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Jakecfc1992

Unit spawn in set position then random respawn

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Hi, I am making a multiplayer mission where at the start all blufor units spawn in a set position given by me. Then once they are killed or die I want them to be able to select a location from the respawn template and spawn there.

So in my description.ext file I have:

respawn = BASE;

respawndelay = 10;

Which lets them spawn on my set position at the start but then once killed they only respawn at the "respawn_west" marker and dont get a choice of where to spawn.

But if i change it to:

respawn = BASE;

respawndelay = 10;

respawnTemplates[] = {"MenuPosition"};

Then at the start they get the spawn menu straight away and don't spawn where I placed them in the editor.

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Have you setup respawn_west markers?

i.e. respawn_west respawn_west2 respawn_west3 respawn_west4 etc

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I hadnt tried that but i just edited the mission and put in a few markers like you said. I tried it with both methods set up in the description.ext file.

So with these lines:

respawn = BASE;

respawndelay = 10;

what happens now is that they spawn where i placed them but when they respawn they automatically spawn at the next marker with no choice in the matter.

Now if i put in:

respawnTemplates[] = {"MenuPosition"};

What will happen is when the mission starts, all units choose where to spawn from the markers i placed in the menu but not at the starting position i have placed

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Put the following in your init.sqf:

waitUntil {player == player};
titleText ["","BLACK IN", 10]; 
{
_x setDamage 1;
} forEach playableUnits;

That does what you ask, the only draw back is that it may trigger anything you have relating to units deaths and it displays a killed message on the left. Its the dirty way, but it works. Unfortunately I cannot think of anything else. The MenuPosition menu is aaammmmaaazzziiinnggg, I just really wish it was a little more versatile.

Edit: The only alternative I can think of is have them set to spawn (from the editor) somewhere away from the action, then make a teleportation system that allows them to pick where they want to go just for that opening part. The rest is done by MenuPosition.

Edited by Grimes [3rd ID]

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Unfortunately that still doesn't work as I intended as I get an error come up on start saying "Error undefined variable in expression: playerUnits" and then it brings up the menu for players to choose where to spawn.

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Unfortunately that still doesn't work as I intended as I get an error come up on start saying "Error undefined variable in expression: playerUnits" and then it brings up the menu for players to choose where to spawn.

Sorry about that, in typing it out I put player instead of playable. Try it now.

Edit: I am rereading your title, OP, and replies and I am getting confused by exactly what you are looking for. Can you elaborate, if my fix of my post doesn't accomplish what you want?

Edited by Grimes [3rd ID]

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Ok, I'm kinda new to this so I'm probably not explaining myself probably :P. I guess the best way to explain it would be by example. The closest I could get would be the TAW domination mode in arma 2. When you connect to the server it plays that little music and zooms in on your player at a premade location by the mission creator, you are then able to get a loadout and go on to complete objectives. Once you die however you then get the option to spawn at the default location, in a medic tent at the base or at one of the mobile HQ's. You select one of them and you spawn there.

That is essentially what I am aiming for but if thats not possible than thats ok. Oh and thanks for the help so far :P

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Ok, I'm kinda new to this so I'm probably not explaining myself probably :P. I guess the best way to explain it would be by example. The closest I could get would be the TAW domination mode in arma 2. When you connect to the server it plays that little music and zooms in on your player at a premade location by the mission creator, you are then able to get a loadout and go on to complete objectives. Once you die however you then get the option to spawn at the default location, in a medic tent at the base or at one of the mobile HQ's. You select one of them and you spawn there.

That is essentially what I am aiming for but if thats not possible than thats ok. Oh and thanks for the help so far :P

Ah, ok. That is what I started understanding, which is why I mentioned my confusion. So forget everything I have told you at this point because it is not what you were trying to accomplish! Now, the way MenuPosition works is exactly what you are trying to do, so now I'm concerned about how you are going about doing this. Let me break it down to how it should be done, and how I have it done on one of my missions, which works how you want it to.

description.ext

respawn = "BASE";
respawnDelay = 10;
respawnDialog = false;
respawnTemplates[] = {"MenuPosition"};

As you can see, this is exactly what you have. Double check to make sure it is, then move on.

Now for markers. For sake of consistency, rename your markers so that they start at "respawn_west_1" (without quotes) and count up. _2, _3, etc., until you have them all. This is my exact setup, and it works perfectly.

If this does not work, are you running any other scripts, specifically revive scripts? If so, which ones? If not, or if we can't figure it out, I may ask you to e-mail me your mission file so I can take a look, if you don't mind.

Note to anyone who comes across this thread laughing at my kill player on start idea (Jake, this doesn't relate to you): See the bug report relating to the command respawnOnStart, which is exactly what I was getting at. Unfortunately it still does not work.

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Sorry man, still not working, I am getting that spawn menu straight away as soon as i start the mission :(

I am using some other addons - TAW viewdistance, Virtual Ammo System and IgiLoad.

Now I wont be able to edit anymore, going to bed :P, but I will PM you a link to my dropbox with my mission so if you have the time you can have a look. Thanks again

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Got your PM and took a look. Played it in the Stable build and it worked as you intend, and as it is supposed to. Played it in the Dev Build, as you said you were, and I had the issue you are having. So your problem is the Dev Build. I will go ahead and make a bug report and save you the time. But for now, I suggest you drop down to the Stable build. Sorry that this is the case.

Edit:

Here is the link to the bug report. Let me know if you would like anything specific added to it. The repro mission is a cut down version of my own mission where the same problem occurs.

Edited by Grimes [3rd ID]

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Thanks for taking the time to look over my file and making the bug report. Will change back to the stable build later on, guess ill just have to wait for the official release of the Zues DLC.

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