Violt 2 Posted May 13, 2018 Hello, On my missions i have several spawn points. But what i want is if you spawn you spawn in a trigger. and you get spawn gear because you are in the trigger with the spawn gear code in it. I already have tried this but it is not working. I have pasted the following in the On Activation space removeAllWeapons this; removeAllItems this; removeAllAssignedItems this; removeUniform this; removeVest this; removeBackpack this; removeHeadgear this; removeGoggles this; comment "Add containers"; this forceAddUniform "rhs_uniform_acu_ucp"; this addItemToUniform "ACE_EarPlugs"; for "_i" from 1 to 7 do {this addItemToUniform "rhsusf_mag_7x45acp_MHP";}; this addHeadgear "rhsusf_patrolcap_ucp"; comment "Add weapons"; this addWeapon "rhsusf_weap_m1911a1"; comment "Add items"; this linkItem "ItemMap"; this linkItem "ItemCompass"; this linkItem "tf_microdagr"; this linkItem "tf_anprc152_5"; this linkItem "ItemGPS"; comment "Set identity"; this setFace "WhiteHead_20"; this setSpeaker "ace_novoice"; What am i doing wrong? Share this post Link to post Share on other sites
zagor64bz 1225 Posted May 13, 2018 3 hours ago, Violt said: What am i doing wrong? A) you opened another thread about the same question (HERE) B) don't play smart and take advantage of others patience C) Try changing "this" with "name of your soldier" Share this post Link to post Share on other sites
Grumpy Old Man 3524 Posted May 13, 2018 24 minutes ago, zagor64bz said: A) you opened another thread about the same question (HERE) B) don't play smart and take advantage of others patience C) Try changing "this" with "name of your soldier" You forgot option D. Share this post Link to post Share on other sites
zagor64bz 1225 Posted May 13, 2018 1 minute ago, Grumpy Old Man said: You forgot option D. My hangover wouldn't allow me to go that far now.....hahahahahha...please, be my guest brotha! Share this post Link to post Share on other sites
Grumpy Old Man 3524 Posted May 13, 2018 Just now, zagor64bz said: My hangover wouldn't allow me to go that far now.....hahahahahha...please, be my guest brotha! Well here we go then: D) D as in Dancing Banana Spoiler Cheers 1 1 Share this post Link to post Share on other sites
zagor64bz 1225 Posted May 13, 2018 Just now, Grumpy Old Man said: Well here we go then: D) D as in Dancing Banana Hide contents Cheers HAHAHAHAHAHAHAHA....Cheers to you man!!! 1 Share this post Link to post Share on other sites
Violt 2 Posted May 13, 2018 44 minutes ago, zagor64bz said: A) you opened another thread about the same question (HERE) B) don't play smart and take advantage of others patience C) Try changing "this" with "name of your soldier" No it's not the same. It's another way of doing so. As i am not using a trigger in the Respawn Menu. Share this post Link to post Share on other sites
Harzach 2414 Posted May 13, 2018 Why use a trigger? Why not use onPlayerRespawn.sqf? 1 Share this post Link to post Share on other sites
Grumpy Old Man 3524 Posted May 13, 2018 2 minutes ago, Harzach said: Why use a trigger? Why not use onPlayerRespawn.sqf? Probably the most fitting solution. Cheers 1 Share this post Link to post Share on other sites
Chuc 83 Posted May 18, 2018 have you tried changing this to player or _unit Share this post Link to post Share on other sites
gokitty1199 224 Posted May 18, 2018 create a .sqf file called onPlayerRespawn and put this in it _unit = (_this select 0); removeAllWeapons _unit; removeAllItems _unit; removeAllAssignedItems _unit; removeUniform _unit; removeVest _unit; removeBackpack _unit; removeHeadgear _unit; removeGoggles _unit; comment "Add containers"; _unit forceAddUniform "rhs_uniform_acu_ucp"; _unit addItemToUniform "ACE_EarPlugs"; for "_i" from 1 to 7 do {_unit addItemToUniform "rhsusf_mag_7x45acp_MHP";}; _unit addHeadgear "rhsusf_patrolcap_ucp"; comment "Add weapons"; _unit addWeapon "rhsusf_weap_m1911a1"; comment "Add items"; _unit linkItem "ItemMap"; _unit linkItem "ItemCompass"; _unit linkItem "tf_microdagr"; _unit linkItem "tf_anprc152_5"; _unit linkItem "ItemGPS"; comment "Set identity"; _unit setFace "WhiteHead_20"; _unit setSpeaker "ace_novoice"; open or create a Description.ext file and put this in it respawnOnStart = -1; that should run whats in the onPlayerRespawn.sqf file without actually killing the player. Share this post Link to post Share on other sites