Player Activatable WayPoints On respawn

what it does: actually it's 2 scripts one for the objet to be returned to and one for the onrespawn hook
when the player respawns the PC is teleported back to the waypoint last acivated by the player. useful for avoiding multiple deaths in a row.

first you need to create a custom object to use as a waypoint(make sure the usable tag is checked)

then on the onuse hook for the waypoint put this script

void main()
{
string sWPativated = ("Haven Waypoint Activated");
SetLocalString (GetModule(), "Havenrestart",GetTag(OBJECT_SELF));
SpeakString (sWPactivated);
}

the sWPactivated is the text string that will pop up when the waypoint is used telling players that the waypoint is activated. if you want different town names to show up then you need to copy this script for each town and give it a different name.

"HavenRestart" is tag of the Custom object you created for this purpose.


then Place this script with any modifications you see fit in the on respawn hook in module properties

void main()
{
object oRespawner = GetLastRespawnButtonPresser ();
ApplyEffectToObject (DURATION_TYPE_INSTANT, EffectResurrection(), oRespawner);
location lrespawnloc;
string Havre;


Havre = GetLocalString (GetModule(), "Havenrestart");
lrespawnloc = GetLocation (GetObjectByTag (Havre));
AssignCommand (oRespawner, JumpToLocation (lrespawnloc));

}


Have fun with this one... i havent tested it in multiplayer yet tell me if it works will ya.

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