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Magirot

Why are seagulls still spawned on death?

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Even if seagull spectator isn't enabled, seagulls are still spawned above dead players in multiplayer. I'm confused that people don't seem to have made any note of this. Some months ago I found this ticket (which has a script to fix it), but that's been all. Is some common setting that I'm missing keeping them from spawning for the majority?

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I haven't seen them before either, probably because I don't pay that close attention, but it is an interesting issue no the less.

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@Magirot, try selecting a different respawn option, eg group, base etc. Sounds like the mission you are playing has respawn set as 1 or "Bird"

I've only ever set respawn to GROUP (to enable JIP). And actually now that I look at it, I guess this is the reason:

4 "GROUP" Respawn to the next available playable unit in a group. When none is left, BIRD respawn is used instead.

It would make more sense if seagulls were only in if respawnTemplates had "Seagull" in it. Having it in the base respawn type like that feels outdated.

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Group respawn causes issues with JIP. If a player disconnects, that slot will be lost and cannot be jipped into

I use base respawn and revive for that reason

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The slot will be lost only if AI is disabled for that slot. If AI is enabled for the player's slot, an AI will take over when the server realizes he disconnected, and a new player joining in can use the slot. Assuming the AI haven't died in the meantime. At least that's how it was last time I tried it, but nowadays most missions run with AI force-disabled to avoid forcing admins to manually disable them in missions that have many more slots than expected number of players, which makes group respawn (or anything other than base/instant) completely disable JIP capability (other than JIP to spectate).

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At least that's how it was last time I tried it

Yeah, that's how it still works.

but nowadays most missions run with AI force-disabled to avoid forcing admins to manually disable them in missions that have many more slots than expected number of players, which makes group respawn (or anything other than base/instant) completely disable JIP capability (other than JIP to spectate).

Group respawn still allows JIP with disabled AI (disabledAI=1 or turned off manually in the mission lobby) if there are slots left, we use it all the time.

Side respawn, on the other hand, doesn't seem to work at all in Arma 3. JIP throws you in as a seagull even if spectator is enabled, and you don't switch to AI units on death even if they're present.

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