doomnet 23 Posted April 30, 2016 Hi, I have found a script with camera effect to select a player to respawn, it works great but when script is working all other respawn markers i have are ignored ! here is the script i tested is exactly what i need for my game mod: _unit = _this select 0; //-------------------Night Vision-----------------------------// if (currentVisionMode player == 1) then { camUseNVG true; } else { camUseNVG false; }; //////////////////////////////////////////////////////////////// //------------------------------------------------------------// if (_unit == player) then { waituntil {alive player}; player setPos getPos Squad; _squad = group player; lck_livingmates = []; { if (alive _x and _x!=player) then {lck_livingmates = lck_livingmates + [_x];}; } foreach units _squad; lck_actualmate = 0; _elozoactual=lck_actualmate; keyout = 0; //player globalchat format ["sq db=%1, act=%2", count lck_livingmates, name (lck_livingmates select lck_actualmate)]; openMap false; 0 fadesound 0; disableserialization; keyspressed = compile preprocessFile "lackoRespawn_keydown.sqf"; _displayID = (findDisplay 46) displaySetEventHandler ["KeyDown","_this call keyspressed"]; _cam = "camera" camcreate [0,0,0]; _cam cameraeffect ["internal", "back"] ; showCinemaBorder true; _cam camsettarget (lck_livingmates select lck_actualmate); _cam camsetrelpos [0,-5,2.5]; _cam camcommit 0; _ido=0; while {_ido<=500} do { if (_ido mod 10 == 0) then { TitleText["\n \n \nRight Arrow = next squadmate\nLeft Arrow = previous squadmate\nEnter = respawn","PLAIN DOWN",10]; }; if (keyout > 0) exitwith {}; _currentmate = lck_livingmates select lck_actualmate; _tempcnt=0; lck_livingmates = []; { if (alive _x and _x!=player) then { lck_livingmates = lck_livingmates + [_x]; if (_x==_currentmate) then {lck_actualmate = _tempcnt;}; _tempcnt = _tempcnt + 1; }; } foreach units _squad; if (count lck_livingmates == 0) exitwith {}; _cam camsettarget (lck_livingmates select lck_actualmate); _cam camsetrelpos [0,-5,2.5]; _cam camcommit 0; waituntil{camCommitted _cam}; _ido = _ido + 0.02; sleep 0.02; }; (findDisplay 46) displayRemoveAllEventHandlers "KeyDown"; _ido=0; while {_ido<=90} do { _cam camsettarget (lck_livingmates select lck_actualmate); _cam camsetrelpos [0,-5,2.5]; _cam camcommit 0; TitleText["","PLAIN DOWN"]; waituntil{camCommitted _cam}; _ido = _ido + 1; sleep 0.02; }; _newpos = getPos Squad; if (keyout > 0) then { _newpos = getPos (lck_livingmates select lck_actualmate); //player globalchat format ["cel=%1, x=%2, y=%3", name (lck_livingmates select lck_actualmate),(_newpos select 0),(_newpos select 1)]; if ((_newpos select 0)>50 and (_newpos select 1)>50) then { } else { _newpos = getPos Squad; }; } else { _newpos = getPos Squad; }; //-----------------Vehicle Spawn-----------------------------// IF (vehicle (lck_livingmates select lck_actualmate) != (lck_livingmates select lck_actualmate)) THEN { if ((vehicle (lck_livingmates select lck_actualmate)) emptyPositions "cargo"==0) then { null = [player] execVM "JIPspawn.sqf"; }else{ player moveincargo vehicle (lck_livingmates select lck_actualmate); camdestroy _cam;player cameraEffect ["terminate","back"];0 fadesound 1; }; } else { ////////////////////////////////////////////////////////////////// //------------------Set Unit Stance-----------------------------// _return = stance (lck_livingmates select lck_actualmate); if (_return == "stand") then {_return = "amovpknlmstpsraswrfldnon";}; sleep 0.02; if (_return == "crouch") then {_return = "amovpknlmstpsraswrfldnon";}; sleep 0.02; if (_return == "prone") then {_return = "AmovPpneMstpSrasWrflDnon";}; player switchMove _return; ////////////////////////////////////////////////////////////////// camdestroy _cam; player cameraEffect ["terminate","back"]; 0 fadesound 1; //------------------Show spawning screen-----------------------------// titleText [format ["Spawning on %1", lck_livingmates select lck_actualmate], "BLACK FADED"];sleep 2; titleText [format ["Spawning on %1", lck_livingmates select lck_actualmate], "BLACK in",2]; /////////////////////////////////////////////////////////////////////// player setPos _newpos; };//if vehicle }; and this for the key to select your teammate _key = _this select 1; //player globalchat format ["key=%1", _key]; //right arrow if (_key == 205) then { lck_actualmate = lck_actualmate + 1; if (lck_actualmate >= count lck_livingmates) then { lck_actualmate = 0; }; }; //left arrow if (_key == 203) then { lck_actualmate = lck_actualmate - 1; if (lck_actualmate < 0) then { lck_actualmate = (count lck_livingmates)-1; }; }; if (_key == 76) then { TitleText["Right Arrow = next squadmate\nLeft Arrow = previous squadmate\nEnter = respawn","PLAIN DOWN"]; }; //Enter key if (_key == 28) then { keyout = _key }; and this to call the respawn script [] spawn {sleep 0.5;null = [player] execVM "JIPspawn.sqf";}; xhandle = player addEventHandler ["killed", "_this execvm 'JIPspawn.sqf'"]; this respawn script works good, but i cannot select base respawn, all my other respawn is ignored, so if there is no players then you respawn in the sea ! how to ad base respawn markers within this script? 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doomnet 23 Posted April 30, 2016 I want to use space bar to respawn on markers like this //space barif (_key == 57) then { getMarkerPos "respawn_west";}; I tested a lot of things with this script but i cannot make it working Share this post Link to post Share on other sites
doomnet 23 Posted April 30, 2016 So how to ad spacebar key to respawn on side marker within this teammate respawn script ? Share this post Link to post Share on other sites
doomnet 23 Posted May 1, 2016 hi, Is there someone willing to help me please with this respawn script ? before this topic transform itself in a deadone ! thanks Share this post Link to post Share on other sites