caeden 11 Posted February 27, 2014 So, after a Zeus leaves a mission and someone else takes the Zeus slot, the Zeus get's the respawn menu saying "Waiting for Zeus to place a respawn". Has this only just happened with today's patch? Share this post Link to post Share on other sites
moricky 210 Posted February 28, 2014 Which mission? I tried it with ZGM missions and cannot reproduce the issue. Share this post Link to post Share on other sites
caeden 11 Posted February 28, 2014 It's a custom mission, I've done everything that I can think of. But I have no idea why it's doing what it's doing without looking at one of the official ZGM's. I don't think I'll ever get that chance though :( Share this post Link to post Share on other sites
moricky 210 Posted February 28, 2014 If Zeus is a normal soldier, he'll respawn with same rules as any other soldier. If he's a virtual player, you can set custom respawn templates in description.ext: respawnTemplatesLogic[] = {}; Or the other way around - you can define respawn templates only for East, West and Guer (this is how it's done in ZGM missions). 1 Share this post Link to post Share on other sites
caeden 11 Posted February 28, 2014 You may have just saved my sanity, thank you! ---------- Post added at 14:13 ---------- Previous post was at 13:05 ---------- Still no luck with that in the description.ext. But if you enter a normal player slot, spawn then go back into Zeus, it works. Share this post Link to post Share on other sites
caeden 11 Posted February 28, 2014 (edited) Zeus is spawning as an invisible unit at 000000 instead of instantly in Y mode. Then randomly spawning as a unit at other respawn points, I've no idea how this is happening. This is the respawn settings in my Description.ext: //-------------------------------------------RESPAWN SETTINGS----------------------------------------------------------------///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// respawnTemplatesLogic[] = {}; respawn = "Base"; respawnTemplates[] = {"MenuPosition","MenuInventory"}; respawndelay = 1; respawnDialog = 1; respawnOnStart = 1; disabledAI = 1; joinUnassigned = 1; aiKills = 1; class CfgRespawnInventory { class WEST1 { vehicle = "B_soldier_SL_F" ///Squad Leader }; class WEST2 { vehicle = "B_medic_F" ///Combat Life Saver }; class WEST3 { vehicle = "B_soldier_LAT_F" ///AT }; class WEST4 { vehicle = "B_soldier_AR_F" ///Autorifleman }; class WEST5 { vehicle = "B_Soldier_F" ///Rifleman }; class WEST6 { vehicle = "B_engineer_F" ///Engineer }; class WEST7 { vehicle = "B_sniper_F" ///Marksman }; class WEST8 { vehicle = "B_Helipilot_F" ///Heli Pilot }; }; I have tried: respawnTemplatesLogic[] = {Base}; And: respawnTemplatesLogic[] = {Instant}; With the same issue. If you press P, it leaves Y mode and enters the invisible unit at 000000. Edited February 28, 2014 by Caeden Share this post Link to post Share on other sites