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DarkDruid

New Respawn Screen (dev branch)

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Hello,

 

I have one question. I have tried to use the new respawn screen without MenuPosition template. Instead, I used a marker called respawn_west. But this don't work correct. If I respawn the first time, I am at the position, where i place the unit in the editior and after the second respawn i am at the respawn_west marker position.

 

Is the new repsawn screen incompatible with the marker respawn system?

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Is there currently a way to use 

{"MenuPosition","MenuInventory","Tickets","Spectator"};

but have it use EG spectator mode? My unit 100% prefers the EG spectator over the current one implemented with the new spawn screen.

Or is there at least a plan to implement this in the future?

I too would like to know if this is possible. The current version of the spectator is not as good as the EG Spectator.

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No BIS staff has responded to this thread in over 6 weeks. I can understand why they may choose to not respond to conjecture or simple opinion but I cannot understand why they choose to not respond at all to actual bugs/issues that have been brought up regarding the new respawn menu.

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I cannot understand why they choose to not respond at all to actual bugs/issues that have been brought up regarding the new respawn menu.

It's nearing Apex release date; they likely don't have much spare time. They'll be crunching to get as much done before then.

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respawn screen still not showing on map and crashing game in 1.62 Apex. This happens after resuming a saved mission in self-hosted MP. This used to work fine in v1.58. Are you guys aware of the issue, and are you willing to fix it soon?

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How do I force respawn players at the start of a mission like you've done on the Apex Protocol campaign? I.e. starting the mission when all players are ready, or forcing respawn if timer goes out.

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Can anyone explain to me how to set up the spectator option?

I'm making a SP/COOP mission and I want the human players to have no respawn, amd be able to watch their squad try to finish the mission if they die. That way, if it's one human playing, it's game over (which I have working) but if it's two or more, any dead humans can still watch their buddies try to finish the objective.

I don't know what module/modules I'd need to add to be able to get this set up. Could anyone lend me a hand on this?

Sorry if this is OT. I'm assuming it's related to the new screen you see when you die but maybe I'm wrong on that...

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i think, that should be more or less default right now. i got exactly what you try to archieve on a little coop-test, i did yesterday. i didn't fiddle much with the settings.

you don't need a module, but the "multiplayer" settings window in eden to set it up.

obviously i set options to "no respawn", but can't remember if i changed anything else.

 

i can check it later and tell you.

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update: checked it. just disable respawn and leave other options as they are. worked for me.

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update: checked it. just disable respawn and leave other options as they are. worked for me.

Interesting. I just set it under the respawn options to "mission fail when everyone is dead" and I checkmarked the "spectate" box. To me that would sound logical but you're right, there is an option simply to just disable respawn and leave everything else alone.

 

I don't really have a way of testing this. I guess I can just revert to what you used until someone can tell me what the spectate box even does then. I don't get why it would be an option if it lets us spectate even when it's unchecked.

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How do I force respawn players at the start of a mission like you've done on the Apex Protocol campaign? I.e. starting the mission when all players are ready, or forcing respawn if timer goes out.

 

probably this inside the description.ext, not sure about the value though:

 

 

respawnOnStart = 1;

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Here's the rpt errors thrown after dying in a saved/resumed mission. You get stuck on map with no menu and the following error:

 

23:08:24 Error in expression <item == typeName "") then {_item} else {_list lbText _item};

if (_message == "">
23:08:24   Error position: <_list lbText _item};

if (_message == "">
23:08:24   Error Undefined variable in expression: _list
23:08:24 File A3\functions_f\respawn\fn_showRespawnMenuDisableItem.sqf, line 92
23:08:24 Error in expression <, false]) then {
switch true do {
case (_list == BIS_RscRespawnControlsMap_ctrlL>
23:08:24   Error position: <_list == BIS_RscRespawnControlsMap_ctrlL>
23:08:24   Error Undefined variable in expression: _list
23:08:24 File A3\functions_f\respawn\fn_showRespawnMenuDisableItem.sqf, line 36
23:08:24 Error in expression <

} else {

_deleted = false;
_array = [_list] call _fnc_getArray;
_deleteArray >
23:08:24   Error position: <_list] call _fnc_getArray;
_deleteArray >
23:08:24   Error Undefined variable in expression: _list
23:08:24 File A3\functions_f\respawn\fn_showRespawnMenuDisableItem.sqf, line 116
23:08:24 WARNING: Function 'name' - BigShot is dead
23:08:28 Error in expression <n {
BIS_RscRespawnControls_escHandler = BIS_RscRespawnControlsMap_display displa>
23:08:28   Error position: <BIS_RscRespawnControlsMap_display displa>
23:08:28   Error Undefined variable in expression: bis_rscrespawncontrolsmap_display
23:08:28 File A3\functions_f\respawn\fn_showRespawnMenu.sqf, line 69
23:08:28 Error in expression <
openMap [true,true];
showScoretable 0;
BIS_RscRespawnControlsMap_ctrlControlsGr>
23:08:28   Error position: <BIS_RscRespawnControlsMap_ctrlControlsGr>
23:08:28   Error Undefined variable in expression: bis_rscrespawncontrolsmap_ctrlcontrolsgroup
23:08:28 File A3\functions_f\respawn\fn_showRespawnMenu.sqf, line 61
23:08:28 Error in expression <"MM:SS"] call bis_fnc_secondsToString;

_ctrlCounter ctrlsetstructuredtext (pars>
23:08:28   Error position: <_ctrlCounter ctrlsetstructuredtext (pars>
23:08:28   Error Undefined variable in expression: _ctrlcounter
23:08:28 File A3\functions_f\respawn\fn_showRespawnMenuHeader.sqf, line 82
23:08:28 Error in expression <spawnDisabled";    
_autorespawnTooltips = BIS_RscRespawnControls_autorespawnToolti>
23:08:28   Error position: <BIS_RscRespawnControls_autorespawnToolti>
23:08:28   Error Undefined variable in expression: bis_rscrespawncontrols_autorespawntooltips
23:08:28 File A3\functions_f\respawn\fn_showRespawnMenuHeader.sqf, line 6
23:08:28 Error in expression <pawnControlsSpectate_ctrlLocList} else {BIS_RscRespawnControlsMap_ctrlLocList};


There is much more (about 270 lines in total) but it wont allow to be posted here.

 

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Any chance of stream lining the inventory management in the description.ext so we can add multiple items on one line.

 

Along with being able to copy/paste from the arsenal into the description.ext to speed up more complex load outs for missions?

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Along with being able to copy/paste from the arsenal into the description.ext to speed up more complex load outs for missions?

Press CTRL+SHIFT+C to copy from the arsenal in correct format.

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Hi all, I read with attention all the posts...
 
I could understand that you can manually set up every single Loadout and let they be selectable from the new respawn menu, but what loadout will be useable if I only set up the new menu without setting any inventory in the ".ext"?
 
I tried yesterday and I can only find my own class standard inventory, do this means that, if I'll play with a friend, that the game brings to the menu all the inventory actually used? (Even if customized via Editor)
 
I mean... If I play alone as Engineer I'll find selectable only my start inventory, if I play with a friend-medic, i'll find 2 inventory in the menu namely Engineer and Medic?

Right?

Sry for my eng XD


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If you haven't configured any loadouts in description.ext, you'll simply spawn with the one you've placed in the editor. If you want several loadouts, see this page.

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If you haven't configured any loadouts in description.ext, you'll simply spawn with the one you've placed in the editor. If you want several loadouts, see this page.

Thank you!

Anyway too hard for me XD, but I can say pretty sure that the Respawn menu ignore the Loadout of the editor and just spawn you like the standardf loadout of you class :)

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Ok, I've down what you did and seem to be working so THANK YOU VERY MUCH!!!

 

 

Anyway is there a way to set a Selectable Respawn point in a veichle that is moving?

 

Like respawning on a C130 and jump down when it's passing? 

 

I know that someone can use "getMarkerpos" script, but I mean if is it possible without scripting..

 

Like placing a marker on the plane or naming the Plane "respawn_west_1".

Thank you very much

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Ok, I've down what you did and seem to be working so THANK YOU VERY MUCH!!!

How did you manage to have multiple loadout per class from which you can select upon respawn? 

I cannot get it to work.

Do you mind uploading an example?

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How did you manage to have multiple loadout per class from which you can select upon respawn? 

I cannot get it to work.

Do you mind uploading an example?

Off course, I'll post it this evening once I get home from work ;)

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How did you manage to have multiple loadout per class from which you can select upon respawn? 

I cannot get it to work.

Do you mind uploading an example?

Description.ext

 

 

 class CfgRespawnInventory
 {
      class WEST1
      {
           displayName = "Incursore con Carica Satchel"; // Name visible in the menu
           icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; // Icon displayed next to the name
           role = "Incursore";
 
           // Loadout definition, uses same entries as CfgVehicles classes
           weapons[] = {
             "rhs_weap_hk416d10",
"rhs_weap_M320",
"lerca_1200_black",
"Throw",
"Put"
 
           };
           magazines[] = {
                "rhs_mag_mk3a2",
"rhs_mag_mk3a2",
"rhs_mag_mk3a2",
"rhs_mag_mk3a2",
"rhs_mag_mk3a2",
"rhs_mag_an_m8hc",
"Chemlight_green",
"Chemlight_green",
"Chemlight_red",
"Chemlight_red",
"rhs_mag_30Rnd_556x45_Mk318_Stanag",
"rhs_mag_30Rnd_556x45_Mk318_Stanag",
"rhs_mag_30Rnd_556x45_Mk318_Stanag",
"rhs_mag_30Rnd_556x45_Mk318_Stanag",
"rhs_mag_30Rnd_556x45_Mk318_Stanag",
"rhs_mag_M433_HEDP","rhs_mag_M433_HEDP",
"rhs_mag_M433_HEDP","rhs_mag_M433_HEDP",
"rhs_mag_M433_HEDP","rhs_mag_M433_HEDP",
"SatchelCharge_Remote_Mag",
"SatchelCharge_Remote_Mag"
                
           };
           items[] = {
               "FirstAidKit",
"FirstAidKit",
"FirstAidKit",
"FirstAidKit",
"FirstAidKit",
"FirstAidKit"
           };
 
           linkedItems[] = {
                "rhsusf_acc_grip2",
"rhsusf_acc_eotech_552",
"rhsusf_acc_anpeq15_bk",
"rhsusf_acc_nt4_black",
"rhsusf_spc_teamleader",
"rhs_booniehat2_marpatwd",
"G_Lowprofile",
"ItemMap",
"ItemCompass",
"ItemWatch",
"ItemRadio",
"B_UavTerminal",
"rhsusf_ANPVS_14"
           };
 
           uniformClass = "rhs_uniform_FROG01_wd";
           backpack = "B_ViperLightHarness_blk_F";
           
      };
 
class WEST2
      {
           displayName = "Incursore con Javelin"; // Name visible in the menu
           icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; // Icon displayed next to the name
           role = "Incursore";
 
           // Loadout definition, uses same entries as CfgVehicles classes
           weapons[] = {
             "rhs_weap_m4a1",
"rhsusf_weap_m1911a1",
"lerca_1200_black",
"rhs_weap_fgm148",
"Throw",
"Put"
 
           };
           magazines[] = {
                "rhs_mag_mk3a2",
"rhs_mag_30Rnd_556x45_Mk318_Stanag",
"rhs_mag_30Rnd_556x45_Mk318_Stanag",
"rhs_mag_30Rnd_556x45_Mk318_Stanag",
"rhs_mag_30Rnd_556x45_Mk318_Stanag",
"rhs_mag_30Rnd_556x45_Mk318_Stanag",
"rhs_mag_30Rnd_556x45_M855A1_Stanag_Tracer_Red",
"rhsusf_mag_7x45acp_MHP","rhsusf_mag_7x45acp_MHP",
"rhsusf_mag_7x45acp_MHP",
"rhs_mag_mk3a2",
"rhs_mag_mk84",
"Chemlight_green",
"Chemlight_green",
"Chemlight_red",
"Chemlight_red"
                
           };
           items[] = {
               "FirstAidKit",
"FirstAidKit",
"FirstAidKit",
"FirstAidKit",
"FirstAidKit",
"FirstAidKit",
"rhsusf_acc_eotech_552"
           };
           linkedItems[] = {
                "rhsusf_spc_light",
"rhs_booniehat2_marpatwd",
"ItemMap",
"ItemCompass",
"ItemWatch",
"ItemRadio",
"rhsusf_ANPVS_14",
"rhsusf_acc_nt4_black",
"rhsusf_acc_anpeq15_bk",
"rhsusf_acc_ACOG2_USMC",
"B_UavTerminal"
           };
           uniformClass = "rhs_uniform_FROG01_wd";
           backpack = "";
           
      };
 
class WEST3
      {
           displayName = "Incursore Tiratore Scelto"; // Name visible in the menu
           icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; // Icon displayed next to the name
           role = "Incursore";
 
           // Loadout definition, uses same entries as CfgVehicles classes
           weapons[] = {
                  "rhs_weap_sr25_ec",
"rhsusf_weap_m1911a1",
"lerca_1200_black",
"Throw",
"Put"
             
 
           };
           magazines[] = {
                "rhsusf_mag_7x45acp_MHP",
"rhs_mag_mk3a2",
"rhsusf_20Rnd_762x51_m118_special_Mag",
"rhsusf_20Rnd_762x51_m118_special_Mag",
"rhsusf_20Rnd_762x51_m118_special_Mag",
"rhsusf_20Rnd_762x51_m118_special_Mag",
"rhsusf_20Rnd_762x51_m118_special_Mag",
"rhsusf_mag_7x45acp_MHP","rhsusf_mag_7x45acp_MHP",
"rhs_mag_mk3a2"
                
           };
           items[] = {
                "FirstAidKit",
"FirstAidKit",
"FirstAidKit",
"FirstAidKit",
"rhsusf_acc_eotech_552"
               
           };
           linkedItems[] = {
             "rhsusf_spc_marksman",
"rhs_booniehat2_marpatwd",
"ItemMap",
"ItemCompass",
"ItemWatch",
"ItemRadio",
"rhsusf_ANPVS_14",
"B_UavTerminal",
"rhsusf_acc_SR25S",
"rhsusf_acc_premier",
"rhsusf_acc_harris_bipod"
                
           };
           uniformClass = "rhs_uniform_FROG01_wd";
           backpack = "";
           
      };
 
class WEST4
      {
           displayName = "Incursore Supporto"; // Name visible in the menu
           icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; // Icon displayed next to the name
           role = "Incursore";
 
           // Loadout definition, uses same entries as CfgVehicles classes
           weapons[] = {
               "rhs_weap_m249_pip_S_para",
"rhsusf_weap_m1911a1",
"lerca_1200_black",
"Throw",
"Put"
           };
           magazines[] = {          
          
"rhsusf_mag_7x45acp_MHP",
"rhsusf_mag_7x45acp_MHP",
"rhsusf_mag_7x45acp_MHP",
"rhs_mag_mk3a2",
 "rhs_mag_mk3a2",
"rhs_mag_mk84",
"rhs_mag_mk84",
"Chemlight_green",
"Chemlight_red",
"rhsusf_100Rnd_556x45_soft_pouch",
"ClaymoreDirectionalMine_Remote_Mag",
"Chemlight_red",
"Chemlight_red",
"rhs_mag_m18_red",
"rhs_mag_m18_green",
"rhs_mag_m18_purple",
"rhs_mag_m18_yellow"                         
       
           };
           items[] = {
           "FirstAidKit",
"FirstAidKit",
"FirstAidKit",
"FirstAidKit",
"FirstAidKit",
"FirstAidKit",
"rhsusf_acc_eotech_552"                           
   
           };
           linkedItems[] = {
             "rhsusf_spc_iar",
"rhs_booniehat2_marpatwd",
"ItemMap",
"ItemCompass",
"ItemWatch",
"ItemRadio",
"B_UavTerminal",
"rhsusf_ANPVS_14",
"rhsusf_acc_ACOG2_USMC"
                
           };
           uniformClass = "rhs_uniform_FROG01_wd";
           backpack =  "rhsusf_pack_slackman_m249";
           
      };
  };

init.sqf

 

[missionNamespace,"WEST1"] call BIS_fnc_addRespawnInventory;

[missionNamespace,"WEST2"] call BIS_fnc_addRespawnInventory;
[missionNamespace,"WEST3"] call BIS_fnc_addRespawnInventory;
[missionNamespace,"WEST4"] call BIS_fnc_addRespawnInventory;
 

 

Hope it will help! ;)

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Description.ext

init.sqf

 

Hope it will help! ;)

 

Hey, thank you so much. It really helped because I realized that I had this 

[WEST,West1] call BIS_fnc_addRespawnInventory;

in my init.sqf instead of this

[missionNamespace,"WEST1"] call BIS_fnc_addRespawnInventory;

Thanks a ton, buddy. Now I can finally get this mission up and running as I want it to be!

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