Difference between revisions of "Multispawn"

From ALiVE Wiki
Jump to: navigation, search
(Created page with "{{Partof_Player}} ==How It Works== ALiVE Multispawn significantly enhances the standard player respawn function to provide a more immersive experience. Mission Editors can ...")
 
 
(9 intermediate revisions by one user not shown)
Line 3: Line 3:
 
==How It Works==
 
==How It Works==
  
ALiVE Multispawn significantly enhances the standard player respawn function to provide a more immersive experience.  Mission Editors can choose from a number of different respawn options such as mobile HQ's, faction level respawn locations or a battlefield heli insertion.
+
ALiVE Multispawn significantly enhances the standard player respawn function to provide multiple respawn locations and options for a more immersive experience.  Mission Editors can choose from a number of different respawn options such as mobile HQ's, group and faction level respawn locations.
  
  
''Usage'': Place the Multispawn module in the editor and select the desired respawn methodEither sync a vehicle of the desired faction to the module or place a correctly named map marker as below.
+
''Usage'': Place the Multispawn module in the editor and optionally select one of the advanced respawn methods.   
  
  
'''Air Insertion''':  simulated a battlefield logistics unit providing continuous air insertion.  Killed players (and optionally JIP players) are queued until the heli is available then transported to the insertion point.
+
You need to place an appropriately names marker in the editor.  Common practice is to place an empty marker named ''respawn_west'' but Multispawn will attempt to use the lowest level available respawn depending what markers it finds, with Group level being the lowest
  
Optionally place a marker named ''ALiVE_SUP_MULTISPAWN_INSERTION_%FACTION%'' to set a fixed faction specific insertion point.
+
* Group (SetGroupID): it will look for a marker named ''ALiVE_SUP_MULTISPAWN_RESPAWNGROUP_%GROUPID%''.
Optionally place a marker named ''ALiVE_SUP_MULTISPAWN_DESTINATION_%FACTION%'' to set fixed faction specific drop off point.
+
  
 +
* Faction: if no GroupID marker is available it will look for ''ALiVE_SUP_MULTISPAWN_RESPAWN_%FACTION%'' marker and provide a faction level respawn location.
  
'''Faction Respawn''': players will respawn at the faction specific respawn location.  Requires a marker named ''ALiVE_SUP_MULTISPAWN_RESPAWN_%FACTION%''
+
* Side: if neither group nor faction markers are available it will default to ''respawn_%SIDE%'' (same as the standard BIS method).
  
  
'''Respawn In Vehicle''': players will respawn in a vehicle belonging to their faction that is synced to the Multispawn module. The side and faction is determined automatically.  Alternatively, editors can set any vehicle as the respawn point by naming it ''ALiVE_SUP_MULTISPAWN_RESPAWNVEHICLE_%FACTION%''
+
*Note that you also need to include ''respawn=3'' in your [[https://community.bistudio.com/wiki/Description.ext description.ext]] as per standard mission editing.
 +
 
 +
 
 +
==Immersive Respawn==
 +
 
 +
In addition, Multispawn can provide immersive and varied respawn methods if selected in the options.  These need to be set up as follow:
 +
 
 +
'''Spawn on Squad''': vanilla style respawn on group
 +
# Markername: None
 +
# Fallback: If no other group member is alive it will fall back to the default respawn method of choice.
 +
 
 +
'''Insertion''': Simulates constant air insertion for that faction.
 +
# Marker names: ''ALiVE_SUP_MULTISPAWN_INSERTION_%FACTION%'' and ''ALiVE_SUP_MULTISPAWN_DESTINATION_%FACTION%''
 +
# Fallback: defaults to standard respawn method as above.
 +
 
 +
'''Spawn in vehicle''': Spawns players in a synced HQ vehicle of their faction.
 +
# Vehicle Name: ''ALiVE_SUP_MULTISPAWN_RESPAWNVEHICLE_%FACTION%''
 +
# Synced Vehicle: altnernatively sync a vehicle of the same faction as the player to the module.
 +
# Fallback: If no correctly named vehicle is alive it will fall back to default respawn method.
 +
 
 +
'''Spawn in building''': Spawns players in a building of choice (faction level).
 +
# Marker name: ''ALiVE_SUP_MULTISPAWN_RESPAWNBUILDING_%FACTION%''
 +
# Fallback: If no alive building is available near the markername it will fall back to default respawn method.
 +
 
 +
 
 +
[[Category:ALiVE Modules]]

Latest revision as of 07:29, 30 November 2014

Icon sys rwg.png ALiVE Player

How It Works

ALiVE Multispawn significantly enhances the standard player respawn function to provide multiple respawn locations and options for a more immersive experience. Mission Editors can choose from a number of different respawn options such as mobile HQ's, group and faction level respawn locations.


Usage: Place the Multispawn module in the editor and optionally select one of the advanced respawn methods.


You need to place an appropriately names marker in the editor. Common practice is to place an empty marker named respawn_west but Multispawn will attempt to use the lowest level available respawn depending what markers it finds, with Group level being the lowest

  • Group (SetGroupID): it will look for a marker named ALiVE_SUP_MULTISPAWN_RESPAWNGROUP_%GROUPID%.
  • Faction: if no GroupID marker is available it will look for ALiVE_SUP_MULTISPAWN_RESPAWN_%FACTION% marker and provide a faction level respawn location.
  • Side: if neither group nor faction markers are available it will default to respawn_%SIDE% (same as the standard BIS method).


  • Note that you also need to include respawn=3 in your [description.ext] as per standard mission editing.


Immersive Respawn

In addition, Multispawn can provide immersive and varied respawn methods if selected in the options. These need to be set up as follow:

Spawn on Squad: vanilla style respawn on group

  1. Markername: None
  2. Fallback: If no other group member is alive it will fall back to the default respawn method of choice.

Insertion: Simulates constant air insertion for that faction.

  1. Marker names: ALiVE_SUP_MULTISPAWN_INSERTION_%FACTION% and ALiVE_SUP_MULTISPAWN_DESTINATION_%FACTION%
  2. Fallback: defaults to standard respawn method as above.

Spawn in vehicle: Spawns players in a synced HQ vehicle of their faction.

  1. Vehicle Name: ALiVE_SUP_MULTISPAWN_RESPAWNVEHICLE_%FACTION%
  2. Synced Vehicle: altnernatively sync a vehicle of the same faction as the player to the module.
  3. Fallback: If no correctly named vehicle is alive it will fall back to default respawn method.

Spawn in building: Spawns players in a building of choice (faction level).

  1. Marker name: ALiVE_SUP_MULTISPAWN_RESPAWNBUILDING_%FACTION%
  2. Fallback: If no alive building is available near the markername it will fall back to default respawn method.