Taxen0 15 Posted May 12, 2014 Hello, I have a zeus set up in my mission and the following in my description.ext respawn = "BASE"; respawndelay = 10; respawnDialog = 1; respawnTemplatesWest[] = {"MenuPosition","MenuInventory"}; respawnTemplatesEast[] = {"MenuPosition","MenuInventory"}; respawnTemplatesLogic[] = {}; respawnOnStart = 1; disabledAI = 1; joinUnassigned = 1; aiKills = 1; But at the mission start the player controlling zeus will get a flickering loading image (while the 10 sec respawn is counting) and after, zeus will spawn at the edge of the map. So I guess the Zeus player is following the regular respawn settings and gets sent off since there is no marker. I have tried to change respawnTemplatesLogic[] = {"X"}; to different types of spawns but I see no real difference, is there a way to remove respawn completely for the curator? it's a virtual one. Thanks! Share this post Link to post Share on other sites
caeden 11 Posted May 12, 2014 You shouldn't need to use "respawnTemplatesLogic[] = {};" at all. Try this: Add the following to your Description.ext after the respawn lines you posted above #ifdef _PARAMTYPE class Type { title = $STR_DISP_ARCGRP_TYPE; //--- ToDo: Localize values[] = {0,1}; texts[] = {$STR_A3_CfgMPGameTypes_Coop_name_0,$STR_A3_CfgMPGameTypes_DM_name_0}; //--- ToDo: Localize default = 0; isGlobal = 1; file = "paramType.sqf"; }; #endif Now, create a .sqf called "paramType.sqf" and add this: private ["_type"];if !(player call bis_fnc_isUnitVirtual) then { _type = _this select 0; if (_type > 0) then { _fnc_init = { _this spawn { _player = _this select 0; if !(alive _player) exitwith {}; waituntil {!([] call bis_fnc_isLoading)}; _player addrating -1e10; _para = createvehicle ["Steerable_Parachute_F",position _player/*[position _player select 0,position _player select 1,100]*/,[],50,"fly"]; _player moveindriver _para; }; }; [player,objnull] call _fnc_init; player addeventhandler ["respawn",_fnc_init]; }; }; Share this post Link to post Share on other sites
Taxen0 15 Posted May 12, 2014 Thanks for the help, unfortunately I still spawn in the water (southwest part of the map) This is my full description.ext now: //-------------------------------------------RESPAWN SETTINGS---------------------------------------------------------------- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// respawn = "BASE"; respawndelay = 1; respawnDialog = 1; respawnTemplatesWest[] = {"MenuPosition","MenuInventory"}; respawnTemplatesEast[] = {"MenuPosition","MenuInventory"}; respawnOnStart = 1; disabledAI = 1; joinUnassigned = 1; aiKills = 1; #ifdef _PARAMTYPE class Type { title = $STR_DISP_ARCGRP_TYPE; //--- ToDo: Localize values[] = {0,1}; texts[] = {$STR_A3_CfgMPGameTypes_Coop_name_0,$STR_A3_CfgMPG ameTypes_DM_name_0}; //--- ToDo: Localize default = 0; isGlobal = 1; file = "paramType.sqf"; }; #endif ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //-------------------------------------------GAMETYPE----------------------------------------------------------------------- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// class Header { gameType = ZGM; minPlayers = 1; maxPlayers = 8; }; my init.sqf: call compileFinal preprocessFileLineNumbers "FAR_revive\FAR_revive_init.sqf"; //-------------------------------------------Respawn inventory Loadout----------------------------------------------------- [west, "B_soldier_SL_F"] call BIS_fnc_addRespawnInventory; ///Squad Leader [west, "B_medic_F"] call BIS_fnc_addRespawnInventory; ///Combat Life Saver [west, "B_soldier_LAT_F"] call BIS_fnc_addRespawnInventory; ///AT [west, "B_soldier_AR_F"] call BIS_fnc_addRespawnInventory; ///Autorifleman [west, "B_Soldier_F"] call BIS_fnc_addRespawnInventory; ///Rifleman [west, "B_engineer_F"] call BIS_fnc_addRespawnInventory; ///Engineer [west, "B_sniper_F"] call BIS_fnc_addRespawnInventory; ///Marksman [west, "B_Helipilot_F"] call BIS_fnc_addRespawnInventory; ///Heli Pilot And i created the paramType.sqf that you wrote. In the editor i simply have the gameMaster module and a virtual zeus synced, along with some playable soldiers. When i have respawnOnStart = 0; I get the correct position, but then the spawning of players won't work as intended. Any idea what I'm doing wrong? Share this post Link to post Share on other sites
caeden 11 Posted May 12, 2014 Try linking a "Set Camera Position" module to your virtual Zeus. Share this post Link to post Share on other sites
Taxen0 15 Posted May 12, 2014 Thanks Caeden, While not really fixing the issue it does make it easy to move the camera back without having to travel manually. Thanks! btw: Is there a way to move the zeus camera by clicking the map? Share this post Link to post Share on other sites
caeden 11 Posted May 12, 2014 (edited) Middle mouse button is default. I'm still confused as to why it isn't spawning you in the right place though. If your Zeus is spawning in the water, it will technically "drown" eventually. *edit* is forced interface enabled on your Zeus's module? *edit2* Just confirm, you have the "Game Master" gameplay modes module linked to the "Game Master" zeus module (with 'owner' set to the virtual zeus's name), and finally the virtual entity zeus with it's name identical to the 'owner of the "Game Master" zeus module? *Edit3* Failing all of that, you could place this in the Virtual Zeus's init: this allowdamage false; Edited May 12, 2014 by Caeden Share this post Link to post Share on other sites
Taxen0 15 Posted May 12, 2014 everything is set up as you say, what I meant with spawning at the water is that i spawn over open water, the very southwest edge of the map. This is most likely due to respawning being messed somehow, it feels like it wants me to respawn but don't know where to put the logic, so it gets spawned at (0,0) Share this post Link to post Share on other sites
caeden 11 Posted May 13, 2014 everything is set up as you say, what I meant with spawning at the water is that i spawn over open water, the very southwest edge of the map.This is most likely due to respawning being messed somehow, it feels like it wants me to respawn but don't know where to put the logic, so it gets spawned at (0,0) My Description.ext looks like this and it works fine for me, maybe try this out: // ----RESPAWN SETTINGS---- respawn = "Base"; respawnTemplatesWest[] = {"MenuPosition","MenuInventory"}; respawnTemplatesEast[] = {"MenuPosition","MenuInventory"}; respawndelay = 5; respawnVehicleDelay = 30; disabledAI = 1; joinUnassigned = 1; aiKills = 1; enableDebugConsole = 1; #ifdef _PARAMTYPE class Type { title = $STR_DISP_ARCGRP_TYPE; //--- ToDo: Localize values[] = {0,1}; texts[] = {$STR_A3_CfgMPGameTypes_Coop_name_0,$STR_A3_CfgMPGameTypes_DM_name_0}; //--- ToDo: Localize default = 0; isGlobal = 1; file = "paramType.sqf"; }; #endif // ----GAMETYPE---- class Header { gameType = ZGM; minPlayers = 1; maxPlayers = 32; }; Share this post Link to post Share on other sites
Taxen0 15 Posted May 13, 2014 Thank you! somehow it's working perfectly now! I cant see any real difference from before but at least it's working. Maybe you could also help me get the units to show up in zeus mode? I tried "master addCuratorEditableObjects [[unit],true];" and that works, but instead of having it in a loop I tried to add it to the onPlayerRespawn.sqf, but it does not work (because it needs to be run on the server?) I tried setting it up with BIS_fnc_MP as well but I must have done something wrong. Any thoughts? Share this post Link to post Share on other sites
caeden 11 Posted May 13, 2014 Add this to your init: //-------------------------------------------View-Units---------------------------------------------------------------------while {true} do { { if (side _x == west) then { Curator addCuratorEditableObjects [[_x],true]; }; if (side _x == east) then { Curator addCuratorEditableObjects [[_x],true]; }; if (side _x == independent) then { Curator addCuratorEditableObjects [[_x],true]; }; if (side _x == civilian) then { Curator addCuratorEditableObjects [[_x],true]; }; }foreach allUnits; }; Change Curator to your Zeus's name. Glad it works now :) Share this post Link to post Share on other sites
Taxen0 15 Posted May 14, 2014 that is what I used before, I think I even found it from a post of yours in another thread. I was just thinking if it could be done without having an infinite loop running? For example using onPlayerRespawn.sqf since all players (and JiP?) will go through it both when connecting and respawning. It seemed to work when I hardcoded the command to specific units, but I cant seem to get it functional when trying to make it work like it should. Any help here is greatly appreciated and if it's not possible then the above loop will do fine =) Share this post Link to post Share on other sites
caeden 11 Posted May 14, 2014 (edited) You could try using this (I haven't tested it) in your onPlayerRespawn.sqf. "initPlayerServer.sqf". waituntil {player == player};if (!isNull player) then { if (side _x == west) then { Curator addCuratorEditableObjects [[_x],true]; }; if (side _x == east) then { Curator addCuratorEditableObjects [[_x],true]; }; if (side _x == independent) then { Curator addCuratorEditableObjects [[_x],true]; }; if (side _x == civilian) then { Curator addCuratorEditableObjects [[_x],true]; }; }foreach allUnits; }; I don't have any problems with the infinite loop. It's only adding things that aren't synced so it doesn't create any lag for me. *EDIT* I think using the "initPlayerServer.sqf" is the way to go, since it is "Executed only on server when a player joins mission (includes both mission start and JIP)" Edited May 15, 2014 by Caeden Share this post Link to post Share on other sites
Taxen0 15 Posted May 16, 2014 that seems like a more efficient way, but don't you need something else as well? I think it disappears upon death so something in the re-spawn file might be needed. also do anyone know if playableUnits is still available? I tried using it instead of allUnits but then it stopped working. Share this post Link to post Share on other sites
snake67 10 Posted May 17, 2014 yea,I like to see make mission and save to:) Share this post Link to post Share on other sites
56Curious 23 Posted January 30, 2017 Hello I don't suppose either of you still follow this, however I made a post of an issue I was having and I used this. Don't suppose you could guide me in the right direction? Share this post Link to post Share on other sites
PheNux Cam 0 Posted February 25, 2017 respawn scripts can be really annoying man Share this post Link to post Share on other sites