Open McFurSun opened 3 years ago
One thing to take note or make a plan for is enforcing a respawn timer,
I think it needs to be made clear to all that despite you respawning after 10 seconds, there will still be a delay for you returning to the fight.
As I see it in my head, they respawn and are then immediately put into spectator. If they choose to leave spectator they are stuck in the locked building until the Zeus decides they can rejoin the fight.
But yes we have to make it clear on how that works. Maybe as part of the breifing
Info on wave respawns.
With the new approach to using EG spectator its likely my previous comments are defunct.
NO RESPAWN set a huge ass time
respawnDelay = 99999999999999;
respawnTemplates[] = {"MenuPosition", "Spectator"};
WAVE RESPAWN set a time inline with the witchcraft in the link above.
respawnDelay = 35; //respawn wave delay
respawnTemplates[] = {"MenuPosition", "Wave", "Spectator"};
REGULAR RESPAWNS
respawnDelay = 5;
respawnTemplates[] = {"MenuPosition", "Spectator"};
I believe this is addressed in #9
May need some more info added to readme and potentially directly in discord as Mcfur suggested
https://github.com/Task-Force-Raider/Mission-Template/blob/0409d5a362c683c8e781242c2aa882dfb99d002c/%5BTFR%5DMission_Template.VR/description.ext#L25
menu position template 10 second timer
Then for each respawn type it is up to the mission maker to implement the below depending on what they want their respawn options to be.
NO RESPAWN 1 respawn marker
You respawn in a locked building and are then via trigger given ace spectator. If for some reason you need to get put back into the fight, Zeus will tp you in and the trigger will deactivate the ace spectator.
WAVE RESPAWN 1 respawn marker As above, inserts are as and when the Zeus decides the wave to occur.
REGULAR RESPAWN Can be one or multiple respawn markers
As above but no locked building and if the mission has it alternate respawn locs can be chosen. No ace spectator trigger as well.