eble 3 Posted August 28, 2007 I'm creating a map with 5 respawn points, which is working fine, two of the respawn points are on top of buildings, this is where my problem is. Prior to using the multi point dialog script I could get the AI and myself to spawn on roofs etc. I wanted to know if anyone could look over the multi-respawn script and let me know where I need to insert the height/position for the character. init script : Quote[/b] ]RespawnLocation = "m_Start"; // marker name, init start locationplayer setPos getMarkerPos RespawnLocation; //player addeventhandler ["Killed", {_this execVM "scripts\respawn_player.sqf"}]; // would rather use event handler player execVM "scripts\respawn_player.sqf"; // infinite loop, controls respawning I have this active in the init field of each player, with the player set as flying it basically drops them onto the roof. this setpos[(getpos this select 0),(getpos this select 1), 12.80] This is the respawn_player.sqf: Quote[/b] ]// Desc: A respawn control scriptfor [{}, {true}, {true}] do {  //waitUntil { !(alive player) };  while { alive player } do { sleep 1.0 };   nul=[] execVM "Dialogs\Respawn_Dialog.sqf";  // wait for respawn countdown to finish and for the selection to be made from the dialog  // (Upon auto respawning after countdown, you will respawn at "RespawnWest" marker.)  //waitUntil { alive player && !dialog };  while { !alive player || dialog } do { sleep 1.0 };   // player spawned at "RespawnWest" marker initially, so move him to final selected spawn location  player setPos getMarkerPos RespawnLocation; }; As the dialog box looks so good I would still like to keep it but more importantly I need my players to spawn at the highest point of 12.80 if they select that building. I'm still quite new to this, so sorry if this is a very straight forward thing to sort out. Cheers! Share this post Link to post Share on other sites
HulkingUnicorn 0 Posted August 29, 2007 getMarkerPos would return the x and y coordinates - not the z coordinate. You'd need to check if the selected respawn point is on top of a building, and set the height if so. Do something like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> switch (selectedBase) do {  case loc1: {player setPos getMarkerPos RespawnLocation;};//if the selected base is loc1, then go along as normal  case loc2: {player setPos [(getMarkerPos RespawnLocation) select 0, (getMarkerPos RespawnLocation) select 1, 12.80];};//if selected base is loc2, then change the height  case etc: {}; }; Now, I don't know how the rest of your scripts look, but I assume the name of the base is stored in a variable (here selectedBase). I went with switch do instead of if because you said you had 5 different bases (then again, only two were on buildings, but nvm ). Alternatively, you could use a gameLogic or invisible H instead of your RespawnLocation marker (assuming you set the height of that one somewhere in your scripts). Share this post Link to post Share on other sites
eble 3 Posted August 29, 2007 Hey mate I would just like to say a big thanks, I came home tonight and re-did the script including: player setPos [(getMarkerPos RespawnLocation) select 0, (getMarkerPos RespawnLocation) select 1, 12.80]; it basically drops the player from 12.80, which is the height of one of the spawn locations, the other roof is a little lower. For players selecting a different location the drop a little but I willing to live with that to get the whole 'spawning' on a roof/rooftops thing. Thanks again mate. Look out for my map in the mapping section when complete. Southy Share this post Link to post Share on other sites