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#1 Posted at 2014-04-16 22:26        
     
I have made a very simple mission where a player can switch to zeus so I can test and practice being zeus.
The only problem I have with the mission is that when I die as a player/zeus the mission ends with failure with the message 'all player dead'.
Because of this I can't test out respawning and also I have to start the mission over if I kill the character.

Can someone tell me how I can edit the mission so when the player/zeus dies the mission doesn't end and can spawn at spawn points made by zeus?
I tried making a simple spawn point via description.ext but then the player/zeus can't spawn at spawn points made by zeus.
I would like to mention that I don't have much experience with editing


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#2 Posted at 2014-04-17 07:03        
     
Can not you make the unit invincible?

For direct fire and explosions
this allowDamage false

Even if your vehicle is shot down
this addEventHandler ["HandleDamage", {false}];


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#3 Posted at 2014-04-17 11:25        
     
Thank you for the reply.
Making the unit invincible was another possible solution I considered but due my lag of knowledge I couldn't figure out how to do it.
Where and how would I add the code to?

Also I would prefer to have no invisibility so I can play the mission with friends sometimes.


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#4 Posted at 2014-04-17 13:34        
     
Put those lines Big wrote in the init of your unit in the editor.

Or you could create a repeating trigger activated by radio which enables/disables your invulnerability.. name your unit in the editor and put those lines in the OnAct field of a repeating trigger:

myUnit allowDamage false; myUnit addEventHandler ["HandleDamage", {false}];

Create another repeating radio trigger and put this in the onAct field:

myUnit allowDamage true; myUnit addEventHandler ["HandleDamage", {true}];


Then in game use your radio commands to enable/disable it (ie: 0-0-1)

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#5 Posted at 2014-04-17 16:32        
     
Thanks for clearing things up SavageCDN.
I do appreciate the help but I'm worried that if all the players die at the same time while invincibility is turned off the game will end. If i have invincibility all the time then it won't be too much fun.

I guess not many people had same problem as mine, I searched many forums and googled it many time without finding any solutions and many missions in steam workshop that has playable character with zeus control have the same problem.


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#6 Posted at 2014-04-17 18:44        
     
I have not tried Zeus yet but if you are making a mission or are able to edit the one you are playing you can add in the mission description.ext file:

respawn = 3;

Perhaps the mission you are using is set up for no respawn?

See this link for more info with regards to editing description.ext file:

https://community.bistudio.com/wiki/Description.ext

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#7 Posted at 2014-04-17 19:08        
     
I've tried setting up respawn by making description.ext with respawn = "base" and respawndelay = 20
Problem with this is that the player/zeus will only spawn at the marker placed in the editor and can't spawn at any new spawn points set by zeus modules while playing the mission.
I haven't tried with friends yet so I don't know if all other non zeus player characters can spawn at spawn points made by zeus if spawn is set up via description.ext.
I thought about setting up respawn with a respawn menu but the instruction looked like it was beyond my editing skill level so I haven't tried yet.

The whole reason why I made mission was so I can spawn stuffs and play without needing to use editor but it looks like I'm learning to use editor thanks to this mission :P
The whole scripting and codes just makes my head spin, I looked though bistuidio wiki many times but I couldn't even understand most of the instructions...:(


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#8 Posted at 2014-04-17 20:58        
     
Yeah I hear you... I started playing Arma in 2011 and it's really only been the last year or so where I've felt confident enough to do things like answer forum questions. I had zero coding experience before and just slowly picked stuff up over time and through trial and error.

Respawn menus aren't too difficult:

In description.ext add:

respawn = 3;	
respawnDelay = 10;
respawnTemplates[] = {"MenuPosition"};
respawnOnStart = 0;	//(this command currently broken but fixed in next patch)


In the editor place 2 empty markers called respawn_fob and respawn_airfield (of course you can change these names to suit)

Add these lines to init.sqf:

waitUntil { isServer ||!isNull player };
// Respawn locations
[Resistance, "respawn_fob"] call BIS_fnc_addRespawnPosition;
[Resistance, "respawn_airfield"] call BIS_fnc_addRespawnPosition;


Change Resistance to West or East depending on the side you are playing.

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#9 Posted at 2014-04-17 23:11        
     
Thanks again SavageCDN.
I tried adding respawn menu as you instructed and I think I got closer to what I wanted but it is unplayable :P

When the mission starts the screen shows respawn menu with a message 'wait for zeus to set up respawn point', which is same message as BI's zeus missions at the start.
But since player/zeus originally spawns as a player at the start of mission, there is no zeus to set up spawn point and player/zeus can't even spawn so it can switch to zeus. There is a way to start as zeus in one of the options for zeus module but this will make it so zeus can't switch to player and will strictly be zeus.

I tested your respawn menu on a new mission without zeus and it worked fine so I don't think I made any mistakes on description.ext or init.sqm.

I interesting thing I noticed when I added zeus to 'Enemy Assault' mission, The player/zeus can edit himself (e.g add bots to his squad, increase or decrease health) but once the player/zeus dies and respawns by missions's native respawn system it can't edit himself anymore. It can still spawn all other stuffs and edit those.

I think with my low editing skill, it would be faster to just get a mission made by someone else that has spawning system and add zeus to that :(


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#10 Posted at 2014-04-23 17:47        
     
Yeah and since Zeus is new there is not a lot of documentation or examples to work from... give it time someone will release a mission that has all these features 8-)

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#11 Posted at 2014-05-02 14:35        
     
I got it the way I want it to work after the last patch! (1.8)

After the last patch I opened the last mission I created, which had a problem where zeus/player couldn't spawn at all, and I just spawned at the start location as zeus/player. The zeus/player could respawn at any zeus placed spawn points but only problem was that load-out module of zeus didn't work.

But seeing as respawn menu worked, I figured that if I add a line in description that could enable load-out menu It would work. I was right and now I have a mission where a player can freely change to zeus and can respawn, change loadout etc.

All I needed was one line in description.ext as follow
respawnTemplates[] = {"MenuPosition","MenuInventory"};

Thanks alot Big and SavageCDN for all your help!


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#12 Posted at 2014-05-05 18:03        
     
Nice yeah they fixed a few Zeus issues last update.

Also wanted to add that this:

[Resistance, "respawn_fob"] call BIS_fnc_addRespawnPosition;

Should really be this:

[Resistance, "respawn_guerrila"] call BIS_fnc_addRespawnPosition;

As there is a 'bug' if you don't use the default SIDE respawn marker names (yes that is a typo in guerilla)

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