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Multiplayer Respawn in SP 1.6 (FINAL)

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MP Respawn adds the respawn feature in Multiplayer to Singleplayer.
This mod don't contains bugs, report me if that contains!
MP Respawn can change his respawn position for any mod, that means you can do mission and when failed he respawn a certain point! Watch below for the code!

Log update:
TOTAL REVAMP of the mod, the code is brand new with radar enabled!
New spawn system (from MP)
Allowed respawn point at custom maps!

For Custom Model:
It isn't the mod's fault, some mods like Menyoo remove the custom model!


Requirements:
- Script Hook V

Bugs rules:
- No other respawn mod installed!

Credit: This mod includes a little feature, it's up to you to credit me or not.

Mod friendly code:

class DVector3 {
public:
Vector3 a = Vector3(0, 0, 0);
Vector3 b = Vector3(0, 0, 0);
DVector3() {};
DVector3(Vector3 _a, Vector3 _b) {
a = _a;
b = _b;
}
DVector3(float x, float y, float z, float x2, float y2, float z2) {
a = Vector3(x, y, z);
b = Vector3(x2, y2, z2);
}
};
vector RespawnPoints;
bool RespawnPointIsPlayerKilled = false;
void AddRespawnPoint(DVector3 Point) {
RespawnPoints.push_back(Point);
}
void ClearRespawnPoints() {
RespawnPoints.clear();
}
void RespawnPointTick() {
if (RespawnPointIsPlayerKilled) {
if (IS_SCREEN_FADING_IN()) {
RespawnPointIsPlayerKilled = false;

if (RespawnPoints.size()) {
DVector3 RDNRespawnPoint = RespawnPoints[TOOLS::GetRandomInt(0, RespawnPoints.size() - 1)];

WAIT(10);

SetPlayerPos(RDNRespawnPoint.a);
SetPlayerRot(RDNRespawnPoint.b);

FORCE_ALL_HEADING_VALUES_TO_ALIGN(PLAYER_PED_ID());
}
}
}
else {
if (IsEntityDead(PLAYER_PED_ID()))
RespawnPointIsPlayerKilled = true;
}
}
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Först uppladdad: 27 februari 2024
Senast uppdaterad: 4 dagar sen
Senast nedladdad: 1 timma sedan

All Versions

 1.6 (FINAL) (current)

94 nerladdade , 100 KB
4 dagar sen

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