Vehicle Respawn: Difference between revisions
Jump to navigation
Jump to search
Killzone Kid (talk | contribs) (Created page with "This page is '''Work in Progress''' and will be updated soon, please come back later...") |
Killzone Kid (talk | contribs) No edit summary |
||
(One intermediate revision by the same user not shown) | |||
Line 1: | Line 1: | ||
This | <pre>With release of Arma 3 v2.18 the vehicle respawn functionality has been improved and extended. The new options can be found at [[respawnVehicle]] and [[getRespawnVehicleInfo]] pages. | ||
###Respawn parameters in description.ext. | |||
There are 6 respawn options: "NONE" or 0, "BIRD" or 1, "INSTANT" or 2, "BASE" or 3, "GROUP" or 4, "SIDE" or 5. Vehicles however can only have 3 modes - "NONE" or 0, "INSTANT" or 2 or "BASE" or 3. Any other mode set for vehicle will be treated as "NONE" or 0. | |||
Before 2.18, 'respawn' mode parameter would be applied to both units and vehicles. Since 2.18 there is a new [[respawnVehicle]] parameter that can set individual respawn mode for vehicles. So to summarise: | |||
before 2.18 | |||
respawn - sets respawn mode for units and vehicles | |||
respawnDelay - sets respawn delay for units | |||
respawnVehicleDelay - sets respawn delay for vehicles | |||
since 2.18 | |||
respawn - sets respawn mode for units (and vehicles if respawnVehicle is not used) | |||
respawnDelay - sets respawn delay for units | |||
respawnVehicle - sets resapwn mode for vehicles | |||
respawnVehicleDelay - sets respawn delay for vehicles | |||
###Respawn parameters in 3DEN | |||
There are 6 respawn options in the 3DEN in Multiplayer options: | |||
Disabled - same as "None" or 0 | |||
Respawn on Custom Position - same as "BASE" or 3 | |||
Resapwn on Position Of Death - same as "INSTANT" or 2 | |||
Switch to Group Member - same as "GROUP" or 4 | |||
Switch to Side Member - same as "SIDE" or 5 | |||
Switch to Spectator - same as "BIRD" or 1 | |||
This option is mirroring 'respawn' from description.ext. Only Disabled, Respawn on Custom Position and Resapwn on Position Of Death apply to vehicles. There is no separate option for individual vehicle respawn mode, which is currently available in description.ext and via script command only. | |||
Other parameters are | |||
Respawn Delay - same as 'respawnDelay' from description.ext | |||
Vehicle Respawn Delay - same as 'respawnVehicleDelay' from description.ext | |||
The description.ext respawn params take priority over 3DEN respawn params. | |||
###Respawn parameters via script command | |||
The vehicle respawn params can be set via [[respawnVehicle]] and read via [[getRespawnVehicleInfo]]. The script commands also provide additional options not available otherwise. | |||
In addition to setting respawn mode and delay, it is possible to set finite number of respawns for a vehicle, whether or not the old wreck should be deleted when new vehicle respawns (wreck left behind gets suffix _oldwreck in [[vehicleVarName]] for it), force vehicle to spawn on the server (by default vehicle will spawn on the client it was destroyed) | |||
spawned in the air. | |||
respawn unit | |||
respawn side | |||
use marker direction | |||
The vehicle respawn is handled at the client where vehicle was destroyed. If client leaves the server, the vehicle respawn will be transferred to the server. Vehicle placed in editor will also spawn on the server for the very first time. [[respawnVehicle]] now has an option to force vehicle respawn on the server regardless, which should make it easier to use [[respawnVehicle]] command as it requires vehicle to be [[local]]. | |||
When vehicle respawn is 'BASE', the moment vehicle is destroyed, a respawn marker for it is chosen, which could be returned with [[getRespawnVehicleInfo]]. This is the process of selecting such marker: | |||
1. vehicle specific side specific: search for all markers that prefix with "respawn_<vehicleVarName>_<side>", for example "respawn_car1_west_1". If several found, random is chosen | |||
2. vehicle specific: search for all markers that prefix with "respawn_<vehicleVarName>", for example "respawn_car1_123". If several found, random is chosen | |||
3. vehicle general side specific: search for all markers that prefix with "respawn_vehicle_<side>", for example "respawn_vehicle_east_FOREST". If several found, random is chosen | |||
4. vehicle general: search for all markers that prefix with "respawn_vehicle", for example "respawn_vehicle_garage". If several found, random is chosen | |||
5. any respawn marker: search for all markers that prefix with "respawn", for example "respawn_left1". If several found, random is chosen | |||
6. if no markers found, the wreck position and direction is used. | |||
When marker is found, the respawn position is chosen randomly within the marker. If marker is Icon, or the size of the marker is 0, the position is marker position. If marker is Ellipse or Rectangular, the position is chosed randomly within marker area. | |||
Vehicle direction is chosen randomly unless specified to take direction of the marker with respawnVehicle command. | |||
Alternatively, the respawn position can be passed as return value in Respawn EH attached to the vehicle. By default all vehicles are respawned on the ground even if position height is above the ground. [[respawnVehicle]] has an option to respawn in the air. | |||
many respawn params can be ajusted on the fly while vehicle is in respawn queue, but the vehicle has to be local for this to have an effect. | |||
Vehicle specific side specific marker could be used to have the same named vehicle spawn on enemy or friendly side, depending on the respawn side param set with [[respawnVehicle]] command. If there are 2 markers "respawn_car1_west", "respawn_car1_east", car1 will respawn on the marker that matches respawn side set after vehicle entered into repsawn queue. For example one could make a scenario where enemy vehicles could get commandeered and on the next respawn appear on friendly side.</pre> |
Latest revision as of 23:43, 3 November 2024
With release of Arma 3 v2.18 the vehicle respawn functionality has been improved and extended. The new options can be found at [[respawnVehicle]] and [[getRespawnVehicleInfo]] pages. ###Respawn parameters in description.ext. There are 6 respawn options: "NONE" or 0, "BIRD" or 1, "INSTANT" or 2, "BASE" or 3, "GROUP" or 4, "SIDE" or 5. Vehicles however can only have 3 modes - "NONE" or 0, "INSTANT" or 2 or "BASE" or 3. Any other mode set for vehicle will be treated as "NONE" or 0. Before 2.18, 'respawn' mode parameter would be applied to both units and vehicles. Since 2.18 there is a new [[respawnVehicle]] parameter that can set individual respawn mode for vehicles. So to summarise: before 2.18 respawn - sets respawn mode for units and vehicles respawnDelay - sets respawn delay for units respawnVehicleDelay - sets respawn delay for vehicles since 2.18 respawn - sets respawn mode for units (and vehicles if respawnVehicle is not used) respawnDelay - sets respawn delay for units respawnVehicle - sets resapwn mode for vehicles respawnVehicleDelay - sets respawn delay for vehicles ###Respawn parameters in 3DEN There are 6 respawn options in the 3DEN in Multiplayer options: Disabled - same as "None" or 0 Respawn on Custom Position - same as "BASE" or 3 Resapwn on Position Of Death - same as "INSTANT" or 2 Switch to Group Member - same as "GROUP" or 4 Switch to Side Member - same as "SIDE" or 5 Switch to Spectator - same as "BIRD" or 1 This option is mirroring 'respawn' from description.ext. Only Disabled, Respawn on Custom Position and Resapwn on Position Of Death apply to vehicles. There is no separate option for individual vehicle respawn mode, which is currently available in description.ext and via script command only. Other parameters are Respawn Delay - same as 'respawnDelay' from description.ext Vehicle Respawn Delay - same as 'respawnVehicleDelay' from description.ext The description.ext respawn params take priority over 3DEN respawn params. ###Respawn parameters via script command The vehicle respawn params can be set via [[respawnVehicle]] and read via [[getRespawnVehicleInfo]]. The script commands also provide additional options not available otherwise. In addition to setting respawn mode and delay, it is possible to set finite number of respawns for a vehicle, whether or not the old wreck should be deleted when new vehicle respawns (wreck left behind gets suffix _oldwreck in [[vehicleVarName]] for it), force vehicle to spawn on the server (by default vehicle will spawn on the client it was destroyed) spawned in the air. respawn unit respawn side use marker direction The vehicle respawn is handled at the client where vehicle was destroyed. If client leaves the server, the vehicle respawn will be transferred to the server. Vehicle placed in editor will also spawn on the server for the very first time. [[respawnVehicle]] now has an option to force vehicle respawn on the server regardless, which should make it easier to use [[respawnVehicle]] command as it requires vehicle to be [[local]]. When vehicle respawn is 'BASE', the moment vehicle is destroyed, a respawn marker for it is chosen, which could be returned with [[getRespawnVehicleInfo]]. This is the process of selecting such marker: 1. vehicle specific side specific: search for all markers that prefix with "respawn_<vehicleVarName>_<side>", for example "respawn_car1_west_1". If several found, random is chosen 2. vehicle specific: search for all markers that prefix with "respawn_<vehicleVarName>", for example "respawn_car1_123". If several found, random is chosen 3. vehicle general side specific: search for all markers that prefix with "respawn_vehicle_<side>", for example "respawn_vehicle_east_FOREST". If several found, random is chosen 4. vehicle general: search for all markers that prefix with "respawn_vehicle", for example "respawn_vehicle_garage". If several found, random is chosen 5. any respawn marker: search for all markers that prefix with "respawn", for example "respawn_left1". If several found, random is chosen 6. if no markers found, the wreck position and direction is used. When marker is found, the respawn position is chosen randomly within the marker. If marker is Icon, or the size of the marker is 0, the position is marker position. If marker is Ellipse or Rectangular, the position is chosed randomly within marker area. Vehicle direction is chosen randomly unless specified to take direction of the marker with respawnVehicle command. Alternatively, the respawn position can be passed as return value in Respawn EH attached to the vehicle. By default all vehicles are respawned on the ground even if position height is above the ground. [[respawnVehicle]] has an option to respawn in the air. many respawn params can be ajusted on the fly while vehicle is in respawn queue, but the vehicle has to be local for this to have an effect. Vehicle specific side specific marker could be used to have the same named vehicle spawn on enemy or friendly side, depending on the respawn side param set with [[respawnVehicle]] command. If there are 2 markers "respawn_car1_west", "respawn_car1_east", car1 will respawn on the marker that matches respawn side set after vehicle entered into repsawn queue. For example one could make a scenario where enemy vehicles could get commandeered and on the next respawn appear on friendly side.