ARMA 1) recognizes this as a Blufor spawnpoint, and 2) will tell players that it is called "4".
You'll see this a lot in the code snippets.įor example, one of my Blufor points is named respawn_west_4. This is a good time to mention: Arma refers to the "BLUFOR" side as "west", and the OPFOR side as "east". *"guerrilla" is misspelled, but that is the correct spelling according to ARMA. I don't think I'm using that right.Īrma has a special convention for these respawn point names the variable name must start with the following prefix, depending on which side it belongs to: Pay no mind to what I've entered in the "Name" box. For example, my Blufor respawn point looks like this: This is how we will refer back to this point in the future to adjust it with code.Īlso, set the drop-down box settings in the attributes window according to how you plan to use the point. In the "System: Init" tab, you'll want to give this position a variable name. The ALT key will constrain its movement to only the up/down axis.ĭouble-click on the module marker (or Right-Click > Attributes) to open up the Attributes window for this module. If the marker is accidentally set on a roof or in the ground, you can hold/drag the module with the mouse and adjust its height by HOLDING ALT while you drag it. That is to say, double-check that your marker is not floating in the air or sunk into the ground by lowering the camera to ground-level and taking a look from that angle. Note: It can be hard to tell the depth of the module icon in the Zeus editor. Once selected, you can click to place this module down where-ever you'd like the respawn position to be. This module can be found via the editor's "Assets > Systems (F5) > Multiplayer > Respawn Position". To begin, I'm using the Respawn module via 3den (Eden) editor (with tiny scripts as needed).
Full game info and rules can be found in the README.md.ģ-8ish players. In short, the mission I will be using as example here is called "The Hunt", the repo for which can be found here on my github. Optionally, understanding of what a Trigger is.The concept of what a variable is, and a willingness to write/adapt some code that I will provide :).
Some level of familiarity with navigating the editor and selecting / placing objects and modules,.I'll explain how I set my mission up, but I'm likely to make mistakes and your results may vary.įurther, this post assumes some foundational knowledge, such as:
Click here to skip to the main content! The resulting files / scripts can be found in the very last section in their entirety, so you can see how it all fits together.ĭISCLAIMER: I am an intermediate noob when it comes to this stuff. So, I wanted to assemble a write-up of my respawn system all in one place! Even if your mission requires a slightly different configuration, I hope that this will be a good jumping-off point. Hiya! It's always felt to me that Arma 3, despite its robust modding / content scene, is not very well documented and often requires lots of bumbling around in 5yr old incomplete forum threads in order to learn anything. Edits have been made to this post please see the bottom of the Wrap-up section for a changelog.