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tomhighway

Arsenal loadout not persistent after respawn

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Steps to reproduce :

Create a playable unit.

Turn on respawn under multiplayer options.

Set custom loadout by using Arsenal feature on that unit.

Start multiplayer game.

Kill your character.

After respawn your character defaults to default loadout.

This is applicable to Eden editor. Arsenal feature is unusable if loadout doesn't persist after respawn.

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Steps to reproduce :

Create a playable unit.

Turn on respawn under multiplayer options.

Set custom loadout by using Arsenal feature on that unit.

Start multiplayer game.

Kill your character.

After respawn your character defaults to default loadout.

This is applicable to Eden editor. Arsenal feature is unusable if loadout doesn't persist after respawn.

I totally agree. There's no useful reason for them to have given us this feature if it can't be used other than at mission start in MP environments.

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Respawn is a different story, so this is perfectly normal behaviour.

 

What you want there can however be achieved easily with some scripting.

 

Pasting the following lines in the init of the player unit should do the trick:

this addEventHandler ["Respawn", {
	[_this select 0, [this, "last_loadout"]] call BIS_fnc_loadInventory;
}];

[this] spawn {
	waitUntil {sleep 5; alive (this select 0)};
	[(this select 0), [(this select 0), "last_loadout"]] call BIS_fnc_saveInventory;
};

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Respawn is a different story, so this is perfectly normal behaviour.

What you want there can however be achieved easily with some scripting.

Pasting the following lines in the init of the player unit should do the trick:

this addEventHandler ["Respawn", {	[_this select 0, [this, "last_loadout"]] call BIS_fnc_loadInventory;}];[this] spawn {	waitUntil {sleep 5; alive (this select 0)};	[(this select 0), [(this select 0), "last_loadout"]] call BIS_fnc_saveInventory;};
Thanks.

Although it may be considered "normal," I find having to rely on a script to retain our newly supported custom loadouts to be now definitely unnecessary making the entire option useless.

I'll consider this my official request that this get changed. Again, I see no usefulness in allowing us to select our loadout in the editor of its a one time use kind of deal.

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I'll consider this my official request that this get changed

Good luck with that.

 

 

[..] I see no usefulness in allowing us to select our loadout in the editor of its a one time use kind of deal.

 

Its no different to how init-lines used to work in the 'old' 2D editor. They were a one-time deal too...Respawn has never been taken into account.

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Good luck with that.

Its no different to how init-lines used to work in the 'old' 2D editor. They were a one-time deal too...Respawn has never been taken into account.

I'm aware of that.

Not really sure if the "good luck with that" comment was designed to be snarky or not. Why is my request to have the gear we choose to load after respawn unreasonable? They gave us the option to select out gear via the Arsenal in the editor and I was just saying I find it useless if it's one-time-use only.

EDIT: I'll give you an example. I have 3 SP oriented ALiVE missions (meant to be played on a dedicated server) about ready to release to the general public (my first ever releases). The gear the player uses is very important. The IED threat is high so I need the player to have an IED detector on them amongst some other things. The best way to ensure they are carrying what they need without me putting the warning in the description is to just equip it for them myself. I can do that now. But they'll lose the stuff when they die.

So for me, at least, I find it better to just not customize the gear at all. It looks sloppy when the gear changes. It kills the immersion and serves no purpose if it doesn't or can't respawn with them.

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Respawn is a different story, so this is perfectly normal behaviour.

 

What you want there can however be achieved easily with some scripting.

 

Pasting the following lines in the init of the player unit should do the trick:

this addEventHandler ["Respawn", {
	[_this select 0, [this, "last_loadout"]] call BIS_fnc_loadInventory;
}];

[this] spawn {
	waitUntil {sleep 5; alive (this select 0)};
	[(this select 0), [(this select 0), "last_loadout"]] call BIS_fnc_saveInventory;
};

 

No it ain't, while you use the multiplayer editor instead of the single player one.

The editor should add the eventhandler into the init together whit the gear you've chosen.

It is 2016!!! I've said all by that...

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Thanks.

Although it may be considered "normal," I find having to rely on a script to retain our newly supported custom loadouts to be now definitely unnecessary making the entire option useless.

I'll consider this my official request that this get changed. Again, I see no usefulness in allowing us to select our loadout in the editor of its a one time use kind of deal.

 

 

Respawn is a different story, so this is perfectly normal behaviour.

 

What you want there can however be achieved easily with some scripting.

 

Pasting the following lines in the init of the player unit should do the trick:

this addEventHandler ["Respawn", {
	[_this select 0, [this, "last_loadout"]] call BIS_fnc_loadInventory;
}];

[this] spawn {
	waitUntil {sleep 5; alive (this select 0)};
	[(this select 0), [(this select 0), "last_loadout"]] call BIS_fnc_saveInventory;
};

When I try to use this in the init field I get the following error, init: Type script, expected nothing? Anyone know why?

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I know there are script solutions for that, I've created one myself, but then, what's the point of having Arsenal option for this? Ok cool, if you're playing one life missions, fine. But others?

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