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52d703c2eb
Previously they were only hidden, but this didn't account for the annoying audio they play so now they're entirely staged like a spectator unit would be.
50 lines
1.6 KiB
Plaintext
50 lines
1.6 KiB
Plaintext
/*
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* Author: SilentSpike
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* The ace_spectator respawn template, handles killed + respawn
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* Can be used via BI's respawn framework, see:
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* https://community.bistudio.com/wiki/Arma_3_Respawn
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*
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* Arguments:
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* 0: Corpse/New Unit <OBJECT>
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* 1: Killer/Old Unit <OBJECT>
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* 2: Respawn Type <NUMBER>
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* 3: Respawn Delay <NUMBER>
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*
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* Return Value:
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* None <NIL>
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params [["_unit",objNull,[objNull]], ["_killer",objNull,[objNull]], ["_respawn",0,[0]], ["_respawnDelay",0,[0]]];
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private ["_vision","_pos"];
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// When all are dead with respawn type "None" the mission should end
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if ((_respawn == 0) && {{alive _x} count allPlayers <= 0}) exitWith {
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[["endDeath",false],"BIS_fnc_endMission"] call EFUNC(common,execRemoteFnc);
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};
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// Some environment information can be used for the initial camera attributes
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if (isNull _killer) then {_killer = _unit};
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_vision = [-2,-1] select (sunOrMoon < 1);
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_pos = (getPosATL _unit) vectorAdd [0,0,5];
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// Enter/exit spectator based on the respawn type and whether killed/respawned
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if (alive _unit) then {
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if (_respawn == 1) then {
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[_unit] call FUNC(stageSpectator);
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[2,_killer,_vision,_pos,getDir _unit] call FUNC(setCameraAttributes);
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[true] call FUNC(setSpectator);
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} else {
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[false] call FUNC(setSpectator);
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};
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} else {
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// Negligible respawn delay can result in entering spectator after respawn
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if (playerRespawnTime <= 1) exitWith {};
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[2,_killer,_vision,_pos,getDir _unit] call FUNC(setCameraAttributes);
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[true] call FUNC(setSpectator);
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};
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