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Found 124 results

  1. Hi All I'm wondering if its possible and if so how i can use Respawn Positions and specify certain areas to spawn it. For example. I have a mission with 2 towns that players will spawn in. I would like the players to be able to select on the respawn screen for example "Elektro" as a spawn area, but have the player load in to specified areas around the town. When i use a Respawn Module in Eden editor i am able to select the town i want to spawn in but i load in at the position of the marker. I want to some how link player spawns to this marker so they load in at the player spawns rather than on the actual marker itsself? If that doesn't make sense i think what i'm trying to re-create is similar to the respawn mechanics from DayZ Origins... Thanks in advance
  2. Hi, I am actually working on a personnal script to run in singleplayer to simulate a respawn when I should die. What I do is that when I take a sufficient amount of damage, I disable damage, teleport myself to spawn, clean my damage amount and renable damage. It works fine, but the mission also use the ACE and it's basic medical system. I want to keep it that way but if I don't erase all the HandleDamage handlers before putting mine, my script still run but I die anyway when I "respawn" because of ACE. Is there any way I can tell ACE that I do not want to die when taking a certain amount of damage? I tried calling the ace_medical_fnc_treatmentAdvanced_fullHeal function in my script after setting allowDamage to false but it doesn't work. Here is my code so far : SPR_HandleDamage_EH = { private ["_unit", "_killer", "_amountOfDamage"]; _unit = _this select 0; _amountOfDamage = _this select 2; _killer = _this select 3; if (alive _unit && _amountOfDamage >= 0.9) then { hint "Respawning"; _unit allowDamage false; if (hayACE) then { [_unit, _unit] call ace_medical_fnc_treatmentAdvanced_fullHeal; } _unit setPos(getMarkerPos("respawn_west")); _unit setDamage 0; _amountOfDamage = 0; _unit allowDamage true; }; _amountOfDamage }; [] spawn { waitUntil { !isNull player }; [] spawn SPR_Player_Init; hintSilent format["SP Respawn Script Loaded"]; }; SPR_Player_Init = { //player removeAllEventHandlers "HandleDamage"; player addEventHandler ["HandleDamage", SPR_HandleDamage_EH]; }; pastebin
  3. In a Muti-play mode. 1. Set a support module connection(Requester+Supporter+ArtilleryUnits) to infantry player. 2. All run good. 3. Player died. Respawn. (By respawn module + BASE + MENU) 4. Player CAN NOT call any support at all. How to solve ? I am a noob at editing and not familiar with scriptings but I will try best.
  4. Hi. I placed a jet and gave it waypoints etc. Now when it gets shot down i want it to respawn after 30 seconds or so. I want the AI to have a 100% skill level and have it circle close to the center of the map. Any jet will do, a random one out of the 4 would be very good though. I tried a little bit but it didnt work. And i do not want to google for five hours, did it 30 mins and found nothing which is why im asking here. Help would be appreciated!
  5. Hey, I was just wondering what does that yellow exclamation mark next to spawn selection mean.
  6. So I was making a mission for me and our friends and i set the respawn as base in description.ext, and when i die (as the host) I respawn on the right spot, where the marker is, but any client that dies, for some reason respawns on his body. What can i do to make them spawn on the marker?
  7. WurschtBanane

    need help with this script

    [] spawn { if (isServer && {isDedicated}) exitWith {}; waitUntil {!isNull player}; private "_jet"; _xEHx = player addEventhandler ["respawn", { _jet = createVehicle [selectRandom ["I_Plane_Fighter_03_AA_F", "O_Plane_CAS_02_F", "B_Plane_CAS_01_F"], getArray (configFile >> "CfgWorlds" >> worldName >> "centerPosition"), [], random 10000, "FLY"]; (_this select 0) moveInDriver _jet; }]; }; This script makes players respawn in jets. But the problem is that the jet spawns at 100m altitude and often spawns nose down and ends up crashing. Is there a way to make the plane spawn at 1000m or so so that it doesnt crash?
  8. Hey guys, I'm having problems with respawning my players with the gear I choose. I'm using the 'edit gear' option in the Eden editor, but when people die, they spawn with the original loadout for the chosen solider (rifleman, marksman, lmg etc). I've been trying all day, and a ton of different scripts, but I can't get anything to work out for me. Im pretty green to the whole mission creating, so any help who be appreciated.
  9. If you have Arma 3 Apex and are either incapable or can't bother to be making some missions and content I made one myself. It's an open sandbox with every Apex vehicle, gun, and gear piece available. It features a firing range, respawn and revive system, vehicle respawns, toggle-able missions, and a fully stocked virtual arsenal. Linked below is the 16 player Multiplayer version and Singleplayer version: Multiplayer version: https://steamcommunity.com/sharedfiles/filedetails/?id=704886710&searchtext=peacemakers Singleplayer version: https://steamcommunity.com/sharedfiles/filedetails/?id=704884013&searchtext=peacemakers The singleplayer version has some different features. No player respawns, but you can switch between several playable characters and recruit as many or as little as you would like into your squad. You could also just go completely solo.
  10. Hello. This isn't my first mission that I have built so I can work my way round the editor but scripting? whole other question for me :/ I am building a training mission that has live firing ranges (if you get me) and in one of the ranges I have an AI vehicle(see fig 1) that moves around a set path (see fig 2) and I can't find a way of making the two AI respawn with the same waypoints in the vehicle so they do the same thing over again. One last thing is a small thing, I have been building a firing point here (See fig 3) and I can't find the place you lie on when your firing (see fig 4 under the person). If you could tell me the name of this so I can get it in game that would be brilliant. Sorry for the massive photos but making them smaller seemed a tab pointless. Yours sincerely Gsg Fig 1 Fig 2 Fig 3 Fig 4
  11. Hi and thanks for helping I'm looking for an answer for hour and can't figure out how to do it, there must be a simple way to make an init value persist after the unit respawns in multiplayer. For instance, the playable units of my game have this init: this enableFatigue false; this setCustomAimCoef 0.85; But as soon as the player dies and respawns those init lines doesn't work anymore. Can somebody give me a hand?
  12. The challenge: I decided to try and find a purpose for the Virtual Reality terrain! :lol: This is the first TvT scenario I've ever created and was looking to see what others thought. Steam Workshop download: http://steamcommunity.com/sharedfiles/filedetails/?id=719318132 and a direct .pbo download http://www.filedropper.com/sectorcontrolv4vr
  13. Hello all, first post! :D :D I need help with the "End Game" spectator that was added in a few patches ago, I got it to work on some missions I made about two months ago but now it just doesn't work at all when it should. As you can see here in this screenshot it is set work but when a player dies they basically see this endlessly I am running the game vanilla no mods so it cant be that. I did many google searches and forum searches but I literally came up with NOTHING on this issue and made a post myself to /r/Armadev but got no answers so far. This is especially weird because it worked fine before by just checking that 1 "Spectator" box...what gives? It should also be noted that I tried turning it on manually in description.ext but that didn't work either. Can someone help me with this problem please? It would be much appreciated.
  14. Hi guys, I have some issues using the respawn manager. Situation: - in multiplayer players are starting together in one group on the same side - the default inventory layout of the original unit is ignored e.g. B_Soldier_SL_F suddenly becoming an AT soldier, B_Medic_F becoming an engineer and so on description.ext - only refering to my main mod file #include "\glt_core\description.hpp" description.hpp - includes configuration for most of the missions - example only shows one loadout, the others are defined the same way // Respawn Settings respawnOnStart = 0; respawnTemplatesWest[] = {"MenuInventory", "MenuPosition"}; respawnTemplatesGuer[] = {"MenuInventory", "MenuPosition"}; reviveDelay = 30; reviveForceRespawnDelay = 5; reviveBleedOutDelay = 120; // Loadout class CfgRespawnInventory { class NATO_Squadleader_Day { displayName = "$STR_GLT_Loadout_Teamleader_Day"; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; role = "Teamleader"; weapons[] = { "arifle_MX_GL_F", "hgun_Pistol_heavy_01_F", "Rangefinder" }; magazines[] = { "100Rnd_65x39_caseless_mag_Tracer", "100Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag_Tracer", "11Rnd_45ACP_Mag", "11Rnd_45ACP_Mag", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "MiniGrenade", "HandGrenade", "SmokeShellBlue", "SmokeShellGreen", "SmokeShellRed", "SmokeShell", "SmokeShell" }; items[] = { "FirstAidKit", "GLT_Item_Bandage", "GLT_Item_Epinephrine", "GLT_Item_Morphine", "GLT_Item_Canteen" }; linkedItems[] = { "V_PlateCarrierSpec_mtp", "H_HelmetB_sand", "optic_Arco", "optic_MRD", "bipod_01_F_snd", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_B_CombatUniform_mcam"; backpack = "B_AssaultPack_mcamo"; }; }; class CfgRoles { class Teamleader { displayName = "$STR_GLT_Units_Men_Teamleader"; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; }; }; init.sqf - there is other code in the init.sqf, but I tracked the issue down to BIS_fnc_addRespawnInventory; that's why I'm focusing on the multiplayer respawn part only if (isMultiplayer) then { // Define respawn points if (isServer) then { [] spawn { { [west, _x] call BIS_fnc_addRespawnPosition; } forEach [Mobile_Respawn]; }; }; // Add respawn loadouts [west, "NATO_Autorifleman_Day"] call BIS_fnc_addRespawnInventory; [west, "NATO_Autorifleman_Night"] call BIS_fnc_addRespawnInventory; [west, "NATO_Engineer_Day"] call BIS_fnc_addRespawnInventory; [west, "NATO_Engineer_Night"] call BIS_fnc_addRespawnInventory; [west, "NATO_Explosive_Specialist_Day"] call BIS_fnc_addRespawnInventory; [west, "NATO_Explosive_Specialist_Night"] call BIS_fnc_addRespawnInventory; [west, "NATO_Grenadier_Day"] call BIS_fnc_addRespawnInventory; [west, "NATO_Grenadier_Night"] call BIS_fnc_addRespawnInventory; [west, "NATO_Marksman_Day"] call BIS_fnc_addRespawnInventory; [west, "NATO_Marksman_Night"] call BIS_fnc_addRespawnInventory; [west, "NATO_Medic_Day"] call BIS_fnc_addRespawnInventory; [west, "NATO_Medic_Night"] call BIS_fnc_addRespawnInventory; [west, "NATO_Rifleman_Day"] call BIS_fnc_addRespawnInventory; [west, "NATO_Rifleman_Night"] call BIS_fnc_addRespawnInventory; [west, "NATO_Rifleman_AA_Day"] call BIS_fnc_addRespawnInventory; [west, "NATO_Rifleman_AA_Night"] call BIS_fnc_addRespawnInventory; [west, "NATO_Rifleman_AT_Day"] call BIS_fnc_addRespawnInventory; [west, "NATO_Rifleman_AT_Night"] call BIS_fnc_addRespawnInventory; [west, "NATO_Rifleman_AT2_Day"] call BIS_fnc_addRespawnInventory; [west, "NATO_Rifleman_AT2_Night"] call BIS_fnc_addRespawnInventory; [west, "NATO_Squadleader_Day"] call BIS_fnc_addRespawnInventory; [west, "NATO_Squadleader_Night"] call BIS_fnc_addRespawnInventory; } else { }; Now my questions: 1. Is the mentioned behaviour a bug of the respawn manager? 2. Did I call the respawn inventory function incorrectly? 3. Did I apply wrong settings in the description.ext / description.hpp ? 4. Did I miss a parameter to disable random loadout selection?
  15. Hey guys! How are you doing? Well, I've been working on this mission for another group and I'm trying to make something really different out of it... Well, basically the mission starts with BLUFOR (conventional infantry) performing a ground assault on OPFOR, the missions is a COOP. The guy asking for the mission asked me to create a respawn, but the thing is, I'm not a big fan of respawns, so I don't use them on my group missions, therefore, I don't understand nothing about them. What I want to do basically is: #1) Respawn will be available only after OBJETIVE A has been taken by BLUFOR #2) Players respawning will respawn as a different unit (paratrooper) freefalling in a predetermined area I have no idea where to start from, actually I don't even know it this is possible. To make things easier, my #1 objective is not a priority, as long as #2 is possible. Thanks in advance!
  16. Hi community, Since 3DEN, If I run any mission (coop 8 - 1player 7 playable slots) in MP, the revive option returns "ERROR: No vehicle IS REVIVING YOU" in the incapacitated chrono bar. Furthermore, if I choose another unit than player, there in one more problem: After player's respawn (I'm testing MP with 1 player), 2 units have the same name (player's name): Player and another unit. So the automatic name of the unit in the chosen slot seems to disappear. In 2D, these missions registered in MP, (backup mission.sqm), don't have these problems (reviving + lost of unit's name). So it's not linked to mods but editor behavior.
  17. I'm trying to enable respawning in my mission, and I want the player to be able to choose where they spawn. So I enabled "Custom respawn position" from the dropdown in the multiplayer attributes menu, and selected the "choose respawn position" checkbox. But if I start a mission in multiplayer, there is no gui to select your respawn position, and when I return to the editor, the box is unchecked. It also happens if I exit the editor and reload the map. This is incredibly frustrating and is driving me crazy. Here is a link to the mission.sqm; https://mega.nz/#!QRFRyYiB!9cLRRDJ_YKToDMRyjKrtQ3CEVLHpkylYYLfRjd77jpI
  18. I've hunted around for some sort of answer for this but have found nothing. I'm not exactly and expert when it comes to the editor so I'll explain the situation. I've been creating a mission in which I want to remove the fatigue system which I have done through a lobby parameter. That part seems to work fine. Now as for the respawning. I've placed the marker with "repsawn_west" and I've got "respawn = BASE; respawnDelay = 10;" in my description.ext and blah blah blah. When I die or choose the respawn option in the mission I don't respawn as the unit but in the death screen I can see that the unit itself has respawned. Which leaves me with the option to quit the mission and nothing else. I'll hazard a guess that it's something to do with my attempt to remove fatigue that's causing it. Any help would be greatly appreciated.
  19. I'm trying to make a respawn ticket system as seen in the Official ArmA 3 Support missions, with the GUI on the right as seen here: http://i.imgur.com/D7okCzW.jpg Anyone know how I would go about doing it?
  20. hello, i have made some positions with setPosATL and setDir this setPosATL [16559.8,21846.6,1.13549]; this setDir 271.228; this setPosATL [16560.2,21848.7,1.10291]; this setDir 279.611; this setPosATL [16556.1,21847.2,0.573884]; this setDir 3.74775; this setPosATL [16556.8,21850.9,0.636226]; this setDir 268.757; how to make an array to use in this code for random respawn positions ? if (isServer) then { _randomPos = [,,,,] call BIS_fnc_selectRandom; player setPos (getPos _randomPos); }; i found a lot of answers for making an array but not for multiple setPos and setDir positions in one array !
  21. After a LONG time away from ARMA, me and my friends have started playing again (we go all the way back til OFP). Since we mostly play Coop style games in small numbers, i have startet to put down some thoughts about a mini patrol style campaign (a domination like game play) with revive and respawn, where a small SF Group will be dropped behind enemy lines and do small missions there. So there wont be a big base like with the domination maps since its behind enemy lines. So the idea is that the Group leader will have a menu selection to build a patrol base and to remove it again when inside it, There can only be one at a time. When deployed it will create a small camp íngame and a marker on the map. Kinda like a MHQ but not fixed to a vehicle. There wont be selection to respawn at the patrol base. But it will happend automaticly if the entire Group is killed. until the entire Group is dead only revive is possible. So i have been doing a lot of Google and forum reading since the last time i did missions editing was early ARMA 2. But im kinda reset in the scripting universe so im having a hard time with it. So i have some question. Can this idea be done? Is it easy scripting or advanced? Can someone point me in the right directions :-) Hope someone can help
  22. Hi everybody its been now 4 days i'm looking searching the net for a response but i can't find nothing that works, so this why i came here asking some help, as i'm sure its very simple to resolve, but i'm not a dev. i'm learning. i have a script that respawn on squad leader but the check to see if squad leader is alive doesn't work for some reason. if team leader is dead, players are able to respawn on his dead body, if the team leader is gone from the server, players can respawn on their own dead bodies. if team leader dies he can also respawn on his own dead body ! here is the code what is wrong ? player addEventHandler ["Respawn",if (leader player != player) && {alive (leader player)}) then _groupLead = leader player; player setPos ([_groupLead, 2, -(direction _groupLead)] call BIS_fnc_relPos); } else { systemChat "Group leader was not alive, you have respawned at base."; };
  23. Hi everyone, I'm using respawn module for infantry, what i want to know, is there a way to disable a respawn module for a selected player or group ? i have two respawn modules one is for all blufor players, and other one is for vip players, i want the respawn module for vip players to be invisible to other players. is that possible, what do i have to put in the init of the respawn module ? i tried with hide/module linked to players and respawn module, but it doesn't work.
  24. This is probably asked a lot, since it's likely a common problem that I feel like I should have been able to solve by now, but my description.ext just doesn't work. It's not even that complicated, it's just five lines of config. Here are the contents; respawn = "BASE"; respawnTemplates[] = {"MenuPosition"}; respawnDelay = 5; respawnVehicleDelay = 3; disabledAI = "true"; I've fooled with the formatting for a half hour now, double and triple checked to make sure everything is spelled and capitalized properly, used every alternative for values ("BASE" vs 3 in the respawn variable, "true" vs 1 in disabledAI), but no combination causes it to work. The filename is "description.ext", and I've made absolutely sure that it's also spelled right. I have no idea why it isn't working, and it's ridiculously frustrating. If anybody could give me suggestions as to what else I could try, it'd be greatly appreciated. I've also added player and vehicle respawn locations to my map, with the names "respawn_civilian" and "respawn_vehicle_civilian_1" through "respawn_vehicle_civilian_6". I've double checked those for spelling errors as well. I also added this line to my init.sqf for the vehicle respawns; { _x respawnVehicle [-1]; } forEach vehicles;
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