OFPEC Forum
Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting Multiplayer => Topic started by: jphilapy on 25 Dec 2005, 08:08:15
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Anyone have any idea on how to respawn waypoints with the respawned player?
Thanks,
Jeff
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you cannot create waypoints as in those you find in the mission editor with a script
Waypoints are tied to a group, as long as 1 member of the group remains alive then so will the waypoints
if you want to create a typeof waypoint in a script, then use the "domove" command
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What I need to do is be able to recreate the get in and get out waypoint in order for the chopper to pick up a player on respawn. I got the chopper to loop but it wont load players on the second loop because there is no get in waypoint syncronized with the load waypoint of the chopper. I even killed off the whole team and respawned them but still the waypoint information was not recreated.
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You will need
a cycling helo waypoint, which is stopped cycling by group lockwp true or some other boolean
you will need a land script (probably)
and you will probably have to create a unit in the group, somewhere out of harms way and disableai "move" him to stop the unit trying to move and hjoin the soldier group (This is to maintain the soldier group name)
Each soldier in the group would need a killed event handler attached to them, so that you woul;d knoiw when the respawn numbers reached a limit before calling in the helo transport, or alternatively a trigger at the respawn point
this trigger or killed event script would check the number of units waiting to be transported and then unlock the helo waypoint, allow the units to movein and off it goes on its reinforcement run
very basic outline
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Thanks for the basic outline. I will have to chew on this and try it as im new to ofp editing. However it looks like good direction.
Jeff
You will need
a cycling helo waypoint, which is stopped cycling by group lockwp true or some other boolean
you will need a land script (probably)
and you will probably have to create a unit in the group, somewhere out of harms way and disableai "move" him to stop the unit trying to move and hjoin the soldier group (This is to maintain the soldier group name)
Each soldier in the group would need a killed event handler attached to them, so that you woul;d knoiw when the respawn numbers reached a limit before calling in the helo transport, or alternatively a trigger at the respawn point
this trigger or killed event script would check the number of units waiting to be transported and then unlock the helo waypoint, allow the units to movein and off it goes on its reinforcement run
very basic outline