Jump to content

Recommended Posts

hi guys!
i've been plagued for many months now, by a really strange problem, that happens just sometimes, apparently at random times.
here is what happens usually:
i start the game, join a server, and when it should show the respawn menu, where you can select respawn position, the whole menu is not there! even tapping ESC key does nothing (usually it should show the game menu),
and only way to exit from that situation is to ALT+F4 or if server close (being my dedicated, i tried shut it down, at that point i got an error aabout "connection lost" and from there i could open menu again).
now after many months, for the first time, i got an error while in editor MP test, and the same symptoms as the ones usually happening on dedicated!
i cant understand what that mean, but maybe someone can cast some light on this!
thanks !
here is the error:
https://ibb.co/fCh1XF

Share this post


Link to post
Share on other sites

Can you show your code?

Share this post


Link to post
Share on other sites

What the...

handle = this spawn { " \n " sleep 1; " \n " _logic = _this; " \n " _sector = objNull; " \n "  " \n " { " \n "  switch ( toUpper (typeOf _x) ) do { " \n "   case ("MODULESECTOR_F") : { " \n "    _sector = _x; " \n "   }; " \n "  }; " \n " }forEach (synchronizedObjects _logic); " \n "  " \n " _sides = ["OPFOR","BLUFOR","INDEPENDANT"]; " \n "  " \n " while { !(_sector getVariable "finalized") } do { " \n "  sleep 0.5; " \n "  waitUntil {_sector getVariable "owner" != sideUnknown}; " \n "  _sectorOwner = _sector getVariable "owner"; " \n "   " \n "  _markerName = format["respawn%1%2", _sectorOwner, _sector]; " \n "  _respawn = createMarker [_markerName, getPosATL _logic]; " \n "  _respawn setMarkerSize [1,1]; " \n "  _respawn setMarkerColor ( [_sectorOwner, true] call BIS_fnc_sideColor ); " \n "  _respawn setMarkerType "respawn_inf"; " \n "  _respawn setMarkerText format["%1 Respawn Position %2", _sector getVariable "name", _sides select (_sectorOwner call BIS_fnc_sideID)]; " \n "  _logic setVariable ["respawn", _markerName]; " \n "  _respawnPos = [_sectorOwner, _markerName] call BIS_fnc_addRespawnPosition; " \n "   " \n "  waitUntil {_sector getVariable "owner" != _sectorOwner}; " \n "   " \n "  deleteMarker (_logic getVariable "respawn"); " \n "  _logic setVariable ["respawn", nil]; " \n "  _respawnPos call BIS_fnc_removeRespawnPosition; " \n " }; " \n "  " \n "};

In an init of something in the Editor...? I could be misunderstanding here but I don't think so... This is hurting my eyes lol. I recommend you remove that and start over in a .sqf instead. I'll be happily to help you out that way...

Share this post


Link to post
Share on other sites

ah i understand now!!
no, its not my code, thats default game code!!
 

Share this post


Link to post
Share on other sites

yep, it seems to happen randomly, also i have problems to reproduce this!
seems to happen more often if game is just started.

Share this post


Link to post
Share on other sites

Can you provide some example mission with just the respawn menu stuff, etc...??? To reproduce this.

Share this post


Link to post
Share on other sites

sure!! here's my mission:
https://mega.nz/#!KtZ2GLiQ!-PxDcaPxXqjeuAaSeUEk2YT1e-UDZf22TXr0dhrVS5E
it happens more frequently if you just start arma3 launcher, then start arma3, then just join dedicated server with that mission running.
sometimes, but more rare, it happens if you just start arma3, load editor, load altis, load that mission, and preview it in MP.
sadly it does not happen always :(
i can run a dedicated server when you want if you want!

Share this post


Link to post
Share on other sites
1 hour ago, HazJ said:

Can you provide some example mission with just the respawn menu stuff, etc...??? To reproduce this.

Can you provide some example mission with just the respawn menu stuff, etc...???

The reason I ask you to do this is because, I can't reproduce these errors.

Share this post


Link to post
Share on other sites

heh....i dont have any custom "respawn menu stuff " . i have no special respawn...just default one!

Share this post


Link to post
Share on other sites
6 hours ago, HazJ said:

What the...


handle = this spawn { " \n " sleep 1; " \n " _logic = _this; " \n " _sector = objNull; " \n "  " \n " { " \n "  switch ( toUpper (typeOf _x) ) do { " \n "   case ("MODULESECTOR_F") : { " \n "    _sector = _x; " \n "   }; " \n "  }; " \n " }forEach (synchronizedObjects _logic); " \n "  " \n " _sides = ["OPFOR","BLUFOR","INDEPENDANT"]; " \n "  " \n " while { !(_sector getVariable "finalized") } do { " \n "  sleep 0.5; " \n "  waitUntil {_sector getVariable "owner" != sideUnknown}; " \n "  _sectorOwner = _sector getVariable "owner"; " \n "   " \n "  _markerName = format["respawn%1%2", _sectorOwner, _sector]; " \n "  _respawn = createMarker [_markerName, getPosATL _logic]; " \n "  _respawn setMarkerSize [1,1]; " \n "  _respawn setMarkerColor ( [_sectorOwner, true] call BIS_fnc_sideColor ); " \n "  _respawn setMarkerType "respawn_inf"; " \n "  _respawn setMarkerText format["%1 Respawn Position %2", _sector getVariable "name", _sides select (_sectorOwner call BIS_fnc_sideID)]; " \n "  _logic setVariable ["respawn", _markerName]; " \n "  _respawnPos = [_sectorOwner, _markerName] call BIS_fnc_addRespawnPosition; " \n "   " \n "  waitUntil {_sector getVariable "owner" != _sectorOwner}; " \n "   " \n "  deleteMarker (_logic getVariable "respawn"); " \n "  _logic setVariable ["respawn", nil]; " \n "  _respawnPos call BIS_fnc_removeRespawnPosition; " \n " }; " \n "  " \n "};

In an init of something in the Editor...? I could be misunderstanding here but I don't think so... This is hurting my eyes lol. I recommend you remove that and start over in a .sqf instead. I'll be happily to help you out that way...

_respawnPos call BIS_fnc_removeRespawnPosition;

Then what's all this? If you haven't added any custom respawn positions... Why are you trying to remove one or more?

Share this post


Link to post
Share on other sites

heh...thats my same question !!!!!!
i have no idea of what the hell it is !!!
 

Share this post


Link to post
Share on other sites

Remove it, lol... Try it at least.

Share this post


Link to post
Share on other sites

heh... ok, but what should i remove?
(sorry for my dumbness eh...but cant get it! )

Share this post


Link to post
Share on other sites

I am looking at it in your mission.sqm on line 1313. I recommend and highly suggest you just load the mission in the Editor and delete the module (name: GmHQ). Classname appears to be: ModuleRespawnPosition_F

Share this post


Link to post
Share on other sites

wowow! you found the problem?? man...you're awesome!! great!
i will search for it now in editor ! thanks man !

EDIT:
ok found it! GmHQ is an APC, and synced to it is a " ModuleRespawnPosition_F ".  on the long run i will need it, but for test i delete it and see if problem happens again !!
thanks man !!

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×