Multiplayer Respawn in SP 1.6 (FINAL)
2,112
31
2,112
31
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;
}
}
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;
}
}
Pertama dimuat naik: 27 Febuari, 2024
Tarikh Kemaskini: 4 hari yang lalu
Last Downloaded: 1 hours ago
59 Komen
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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;
}
}
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;
}
}
Pertama dimuat naik: 27 Febuari, 2024
Tarikh Kemaskini: 4 hari yang lalu
Last Downloaded: 1 hours ago
To fix the sound bug, download the latest version (1.6)
@IOCC I will do a update
@Hydraxonn I revamped the system but it seems to be broken, i will view
What the fuck, my speakers almost broke when I died. GG mod. It respawns correctly, but it's useless in this state.
@bassbringer Download the 1.5 version
@JIMX still audio looping on death. With 1.5
@JIMX as far as I could tell in one of your previous versions only collision death triggered the audio bug but it still seems to be any type of death with 1.5
@voodoodres ok
@JIMX This latest update fixed the audio bug and it looks like the script is working better than ever. Thanks for uploading!
@N. Man nice!
@Alex_Hornet The latest version (1.6) fix all bugs and provide more realism to Multiplayer!
@voodoodres Test the latest version!
How to set a custom respawn point? There is only one asi file in the mod file and no configuration file.
@JoyLucien I made it for mod, the code is in the description all way down.
@JIMX Yes, I wrote a similar one in C# language according to your code. It can set custom respawn point coordinates. But how can I block the game's original respawn animation? Then my above question is: Does your script support respawning with custom coordinates? I tried your script. It seems that no configuration file is automatically generated. It respawns automatically from the nearest road.
@JoyLucien MP Respawn block the original respawn animation or i don't understand your question? and yes my script support custom respawn cause i already use it for my next mod which is exactly the code that i shared. Your c# code must be powered like script hook v dotnet, make sure that your code is same thing as the c++ code. Then it should work! DM me .jamsx if he keep teleporting to the nearest road.
@JIMX Works like a charm boss!!!!!!
@JIMX Is this function used to enable mp respawn: NETWORK_RESURRECT_LOCAL_PLAYER.What I mean by your script's custom respawn feature is whether your script supports setting multiple custom coordinates in the configuration file to respawn, such as randomly reading multiple coordinate points set for teleportation when a player dies. But your script only has one ASI and I haven't seen the configuration file.
@JoyLucien NETWORK_RESURRECT_LOCAL_PLAYER isn't working in SP, you have to create your own respawn, that means it's you to manage everything, + the latest version's code is become complex. So, MP Respawn respawn to the nearest road any matter. BUT, if you adding the code in the description to be a DOTNET mod or a SHV mod independantly to MP Respawn. It will work, it's very useless to add a ini file since you have just to create your own mod that redefine the respawn point! So your c# code that you made, put it to a brand new blank mod using shv dotnet then put in GTA V, it should work! Make sure that your code is the same to my example code!
@voodoodres Nice!