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Found 1 result

  1. HI All, I'm using the following scripts to update the respawn sectors in a MP COOP game. It works, however, every time more than one player dies the RESPAWN MENU generates multiple respawn sectors of the same type, depending on how many players are dead, which looks confusing. How should I modify this so that the RESPAWN MENU only uses the latest sectors from the last player that died? description.ext respawnTemplates[] = {"MenuInventory","MenuPosition"}; onPlayerRespawn.sqf //run on all player clients incl. player host and headless clients if (!isDedicated) then { //Once the player has respawned //Remove all sector respawn positions [ "REM_ALL" ] call TAG_fnc_respawnPositions; }; onPlayerKilled.sqf //When player dies //For every sector { //If the sector is owned by the players side if ( ( _x getVariable "Owner" ) isEqualTo playerSide ) then { //Add a respawn position [ "ADD", _x ] call TAG_fnc_respawnPositions; }; }forEach BIS_fnc_moduleSector_sectors; initPlayerLocal.sqf initServer.sqf
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