7rust 10 Posted November 8, 2014 Hello guys, Im using the respawnTemplate MenuPosition (also known as Zeus respawn window). But the menu shows me a huge amount of position from units I placed on the map. Is there any way to prevent using the positions of units as respawn position? I was thinking about BIS_fnc_removeRespawnPosition, but I dont have any ID of the positions. Regards 7rust Share this post Link to post Share on other sites
jshock 512 Posted November 10, 2014 You could use this to get an array of all the available respawn positions, then use the removeRespawPosition function to delete those you don't want: https://community.bistudio.com/wiki/BIS_fnc_getRespawnPositions Share this post Link to post Share on other sites
iceman77 18 Posted November 10, 2014 The BI respawn menu and it's templates have been around long before Zeus. Anyhow, it shouldn't be adding any respawn positions. As the mission designer, you should have to add and remove the positions. Unless this latest update messed things up (??). Could you please pot your scripts regarding the menu. Thanks. Share this post Link to post Share on other sites
7rust 10 Posted November 14, 2014 Thanks for your replies, I have to correct myself. I was wrong, the respawn positions shown in the template are created by markers called respawn_west_1, respawn_west_2, _3, _4 ...ect. the dublicated markers are a result of merching the mission file several times. I will add a note to the wiki-page that the respawn template uses all markers starting with respawn_west. Share this post Link to post Share on other sites
iceman77 18 Posted November 14, 2014 It adds default respawn_locations to the menu by default. You could try and see if those default spawn markers / locations can be retrieved with BIS_fnc_getRespawnPositions, and then delete the marker or position. But I doubt the default respawn markers / locations can be retrieved with that function. Here's a shot in the dark. _respawnPositions = [ west, false ] call BIS_fnc_getRespawnPositions; { if (_x find "respawn" != -1) then { [west , _forEachIndex] call BIS_fnc_removeRespawnPosition; }; } forEach _respawnPositions; Share this post Link to post Share on other sites