Arma 3 Respawn

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A3 RespawnScreen.jpg

Description.ext

A wide range of Description.ext entries let you configure respawn settings for your mission. See Description.ext - Respawn for a detailed documentation

Eden Editor

Eden Editor offers a lot of settings to customise your respawn system, however not all functionalities are available. Furthermore settings made in the description.ext will overwrite settings made in Eden Editor. A3 EdenEditor Respawn.jpg

Scripting

Scripting Commands

Scripting Functions

Event Scripts

Respawn Types

Type is represented either by respawn ID, or by its name. respawn = "BASE"; respawn = 3;

ID Name Description Default Templates onPlayerKilled onPlayerRespawn
0 "NONE" Show singleplayer death screen - Ico ok.png Ico none.png
1 "BIRD" Respawn to a seagull Spectator, EndMission Ico none.png Ico ok.png
2 "INSTANT" Respawn on spot where player died Instant, Counter Ico ok.png Ico ok.png
3 "BASE" Respawn on a marker(s) start by following strings:

Unit respawn

  • respawn (used only when side variant is not found)
  • respawn_west
  • respawn_east
  • respawn_guerrila
  • respawn_civilian

Vehicle respawn

  • respawn (used only when side variant is not found)
  • respawn_vehicle_west
  • respawn_vehicle_east
  • respawn_vehicle_guerrila
  • respawn_vehicle_civilian

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. More about marker respawn can be found here. Alternatively you can also use the Respawn Position module.

Base, Counter Ico ok.png Ico ok.png
4 "GROUP" Respawn to the next available playable unit in a group. When none is left, BIRD respawn is used instead. Group, EndMission Ico none.png Ico ok.png
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. Side, EndMission Ico none.png Ico ok.png

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"};
respawnTemplatesVirtual[] = {}; // Virtual players, used mainly in Curator missions
When the respawnTemplates entry is missing, default templates based on the respawn type are used


Official Templates

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 Use a limited respawn ticket pool for players. Pool can be applied to everyone, a side, a group or a single unit.

Use BIS_fnc_respawnTickets to update the amount of available tickets. Note that the template will have no effect if this function is never used, meaning players outside of all given pools will have infinite respawns.

Counter Show a simple respawn countdown.
EndMission Automatically 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 Lets players select from available respawn positions defined either by respawn markers, see Respawn Types, by BIS_fnc_addRespawnPosition function or by the Respawn Position module. A new screen was released with
Introduced with Arma 3 version 1.60
and brings new functionalities together with a new design.

Item disabling

A3 respawnSelectPosition.jpg
MenuInventory Lets players pick a respawn loadout defined in CfgRespawnInventory. Loadouts can be added using BIS_fnc_addRespawnInventory function. A new screen was released with
Introduced with Arma 3 version 1.60
and brings new functionalities together with a new design.

Role selection

  • Respawn inventories are sorted in to Roles which can be defined in CfgRoles.

Item disabling

  • Roles and loadouts can be disabled. This can happen automatically (e.g., Role/loadout limit was reached) or can be manually by calling BIS_fnc_showRespawnMenuDisableItem.

Limits

  • Roles and loadouts can be limited. This way only limited number of player can use given role/loadout in a mission. For details on how to do that see BIS_fnc_addRespawnInventory.
A3 respawnSelectInventory.jpg

Options shared by MenuInventory and MenuPosition
Both templates feature a similar respawn UI and therefore share the following options:

  • Timeout disabling
    • Mission designer can disable the timeout used between death of a unit and opening of the respawn screen.

missionNamespace setVariable [ "BIS_RscRespawnControls_skipBlackOut", true, true ];//Disable timout
missionNamespace setVariable [ "BIS_RscRespawnControls_skipBlackOut", nil, true ];//Reset to original timeout

  • Autorespawn
    • A checkbox can be ticket to let the player automatically respawn once the coundown reached 0. If disabled player is not respawned immediately, but must confirm selection by clicking on "RESPAWN" button.
  • Spectator Camera
    • The Spectator Camera used in here is slightly modified (no free camera available etc.) version of Spectator Mode. For full documentation see Spectator Mode documentation.
    • Mission designer needs to use the Spectator respawn template, the camera is disabled otherwise.


Custom Respawn Templates

New templates can be defined in global Config.cpp or in mission and campaign Description.ext files.
Example:
Show text


Loadouts and Roles

The main purpose of the roles is to make things more clear and simple for player when selecting loadout. All the loadouts available in a mission are now divided into various roles.
Mission designer can use roles already created in the game config, or custom roles can be defined in description.ext file. Loadouts with no role assigned are automatically assigned to the Default role.
Loadout config example:
Show text

Export Function:

  • The following function will copy a complete respawn inventory to your clipboard, see function header for more information, contact User:R3vo if you have questions.

Show text

To add any loadout as available in your mission, you need to use the BIS_fnc_addRespawnInventory function!