Adding respawn to A Custom Mission.
I’ve started building a new custom Warfare mission from scratch using Thirsk Island by Raunhofer. It’s a cool little island that doesn’t have Warfare locations built in, so I can tinker. The first thing I’ll need to setup for this mission is respawn. With my skill level, it’s a feature I will be using frequently.
Setting Up Respawn
All the settings for respawn are placed in the
description.ext file in your mission folder.
Description.ext is a text file that you will have to create in a text editor, as it can’t be created in the Arma mission editor. My personal text editor of choice is Notepad, but just make sure that when you save the file you don’t choose the “Text” file type. This will result in a file called
description.ext.txt, which Arma will ignore.
Respawn Options In Arma II
Arma II offers six different respawn types:
- “Bird” – player respawns as a seagull
- “Instant” – player respawns where they died
- “Base” – respawns at a specially named marker placed in the editor
- “Group” – respawns to an existing AI in the player’s group. If the group has no AI the player is respawned as a seagull.
- “Side” – respawn to an AI on the player’s side. If there are no AI left, the player respawns as a seagull
For my warfare mission I will want to have the player’s respawn at their base, so in my
description.ext I type:
respawn = "BASE";
respawnDelay = 15;
respawnDialog = false;
where respawn is the respawn type. respawnDelay is the amount of time (in seconds) that the player will have to wait before they respawn. respawnDialog = false; turns off the scoreboard and respawn countdown timer.
Normally with the respawn type set to “BASE” I would need to provide a markers named
respawn_guerrila, but the warfare module builds these for me automatically at the mission’s startlocation.
To respawn vehicles I would need to insert a marker named
respawn_vehicle_guerrila where I wanted the vehicle to respawn. In my
description.ext I could set respawnVehicleDelay = DelayInSeconds;
If I wanted to limit the number of respawns or time delay for a particular vehicle, I would use the
respawnVehicle command in the vehicles init field. For example if I wanted an A-10 to only respawn three times with a one minute wait between respawns I would type the following in the A-10 init field:
this respawnVehicle [60,3];
All this is taken care of by the Warfare module, so I don’t need to worry about this for my mission.
The following table describes the types of respawn that are available and is taken directly from the Description.ext documentation at the biki.
|0 or “NONE”||No respawn|
|1 or “BIRD”||Respawn as a seagull|
|2 or “INSTANT”||Respawn just where you died.|
|3 or “BASE”||Respawn in base. Requires a marker named:
Add markers named with the prefix ‘respawn_west’ with any suffix (eg: respawn_westABC, respawn_west1, respawn_west_2, etc) for multiple random respawn points. Similarly for east, guerrila and civilian.
|4 or “GROUP”||Respawn in your group (if there’s no AI left, you’ll become a seagull).|
|5 or “SIDE”||Respawn into an AI unit on your side (if there’s no AI left, you’ll become a seagull) – implemented in ArmA 1.08: with this respawn type, team switch is also available to any AI controlled playable units.|
respawn = RespawnType;
respawnDelay = DelayInSeconds;
respawnVehicleDelay = DelayInSeconds;
respawnDialog = 0; // Show the scoreboard and respawn countdown timer for a player if he is killed with respawnType 3. Default is 1 (true).
Example mission with a separate CDF respawn point (In answer to a comment by Like A Troll)