willithappen 194 Posted August 21, 2016 Hi lads, having a spot of trouble making an endgame map. I've copied exactly the 'EndGame Kavala' mission (Unpacked it and copied it).I get the above error ONLY for the BLUFOR side, which is rather confusing. dev = "Nelson Duarte"; author = $STR_A3_Bohemia_Interactive; onLoadName = 'AusCorp - End Game (12) Kavala'; briefingName = AusCorp - End Game (12) Kavala; onLoadMission = $STR_A3_mp_marksmen_01_overview; overviewText = $STR_A3_mp_marksmen_01_overview; overviewPicture = "\a3\Missions_F_MP_Mark\Data\Marksmen_scenario01_overview_CA.paa"; respawn = 3; respawnDelay = 30; respawnVehicleDelay = 0; respawnTemplates[] = {"Revive", "MenuPosition", "MenuInventory"}; respawnOnStart = -1; respawnDialog = 1; disabledAI = 1; #include "LoadoutClasses.hpp" class Header { gameType = EndGame; minPlayers = 1; maxPlayers = 24; }; class Params { #define DAYTIMEHOUR_DEFAULT 6 #define WEATHER_DEFAULT 50 #define DEBUGCONSOLE_DEFAULT 0 #define TIMEACCELERATION_DEFAULT 1 #define VIEW_DISTANCE_MIN 200 #define VIEW_DISTANCE_MAX 1200 #define VIEW_DISTANCE_DEFAULT 850 #include "functions\paramDaytimeHour.hpp" #include "functions\paramWeather.hpp" #include "functions\paramDebugConsole.hpp" #include "functions\paramTimeAcceleration.hpp" #include "functions\paramViewDistance.hpp" class Timer { title = $STR_A3_EndGame_LastPhaseTimer; values[] = {1200, 1800, 3600}; texts[] = {$STR_A3_EndGame_LastPhaseTimer_20, $STR_A3_EndGame_LastPhaseTimer_30, $STR_A3_EndGame_LastPhaseTimer_60}; default = 1200; file = "params\setTimer.sqf"; }; class RespawnDelay { title = $STR_A3_EndGame_RespawnDelay; values[] = {15, 30, 45, 60}; texts[] = {$STR_A3_EndGame_RespawnDelay_15, $STR_A3_EndGame_RespawnDelay_30, $STR_A3_EndGame_RespawnDelay_45, $STR_A3_EndGame_RespawnDelay_60}; default = 30; file = "params\setRespawnDelay.sqf"; }; class EndGameRespawnDelay { title = $STR_A3_EndGame_RespawnDelayLast; values[] = {30, 45, 60, 120}; texts[] = {$STR_A3_EndGame_RespawnDelayLast_30, $STR_A3_EndGame_RespawnDelayLast_45, $STR_A3_EndGame_RespawnDelayLast_60, $STR_A3_EndGame_RespawnDelayLast_120}; default = 45; file = "params\setEndGameRespawnDelay.sqf"; }; }; corpseManagerMode = 1; // Type of removed bodies: 0 - none, 1 - all, 2 - only respawnable, 3 - only non-respawnable corpseLimit = 10; // Max number of bodies which can be available at the same time. When exceeded, start deleting immediately. corpseRemovalMinTime = 120; // Minimal time in seconds a body stays in the scene (can't be removed sooner). corpseRemovalMaxTime = 240; // Maximal time in seconds after which a dead body is removed (can't stay longer) wreckManagerMode = 1; // Type of removed wrecks: 0 - none, 1 - all, 2 - only respawnable, 3 - only non-respawnable wreckLimit = 5; // Max number of wrecks which can be available at the same time. When exceeded, start deleting immediately. wreckRemovalMinTime = 120; // Minimal time in seconds a wreck stays in the scene (can't be removed sooner). wreckRemovalMaxTime = 240; // Maximal time in seconds after which a wreck is removed (can't stay longer) Above is my Description.ext, as said, its the exact one from the EndGame kavala mission (But i've had to go and copy the functions into the mission folder instead of referencing it from elsewhere). I also attempted to split the respawn templates into East and West to see if that worked. No effect. respawnTemplatesWest[] = {"Revive", "MenuPosition", "MenuInventory"}; respawnTemplatesEast[] = {"Revive", "MenuPosition", "MenuInventory"}; So my problem is, only players on the WEST side have the error, the error also means they continuously respawn and are therefore unable to play. http://www.auscorpcompany.com/12_EndGame_Pyrgos.Altis.zip- Heres the full mission file if anyone wants to check into it. http://www.auscorpcompany.com/12_EndGame_Kavala.Altis.zip - Also the Kavala version that i've extracted and modified. I get no issues with this version and respawn templates. Cheers Share this post Link to post Share on other sites
KokaKolaA3 394 Posted August 21, 2016 Remove the Respawn Templates in the description.ext, instead use the attributes in Eden editor to add the respawn system. Share this post Link to post Share on other sites
willithappen 194 Posted August 21, 2016 Hmm, will give that a go, its just odd it works fine on my other mission, which is setup exactly the same except for contents in the mission.sqm Share this post Link to post Share on other sites
kowu 1 Posted September 8, 2016 I have the same problem, but i can't solve it that way since i want two sides to have different respawn templates. I want Insurgents to be able to respawn, and Blufor to be able to revive but not respawn. My code looks like this as of now: respawn = 3; respawnDelay = 30; respawnVehicleDelay = 0; respawnOnStart = -1; respawnDialog = 1; disabledAI = 1; respawnTemplatesIndependent[] = {"MenuPosition","MenuInventiory"}; respawnTemplatesWest[] = {"Revive", "Spectate"}; class CfgRespawnInventory { ///CFG stuff } Share this post Link to post Share on other sites
Bl44a 0 Posted September 8, 2016 There is a new revive version. You must use the eden editor attribute. Also note that (I think) it only works when there is more than 1 person on your team Share this post Link to post Share on other sites
cosmic10r 2331 Posted September 8, 2016 https://community.bistudio.com/wiki/Revive_remastered I'll throw this in here as this is the new instruction set. Share this post Link to post Share on other sites
kowu 1 Posted September 8, 2016 There is a new revive version. You must use the eden editor attribute. Also note that (I think) it only works when there is more than 1 person on your team https://community.bistudio.com/wiki/Revive_remastered I'll throw this in here as this is the new instruction set. Haven't tried with more people on the server so ill see if it works. problem with the attribute system is that it doesn't allow me to select whether ONLY one side can respawn or not. Share this post Link to post Share on other sites
cosmic10r 2331 Posted September 8, 2016 Haven't tried with more people on the server so ill see if it works. problem with the attribute system is that it doesn't allow me to select whether ONLY one side can respawn or not.As far as I can tell it should still work with this.respawnTemplatesEast []; in desc.ext You just can't use "revive" template in the respawn templates anymore and has to be set in 3den. Share this post Link to post Share on other sites
kowu 1 Posted September 8, 2016 As far as I can tell it should still work with this. respawnTemplatesEast []; in desc.ext You just can't use "revive" template in the respawn templates anymore and has to be set in 3den. Tried it now and when my character dies,the camera waits for x amount of seconds by the corpse (i think its the same amount as the respawnDelay) and then my character just pops on the respawn marker (when i have one set for west) or just on top of it's corpse (if i don't have a respawn marker). Code in Desc.ext looks like this now: respawnOnStart = -1; respawnDialog = 0; disabledAI = 1; respawnTemplatesWest[] = {}; class CfgRespawnInventory { blarghblarhg } Share this post Link to post Share on other sites
cosmic10r 2331 Posted September 9, 2016 Tried it now and when my character dies,the camera waits for x amount of seconds by the corpse (i think its the same amount as the respawnDelay) and then my character just pops on the respawn marker (when i have one set for west) or just on top of it's corpse (if i don't have a respawn marker). Code in Desc.ext looks like this now: respawnOnStart = -1; respawnDialog = 0; disabledAI = 1; respawnTemplatesWest[] = {}; class CfgRespawnInventory { blarghblarhg } i didnt fill in the required template cuz I assumed you would ... my bad so respawnTemplatesEast[] = {"Counter"};\ or one of the templates from here https://community.bistudio.com/wiki/Arma_3_Respawn did you try with one of the templates? so respawnOnStart = -1; respawnDialog = 0; disabledAI = 1; respawnTemplatesWest[] = {"menuposition"}; class CfgRespawnInventory { blarghblarhg } Share this post Link to post Share on other sites
kremator 1065 Posted September 9, 2016 Has anyone been able to use the AI to revive (using the new template) or to revive AI? This would be a 'GOOD THING'TM ! Share this post Link to post Share on other sites
kowu 1 Posted September 9, 2016 i didnt fill in the required template cuz I assumed you would ... my bad so respawnTemplatesEast[] = {"Counter"};\ or one of the templates from here https://community.bistudio.com/wiki/Arma_3_Respawn did you try with one of the templates? so respawnOnStart = -1; respawnDialog = 0; disabledAI = 1; respawnTemplatesWest[] = {"menuposition"}; class CfgRespawnInventory { blarghblarhg } I have, the same thing happen but it shows the countdown first. From all the solutions I've tried it seems as if the mission has "it's own" description file with attributes that overrides my scripted code. Even removing, changing or adding event handlers is just ignored. Share this post Link to post Share on other sites