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Showing results for tags 'respawn menu'.
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[Abandoned] [Release] Respawn Selection Menu
HazJ posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
!!! THIS PROJECT HAS NOW BEEN ABANDONED !!! !!! SUPPORT WILL BE LIMITED AND NO NEW VERSIONS WILL BE RELEASED FOR THE FORESEEABLE FUTURE !!! Hi, I'm releasing the first part of the respawn selection menu. The loadout part will be released when it is done. createDialog "dlg_respawnSelectionMenu"; Add respawn position later on in the mission: [ /* NOTE: ARRAY must be a 3D position _target - OBJECT/ARRAY/SIDE (required) _respawnPointName - STRING (required) _respawnPointIcon - STRING (optional) _respawnPointPosition - OBJECT/ARRAY/STRING (optional) _respawnPointRadius - SCALAR (optional) */ ] call Haz_fnc_addRespawnPosition; Remove respawn position later on in the mission: [ /* _target - OBJECT/ARRAY/SIDE (required) _respawnPointName - STRING (required) */ ] call Haz_fnc_removeRespawnPosition; Examples: [player, "Somewhere"] call Haz_fnc_addRespawnPosition; [player, (format ["%1's Magical Mystery Bunker", name player]), "\A3\ui_f\data\map\markers\military\flag_CA.paa", (getPosATL player)] call Haz_fnc_addRespawnPosition; [player, "MHQ", "\A3\ui_f\data\map\markers\flags\UK_ca.paa", (getPos MHQ), 75] call Haz_fnc_addRespawnPosition; [player, "Somewhere"] call Haz_fnc_removeRespawnPosition; [player, (format ["%1's Magical Mystery Bunker", name player])] call Haz_fnc_removeRespawnPosition; [player, "MHQ"] call Haz_fnc_removeRespawnPosition; Any questions or problems, just ask! If you want to translate it into any of the supported languages, open the stringtable.xml file. Feel free to submit them to me to be released with later versions. Example: <Key ID="STR_dialogTitle"> <English>Respawn Selection</English> <Spanish>Translation here</Spanish> <!-- Like this --> </Key> config_respawnPoints.hpp: class config_respawnPoints { respawnPoints[] = { "bluforRespawnPoint", "docksRespawnPoint", "supplyBaseRespawnPoint", "sea" }; class bluforRespawnPoint { name = "BLUFOR Base"; icon = "\A3\ui_f\data\map\markers\military\flag_CA.paa"; position = "respawn_west"; radius = 5; condition = ""; // NOT IMPLEMENTED YET }; class docksRespawnPoint { name = "Docks"; icon = "\A3\ui_f\data\map\groupicons\selector_selectedMission_ca.paa"; position = "docks"; radius = 15; condition = ""; // NOT IMPLEMENTED YET }; class supplyBaseRespawnPoint { name = "Supply Base"; icon = "\A3\ui_f\data\map\markers\nato\respawn_inf_ca.paa"; // position[] = {0, 0, 0}; position = "supplyBase"; radius = 75; condition = ""; // NOT IMPLEMENTED YET }; class sea { name = "The Sea"; icon = "\A3\ui_f\data\map\markers\military\flag_CA.paa"; position[] = {0, 0, 0}; radius = 125; condition = ""; // NOT IMPLEMENTED YET }; }; Download link: https://1drv.ms/u/s!ArYSs9w5RSIDhD9xEOqPGFy4MciH DO NOT MIRROR OR RE-UPLOAD @foxhound - you can 🙂- 20 replies
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Duplicate respawn sectors in RESPAWN MENU
cklymowsky posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
HI All, I'm using the following scripts to update the respawn sectors in a MP COOP game. It works, however, every time more than one player dies the RESPAWN MENU generates multiple respawn sectors of the same type, depending on how many players are dead, which looks confusing. How should I modify this so that the RESPAWN MENU only uses the latest sectors from the last player that died? description.ext respawnTemplates[] = {"MenuInventory","MenuPosition"}; onPlayerRespawn.sqf //run on all player clients incl. player host and headless clients if (!isDedicated) then { //Once the player has respawned //Remove all sector respawn positions [ "REM_ALL" ] call TAG_fnc_respawnPositions; }; onPlayerKilled.sqf //When player dies //For every sector { //If the sector is owned by the players side if ( ( _x getVariable "Owner" ) isEqualTo playerSide ) then { //Add a respawn position [ "ADD", _x ] call TAG_fnc_respawnPositions; }; }forEach BIS_fnc_moduleSector_sectors; initPlayerLocal.sqf initServer.sqf -
Hi All, I'm trying to delay the respawn menu I created with: respawnTemplates[] = {"MenuInventory","MenuPosition"}; because I want to watch the footage from my deathcam function play out to completion, but instead the respawn menu interrupts and automatically pops-up. Does anyone know how I can delay it or is this out of our control?
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Hi All, I'm trying to delay the respawn menu I created with: respawnTemplates[] = {"MenuInventory","MenuPosition"}; because I want to watch the footage from my deathcam function play out to completion, but instead the respawn menu interrupts and automatically pops-up. Does anyone know how I can delay it or is this out of our control?