marty6 2 Posted January 10, 2017 Hi I'm new to Arma 3. I'm having a problem in making players in multilplayer as respawn points. So, when somebody dies, I would like for players to be able to respawn on another player on their side while keeping their loadouts. Does anyone know how to do this? I watched quite a few videos and read a bunch on several forums, but could not find the answer. Any help is appreciated! Share this post Link to post Share on other sites
billyeatworld 2 Posted January 10, 2017 Hey man! Pretty sure this is the function you need. [<target>,<position>] call BIS_fnc_addRespawnPosition; <target> can be namespace, side, object or group.<position> can be a position, an object or a marker name (as string). In your case you want <target> to be the side and <position> to be an object (the player you want to respawn on). So... [WEST, yourSoldierVarName] call BIS_fnc_addRespawnPosition; Or if you want the leader of a particular group... [WEST, leader (yourGroupVarName)] call BIS_fnc_addRespawnPosition; 1 Share this post Link to post Share on other sites
billyeatworld 2 Posted January 10, 2017 As for keeping loadouts this is the way I normally handle that... In a text editor, create a file called onPlayerKilled.sqf ... and a file called onPlayerRespawn.sqf Place both files into your mission directory. In onPlayerKilled.sqf paste in... player setVariable["Saved_Loadout",getUnitLoadout player]; In onPlayerRespawn.sqf paste in... removeAllWeapons player; removeGoggles player; removeHeadgear player; removeVest player; removeUniform player; removeAllAssignedItems player; clearAllItemsFromBackpack player; removeBackpack player; player setUnitLoadout(player getVariable["Saved_Loadout",[]]); This will be kind of buggy if you're using the in built Arma 3 revive though because when you go down you go into an ambient animation without your primary weapon, therefore when you die you technically don't have a primary weapon. When you respawn you'll respawn without it. If you want players to respawn with a preset loadout though, then rather than onPlayerKilled.sqf you can paste the same code into a file called initPlayerLocal.sqf. This will just save the loadout when you initially join the game rather than each time you get killed. 1 Share this post Link to post Share on other sites
marty6 2 Posted January 10, 2017 billyeatworld, Thank you very much for the replies. If I have a respawn point at the main base as well as player respawns, how do I get the players to choose their respawn. I think I'm missing something. When I got back into the 'created' mp mission that I did, we could only respawn back at base, but not on each other during the mission. Share this post Link to post Share on other sites
spidypiet 17 Posted January 10, 2017 did you check your Description.ext and https://community.bistudio.com/wiki/Arma_3_Respawn ? 1 Share this post Link to post Share on other sites
marty6 2 Posted January 10, 2017 I'll have to check them when I get back from work. Thanks again! Share this post Link to post Share on other sites
billyeatworld 2 Posted January 10, 2017 My description.ext at the very least usually looks something like... respawn = 3; respawnDelay = 30; respawnOnStart = 1; The base respawn should just be a marker called "respawn_west". I don't use the respawn position editor modules. Or for example in your init.sqf file you can add respawn points to your own custom named markers using the syntax... [<SIDE>, <MARKER NAME>] call BIS_fnc_addRespawnPosition; Here's an example of how I've set up the respawn points in one of my missions... [WEST, "base_infantry","Infantry Base"] call BIS_fnc_addRespawnPosition; [WEST, "base_air","Air Base"] call BIS_fnc_addRespawnPosition; [WEST, "base_naval","Naval Base"] call BIS_fnc_addRespawnPosition; [WEST, "base_armor","Armor Base"] call BIS_fnc_addRespawnPosition; [WEST, "base_paradrop","Paradrop Muster"] call BIS_fnc_addRespawnPosition; Share this post Link to post Share on other sites
spidypiet 17 Posted January 10, 2017 41 minutes ago, billyeatworld said: My description.ext at the very least usually looks something like... respawn = 3; respawnDelay = 30; respawnOnStart = 1; The base respawn should just be a marker called "respawn_west". I don't use the respawn position editor modules. Or for example in your init.sqf file you can add respawn points to your own custom named markers using the syntax... [<SIDE>, <MARKER NAME>] call BIS_fnc_addRespawnPosition; Here's an example of how I've set up the respawn points in one of my missions... [WEST, "base_infantry","Infantry Base"] call BIS_fnc_addRespawnPosition; [WEST, "base_air","Air Base"] call BIS_fnc_addRespawnPosition; [WEST, "base_naval","Naval Base"] call BIS_fnc_addRespawnPosition; [WEST, "base_armor","Armor Base"] call BIS_fnc_addRespawnPosition; [WEST, "base_paradrop","Paradrop Muster"] call BIS_fnc_addRespawnPosition; add to descriprion.ext " respawnTemplates[] = {"MenuPosition"}; " i think that way you get a menu to choose your respawnpoint Share this post Link to post Share on other sites
marty6 2 Posted January 11, 2017 Hi, I added the [<SIDE>, <MARKER NAME>] call BIS_fnc_addRespawnPosition; to the init.sqf file. I also added this to each player in their respective init within the EDEN editor. IE: [west, "player1] call ...etc .... This worked. I had the menu come up after my character was killed. I was able to choose either the 'other' players and / or the base location. However, I was not able to keep any of the 'saved' loadouts on respawn. I have 5 loadouts. If I wanted to respawn a few time with the 4th loadout, that what I want to do. If I then want to change to a different loadout, let's say loadout 2, then I want to respawned with that a few times during the game. Is the possible? In the respawn menu it stated two things: Loadout unspecified and will be chosen automatically and Role unspecified and will be chosen automatically. Is there a way to respawn as the same player? IE if my friend was 'player1' and I was 'player2', if we both die at the same time, can we come back as our original players and keep our 'saved' loadouts? In my description.ext file i have the following: respawn=3; respawnDelay=30; respawnTemplates[] = {"Revive", "MenuPosition"}; respawnOnStart=-1; reviveForceRespawnDelay=3; #execVM"onPlayerKilled.sqf"; <-- tried this and it didn't work #execVM"onPlayerRespawn.sqf"; <--tried this and it didn't work in my init.sqf file i have this: [west, "player1"] call BIS_fnc_addRespawnPosition; [west, "player2"] call BIS_fnc_addRespawnPosition; [west, "player3"] call BIS_fnc_addRespawnPosition; onPlayerKilled.sqf : #player setVariable["Saved_Loadout",getUnitLoadout player]; [player, [missionNamespace, "inventory_var"] call BIS_fnc_saveInventory; <-- this did not work onPlayerRespawn.sqf #removeAllWeapons player; #removeGoggles player; #removeHeadgear player; #removeVest player; #removeUniform player; #removeAllAssignedItems player; #clearAllItemsFromBackpack player; #removeBackpack player; #player setUnitLoadout(player getVariable["Saved_Loadout",[]]); [player, [missionNamespace, "inventory_var"]] call BIS_fnc_saveInventory; <--this did not work Share this post Link to post Share on other sites
marty6 2 Posted January 11, 2017 Figured it out. 1. Took out the lines: execVM"onPlayerKilled.sqf"; execVM"onPlayerRespawn.sqf"; from the description.ext 2. Took out this from onPlayerKilled.sqf [player, [missionNamespace, "inventory_var"] call BIS_fnc_saveInventory; 3. Took out this form onPlayerrespawn.sqf [player, [missionNamespace, "inventory_var"]] call BIS_fnc_saveInventory; <--this did not work 4. and removed the '#' in the onPlayerrespawn.sqf and made sure all those lines were active. Sorry that i'm a noob at this but it is very interesting and i'm learning fast. Also, at the respawn menu i still have this: Loadout unspecified and will be chosen automatically and Role unspecified and will be chosen automatically. Anyway to fixed this or just leave it alone? Thanks! Share this post Link to post Share on other sites