Cerebus06 3 Posted August 28, 2019 I've searched the forums, and I admit that if this has been dealt with before I didn't find a post that addressed this specifically, so I apologize if it's been covered prior to this. What I'm trying to do is create basically a respawn in a Co-op multiplayer mission that is purely based upon a Trigger firing when BLUEFOR is present. I'd like to have several of these across the mission area so when the player(s) reach specific points a new respawn point activates. I've been messing around with a VR test mission using various methods, including the one that @Larrow illustrated in this post, but I'm not having any luck at all. I can't get the Trigger deal to work the way I want - it does fire and enable the respawn point, but if I set the Multiplayer Respawn Attribute to "Select Respawn Position" then the player starts the scenario on the respawn screen, and since no respawner has been activated they can't start the scenario (the button reads "Respawns Disabled"). If I disable "Select Respawn Position" then the player immediately respawns after the countdown on my dead body - which isn't what I want, I want them to be able to select a respawn point. If I put two respawns in the test mission, each with a BLUEFOR Present Trigger and "Select Respawn Position" disabled, I can activate both without a problem - but when I die I respawn back on my own body instead. I assume that's due to the "Select Respawn Position" option not being enabled... but again, if I do enable it, I can't even start the mission. And for the sake of being thorough, in the above example, if I also add a respawn icon not activated by anything and set to BLUEFOR, I still don't start the mission normally - it'll still start the mission on the respawn screen, but of course now I'll have a respawner to select. I'm sure I'm missing something really simple - what am I not doing, or doing wrong? Share this post Link to post Share on other sites
RyanTurner 23 Posted August 28, 2019 If I'm not mistaken, for the any playable unit to be able to respawn on any respawn module they need to start the game choosing their respawn. >Multiplayer Options: >Respawn: Respawn on a Custom Position >Show Respawn Position >Show Respawn Counter Tried this? If not, try. If still not working, do you've any description.ext on your game files? Share this post Link to post Share on other sites
Cerebus06 3 Posted August 28, 2019 Yes, I did, but just to make sure I started one from scratch. Multiplayer Attributes: Respawn on Custom Position Select Respawn Position Show Respawn Counter (set at 5 seconds) Two Respawn icons (named "respawn_one" and "respawn_two," respectively) synchronized with two Triggers (set to BLUEFOR Present). When I run this as Multiplayer, when I start the game and hit the Continue button on the briefing page, I get thrown immediately to a respawn page where the countdown occurs, and then a "Respawn Disabled" message on the respawn button. Share this post Link to post Share on other sites
RyanTurner 23 Posted August 28, 2019 @Larrow as pointed check the respawnOnStart of the wiki he mention, Since I'm not on my personal PC can't check if respawnOnStart does Start where my unit was physically, If it doesn't work that way, try adding a start spawn then remove it after players Spawned @Cerebus06 Share this post Link to post Share on other sites
Cerebus06 3 Posted August 29, 2019 @Larrow and @RyanTurner - thanks a lot. RespawnOnStart was the answer I was looking for. Really appreciate the help! Share this post Link to post Share on other sites