Respawn – Arma 3

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=== Respawn Templates ===
=== Respawn Templates ===
Default templates in the vanilla game:
Default templates in the vanilla game.
* '''None''' - singleplayer death screen. Default for NONE respawn type and in singleplayer.
* '''Spectator''' - [[Spectator Mode]]. Default for BIRD respawn type.
* '''Instant''' - Currently empty. Default for INSTANT respawn type.
* '''Base''' - Currently empty. Default for BASE respawn type.
* '''Group''' - Cutscene showing a newly controlled unit. Default for GROUP respawn type.
* '''Side''' - Cutscene showing a newly controlled unit. Default for SIDE respawn type.
* '''Seagull''' - OFP-style seagull respawn
* '''Wave''' - adjusts respawn counter so players spawns together (wave delay is based on ''respawnDelay'')
* '''Counter''' - show a simple respawn countdown


==== None ====
Singleplayer death screen. Default for NONE respawn type and in singleplayer.
==== Spectator ====
[[Spectator Mode]]. Default for BIRD respawn type.
==== Instant ====
Currently empty. Default for INSTANT respawn type.
==== Base ====
Currently empty. Default for BASE respawn type.
==== Group ====
Cutscene showing a newly controlled unit. Default for GROUP respawn type.
==== Side ====
Cutscene showing a newly controlled unit. Default for SIDE respawn type.
==== Seagull ====
OFP-style seagull respawn
==== Wave ====
Adjusts respawn counter so players spawns together (wave delay is based on ''respawnDelay'')
==== Counter ====
Show a simple respawn countdown. Default for INSTANT and BASE respawn types.
==== EndMission ====
Automtically fail the mission once all players are dead. Default for BIRD, GROUP and SIDE respawn types.
==== MenuPosition ====
[[File:A3 respawnSelectPosition.jpg|200px]]
Let player select from available respawn positions defined either by respawn markers (e.g., ''respawn_west'', see [[#Respawn Types|Respawn Types]]) or by [[BIS_fnc_addRespawnPosition]] function.
Once countdown reaches 0, player is not respawned immediatelly, but must confirm selection by clicking on "RESPAWN" button.
==== MenuInventory ====
[[File:A3 respawnSelectInventory.jpg|200px]]
Let player pick a respawn loadout defined in CfgRespawnInventory in [[Description.ext]].
{|class="wikitable collapsible collapsed"
! Example Description.ext 
|-
|
class CfgRespawnInventory
{
class WEST1
{
displayName = "Light"; {{codecomment|// Name visible in the menu}}
icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; {{codecomment|// Icon displayed next to the name}}
show = "side group _this == west"; {{codecomment|// Condition must return true in order for the loadout to be displayed in the menu. Evaluated when the menu is opened.}}
{{codecomment|// Loadout definition, uses same entries as CfgVehicles classes}}
weapons[] = {
"arifle_MXC_F",
"Binocular"
};
magazines[] = {
"30Rnd_65x39_caseless_mag",
"30Rnd_65x39_caseless_mag",
"SmokeShell"
};
items[] = {
"FirstAidKit"
};
linkedItems[] = {
"V_Chestrig_khk",
"H_Watchcap_blk",
"optic_Aco",
"acc_flashlight",
"ItemMap",
"ItemCompass",
"ItemWatch",
"ItemRadio"
};
uniformClass = "U_B_CombatUniform_mcam_tshirt";
backpack = "B_AssaultPack_mcamo";
};
class WEST2
{
{{codecomment|// Alternative configuration pointing to a CfgVehicles class. Loadout will be copied from it.}}
vehicle = "B_soldier_AR_F"
show = "side group _this == west && score player > 10";
};
};
|}
Once countdown reaches 0, player is not respawned immediatelly, but must confirm selection by clicking on "RESPAWN" button.


=== Scripting Commands ===
=== Scripting Commands ===

Revision as of 09:59, 23 June 2013


Mission Configuration

Description.ext

A wide range of Description.ext entries lets you to configure respawn settings for your mission.

// Respawn type, see the table below
respawn = 2;
// Delay in seconds before playable unit respawns.
respawnDelay = 10;
// Delay in seconds before vehicle respawns.
respawnVehicleDelay = 60;
// 0 to disable the score table (it can still be opened manually by pressing 'P' key).
respawnDialog = 0;
// Respawn templates from CfgRespawnTemplates. You can combine any number of them together.
respawnTemplates[] = {"Counter","Wave"};
// 1 to execute respawn templates when a player joins the game. Available only for INSTANT and BASE respawn types.
respawnOnStart = 1;
// When 1, the score table contains score of all playable units as opposed to players only.
aikills = 1;


Files

Create files called onPlayerKilled.sqf and onPlayerRespawn.sqf in your mission directory. They will be automatically executed on player's computer when he dies and respawns.

Following parameters are passed into it in both cases:

onPlayerKilled.sqf

(first 2 params are the same as are passed into Killed event handler)
[<unit>,<killer>,<respawn>,<respawnDelay>]

onPlayerRespawn.sqf

(first 2 params are the same as are passed into Respawn event handler)
[<newUnit>,<oldUnit>,<respawn>,<respawnDelay>]

Parameters:

  • oldUnit: Object - killed player. objNull when executed on start.
  • newUnit: Object - newly respawned player.
  • killer: Object - a unit who killed player. objNull when executed on start.
  • respawnDelay: Number - respawn delay defined either in respawn type or in Description.ext.
File name and arguments may change during Alpha / Beta development


Respawn Types

ID Name Description onPlayerKilled onPlayerRespawn
0 "NONE" Show singleplayer death screen Template:task/ Template:task
1 "BIRD" Respawn to a seagull Template:task Template:task/
2 "INSTANT" Respawn on spot where player died Template:task/ Template:task/
3 "BASE" Respawn on a marker(s) start by following strings:
  • Unit respawn
    • respawn_west
    • respawn_east
    • respawn_guerrila
    • respawn_civilian
  • Vehicle respawn
    • 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.

Template:task/ Template:task/
4 "GROUP" Respawn to the next available playable unit in a group. When none is left, BIRD respawn is used instead. Template:task Template:task/
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. Template:task Template:task/


Respawn Templates

Default templates in the vanilla game.

None

Singleplayer death screen. Default for NONE respawn type and in singleplayer.

Spectator

Spectator Mode. Default for BIRD respawn type.

Instant

Currently empty. Default for INSTANT respawn type.

Base

Currently empty. Default for BASE respawn type.

Group

Cutscene showing a newly controlled unit. Default for GROUP respawn type.

Side

Cutscene showing a newly controlled unit. Default for SIDE respawn type.

Seagull

OFP-style seagull respawn

Wave

Adjusts respawn counter so players spawns together (wave delay is based on respawnDelay)

Counter

Show a simple respawn countdown. Default for INSTANT and BASE respawn types.

EndMission

Automtically fail the mission once all players are dead. Default for BIRD, GROUP and SIDE respawn types.

MenuPosition

A3 respawnSelectPosition.jpg

Let player select from available respawn positions defined either by respawn markers (e.g., respawn_west, see Respawn Types) or by BIS_fnc_addRespawnPosition function.

Once countdown reaches 0, player is not respawned immediatelly, but must confirm selection by clicking on "RESPAWN" button.

MenuInventory

A3 respawnSelectInventory.jpg

Let player pick a respawn loadout defined in CfgRespawnInventory in Description.ext.

Once countdown reaches 0, player is not respawned immediatelly, but must confirm selection by clicking on "RESPAWN" button.

Scripting Commands

System Configuration

Respawn Templates

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

class CfgRespawnTemplates
{
	// Class used in respawnTemplates entry
	class myTag_beacon
	{
		// Template name
		displayName = "Beacon";
		// Function or script executed upon death. Parameters passed into it are the same as are passed into onPlayerKilled.sqf file
		onPlayerKilled = "\myAddon\scripts\respawnBeacon.sqf";
		// Function or script executed upon respawn. Parameters passed into it are the same as are passed into onPlayerRespawn.sqf file
		onPlayerRespawn = "\myAddon\scripts\respawnBeacon.sqf";
		// Default respawn delay (can be overwitten by description.ext entry of the same name)
		respawnDelay = 20;
	};
	class Spectator
	{
		displayName = "Spectator";
		onPlayerRespawn = "BIS_fnc_respawnSpectator";
	};
};