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Thread: How to protect a player on respawn?

  1. #1

    Question How to protect a player on respawn?

    Hi all, Happy New Year.
    Is there way to protect a respawning player in the first few seconds? (the poor guy gets killed by "mean people" multiple times before he even moves) Make him invisible for that time, maybe? Somebody mentioned to me in a game: "give them respawn armor" - is there such thing?
    Thank you
    K
    ASUS P6T, i7 920 @3.6, 6GB DDR3, eVGA 275GTX, Win7 Ultimate 64 bit, HAF922 and V8 cooler

  2. #2

  3. #3
    Thank you, but it looks like it applies to single player.
    It has to be run on each machines individually. In MP mode there is no way everyone will do it, or know how to do it.
    K

  4. #4
    It can be syncronized through publicVariable or by creating game logics with the appropriate code in its init field.

  5. #5
    It's too complicated for me, sorry. I appreciate your help, though. I am looking for something more simplistic. I am not a programmer, just a player

  6. #6
    Master Sergeant Simon C's Avatar
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    Jul 31 2008
    Location
    Derbyshire, UK
    Posts
    780
    You can create a zone in which only friendly units are allowed, so that the enemy can't get near the spawn point.

  7. #7
    Sorry, still does not help, I play DM. Thank you.

  8. #8
    IMO, let the players protect themselves! No need to resort to fake things like not allowing damage.

    - Place the main spawn FAR from the action and used forward areas if need be (ie flag teleport) or even better, transports.
    - Use a mobile spawnpoint so that players can drive away if spotted.
    - Use AI to patrol your spawn area.
    - AI satellite spotting which marks all enemies within a certain distance to your main base with a map marker (if your main spawn is like 5km from the playing area, you could have a 2km safe zone... more than enough to detect any sniper).

    And I'm sure one could come up with more ideas.

  9. #9
    Master Sergeant HitmanFF's Avatar
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    Oct 9 2002
    Location
    Breda (Netherlands)
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    631
    You could try using the HandleDamage eventhandler

    After respawn of the player, something like
    Code:
    player addEventHandler["HandleDamage", {false}];
    sleep 5;
    player removeAllEventHandlers "HandleDamage";
    Bellum pacis pater

  10. #10
    Thank you everybody. I really appreciate you trying to help me, but unless you can teach me at least basic (I don't mean programming language) programming, I don't think I can use your advices. I was looking for something like: go there and click that button, and don't forget to safe on exit... If that solution does not exist, I apologize for wasting your time.
    K

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