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Found 1 result

  1. I have been working on a spawnPoints generation script for my missions, and I have a few issues with it, so I am looking for advice and assistance. I am making it for a general all purpose spawn point generation system, all side mission with many players. The Issues I am having include: - An error when BIS_fnc_removeRespawnPosition is used as I generate it dynamically, and cannot seem to fetch the ID # associated to the object when it is spawned. - An error when respawning on created point at the respawn MenuPosition: BIS_fnc_showRespawnPositionMapDraw Draw Icon: type any, expected string. The fnc is still listed as //TODO in the functions in game, not sure if there is anything that can be done. - And my primary concern is that the new Respawn position seems to remove the existing name off of the initial spawn point, and replace it with the name that should be used for the first BIS_fnc_addRespawnPosition; basically switching the two. Edit: Just played an old mission with a different version of spawning respawn positions, and got the same issue can somebody verify this? Also, still unsure how many problems may arise as multiple triggers are fired, multiple fires of the same trigger, and other "Unknown" multiplayer issues can be prevented; Therefore Advice is welcomed. I have spent quite a few days getting this to where it is at currently, as well as searching high and low for examples; so I am attempting to generate my own that basically anyone could use easily. Your help is greatly appreciated.
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