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Hello.

 

I am trying to get the Respawn working.

 

1. I have placed Respawn Markers with good Names: 'respawn_west_1', 'respawn_east_1', 'respawn_guerilla_1' and 'respawn_civilian_1'.

Each Respawn Marker uses Ellipse Model with A=10 and B=10, so that it is a Circle with Radius of 10 Meters.

 

2. I have placed three Playable Characters per each Faction (3x4=12 total) at each Respawn Marker.

 

3. I have set up Respawn in the Editor's 'Attributes' -> 'Multiplayer...'.

Selected: Respawn -> Respawn on custom position.

Selected Ticks for: 'Select respawn loadout', 'Select respawn position', 'Select respawn counter', 'Subtract tickets upon Death', 'Subtract tickets upon Respawn'.

Respawn Delay set to 1 Minute.

Vehicle Respawn Delay set to 0 (did not touch it).

Selected 'Show Scoreboard' and 'Allow Manual Respawn'.

 

Now when I start the Mission from Editor in multiplayer Mode, i see:

 

1. An Error about missing Ellipse.

 

2. Mission starts with Respawn Counter ticking down from 1 minute.

 

I thought that Respawn Screen must be shown only when the Character is killed. Why at Start??

Okay. I have found the Parameter 'respawnOnStart' in the 'Description.ext' here:

https://community.bistudio.com/wiki/Description.ext#respawnOnStart

 

I have set it manually to -1 in the 'Description.ext'.

Quote

-1 - Dont respawn on start. Don't run respawn script on start.

 

Now, I restart the Mission in M.P. (quit to Editor and start it again), but it starts the same with the Respawn Screen instead of normal Start.

 

Why is it so and how to fix it?

 

Screenshot:

2.png

 

Thank you.

 

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P. S.

 

If I could change the 'respawnDelay' Parameter from the Game Script, then I could temporarily change it as a "hot-fix", but I can not find a Command to set the 'respawnDelay'.

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Just a bug, due to ellipse markers. Ellipse/rectangle markers are not "working" as other markers. They are some unexplained differences (see this post).

You can open a ticket on feedback tracker...

 

Note: you can add a marker area after mission start, by a code like:

_zz= createMarker ["respawn_west_xxx",[7074.26,7369.27]];
_zz setMarkerShape "ellipse";
_zz setMarkerSize [50,50];


or even using:  [west,"mk1"] call BIS_fnc_addRespawnPosition on a scripted "mk1" marker,

but in both cases, the respawn position is not guaranteed.

 

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