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ange1u5

No respawn positions availiable...

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Hey guys. Its been brought to my attention that my mission (Great Altis Highway Race http://steamcommunity.com/sharedfiles/filedetails/?id=179806293) no longer works properly as when players attempt to start it up, they simply get a menu screen with 'No Respawn Positions Available' and the respawn button disabled. Its been several months since I last did any kind of mission editing so my knowledge has lapsed a bit and I'm not sure where to look. I saw somewhere that BI broke "MenuPosition" command when defining RespawnTemplate. I set it to "counter" as someone suggested so now respawn does work but is not following the respawning rules set up before (passing checkpoints moved your individual respawn point). Is there a solution or will I have to wait for BI to fix something?

Any help appreciated :)

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I think Respawn Module might be broken. Try using simple markers like "respawn_west", etc.

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^ yep using anything other than the markers seems to be a problem.

respawn_west
respawn_west1

etc should work.

Also make sure you have:

respawnButton = 1;

in description.ext

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Isn't that just a blanket respawn for all on a particular side though? The issue I may have here is that the respawn point is moved per individual player as they pass checkpoints (not home right now, can't test). So if player 1 dies after he passed checkpoint 1, he respawns at checkpoint one. But if player 2 then dies before he passes checkpoint 1, he will respawn at the start line instead because he didn't pass the trigger for it. Hope that makes sense :P

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I don't know if it actually works, I'm just putting my head around this problem:

You could try to create the respawn_west_X marker locally with createMarkerLocal https://community.bistudio.com/wiki/createMarkerLocal

Possibly those respawn marker should only be accessible for the client to which they are local. That way you could probably just place triggers at the respawn positions, that execute your respawn script "mobilerespawn.sqf" with the following content:

switch (str player) do {
case "p1": {
	if (!isNil "respawn_west_1") then {
		deleteMarkerLocal "respawn_west_1";
	};
	createMarkerLocal [respawn_west_1, position player];
};
case "p2": {
		if (!isNil "respawn_west_2") then {
		deleteMarkerLocal "respawn_west_2";
	};
	createMarkerLocal [respawn_west_2, position player];
};
.
.
.
.
.
case "pn": {
		if (!isNil "respawn_west_n") then {
		deleteMarkerLocal "respawn_west_n";
	};
	createMarkerLocal [respawn_west_n, position player];
};
};

where pn are the names of the playable units.

That way you should be able to create respawn markers that are only available to the clients they're local to and therefor use respawn_SIDE_n-marker without them being available to all players of one side.

Alternatively take a look at that: http://forums.bistudio.com/showthread.php?122148-Multiple-respawn-points&p=1979800&viewfull=1#post1979800

Edited by Pergor

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Solved. By adding:

BIS_fnc_initRespawn = {true}

to the INIT field of units and spawn markers and putting:

allowFunctionsRecompile = 1;

in description.ext, fixed my problem with using MenuPosition (referenced this ticket http://feedback.arma3.com/view.php?id=18359 and post by d3nn16).

Thanks for your help guys :)

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