Jump to content
Sign in to follow this  
khaosmatical

Zeus respawning issue.

Recommended Posts

Hi everyone, I've been trying to set up a Zeus sandbox almost exactly the same as the official zeus missions which is able to use mods as I haven't found any templates. I've got it working all besides the respawns.

I have it set up in description.ext so that respawnOnStart = 1; is enabled so like the official zeus missions all players start waiting to spawn in on the custom spawn points and it looks like it's working all besides Zeus itself. This setting is causing Zeus to have to respawn but there are no respawns as he is suppose to place them so instead the player in the Zeus slot just gets a flickering respawn screen. Just wondering how to get around this? All the threads I seem to be finding online bar one all relate to setting up spawn points in the editor for zeus missions compared to placing them in the session.

 

Any help appreciated as it's driving me insane! Just want to be able to use modded content in Zeus!

Share this post


Link to post
Share on other sites

Use the templates for different sides https://community.bistudio.com/wiki/Arma_3_Respawn#Respawn_Templates.

Or

Turn it to

respawnOnStart = -1;

Then create a new file initPlayerLocal.sqf, in which you check if the player is the Zeus or not, and use https://community.bistudio.com/wiki/forceRespawn accordingly.
https://community.bistudio.com/wiki/Event_Scripts

  • Haha 1

Share this post


Link to post
Share on other sites

Have you put the respawn module down? then this is what I have in my description.ext and it works fine:

 

//------------------------- Respawn & Revive

Respawn = 3;											// Sets respawn type - 0 = none. 1 = bird. 2 = instant where died. 3 = base or respawn_west marker. 4 = respawn with team, or bird. 5 = into AI or bird.
RespawnDelay = 10;								   // Set respawn delay in seconds..
RespawnDialog = 1;									// Show respawn timer and scoreboard when killed.
respawnButton = 1;                                   // Enable or disable the respawn button in the menu for INSTANT and BASE respawn types.
respawnOnStart = 0;                                 // Respawn player when he joins the game. Available only for INSTANT and BASE respawn types.
respawnTemplates[] = {"MenuPosition"};  // Respawn templates from CfgRespawnTemplates. You can combine any number of them together.
reviveDelay = 2;                                        // The time in seconds it takes to revive an incapacitated unit. Having a Medikit will halve this time.
reviveForceRespawnDelay = 1;                // The time in seconds it takes for an incapacitated unit to force their respawn.
reviveBleedOutDelay = 180;                      // The time in seconds it takes for a unit to bleed out.

 

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
Sign in to follow this  

×