FighterD1 10 Posted September 8, 2013 Hello, I need some help! So recently I have moved over a friends game of his from Stratis to Altis. Copying over all the scripts and all the units/objects of the map. I am having an issue where when the players dies he is greeted by our select load-out screen, yet it is blank with no choices to choose from! :confused: I knew it was working in my friends old game on Stratis, all I have done is add to the description.ext to add a new class CfgDebriefing. Does anyone know how that may have broken it? We are using a dedicated box, but I have tested it as well as by hosting and still no success. I am curious as to how I broke it! Here is the code: Author = stuff onLoadName = stuff OnLoadMission = stuff Respawn = BASE; RespawnDelay = 15; DisabledAI = true; joinUnassigned = false; // auto assign class Header { gameType=TDM; minPlayers=1; maxPlayers=40; }; class CfgDebriefing { class End1 { title = "TIME REACHED"; subtitle = "BLUFOR WINS"; description = "Congratulations, BLUFOR has won by collecting the most amount of points."; }; class End2 { title = "TIME REACHED"; subtitle = "OPFOR WINS"; description = "Congratulations, OPFOR has won by collecting the most amount of points."; }; }; respawnTemplatesWest[] = {"MenuInventory","MenuPosition"}; respawnTemplatesEast[] = {"MenuInventory","MenuPosition"}; class CfgRespawnInventory { class WEST1 { displayName = "Grenadier"; // Name visible in the menu icon = "\A3\ui_f\data\igui\cfg\weaponicons\GL_ca.paa"; // Icon displayed next to the name // Condition must return true in order for the loadout to be displayed in the menu. // Evaluated when the menu is opened. show = "side group _this == west"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "arifle_MX_GL_F", "hgun_P07_F", "Rangefinder" }; magazines[] = { "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "SmokeShell", "SmokeShell", "SmokeShell", "HandGrenade", "HandGrenade", "HandGrenade", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_Smoke_Grenade_shell", "1Rnd_Smoke_Grenade_shell", "1Rnd_Smoke_Grenade_shell", "1Rnd_Smoke_Grenade_shell", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag" }; items[] = { "FirstAidKit", "FirstAidKit", "FirstAidKit", "FirstAidKit" }; linkedItems[] = { "V_Chestrig_khk", "H_HelmetB", "optic_aco", "acc_flashlight", "ItemGPS", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_B_CombatUniform_mcam_tshirt"; backpack = "B_AssaultPack_mcamo"; }; class WEST2 { displayName = "Automatic Rifleman"; // Name visible in the menu icon = "\A3\ui_f\data\igui\cfg\weaponicons\MG_ca.paa"; // Icon displayed next to the name // Condition must return true in order for the loadout to be displayed in the menu. // Evaluated when the menu is opened. show = "side group _this == west"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "LMG_Zafir_F", "hgun_P07_F", "Rangefinder" }; magazines[] = { "150Rnd_762x51_Box", "150Rnd_762x51_Box", "150Rnd_762x51_Box", "150Rnd_762x51_Box", "150Rnd_762x51_Box", "SmokeShell", "SmokeShell", "SmokeShell", "HandGrenade", "HandGrenade", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag" }; items[] = { "FirstAidKit", "FirstAidKit", "FirstAidKit", "FirstAidKit" }; linkedItems[] = { "V_PlateCarrier2_rgr", "H_HelmetB", "optic_mrco", "acc_flashlight", "ItemGPS", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_B_CombatUniform_mcam_tshirt"; backpack = "B_AssaultPack_mcamo"; }; class WEST3 { displayName = "Explosive Specialist"; // Name visible in the menu icon = "\A3\ui_f\data\igui\cfg\weaponicons\AT_ca.paa"; // Icon displayed next to the name // Condition must return true in order for the loadout to be displayed in the menu. // Evaluated when the menu is opened. show = "side group _this == west"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "arifle_MXC_F", "hgun_P07_F", "Rangefinder" }; magazines[] = { "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "SmokeShell", "SmokeShell", "HandGrenade", "HandGrenade", "APERSBoundingMine_Range_Ammo", "APERSBoundingMine_Range_Ammo", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag" }; items[] = { "FirstAidKit", "FirstAidKit", "FirstAidKit", "FirstAidKit" }; linkedItems[] = { "V_PlateCarrier2_rgr", "H_Cap_headphones", "optic_aco", "acc_flashlight", "ItemGPS", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_B_CombatUniform_mcam"; backpack = "B_Kitbag_cbr"; }; class WEST4 { displayName = "Marksman"; // Name visible in the menu icon = "\A3\ui_f\data\igui\cfg\weaponicons\srifle_ca.paa"; // Icon displayed next to the name // Condition must return true in order for the loadout to be displayed in the menu. // Evaluated when the menu is opened. show = "side group _this == west"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "arifle_MXM_F", "hgun_P07_F", "Laserdesignator", }; magazines[] = { "Laserbatteries", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "SmokeShell", "SmokeShell", "HandGrenade", "HandGrenade", "ClaymoreDirectionalMine_Remote_Mag", "ClaymoreDirectionalMine_Remote_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag" }; items[] = { "FirstAidKit", "FirstAidKit", "FirstAidKit", "FirstAidKit" }; linkedItems[] = { "V_Chestrig_khk", "H_Watchcap_blk", "optic_Hamr", "acc_flashlight", "ItemGPS", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_B_CombatUniform_mcam"; }; class EAST1 { displayName = "Grenadier"; // Name visible in the menu icon = "\A3\ui_f\data\igui\cfg\weaponicons\GL_ca.paa"; // Icon displayed next to the name // Condition must return true in order for the loadout to be displayed in the menu. // Evaluated when the menu is opened. show = "side group _this == east"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "arifle_Katiba_GL_F", "hgun_rook40_f", "Rangefinder", }; magazines[] = { "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "SmokeShell", "SmokeShell", "SmokeShell", "HandGrenade", "HandGrenade", "HandGrenade", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_Smoke_Grenade_shell", "1Rnd_Smoke_Grenade_shell", "1Rnd_Smoke_Grenade_shell", "1Rnd_Smoke_Grenade_shell", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag" }; items[] = { "FirstAidKit", "FirstAidKit", "FirstAidKit", "FirstAidKit" }; linkedItems[] = { "V_HarnessO_brn", "H_HelmetO_ocamo", "optic_aco", "acc_flashlight", "ItemGPS", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_O_CombatUniform_ocamo"; backpack = "B_AssaultPack_ocamo"; }; class EAST2 { displayName = "Automatic Rifleman"; // Name visible in the menu icon = "\A3\ui_f\data\igui\cfg\weaponicons\MG_ca.paa"; // Icon displayed next to the name // Condition must return true in order for the loadout to be displayed in the menu. // Evaluated when the menu is opened. show = "side group _this == east"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "LMG_Zafir_F", "hgun_rook40_f", "Rangefinder" }; magazines[] = { "150Rnd_762x51_Box", "150Rnd_762x51_Box", "150Rnd_762x51_Box", "150Rnd_762x51_Box", "150Rnd_762x51_Box", "SmokeShell", "SmokeShell", "SmokeShell", "HandGrenade", "HandGrenade", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag" }; items[] = { "FirstAidKit", "FirstAidKit", "FirstAidKit", "FirstAidKit" }; linkedItems[] = { "V_HarnessOGL_brn", "H_HelmetO_ocamo", "optic_mrco", "acc_flashlight", "ItemGPS", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_O_CombatUniform_ocamo"; backpack = "B_AssaultPack_ocamo"; }; class EAST3 { displayName = "Explosive Specialist"; // Name visible in the menu icon = "\A3\ui_f\data\igui\cfg\weaponicons\AT_ca.paa"; // Icon displayed next to the name // Condition must return true in order for the loadout to be displayed in the menu. // Evaluated when the menu is opened. show = "side group _this == east"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "arifle_Katiba_C_F", "hgun_rook40_f", "Rangefinder" }; magazines[] = { "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "SmokeShell", "SmokeShell", "HandGrenade", "HandGrenade", "APERSBoundingMine_Range_Ammo", "APERSBoundingMine_Range_Ammo", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag" }; items[] = { "FirstAidKit", "FirstAidKit", "FirstAidKit", "FirstAidKit" }; linkedItems[] = { "V_HarnessOGL_brn", "H_Cap_headphones", "optic_aco", "acc_flashlight", "ItemGPS", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_O_CombatUniform_ocamo"; backpack = "B_FieldPack_ocamo"; }; class EAST4 { displayName = "Marksman"; // Name visible in the menu icon = "\A3\ui_f\data\igui\cfg\weaponicons\srifle_ca.paa"; // Icon displayed next to the name // Condition must return true in order for the loadout to be displayed in the menu. // Evaluated when the menu is opened. show = "side group _this == east"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "srifle_EBR_F", "hgun_rook40_f", "Laserdesignator" }; magazines[] = { "Laserbatteries", "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "SmokeShell", "SmokeShell", "HandGrenade", "HandGrenade", "ClaymoreDirectionalMine_Remote_Mag", "ClaymoreDirectionalMine_Remote_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag" }; items[] = { "FirstAidKit", "FirstAidKit", "FirstAidKit", "FirstAidKit" }; linkedItems[] = { "V_HarnessO_brn", "H_Watchcap_blk", "optic_Hamr", "acc_flashlight", "ItemGPS", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_O_CombatUniform_ocamo"; }; }; Share this post Link to post Share on other sites
kylania 568 Posted September 8, 2013 EAST1 has an extra , after "Rangefinder" which would break things. Also of course the "stuff" at the top needs ; at the end of each line. Share this post Link to post Share on other sites
bangabob 45 Posted September 8, 2013 Have you got this code in the init.sqf? [east, "EAST1"] call BIS_fnc_addRespawnInventory; [east, "EAST2"] call BIS_fnc_addRespawnInventory; [east, "EAST3"] call BIS_fnc_addRespawnInventory; [east, "EAST4"] call BIS_fnc_addRespawnInventory; //And so on Share this post Link to post Share on other sites
FighterD1 10 Posted September 8, 2013 I just used stuff to hide some info I rather not share :P I have the semicolons. But BangaBob was right, I never knew that was needed. It fixed the issue. Thank you! Share this post Link to post Share on other sites
byrkoet 1 Posted September 17, 2013 I have tried the same thing, but I keep getting this error: [bIS_fnc_selectRespawnTemplate] respawn template "menuPosition" not found. My description.ext includes the following: ... respawnTemplates[] = { 'menuInventory', 'menuPosition' }; class cfgRespawnTemplates { class menuInventory { //--- dont mind these, they were just for testing. //onPlayerRespawn = 'BIS_fnc_respawnInventory'; }; class menuPosition { //onPlayerRespawn = 'BIS_fnc_respawnPosition'; }; }; class cfgRespawnInventory { class guer1 { show = 'side group _this == resistance'; displayName = 'default'; icon = '\A3\ui_f\data\igui\cfg\weaponicons\GL_ca.paa'; weapons[] = { 'binocular' }; uniformClass = 'U_I_CombatUniform_shortsleeve'; }; }; My init.sqf is as follows: ... [resistance, 'guer1'] call BIS_fnc_addRespawnInventory; [resistance, 'respawn_guerilla01'] call BIS_fnc_addRespawnPosition; [resistance, 'respawn_guerilla02'] call BIS_fnc_addRespawnPosition; I have tried everything to get it working, but the error above is the best I can do. So I am here to ask you good folk for help with this unfortunate failure of mine. Here are a few quick links I used for guidance: Arma_3_Respawn BIS_fnc_addRespawnPosition BIS_fnc_addRespawnInventory I also tried running the following, but it crashed my game and returned a vague error noting that it was expecting a ']' instead of 'r' (from resistance): class cfgRespawnTemplates { class menuInventory { [resistance, 'guer1'] call BIS_fnc_addRespawnInventory; }; class menuPosition { [resistance, 'respawn_guerilla1'] call BIS_fnc_addRespawnPosition; [resistance, 'respawn_guerilla2'] call BIS_fnc_addRespawnPosition; }; }; Keep in mind that I removed the corresponding lines from the init.sqf Many thanks if you even attempt to help me. I really appreciate all the help. :) Share this post Link to post Share on other sites
David77 10 Posted September 17, 2013 (edited) respawnTemplates[] = {[color="#FF0000"]"[/color]menuInventory[color="#FF0000"]"[/color], [color="#FF0000"]"[/color]menuPosition[color="#FF0000"]"[/color]}; Is the only way I could get the respawntemplate to work. But not with single quotes. Use normal quotes for everything and see if that helps. Also, using quotes on the respawn positions is only needed if you use markers for the position. IE; [resistance, "respawn_guerilla01"] call BIS_fnc_addRespawnPosition; At that, that method isn't even working now. You need to use an object such as an invis hpad or trigger. So use an object instead [resistance, respawn_guerilla01] call BIS_fnc_addRespawnPosition; Also you can't call functions in .ext, .hpp or .cpp files. You need to use sqf for that. It will CTD as they are very finicky. ---------- Post added at 03:33 ---------- Previous post was at 03:22 ---------- Here's an example of how I do loadouts & spawn positions. Description.ext onloadname = "WARFRONT - Airfield"; author = Iceman77; OnLoadMission = "Capture And Hold The Zones Around The Airfield"; // ============================================================================================ class Header { gameType = SC; minPlayers = 2; maxPlayers = 40; }; // ============================================================================================ respawn = "BASE"; respawndelay = 5; disabledAI = 1; respawnDialog = 1; respawnTemplates[] = {"MenuInventory","MenuPosition"}; //respawnOnStart = 1; //Respawn Templates class CfgRespawnInventory { #include "Roles.hpp" }; Roles.hpp //CQB Specialist class CQB_Specialist { displayName = "CQB Specialist"; weapons[] = { "arifle_MX_F", "hgun_P07_F", "Binocular" }; magazines[] = { "smokeshell", "smokeshell", "smokeshell", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "HandGrenade", "HandGrenade", "HandGrenade", "HandGrenade", "HandGrenade" }; items[] = { "FirstAidKit", "optic_holosight" }; linkedItems[] = { "V_PlateCarrier1_rgr", "H_HelmetB", "acc_pointer_IR", "optic_Aco", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "ItemGps", "NVGoggles" }; uniformClass = "U_B_CombatUniform_mcam"; }; //Grenadier class Grenadierz { displayName = "Grenadier"; weapons[] = { "arifle_MX_GL_F", "hgun_P07_F", "Binocular" }; magazines[] = { "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag" }; items[] = { }; linkedItems[] = { "V_PlateCarrier1_rgr", "H_HelmetB", "acc_pointer_IR", "optic_Aco", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "ItemGps", "NVGoggles" }; uniformClass = "U_B_CombatUniform_mcam"; }; //LMG Specialist class LMG_Specialist { displayName = "LMG Specialist"; weapons[] = { "arifle_MX_SW_Pointer_F", "Binocular" }; magazines[] = { "100Rnd_65x39_caseless_mag", "100Rnd_65x39_caseless_mag", "100Rnd_65x39_caseless_mag", "100Rnd_65x39_caseless_mag", "100Rnd_65x39_caseless_mag", "100Rnd_65x39_caseless_mag", "100Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag" }; items[] = { }; linkedItems[] = { "V_PlateCarrier1_rgr", "H_HelmetB", "optic_holosight", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "ItemGps", "NVGoggles" }; uniformClass = "U_B_CombatUniform_mcam_tshirt"; backpack = "B_AssaultPack_blk"; }; //Medic class Medicz { displayName = "Medic"; weapons[] = { "arifle_MXC_F", "hgun_P07_F", "Binocular" }; magazines[] = { "smokeshell", "smokeshell", "smokeshell", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag" }; items[] = { "Medikit", "FirstAidKit", "FirstAidKit", "FirstAidKit", "FirstAidKit", "FirstAidKit", "FirstAidKit", "FirstAidKit", "FirstAidKit", "FirstAidKit", "FirstAidKit" }; linkedItems[] = { "V_PlateCarrier1_rgr", "H_HelmetB", "acc_pointer_IR", "optic_Aco", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "ItemGps", "NVGoggles" }; uniformClass = "U_B_CombatUniform_mcam_tshirt"; backpack = "B_AssaultPack_blk"; }; Init.sqf WaitUntil {Sleep 1;Local Player}; _gear = [west, "CQB_Specialist"] call BIS_fnc_addRespawnInventory; _gear = [west, "Grenadierz"] call BIS_fnc_addRespawnInventory; _gear = [west, "LMG_Specialist"] call BIS_fnc_addRespawnInventory; _gear = [west, "Medicz"] call BIS_fnc_addRespawnInventory; For respawn locations use something like this within an sqf file or trigger. //Place an object or trigger named zone1. All west troops will now have this as a spawn pos. W_Zone1_Respawn = [west, zone1] call BIS_fnc_addRespawnPosition; I gave the respawn position a handle so I can remove the respawn position from the menu very easily with: W_Zone1_Respawn call BIS_fnc_removeRespawnPosition; Edited September 17, 2013 by David77 Share this post Link to post Share on other sites
byrkoet 1 Posted September 17, 2013 Thank you very much, David. Ineed, the double quote marks in description.ext are highly necessary. This line, in your init.sqf should be avoided as of version(dev) 1.01.110133. WaitUntil {Sleep 1; local player}; It merely returns an error and wouldn't spawn any character correctly. Another little syntax error (which I dindn't have previously) was that I had a space afer the weapons array: weapons [] = { 'binocular' }; Apparently such a space is not allowed and so I avoided another error. Oh, and one minor thing I noticed: the order in which you add the respawnPosition function in the init.sqf will be the reversed order of spawning if the menu is unavailable, as for example in the editor. Furthermore I have used small grascutters to serve as spawnpoints, since they count as units. It was indeed a very viable alternative, thank you for that suggestion aswell. On the other side it is a shame that the spawn points are titled 'NO AI' or something of that fashion, but it won't be a bother. As such, thank you very much for helping me out! Share this post Link to post Share on other sites
David77 10 Posted September 17, 2013 (edited) WaitUntil {Sleep 1; local player}; It merely returns an error and wouldn't spawn any character correctly. ?? I can't use a waitUntil in the init.sqf? That's news to me and doesn't return any errors on official stable build. In any case, I was []Spawn {} the code so it could go on a separate thread. I was merely making everything as simplistic as i could for the post =) Edited September 17, 2013 by David77 Share this post Link to post Share on other sites
Larrow 2822 Posted September 17, 2013 [resistance, "respawn_guerilla01"] call BIS_fnc_addRespawnPosition;At that, that method isn't even working now. You need to use an object such as an invis hpad or trigger. The creation of respawn points as markers are working the problem is with the respawnMenu not showing markers unless they are named the default way of respawn_SIDE#. I pm'ed Moricky the other day and he told me that he has fixed the problem and it will be in the next patch. The problem with using respawn_SIDE# markers are they are used as initial spawning points and also always appear in the menu :/ so you cant use them as e.g spawn points enabled for capturing a sector.On the other side it is a shame that the spawn points are titled 'NO AI' or something of that fashion, but it won't be a bother.Where do you see this title? Any respawn points i add are named in the respawn menu as the objects name or a grid reference if they are markers. I have been able to change the markers display name in the menu by using the Text field when creating a marker but nothing seems to work for objects (i thought maybe the description field would have been a good way to do it). Share this post Link to post Share on other sites
David77 10 Posted September 17, 2013 Another little syntax error (which I dindn't have previously) was that I had a space afer the weapons array: weapons [] = { 'binocular' }; Oh, and one minor thing I noticed: the order in which you add the respawnPosition function in the init.sqf will be the reversed order of spawning if the menu is unavailable, as for example in the editor. Furthermore I have used small grascutters to serve as spawnpoints, since they count as units. It was indeed a very viable alternative, thank you for that suggestion aswell. On the other side it is a shame that the spawn points are titled 'NO AI' or something of that fashion, but it won't be a bother. yeah. As such, thank you very much for helping me out! I just copy and pasted my fully working code. Idk about any space in the weapons array. You're welcome. ---------- Post added at 18:18 ---------- Previous post was at 18:16 ---------- The creation of respawn points as markers are working the problem is with the respawnMenu not showing markers unless they are named the default way of respawn_SIDE#. I pm'ed Moricky the other day and he told me that he has fixed the problem and it will be in the next patch. The problem with using respawn_SIDE# markers are they are used as initial spawning points and also always appear in the menu :/ so you cant use them as e.g spawn points enabled for capturing a sector.Where do you see this title? Any respawn points i add are named in the respawn menu as the objects name or a grid reference if they are markers. I have been able to change the markers display name in the menu by using the Text field when creating a marker but nothing seems to work for objects (i thought maybe the description field would have been a good way to do it). Yeah traditional respawn markers work. But it isn't a very viable way. Share this post Link to post Share on other sites
twistking 204 Posted August 3, 2014 Hello guys, i'm making a coop-mission with the greenfor/independent units. i want to use the tickets-, menuposition- and menuinventory-template, but it doesn't work. the inventory-screen stays blank. i once tried it with blufor and it worked, so i guess the greenfor might be the problem. I already tred other designations for Guer, like "resistance" (resistance1, resistance2 etc.) https://community.bistudio.com/wiki/Arma_3_Respawn#Respawn_Templates description.ext respawn = 3; respawnDelay = 10; respawnTemplates[] = {"Tickets","MenuPosition","MenuInventory"}; class CfgRespawnInventory { class Guer1 { vehicle = "I_Soldier_GL_F" }; class Guer2 { vehicle = "I_Soldier_AR_F" }; }; Share this post Link to post Share on other sites
L3TUC3 32 Posted August 3, 2014 Independent, resistance and GUER are a bit odd as they're not interchangeable half the time. http://feedback.arma3.com/view.php?id=17976 Try "independent". Share this post Link to post Share on other sites
twistking 204 Posted August 3, 2014 thanks for the answer! i tried "independent" and "indep". unfortunately still no success. i'm not good at scripting, most of the time i just copy and paste things from different sources and somehow try to make them work. but as i see it ist "west1", "west2", "west3" etc. are predefined classes. could it be, that the developers have simply forgotten to define such a class for the greenfor faction? i will double check later, but i'm pretty sure, i made it work that way with "west1", "west2" pointing to blufor unit-classes and of course having blufor playable. ---------- Post added at 11:48 ---------- Previous post was at 11:31 ---------- ok, i double checked. can't get it to work with blufor either. i'm still quite sure that i got it working once. perhaps before the last patch. i've placed blufor player and playable units, set a respawn point module and tickets module set for blufor and have set up the description-ext seen below. "tickets" and "menuposition" work well, the inventory selection screen shows nothing. respawn = 3; respawnDelay = 10; respawnTemplates[] = {"Tickets","MenuPosition","MenuInventory"}; class CfgRespawnInventory { class WEST1 { vehicle = "B_soldier_AR_F" }; class WEST2 { vehicle = "B_recon_F" }; }; ---------- Post added at 11:55 ---------- Previous post was at 11:48 ---------- i just copied the example from https://community.bistudio.com/wiki/Arma_3_Respawn#Respawn_Templates. doesn't work either. so i guess, it's broken with the latest patch :( Share this post Link to post Share on other sites
twistking 204 Posted August 5, 2014 guys, could someone confirm, that this is broken. i still got the feeling, that it might be my fault, although i followed the example from the wiki. see above. thanks! Share this post Link to post Share on other sites
fight9 14 Posted August 5, 2014 Today's Dev branch update adds config export for the Virtual Arsenal (Ctrl-Shift-C). Share this post Link to post Share on other sites
twistking 204 Posted August 5, 2014 yeah, that is pretty cool. but i still could not get the whole menuinventory template to work. i just found this: Respawn loadouts visible in MenuInventory template are no longer based on show entry in Description.ext. Instead, they are managed using BIS_fnc_addRespawnInventory and BIS_fnc_removeRespawnInventory functions. https://community.bistudio.com/wiki/Arma_3_Modding_Updates could anyone explain how i would set up my inventory classes using BIS_fnc_addRespawnInventory? the function is documented in the wiki, but i would need a more complete explanation, as i am quite a noob with scripting :) thanks! Share this post Link to post Share on other sites