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splash58

Respawn option still not "noob" friendly

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Hello all,

 

In an arma 3 mission one of the most important things is in my opinion the respawn option. Unfortunately the respawn does not work right out of the box with every mission. You have to create a description.ext file and then add respawn points which can be really annoying and frustrating to especially new players. Since there was an update to the respawnsystem today, which actually looks awesome, i hoped that this changed, that you can finally just have a respawn module, or a mission description module to make creating a mission easier, which you havent done. I hope that you add this function somewhen later down the road and I wanted to get this problem a little bit of attention with this post.

 

Thank you.

 

Sincerelly,

Splash

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Agreed it would be nice if nothing else you could select parameters in eden, then when you save the file it would auto create the description.ext

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Make a Description.ext, put it somewhere handy (so you can copy and paste it), Put your basic respawn settings of choice inside of it (this can be your default Description.ext). You can then copy and paste this into your mission folder as you create them. Create a marker in the editor "respawn_side". Boom. Cake. If this is too complicated then, I would hate to hear about your experiences with making an actual mission. 

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eden supports respawn now ingame ;) go to attributes -> multiplayer enable respawn set the value's and select a option like custom respawn location, then you only need to add a marker called respawn_west or respawn_east

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Hi,

 

I'll side with splash58 on this one... and here's why. Despite all the wikis and mission design stuff made to try and help us understand the code behind the game, it's never quite easy to get respawns that act like we'd like them to.

 

Here's my long story (if you're not interested in details, go to the bottom of my post for my question in bold characters)

 

I've been playing Arma games since Operation Flashpoint (Cold War Crisis now) and I've always enjoyed making missions for my friends and I to play and have fun in. The stuff I've learned about mission making, scripting (.sqs and .sqf files) and description.ext files is amazing and I love how this game keeps giving more and more to players and keeps improving. The respawn situation still is somewhat of a mystery to me and I'm sure I'm not the only one reading the wiki stuff and the various community sites (which really help sometimes, thank you all) but I still have a question regarding something I haven't been able to do since the first Arma game.

 

If I make a multiplayer co-op mission for my friends and I to play against AI soldiers, the only "simple way" for me to respawn with my "awesome kit I made in the virtual arsenal" is to choose the "group" respawn to respawn as one of the cool soldiers I made playable in my team. That's it = SIMPLE.

 

In the first Arma, a guy named Toadlife had made a nice script, and with it you could respawn at the "base" respawn marker with the kit you made for your soldier, and there was even an option to respawn with the ammount of ammo you had when you died, or the loadout you first started with (as simple as changing a 0 to a 1). THIS was heaven for the kind of games we played. In the basic Arma 2, it still worked, in Operation Arrowhead however, it lost its effectiveness due to the addition of backpacks, and well in Arma 3, we've had to find workaround solutions like putting triggers in the respawn marker area with scripts for each individual soldier and activated by each soldier, etc. etc. I have nightmares of triggers not activating properly by the wrong player and the one line of code that brings errors... I've tried stealing some scripts made by others, some of which almost worked but left one magazine less than what I was supposed to get... and it goes on and on... It's either that, or get the kit that comes default for the autorifleman everytime I respawn (instead of the one I made with the black MX SW and a booniehat and something else than the T-Shirt).

 

Whenever I see a new thing related to respawns, I get my hopes up, only to get either more confused, frustrated or reverting to my endless scripts and all...

 

I tried the new 1.60 respawn thing in Eden today, and I liked that when I chose "instant" I came back with the custom kit I made for myself in the editor, but when I switched to "base", I came back with the default autorifleman mentionned earlier. I read a little about the

CfgRespawnInventory and BIS_fnc_addRespawnInventory and that just got me more confused as to how to incorporate them in a description.ext (tried it, I didn't see my new class west 1 and class west 2 that I tried to write in the .ext file in the new respawn menu that shows up with the ability to respawn as a default autorifleman again). Maybe I'm doing something wrong, yes I'm becoming aware that scripting is not for noobs and no, I didn't forget to put a ; at the end of a line, and no, I didn't leave brackets [ ]

 open or whatnot. So here's the question I'd like to ask to BIS, scripters or modders out there in the community:

 

Could someone put a nice little check box somewhere in the editor that would copy my inventory I made in Eden (or an export of the virtual arsenal) to the new soldier I spawn in when I'm back at my "Respawn_West" marker?

 

P.S. If this box already exists, please show me where to find it, point me in the right direction. I NEED this ;-)  I'm asking for all the new players out there who know how to make simple stuff in Eden but would like to have more than just one chance to beat the enemy AI soldiers (which always seem harder to eliminate in multiplayer) with a simple respawn from time to time. It's a shame to have such a customizable game/simulation and not be able to take advantage of it all in a simple way. I'll stop and wait for replies now... Thank you!

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Could someone put a nice little check box somewhere in the editor that would copy my inventory I made in Eden (or an export of the virtual arsenal) to the new soldier I spawn in when I'm back at my "Respawn_West" marker?

 

 

JXMRDqk.jpg

 

Included with the 3den Enhanced mod on Steam.

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Thank You Kylania!

 

Yes, I already had the 3den Enhanced installed and from what I had read this function didn't quite work in its previous iteration, but you're right, that checkbox exists now and it works!

 

Important: on the respawn option, it shouldn't be set on "disabled", but on "respawn on custom position", and I also clicked the "show respawn counter" for my 7 second delay.

 

Just to add value to the topic, when I continued testing, I remembered something else. If you DON'T click the "Disable AI" button for the other playable slots in your mission in the multiplayer setup for the mission, the AI units will respawn when shot dead, but they will not have their custom loadouts, they'll have the default "class" loadout that comes with their role (note to self: I'll have to check with my tester friends to make sure all human players get their custom loadouts).

 

The workaround for that (playable units respawning as AI with custom loadouts) is custom scripts and triggers for all units, and it can be quite a pain to deal with (I've done it, and making it work with addons/mods and all is not easy... especially on longer missions where you want the "base" respawn to move to another location as the mission progresses from an objective to another; you actually have to move the triggers for all affected units, think of local and global space... complex stuff for most mission builders). If you want other "friendly AI helpers", simply make them part of your squad and do not make them "playable". They won't come back, but they'll start armed the way you set them up. As I mentioned in my first post, the simple alternative can be to set respawn as "group" instead of "base" to respawn as a customised "playable" member of the group.

 

 

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So I can easily find this thread.

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Important: on the respawn option, it shouldn't be set on "disabled", but on "respawn on custom position", and I also clicked the "show respawn counter" for my 7 second delay.

 

Oh yeah.  I'd tested that it was working first and forgot to take a screenshot, so that screenshot was from opening a blank editor just to show the checkbox. :)  Glad it's working for you!

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I can't get this to work at all...

 

In my mission I have playable units spawn with a custom loadout (done in eden via the arsenal), the idea is that these units have roles but do not have the gear for that role yet, they need to scavenge for it. However, if the player dies the new Role -> Loadout gives them to respawn as a fully stocked unit with all the gear that the default unit has (without the custom loadout).

 

My Respawn Settings:

 

TjMUEdf.png

 

The problem is even if I respawn a player right at the start when they have no more than a pistol they get this option:

 

pqa9uzG.png

 

 

There is no consistency here...

 

I'd like it so that when the units spawn they have roles, so they can work with ACE as a medic or engineer for example. But the custom starting loadouts for the units put down in eden are empty except for a pistol and some ace items (bandages). However, whats the point if they player can just die and respawn with a full loadout based on the default loadout of the unit... and the save gear function from the 3den enhanced doesn't seem to do anything...

 

It can't figure out how to fix this...

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It looks like you could be combining multiple respawn features - ACE, Eden and description.ext, which very well might all be conflicting.  I'd suggest using just one source instead of all three.  For example, when I was testing this I didn't have any loadout templates set in description.ext so that part of the respawn screen was blank while yours shows equipment.  Also I'm fairly sure ACE has some built in revive/respawn options maybe?

 

I'd suggest trying it with a vanilla client and using just 3den Enhanced features (which updated today, btw!) and see if it works.  Then load ACE and see if the same mission works still.  Process of elimination to see what feature is causing the conflict.

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Ok I followed your advice using just 3den settings, I deleted my description.ext and removed the ace3 respawn module.  

  

So I spawn in with my stripped down inventory:

 

T4N1nwy.png

 

 

Whoo I scavenged a rifle (needs ammo though):

 

I0TYfnY.png

 

 

Well better just kill myself and check if I still have that rifle, seems good not asking my to bypass to the default loadouts:

 

AOqv5X8.png

 

Darn no rifle, just the loadout I started the game with:

 

r7gTBHU.png

 

I'm not sure how to fix this problem..

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Well better just kill myself and check if I still have that rifle

 

How exactly did you kill yourself?  I'm fairly sure that the script uses onKilled event which isn't triggered when you ESC -> Respawn.  Place down a bad guy, spawn in, pick up the rifle then try to hug the bad guy and see what you spawn with.

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The EdenEditor's respawn settings are not good . We have to use Description.ext to make respawn or there's lots of problems.

 

I suggest respawn and Veh-Respawn func  more noob

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I'd like to see respawning also be introduced to single player (offline) missions to. Maybe through a module. Because I like to make really long, dynamic missions for single player, just for my own entertainment, and lets face it, a 2 hour long missions can be quite annoying with just 1 life or a few save states. Also I agree that it should be made easier to retain a custom loadout upon respawn using a check box, or, going on the idea of a module again, maybe having a setting for it? Just easier than using the whole Description.ext setup :)

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