thy_ 170 Posted April 29, 2024 Considering only the World Editor tool, how can I prevent the respawn when one or more players are KIA in a custom mission? Desired: if the player spawns on the mission but during the match they are killed, they must be unable to respawn. Nowadays, my mission game mode and respawn settings are: Still in GameModeSF properties, I DO NEED to keep using the SCR_MenuSpawnLogic to have the briefing and menu deployment available. If I unselect the "Enable Respawn", the player CANNOT even spawn in the mission. Share this post Link to post Share on other sites
thy_ 170 Posted May 2, 2024 I did it! I reached a solution: creating a trigger that deletes the spawnpoint entity. You will use the components Area, Layer, and Slot (You can find them via Resource Browser: ArmaReforger > Prefabs > ScenarioFramework > Components); 1) Delete your old Spawnpoint and create a new one in this way: Drag and drop an Area.et somewhere; Drag and drop a Layer.et inside the Area recently created; Drag and drop a Slot.et inside the Layer recently created; Clicking over your new Slot, go to the Object Properties, and select SCR_ScenarioFrameworkSlotBase: In the Asset area, set in the Object To Spawn field a spawn point entity, for example, SpawnPoint_US.et; In the ID field, define a name, for example, us_players_spawn; 2) Create a move task (or add some steps down below in one of your current tasks): Drag and drop an Area.et somewhere; Drag and drop a LayerTask.et inside the Area recently created; Drag and drop a SlotToMove.et inside the LayerTask recently created; Clicking over your new SlotToMove, go to the Object Properties, select SCR_ScenarioFrameworkSlotExtraction: In the Plugins area, set in the SCR_ScenarioFrameworkPluginTrigger: Set the best trigger range for you via the Area Radius field; Set in Activation Presence field, use Player; In the Activated By This Faction field, set the ID of the faction the spawn point represents, as US or USSR or FIA; In the Minimum Players Needed Percentage field, set the number 1, which means the trigger will be activated when all players are inside the trigger area; In the OnTaskFinish area, on the Actions On Finished field, add SCR_ScenarioFrameworkActionDeleteEntity: In the Getter field, add SCR_ScenarioFrameworkGetEntityByName; In the Entity Name field, set the spawn point ID exactly as defined before, in my example is us_players_spawn; 3) Now just take your tests. When the spawnpoint is deleted, a message will appear right-top corner confirming the faction has no spawnpoints available anymore. 😉 Debug tip: if you are facing a hard time, I suggest you try - before deleting directly the spawnpoint - to delete first any visible object just to confirm all previous steps were built right. Cheers. Share this post Link to post Share on other sites