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Guck

add- and removeRespawnPos MP questions

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Hi there. digging more into the scripting stuff. Have some questions about respawning stuff in mp

init.sqf

execVM "spawn.sqf";

spawn.sqf

waitUntil {!(isNull player)};
spawnpos_01 = [east, spawnmarker_01] call BIS_fnc_addRespawnPosition;

Then i have a trigger: trigger_01

Condition:

!alive item_01

ON ACT:

spawnpos_01 call BIS_fnc_removeRespawnPosition;  
spawnpos_02 = [east, spawnmarker_01] call BIS_fnc_addRespawnPosition;

this works perfect except that i have to have spawnmarker_01 be an object or gamelogic. With the exact same code but with spawnmarker_01 as a marker it doesnt work. I have tried both with spawnpos_01 = [east, spawnmarker_01] and spawnpos_01 = [east, "spawnmarker_01"] it is just not working. Do i need to set this up in another way if i want to use markers?

I also just found out about the Module Multiplayer - Respawn Position. wich looks like it can become handy. Just havnt been able to trigger it to BIS_fnc_removeRespawnPos

I hope this makes sence to everyone. And if anyone can help me i would be very thankful!

Cheers!

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is there no one else who has done this? =/

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Hmm it did work Guck.

I just went back to my test mission for the respawn menu, small easy test, 2 points one a marker other an apc, drive up runway hit trigger, adds another marker respawn and another respawn point in another vehicle, and your right it does not work now, both apc appear as respawn points but both the markers are missing. I have checked the BIS_fnc_addRespawnPosition script and nothing has changed in there since 0.72 when they fixed the removing respawn positions.

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ok.. then there must be some kind of code bug on Dohemias side i guess?

workaround for markers:

spawnpos_01 = [east, (getMarkerPos "spawnmarker_01")] call BIS_fnc_addRespawnPosition;

problem with this (getMarkerPos "spawnmarker_01") though is that the spawn menu looses the triggers "text" line and will have a Gridxxxxxxxx name in the spawnmenu wich is pretty sad=/

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Ive actually tracked this error down. Ill wait till later today to see if its been fixed in the release, If not ill post it in the FT and pass the info onto BIS.

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