OFPEC Forum
Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting Multiplayer => Topic started by: Marshal on 01 Nov 2003, 15:23:36
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Im making a few CTF maps and was wondering how I go about stopping players killing their opponents in respawn and also how to make sure that teams cannot just sit in respawn and fire out?
Any help is much appreciated.
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position your respawns in such a way as this cant happen and add a protection safezone to them using a kill trigger
or alternatively carry out some extensive scripting on an Anti spawn killing system
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Well, as you can appreciate, trying to build a CTF where the respawn areas are complete unviewable from the flag base is really hard, especially on small maps.
Hasnt anybody got any script that will stop people shooting into/out of spawn? Ive seen in on maps in the past so there must be something out there?
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Hasnt anybody got any script that will stop people shooting into/out of spawn? Ive seen in on maps in the past so there must be something out there?
Well, i'm sure anybody has.
Now anybody could go to the editors depot, search for the
right thing for you - errrrrrm wait - you could do that aswell ;)
And if you're lucky, you will also find the, one made by me, there.
~S~ CD
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this seasons EFL maps have an antispawn killing system that works really well
Grab one of these seasons maps and de pbo to look how it works.
Addaction hit on the victim looks to see if he or the shooter are in a safezone trigger area,
if either is the victim or the shooter are, the victim is either repaired back to full health if only injured or immediately respawned (0.1 seconds delay) where he died with the weapons he died with
The shooter is put into a cutscene for 5 minutes as punishement after been killed
requires two trigger areas, no activation lines etc
a complicated respawn script and other supporting scripts
took 2 months to develop it
you can find the maps in the DL page at this website
http://www.euro-flashpoint-league.com/ (http://www.euro-flashpoint-league.com/)
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This could be done using eventhandlers....
Add the eventhandler "Hit" to every player on the map.
Init.sqs:
player addEventHandler ["Hit",{_this exec "playerHit.sqs"}]
Place a trigger in each respawn point, covering the "free" area. Name the trigger for example "westBase", "eastBase" and so on... Have the trigger activated only when players belonging to that respawn point are within the area.
In "playerHit.sqs":
?((((side player) == west) and (player in westBase)) or (((side player) == east) and (player in eastBase))) : (_this select 0) setDamage 1
exit
This will instantly kill the evil "base raper"! (This may be done in may ways... One coolt way would be to cause the "base raper" the same amount of damage as the inflicted.)
Hope this solves your query!