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Found 1 result

  1. Hi guys, I have some issues using the respawn manager. Situation: - in multiplayer players are starting together in one group on the same side - the default inventory layout of the original unit is ignored e.g. B_Soldier_SL_F suddenly becoming an AT soldier, B_Medic_F becoming an engineer and so on description.ext - only refering to my main mod file #include "\glt_core\description.hpp" description.hpp - includes configuration for most of the missions - example only shows one loadout, the others are defined the same way // Respawn Settings respawnOnStart = 0; respawnTemplatesWest[] = {"MenuInventory", "MenuPosition"}; respawnTemplatesGuer[] = {"MenuInventory", "MenuPosition"}; reviveDelay = 30; reviveForceRespawnDelay = 5; reviveBleedOutDelay = 120; // Loadout class CfgRespawnInventory { class NATO_Squadleader_Day { displayName = "$STR_GLT_Loadout_Teamleader_Day"; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; role = "Teamleader"; weapons[] = { "arifle_MX_GL_F", "hgun_Pistol_heavy_01_F", "Rangefinder" }; magazines[] = { "100Rnd_65x39_caseless_mag_Tracer", "100Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag_Tracer", "11Rnd_45ACP_Mag", "11Rnd_45ACP_Mag", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "MiniGrenade", "HandGrenade", "SmokeShellBlue", "SmokeShellGreen", "SmokeShellRed", "SmokeShell", "SmokeShell" }; items[] = { "FirstAidKit", "GLT_Item_Bandage", "GLT_Item_Epinephrine", "GLT_Item_Morphine", "GLT_Item_Canteen" }; linkedItems[] = { "V_PlateCarrierSpec_mtp", "H_HelmetB_sand", "optic_Arco", "optic_MRD", "bipod_01_F_snd", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_B_CombatUniform_mcam"; backpack = "B_AssaultPack_mcamo"; }; }; class CfgRoles { class Teamleader { displayName = "$STR_GLT_Units_Men_Teamleader"; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; }; }; init.sqf - there is other code in the init.sqf, but I tracked the issue down to BIS_fnc_addRespawnInventory; that's why I'm focusing on the multiplayer respawn part only if (isMultiplayer) then { // Define respawn points if (isServer) then { [] spawn { { [west, _x] call BIS_fnc_addRespawnPosition; } forEach [Mobile_Respawn]; }; }; // Add respawn loadouts [west, "NATO_Autorifleman_Day"] call BIS_fnc_addRespawnInventory; [west, "NATO_Autorifleman_Night"] call BIS_fnc_addRespawnInventory; [west, "NATO_Engineer_Day"] call BIS_fnc_addRespawnInventory; [west, "NATO_Engineer_Night"] call BIS_fnc_addRespawnInventory; [west, "NATO_Explosive_Specialist_Day"] call BIS_fnc_addRespawnInventory; [west, "NATO_Explosive_Specialist_Night"] call BIS_fnc_addRespawnInventory; [west, "NATO_Grenadier_Day"] call BIS_fnc_addRespawnInventory; [west, "NATO_Grenadier_Night"] call BIS_fnc_addRespawnInventory; [west, "NATO_Marksman_Day"] call BIS_fnc_addRespawnInventory; [west, "NATO_Marksman_Night"] call BIS_fnc_addRespawnInventory; [west, "NATO_Medic_Day"] call BIS_fnc_addRespawnInventory; [west, "NATO_Medic_Night"] call BIS_fnc_addRespawnInventory; [west, "NATO_Rifleman_Day"] call BIS_fnc_addRespawnInventory; [west, "NATO_Rifleman_Night"] call BIS_fnc_addRespawnInventory; [west, "NATO_Rifleman_AA_Day"] call BIS_fnc_addRespawnInventory; [west, "NATO_Rifleman_AA_Night"] call BIS_fnc_addRespawnInventory; [west, "NATO_Rifleman_AT_Day"] call BIS_fnc_addRespawnInventory; [west, "NATO_Rifleman_AT_Night"] call BIS_fnc_addRespawnInventory; [west, "NATO_Rifleman_AT2_Day"] call BIS_fnc_addRespawnInventory; [west, "NATO_Rifleman_AT2_Night"] call BIS_fnc_addRespawnInventory; [west, "NATO_Squadleader_Day"] call BIS_fnc_addRespawnInventory; [west, "NATO_Squadleader_Night"] call BIS_fnc_addRespawnInventory; } else { }; Now my questions: 1. Is the mentioned behaviour a bug of the respawn manager? 2. Did I call the respawn inventory function incorrectly? 3. Did I apply wrong settings in the description.ext / description.hpp ? 4. Did I miss a parameter to disable random loadout selection?
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