Jump to content
Lineman

[Help] "[bis_fnc_getrespawnmarkers] base respawn for UNKNOWN is not supported"

Recommended Posts

Using respawn markers to define 2 respawns, respawn_west_1 and respawn_west_2. We're playing as Blufor. Respawn on Custom Position is selected in attributes/multiplayer.

Problem is upon entering server, the respawn button is disabled and we're stuck at a black screen.

This message appears in the bottom left: [bis_fnc_getrespawnmarkers] base respawn for UNKNOWN is not supported
 

Other info...

//description.ext

respawn = 3;
respawnButton = 1;
respawnDelay = 5;
disabledAI = 1;
respawnTemplates[] = {"MenuPosition","Spectator"};

Share this post


Link to post
Share on other sites

use instead respawnTemplates[]

respawnOnStart = -1;

respawnTemplatesWest[] = {"MenuPosition","Spectator"};

Share this post


Link to post
Share on other sites
10 minutes ago, davidoss said:

use instead respawnTemplates[]

respawnOnStart = -1;

respawnTemplatesWest[] = {"MenuPosition","Spectator"};

Not working.

Share this post


Link to post
Share on other sites

That means something else are wrong with your mission. Post your mission somewhere

Share this post


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

That means something else are wrong with your mission. Post your mission somewhere

 

<Link removed. See next post>

 

Due to mods, you won't be able to open in Eden, but I am not using respawn scripts inside editor anyway.

Share this post


Link to post
Share on other sites

Might want to re-save your mission unbinarized so folks can see what is going on. In Editor -- Attributes > General > Binarize the scenario file (uncheck this).

  • Like 1

Share this post


Link to post
Share on other sites

There is already a complex respawning system included in this mission. You can't just pile your own on top of it.

Share this post


Link to post
Share on other sites
2 minutes ago, Harzach said:

There is already a complex respawning system included in this mission. You can't just pile your own on top of it.

Are you sure? This is the mission.sqm from fresh download of very same map, before I started editing (very short):

 

Spoiler

version=53;
class EditorData
{
    moveGridStep=1;
    angleGridStep=0.2617994;
    scaleGridStep=1;
    autoGroupingDist=10;
    toggles=1;
    class Camera
    {
        pos[]={4776.8979,83.832298,4158.3242};
        dir[]={0.87775868,-0.39964917,-0.26473069};
        up[]={0.38273367,0.9166047,-0.11542776};
        aside[]={-0.28877571,2.6969938e-006,-0.95746338};
    };
};
binarizationWanted=0;
class AddonsMetaData
{
};
randomSeed=4418163;
class ScenarioData
{
    author="[3rdRM] Corpo";
};
class Mission
{
    class Intel
    {
        timeOfChanges=1800.0002;
        startWeather=0.2;
        startWind=0.1;
        startWaves=0.1;
        forecastWeather=0.60000002;
        forecastWind=0.1;
        forecastWaves=0.1;
        forecastLightnings=0.1;
        wavesForced=1;
        windForced=1;
        year=1997;
        month=1;
        day=2;
        hour=11;
        minute=0;
        startFogDecay=0.014;
        forecastFogDecay=0.014;
    };
};

 

Share this post


Link to post
Share on other sites
Spoiler

Search "spawn" (43 hits in 1 file)
  C:\...\Temp1_Eastern_Front_Urban_1943.cartercity-20180810T230028Z-001.zip\Eastern_Front_Urban_1943.cartercity\mission.sqm (43 hits)
	Line 442: 	respawnDialog=0;
	Line 443: 	respawn=3;
	Line 459: 			property="RespawnTemplates";
	Line 516: 				name="SovSpawner";
	Line 535: 				name="GerSpawner";
	Line 552: 			name="SovSpawnNorth";
	Line 560: 			name="SovSpawnCentre";
	Line 568: 			name="SovSpawnSouth";
	Line 577: 			name="GerSpawnSouth";
	Line 586: 			name="GerSpawnNorth";
	Line 849: 				name="NewRespawnTrigger01";
	Line 851: 				onActivation="call{[west,""NewRespawn01"",""SOUTH BRIDGE""] call BIS_fnc_addRespawnPosition;}";
	Line 851: 				onActivation="call{[west,""NewRespawn01"",""SOUTH BRIDGE""] call BIS_fnc_addRespawnPosition;}";
	Line 866: 			name="NewRespawn01";
	Line 1811: 			name="SovSpawnSouthWest";
	Line 1820: 			name="SovSpawnNorthWest";
	Line 1832: 				name="NewRespawnTrigger02";
	Line 1834: 				onActivation="call{[west,""NewRespawn02"",""NORTH BRIDGE""] call BIS_fnc_addRespawnPosition;}";
	Line 1834: 				onActivation="call{[west,""NewRespawn02"",""NORTH BRIDGE""] call BIS_fnc_addRespawnPosition;}";
	Line 1851: 			name="NewRespawn02";
	Line 2904: 				onActivation="call{setPlayerRespawnTime 180;}";
	Line 5542: 						init="call{null = [this] execVM ""VehicleCdr01.sqf""; this addEventHandler [""respawn"", ""_this execVM 'VehicleCdr01.sqf'""];}";
	Line 5670: 						init="call{null = [this] execVM ""VehicleCrew01.sqf""; this addEventHandler [""respawn"", ""_this execVM 'VehicleCrew01.sqf'""];}";
	Line 5774: 						init="call{null = [this] execVM ""VehicleCrew01.sqf""; this addEventHandler [""respawn"", ""_this execVM 'VehicleCrew01.sqf'""];}";
	Line 5877: 						init="call{null = [this] execVM ""VehicleCrew01.sqf""; this addEventHandler [""respawn"", ""_this execVM 'VehicleCrew01.sqf'""];}";
	Line 6009: 			name="respawn_west_2";
	Line 6036: 						init="call{null = [this] execVM ""GerPilot.sqf""; this addEventHandler [""respawn"", ""_this execVM 'GerPilot.sqf'""];}";
	Line 6149: 			name="respawn_west_1";
	Line 6981: 						init="call{null = [this] execVM ""GerAssaultLead01.sqf""; this addEventHandler [""respawn"", ""_this execVM 'GerAssaultLead01.sqf'""];}";
	Line 7141: 						init="call{null = [this] execVM ""GerAssaultLead02.sqf""; this addEventHandler [""respawn"", ""_this execVM 'GerAssaultLead02.sqf'""];}";
	Line 7279: 						init="call{null = [this] execVM ""GerAssaultMG01.sqf""; this addEventHandler [""respawn"", ""_this execVM 'GerAssaultMG01.sqf'""];}";
	Line 7420: 						init="call{null = [this] execVM ""GerAssaultMGA01.sqf""; this addEventHandler [""respawn"", ""_this execVM 'GerAssaultMGA01.sqf'""];}";
	Line 7564: 						init="call{null = [this] execVM ""GerAssaultSniper01.sqf""; this addEventHandler [""respawn"", ""_this execVM 'GerAssaultSniper01.sqf'""];}";
	Line 7665: 						init="call{this setUnitTrait [""explosiveSpecialist"",true]; null = [this] execVM ""GerAssaultPion01.sqf""; this addEventHandler [""respawn"", ""_this execVM 'GerAssaultPion01.sqf'""];}";
	Line 7838: 						init="call{null = [this] execVM ""GerAssaultRifleAT01.sqf""; this addEventHandler [""respawn"", ""_this execVM 'GerAssaultRifleAT01.sqf'""];}";
	Line 7985: 						init="call{null = [this] execVM ""GerAssaultRifleAT01.sqf""; this addEventHandler [""respawn"", ""_this execVM 'GerAssaultRifleAT01.sqf'""];}";
	Line 8132: 						init="call{null = [this] execVM ""GerAssaultRifleAT02.sqf""; this addEventHandler [""respawn"", ""_this execVM 'GerAssaultRifleAT02.sqf'""];}";
	Line 8276: 						init="call{null = [this] execVM ""GerAssaultRifleAT02.sqf""; this addEventHandler [""respawn"", ""_this execVM 'GerAssaultRifleAT02.sqf'""];}";
	Line 8420: 						init="call{null = [this] execVM ""GerAssaultRifle01.sqf""; this addEventHandler [""respawn"", ""_this execVM 'GerAssaultRifle01.sqf'""];}";
	Line 8535: 						init="call{null = [this] execVM ""GerAssaultRifle01.sqf""; this addEventHandler [""respawn"", ""_this execVM 'GerAssaultRifle01.sqf'""];}";
	Line 8650: 						init="call{null = [this] execVM ""GerAssaultRifle01.sqf""; this addEventHandler [""respawn"", ""_this execVM 'GerAssaultRifle01.sqf'""];}";
	Line 8765: 						init="call{null = [this] execVM ""GerAssaultRifle01.sqf""; this addEventHandler [""respawn"", ""_this execVM 'GerAssaultRifle01.sqf'""];}";
	Line 8880: 						init="call{null = [this] execVM ""GerAssaultRifle01.sqf""; this addEventHandler [""respawn"", ""_this execVM 'GerAssaultRifle01.sqf'""];}";

 

 

Share this post


Link to post
Share on other sites
20 minutes ago, Harzach said:
  Hide contents


Search "respawn" (34 hits in 1 file)
  C:\...\Temp1_Eastern_Front_Urban_1943.cartercity-20180810T230028Z-001.zip\Eastern_Front_Urban_1943.cartercity\mission.sqm (34 hits)
	Line 442: 	respawnDialog=0;
	Line 443: 	respawn=3;
	Line 459: 			property="RespawnTemplates";
	Line 849: 				name="NewRespawnTrigger01";
	Line 851: 				onActivation="call{[west,""NewRespawn01"",""SOUTH BRIDGE""] call BIS_fnc_addRespawnPosition;}";
	Line 851: 				onActivation="call{[west,""NewRespawn01"",""SOUTH BRIDGE""] call BIS_fnc_addRespawnPosition;}";
	Line 866: 			name="NewRespawn01";
	Line 1832: 				name="NewRespawnTrigger02";
	Line 1834: 				onActivation="call{[west,""NewRespawn02"",""NORTH BRIDGE""] call BIS_fnc_addRespawnPosition;}";
	Line 1834: 				onActivation="call{[west,""NewRespawn02"",""NORTH BRIDGE""] call BIS_fnc_addRespawnPosition;}";
	Line 1851: 			name="NewRespawn02";
	Line 2904: 				onActivation="call{setPlayerRespawnTime 180;}";
	Line 5542: 						init="call{null = [this] execVM ""VehicleCdr01.sqf""; this addEventHandler [""respawn"", ""_this execVM 'VehicleCdr01.sqf'""];}";
	Line 5670: 						init="call{null = [this] execVM ""VehicleCrew01.sqf""; this addEventHandler [""respawn"", ""_this execVM 'VehicleCrew01.sqf'""];}";
	Line 5774: 						init="call{null = [this] execVM ""VehicleCrew01.sqf""; this addEventHandler [""respawn"", ""_this execVM 'VehicleCrew01.sqf'""];}";
	Line 5877: 						init="call{null = [this] execVM ""VehicleCrew01.sqf""; this addEventHandler [""respawn"", ""_this execVM 'VehicleCrew01.sqf'""];}";
	Line 6009: 			name="respawn_west_2";
	Line 6036: 						init="call{null = [this] execVM ""GerPilot.sqf""; this addEventHandler [""respawn"", ""_this execVM 'GerPilot.sqf'""];}";
	Line 6149: 			name="respawn_west_1";
	Line 6981: 						init="call{null = [this] execVM ""GerAssaultLead01.sqf""; this addEventHandler [""respawn"", ""_this execVM 'GerAssaultLead01.sqf'""];}";
	Line 7141: 						init="call{null = [this] execVM ""GerAssaultLead02.sqf""; this addEventHandler [""respawn"", ""_this execVM 'GerAssaultLead02.sqf'""];}";
	Line 7279: 						init="call{null = [this] execVM ""GerAssaultMG01.sqf""; this addEventHandler [""respawn"", ""_this execVM 'GerAssaultMG01.sqf'""];}";
	Line 7420: 						init="call{null = [this] execVM ""GerAssaultMGA01.sqf""; this addEventHandler [""respawn"", ""_this execVM 'GerAssaultMGA01.sqf'""];}";
	Line 7564: 						init="call{null = [this] execVM ""GerAssaultSniper01.sqf""; this addEventHandler [""respawn"", ""_this execVM 'GerAssaultSniper01.sqf'""];}";
	Line 7665: 						init="call{this setUnitTrait [""explosiveSpecialist"",true]; null = [this] execVM ""GerAssaultPion01.sqf""; this addEventHandler [""respawn"", ""_this execVM 'GerAssaultPion01.sqf'""];}";
	Line 7838: 						init="call{null = [this] execVM ""GerAssaultRifleAT01.sqf""; this addEventHandler [""respawn"", ""_this execVM 'GerAssaultRifleAT01.sqf'""];}";
	Line 7985: 						init="call{null = [this] execVM ""GerAssaultRifleAT01.sqf""; this addEventHandler [""respawn"", ""_this execVM 'GerAssaultRifleAT01.sqf'""];}";
	Line 8132: 						init="call{null = [this] execVM ""GerAssaultRifleAT02.sqf""; this addEventHandler [""respawn"", ""_this execVM 'GerAssaultRifleAT02.sqf'""];}";
	Line 8276: 						init="call{null = [this] execVM ""GerAssaultRifleAT02.sqf""; this addEventHandler [""respawn"", ""_this execVM 'GerAssaultRifleAT02.sqf'""];}";
	Line 8420: 						init="call{null = [this] execVM ""GerAssaultRifle01.sqf""; this addEventHandler [""respawn"", ""_this execVM 'GerAssaultRifle01.sqf'""];}";
	Line 8535: 						init="call{null = [this] execVM ""GerAssaultRifle01.sqf""; this addEventHandler [""respawn"", ""_this execVM 'GerAssaultRifle01.sqf'""];}";
	Line 8650: 						init="call{null = [this] execVM ""GerAssaultRifle01.sqf""; this addEventHandler [""respawn"", ""_this execVM 'GerAssaultRifle01.sqf'""];}";
	Line 8765: 						init="call{null = [this] execVM ""GerAssaultRifle01.sqf""; this addEventHandler [""respawn"", ""_this execVM 'GerAssaultRifle01.sqf'""];}";
	Line 8880: 						init="call{null = [this] execVM ""GerAssaultRifle01.sqf""; this addEventHandler [""respawn"", ""_this execVM 'GerAssaultRifle01.sqf'""];}";

 

 

Right, but why would adding inventory items, creating extra spawn positions and extending respawn time, totally disable ability for players to spawn?

 

The weirdest thing is that these spawn/inventory scripts worked in several of my ops, INCLUDING this one (played through to the end last night with 10 people). Loaded it up today, increased the number of hostile/friendly AI, and we're now faced with the black screen / respawn disabled button.

Share this post


Link to post
Share on other sites

You are introducing a conflict with the existing respawn system. Conflicts tend to cause errors. The correct approach would be either to learn how the existing system works and adapt it to suit your needs, or to create your own mission from scratch.

Share this post


Link to post
Share on other sites
Just now, Harzach said:

You are introducing a conflict with the existing respawn system. Conflicts tend to cause errors. The correct approach would be either to learn how the existing system works and adapt it to suit your needs, or to create your own mission from scratch.

Alright. Thanks.

Share this post


Link to post
Share on other sites
48 minutes ago, Harzach said:

You are introducing a conflict with the existing respawn system. Conflicts tend to cause errors. The correct approach would be either to learn how the existing system works and adapt it to suit your needs, or to create your own mission from scratch.

Deleted everything pertaining to respawns for both AI and humans. Deleted all playable units. Then added 1 playable Blufor infantryman, and a Respawn Position module...

Name: FRONT
Type: Infantry
Side: Blufor

Show to: Only the side
Notification disabled

 

//description.ext

Spoiler

respawn = 3;
respawnButton = 1;
respawnDelay = 5;
disabledAI = 1;
respawnTemplates[] = {"Spectator","MenuPosition"};

 

Got the same result. Black map screen with respawn button disabled.

 

Mission files:

https://drive.google.com/open?id=1ixcB6EqD2FkH5vLFbbHovz053OL7ND6q

Share this post


Link to post
Share on other sites

Again, gutting an existing complex mission is not the way to go.

Share this post


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

Again, gutting an existing complex mission is not the way to go.

Started rebuilding from scratch, testing every couple of minutes.

 

Got to the point where everything was almost as it was when I first made this thread, then the respawn error appeared after placing about 30 mines in the editor.

 

I reduced the number of "PMD-6 anti-infantry mines" (from the Iron Front mod) to 10, now everything is working perfectly. Tested several times by repeatedly increasing and decreasing the quantity of these mines. Respawn consistently becomes disabled at around 30 mines.

 

Worth noting that I never added script to these mines, nor were they near anything spawn-related. Very strange.

  • Like 1

Share this post


Link to post
Share on other sites

That is pretty freaky, and I suppose taking a look is as good a reason as any for me to finally download IFA.

*edit* - Can not repro, placed 3,000 PMD-6 mines and respawn was still functional.

 

Should probably link to a .rpt file from a failed mission start. The default location of your .rpt files is C:\Users\<username>\AppData\Local\Arma 3. Start Arma, try to play the mission, then quit. Grab the latest .rpt file and put it on Pastebin or similar. Drive is fine, too.

Share this post


Link to post
Share on other sites
On 11/08/2018 at 6:17 AM, Harzach said:

That is pretty freaky, and I suppose taking a look is as good a reason as any for me to finally download IFA.

*edit* - Can not repro, placed 3,000 PMD-6 mines and respawn was still functional.

 

Should probably link to a .rpt file from a failed mission start. The default location of your .rpt files is C:\Users\<username>\AppData\Local\Arma 3. Start Arma, try to play the mission, then quit. Grab the latest .rpt file and put it on Pastebin or similar. Drive is fine, too.

I just tried playing the broken version and did not receive a new .rpt file, and I don't know which of the older .rpt files are related to that mission. On a good note, 11 of us managed to complete the unbroken version last night.

Share this post


Link to post
Share on other sites

A new .rpt is created every time you run Arma. To get a new, "clean" .rpt file:

  • Start Arma
  • Do whatever it is that causes the error
  • Close Arma

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

×