?
  5. I wasn't aware of a fifth marker :/ Anyway, in all my testing it seems as though you always spawn back with one of the team members, which is what I wanted :D EDIT: I've found that in some cases, we spawn back at a place near our landing zone. I'm at a loss as to why. I shall investigate.
  6. Correct me if I'm wrong, but does my marker system mean that if all but 1 player is alive, he'll respawn back at one of the corpses? I don't think it removes the previous marker, I think it just doesn't update it if the player is dead.
  7. That looks way more complicated than kylania's solution! It also looks as though it'd work for any amount of players, which is neat. But the code kylania wrote for me is easily adapted, so I'll stick with it (as I can read it!) :P
  8. Oh yeah, I understand minor changes will need to be made. If I want the trailing respawn markers, I'd have to slightly modify my code, otherwise I could remove it and place it on the map, right? But yeah, all in all, I think this is a system I'll reuse. Thanks so much for your help!
  9. So just to clarify. If I use the same init.sqm and description.ext (with the relevant changes of course) this would work for any mission?
  10. Dude, you're amazing. Thanks so much! Yeah I think my respawn points following the players worked :D Is it easy enough to follow that I could implement it in more missions; i.e. is it a case of using this init.sqm? Also, would this code work in multiplayer? I've heard it's dangerous to use "player" in MP, as it tends to break. EDIT: It seems to work just fine! :D HAHAHAHAHAHA yeah my flare was awesome man! It did have the performance advantage though; this smoke is making me laaaaaaaaaaaaaaag :P Meh, only when I'm really close to it anyway.
  11. What I sent you there almost works! Ideally, I'd like to forgo the "Revive" stage and just have limited respawns :) Mostly because what I've sent you there is unplayable with bots.
  12. Here you are! I just dropped it in my dropbox instead of mediafire, I hope that's ok.
  13. I'm trying to implement this, but it's unplayable with AI (my friends aren't always online :P) That and I was hoping for an "INSTANT" respawn type, rather than a base; my mission takes place over a massive area and respawning back at base would be irritating to say the least. Is there any way I can modify this so I could do that? Thanks for all your help so far though :)
  14. I've tried about a million different google searches, and I haven't found a ready-to-use script :( Can you help me out?
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