| Multi-play weapon & spawn options; Multi-play weapon & spawn options | |
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| Topic Started: Jan 11 2009, 05:38 PM (386 Views) | |
| ww2weasel | Jan 11 2009, 05:38 PM Post #1 |
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Da Brainboy
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A Folder system being created to house ready made scripts - most scripts have been collected via OFPEC - all credit goes to them. However the unique portion that OFPEC does not have on their site will be introduced here. Link: OFPEC Description.ext's that will have mutliplay spawn in group and briefing weapon options will be included here over time so all you would need do - is go to folder and pull up an East folder - find folder with description.ext that match your addons/group will play in your mission - say Bloodpact then copy description.ext to your mission folder and voila - bloodpact weapons multiplayer squad can choose from. As well as ofpec tutorial spawn options to help decide how spawn will be employed in your mission(s). Over time all WH40K Addons will be covered.... An excerpt from spawn tute script - once again - All credit to OFPEC and Using material from Pope Zog and Terox taken from a 'Respawning' topic on OFPEC forums. ================================================================= Respawn Codes ------------- 0 (or "NONE") - No respawn. The camera zooms slowly out from the player's corpse. 1 (or ["BIRD"]) - Respawn as a seagull after respawndelay. 2 (or "INSTANT") - Respawn at the place of death after respawndelay. 3 (or "BASE") - Respawn at a random spot in the side's marker zone after respawndelay. The names of the different zones are: West: respawn_west East: respawn_east Resistance: respawn_guerrila Civilians: respawn_civilian 4 (or "GROUP") - Respawn into any alive AI in the player's squad after respawndelay. If nobody is left then the player respawns as a seagull. 5 (or "SIDE") - Exactly the same as number 4 (GROUP) - at least in v1.46. Two pitfalls must be pointed out before you start testing: 1. Note that respawning will not work if you run the mission from the editor. You will have to Save and Export to Multiplayer, exit the Mission Editor, select Multiplayer, create a new server, select your mission, and test it. 2. If you rename your mission when exporting it, you'll be in trouble. The editor only copies the mission.sqm file and ignores everything else It's easier to rename the mission folder in Windows before opening it in OFP and then exporting it with its new name. ============================================================== Edited by ww2weasel, Jan 11 2009, 06:18 PM.
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| ww2weasel | Jan 11 2009, 05:39 PM Post #2 |
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Da Brainboy
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An Example Description.ext: Tweak as you like - just a template.... -----------------------------------------begin Description.ext-------------------------------------------------- respawn=4; respawndelay=5; class Weapons { class WH40K_BPLasgun { count=25; }; class WH40K_PlasmaGun { count=12; }; class WH40K_GrenadeLauncher { count=12; }; class WH40K_FlamerIG { count=12; }; class WH40K_IGrpgHE { count=12; }; class WH40K_Laspistol { count=12; }; class WH40K_Boltpistol { count=12; }; }; class Magazines { class WH40K_LasgunMag { count=200; }; class WH40K_PlasmaGunMag { count=120; }; class WH40K_GrenadeLauncher { count=60; }; class WH40K_FlamerIG { count=60; }; class WH40K_IGrpgHE { count=60; }; class WH40K_IGrpgAT { count=60; }; class WH40K_LaspistolMag { count=48; }; class WH40K_BoltpistolMag { count=48; }; }; Edited by ww2weasel, Jan 11 2009, 06:07 PM.
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| ww2weasel | Jan 15 2009, 10:54 PM Post #3 |
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Da Brainboy
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For Imperial Fist Space Marines - and most of these weapons used by a Majority of Space Marine reskins: class Weapons { class IF_Boltgun { count=25; }; class IF_Boltpistol { count=12; }; class IF_BoltgunM { count=12; }; class IF_HBolter { count=12; }; class IF_MissileL { count=12; }; class IF_PlasmaG { count=12; }; class IF_PlasmaC { count=12; }; class IF_MeltaG { count=12; }; class IF_MMelta { count=12; }; class IF_LaserC { count=12; }; class IF_Flamer { count=12; }; class IF_BoltgunS { count=12; }; class IF_Shotgun { count=12; }; class IF_MissileLS { count=12; }; class IF_Sniper { count=12; }; class IF_HbolterS { count=12; }; class ICN_Bolter { count=12; }; class IF_Plasmapistol { count=12; }; }; class Magazines { class IF_Boltgunmag { count=200; }; class IF_Boltpistolmag { count=120; }; class IF_MSBoltgunmag { count=60; }; class IF_KBoltgunmag { count=60; }; class IF_SBoltgunmag { count=60; }; class IF_HBoltermag { count=60; }; class IF_KrakMmag { count=48; }; class IF_PlasmaGmag { count=48; }; class IF_MeltaGmag { count=48; }; class IF_MMeltamag { count=48; }; class IF_LaserCmag { count=48; }; class IF_Flamermag { count=48; }; class IF_ShotgunMag { count=48; }; class IF_KrakMmag { count=48; }; class IF_Snipermag { count=48; }; class IF_HbolterSmag { count=48; }; class ICN_Boltermag { count=48; }; class IF_Plasmapistolmag { count=48; }; class HumanKrakHandGrenade { count=48; }; class HumanFragHandGrenade { count=48; }; class HumanDemoliCharge { count=48; }; class HumanShapedCharge { count=48; }; class HumanMeltaBomb { count=48; }; }; Edited by ww2weasel, Jan 15 2009, 10:55 PM.
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| ww2weasel | Jan 16 2009, 02:56 AM Post #4 |
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Da Brainboy
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Terminators Imperial Fist: class Weapons { class IF_TerSBolt { count=25; }; class IF_TerAssoC { count=12; }; class IF_TerFlamer { count=12; }; class ICN_TerSBolt { count=12; }; }; class Magazines { class IF_TerSBoltmag { count=200; }; class IF_TerAssoCmag { count=30; }; class IF_TerFlamer { count=120; }; class ICN_TerSBoltmag { count=60; }; }; |
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2:55 PM Nov 30