Respawn – Arma 3
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'''onPlayerKilled.sqf'''<br /> | '''onPlayerKilled.sqf'''<br /> | ||
:''(first 2 params are the same as are passed into [[ArmA_2:_Event_Handlers#Killed|Killed]] event handler)'' | :''(first 2 params are the same as are passed into [[ArmA_2:_Event_Handlers#Killed|Killed]] event handler)'' | ||
:<code>[< | :<code>[<oldUnit>,<killer>,<respawn>,<respawnDelay>]</code> | ||
'''onPlayerRespawn.sqf'''<br /> | '''onPlayerRespawn.sqf'''<br /> |
Revision as of 22:04, 5 August 2013
Mission Configuration
Description.ext
A wide range of Description.ext entries lets you to configure respawn settings for your mission.
// Respawn type, see the table below respawn = 2; // Delay in seconds before playable unit respawns. respawnDelay = 10; // Delay in seconds before vehicle respawns. respawnVehicleDelay = 60; // 0 to disable the score table (it can still be opened manually by pressing 'P' key). respawnDialog = 0; // Respawn templates from CfgRespawnTemplates. You can combine any number of them together. respawnTemplates[] = {"Counter","Wave"}; // Side specific respawn templates. When undefined, general respawnTemplates are used instead. respawnTemplatesEast[] = {"Counter"}; // 1 to execute respawn templates when a player joins the game. Available only for INSTANT and BASE respawn types. respawnOnStart = 1; // When 1, the score table contains score of all playable units as opposed to players only. aikills = 1;
Files
When you create files called onPlayerKilled.sqf and onPlayerRespawn.sqf in your mission directory, they will be automatically executed on player's computer when he dies and respawns.
Following parameters are passed into it in both cases:
onPlayerKilled.sqf
- (first 2 params are the same as are passed into Killed event handler)
[<oldUnit>,<killer>,<respawn>,<respawnDelay>]
onPlayerRespawn.sqf
- (first 2 params are the same as are passed into Respawn event handler)
[<newUnit>,<oldUnit>,<respawn>,<respawnDelay>]
Parameters:
Respawn Types
Type is represented either by respawn ID
respawn = 3;
Or by its name
respawn = "BASE";
ID | Name | Description | onPlayerKilled | onPlayerRespawn |
---|---|---|---|---|
0 | "NONE" | Show singleplayer death screen | Template:task/ | Template:task |
1 | "BIRD" | Respawn to a seagull | Template:task | Template:task/ |
2 | "INSTANT" | Respawn on spot where player died | Template:task/ | Template:task/ |
3 | "BASE" | Respawn on a marker(s) start by following strings:
You can have multiple markers simply by adding any text behind the name, e.g. respawn_west1, respawn_westBase etc. When no markers are defined, player is respawned on position where he started the mission. |
Template:task/ | Template:task/ |
4 | "GROUP" | Respawn to the next available playable unit in a group. When none is left, BIRD respawn is used instead. | Template:task | Template:task/ |
5 | "SIDE" | Respawn to the next available playable unit of the same side (selected using team switch window). When none is left, BIRD respawn is used instead. | Template:task | Template:task/ |
Respawn Templates
Templates are pre-defined scripts called when player dies and respawns. They are defined in an array and can be combined together.
respawnTemplates[] = {"MenuInventory","MenuPosition"};
Additionally, you can define side specific templates. When a side has no unique templates, it will use general respawnTemplates instead.
respawnTemplatesWest[] = {"MenuInventory"}; respawnTemplatesEast[] = {"Counter"}; respawnTemplatesGuer[] = {"Tickets"}; respawnTemplatesCiv[] = {"Spectator"};
When the respawnTemplates entry is missing, default templates based on the respawn type are used:
- NONE: None
- BIRD: Spectator, EndMission
- INSTANT: Instant, Counter
- BASE: Base, Counter
- GROUP: Group, EndMission
- SIDE: Side, EndMission
A list of official templates follows:
Class | Description | Preview | ||
---|---|---|---|---|
None | Singleplayer death screen. Default in singleplayer. | |||
Spectator | Spectator Mode. | |||
Instant | Currently empty. | |||
Base | Currently empty. | |||
Group | Cutscene showing a newly controlled unit. | |||
Side | Cutscene showing a newly controlled unit. | |||
Seagull | OFP-style seagull respawn | |||
Wave | Adjusts respawn counter so players spawns together (wave delay is based on respawnDelay) | |||
Tickets | Decrease number of respawn tickets by 1 every time player dies.
To modify number of available tickets (for example add 5 for BLUFOR), use: [west,5] call BIS_fnc_respawnTickets; |
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Counter | Show a simple respawn countdown. | |||
EndMission | Automtically fail the mission once all players are dead (for NONE, BIRD, GROUP and SIDE respawn types) or when all respawn tickets are exceeded (for INSTANT and BASE respawn types with Tickets template) | |||
MenuPosition | Let player select from available respawn positions defined either by respawn markers (e.g., respawn_west, see Respawn Types) or by BIS_fnc_addRespawnPosition function.
Once countdown reaches 0, player is not respawned immediatelly, but must confirm selection by clicking on "RESPAWN" button. |
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MenuInventory | Let player pick a respawn loadout defined in CfgRespawnInventory in Description.ext. Loadouts can be added using BIS_fnc_addRespawnInventory function.
Once countdown reaches 0, player is not respawned immediatelly, but must confirm selection by clicking on "RESPAWN" button. |
Scripting Commands
System Configuration
Respawn Templates
New templates can be defined in global Config.cpp or in mission and campaign Description.ext files.
class CfgRespawnTemplates { // Class used in respawnTemplates entry class myTag_beacon { // Function or script executed upon death. Parameters passed into it are the same as are passed into onPlayerKilled.sqf file onPlayerKilled = "\myAddon\scripts\respawnBeacon.sqf"; // Function or script executed upon respawn. Parameters passed into it are the same as are passed into onPlayerRespawn.sqf file onPlayerRespawn = "\myAddon\scripts\respawnBeacon.sqf"; // Default respawn delay (can be overwitten by description.ext entry of the same name) respawnDelay = 20; }; class Spectator { onPlayerRespawn = "BIS_fnc_respawnSpectator"; }; };