Difference between revisions of "Multispawn"

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==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.
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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 method.  Either sync a vehicle of the desired faction to the module or place a correctly named map marker as below.
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''Usage'': Place the Multispawn module in the editor and optionally select one of the advanced respawn methods.
  
  
';'Spawn on Squad''': similar to the standard spawn on group.
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By default, multispawn will attempt to use the lowest level available respawn depending what markers it finds, with Group level being the lowest.
  
'''Air Insertion''':  simulates a battlefield logistics unit providing continuous air insertion for your faction. Killed players (and optionally JIP players) are queued until the heli is available then transported to the insertion point. Map Markers must be placed as follows:
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# Group (SetGroupID): it will look for a marker named ''ALiVE_SUP_MULTISPAWN_RESPAWNGROUP_%GROUPID%''.
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# Faction: if no GroupID marker is available it will look for ''ALiVE_SUP_MULTISPAWN_RESPAWN_%FACTION%'' marker and provide a faction level respawn location.
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# Side: if neither group nor faction markers are available it will default to ''respawn_%SIDE%'' (same as the standard BIS method).
  
''ALiVE_SUP_MULTISPAWN_INSERTION_%FACTION%''
 
  
''ALiVE_SUP_MULTISPAWN_DESTINATION_%FACTION%''
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In addition, Multispawn can provide immersive and varied respawn methods if selected in the options.  These need to be set up as follow:
  
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'''Spawn on Squad''': vanilla style respawn on group
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# Markername: None
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# Fallback: If no other group member is alive it will fall back to the default respawn method of choice.
  
'''Faction Respawn''': players will respawn at the faction specific respawn location. Requires a marker named ''ALiVE_SUP_MULTISPAWN_RESPAWN_%FACTION%''
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'''Insertion''': Simulates constant air insertion for that faction.
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# Marker names: ''ALiVE_SUP_MULTISPAWN_INSERTION_%FACTION%'' and ''ALiVE_SUP_MULTISPAWN_DESTINATION_%FACTION%''
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# Fallback: defaults to standard respawn method as above.
  
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'''Spawn in vehicle''': Spawns players in a synced HQ vehicle of their faction.
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# Vehicle Name: ''ALiVE_SUP_MULTISPAWN_RESPAWNVEHICLE_%FACTION%''
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# Synced Vehicle: altnernatively sync a vehicle of the same faction as the player to the module.
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# Fallback: If no correctly named vehicle is alive it will fall back to default respawn 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%''
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'''Spawn in building''': Spawns players in a building of choice (faction level).
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# Marker name: ''ALiVE_SUP_MULTISPAWN_RESPAWNBUILDING_%FACTION%''
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# Fallback: If no alive building is available near the markername it will fall back to default respawn method.

Revision as of 06:28, 27 September 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.


By default, multispawn will attempt to use the lowest level available respawn depending what markers it finds, with Group level being the lowest.

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


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.