Jump to content
Flash-Ranger

Description.ext not working for Respawn

Recommended Posts

Hello,

 

I'm having problems with my Description.ext : the respawn setting that i put in it (see bellow) are not applying. The 3D editor respawn settings are applying so I can change Respawn in 3D Editor but my map is not taking the Description's one .. they should be priority no ?

 

class Header
    {
    gameType = DM;
    minPlayers = 2;
    maxPlayers = 16;
    };
    
Author = "Flash-Ranger";
OnLoadName = "Tequila Sundown";
OnLoadMission = "A Flashpoint Map";
LoadScreen = "ofp.paa";
OverviewPicture = "ofp.paa";
overviewText = "";

DisabledAI = 1;
Respawn = 3;
Respawndelay = 5;
respawnDialog = 1;
joinUnassigned = 0;
aiKills = 1;
enableItemsDropping = 0;
 

Share this post


Link to post
Share on other sites

I just realised my params are buggy too :

 

The appear in param selection but I can't change value they seem locked.

Share this post


Link to post
Share on other sites

respawn = BASE;
respawnOnStart = -1;
respawnDelay = 5;
respawnDialog = 1;
respawnTemplatesWest[] = {"MenuPosition"};

description.ext have priority

Share this post


Link to post
Share on other sites

It is not working.
I followed the wiki and the order but nothing ...

 

class Header
{
gameType = DM;
minPlayers = 2;
maxPlayers = 16;
};

Author = "Flash-Ranger";
OnLoadName = "![DM] Tequila Sundown";
OnLoadMission = "A Flashpoint Map";
LoadScreen = "ofp.paa";
OverviewPicture = "ofp.paa";
overviewText = "";

DisabledAI = 1;
respawn = 3;
respawnDelay = 5;
respawnDialog = 1;
//respawnTemplates[] = {"MenuPosition"};
respawnOnStart = 0;
aiKills = 1;
joinUnassigned = 0;
enableItemsDropping = 0;



class Params
{
class CLY_DM_timeLimit
{
title = "Time limit:";
values[] = {1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 75, 90, 105, 120};
texts[] = {"1 minute", "2 minutes", "3 minutes", "4 minutes", "5 minutes", "6 minutes", "7 minutes", "8 minutes", "9 minutes", "10 minutes", "11 minutes", "12 minutes", "13 minutes", "14 minutes", "15 minutes", "16 minutes", "17 minutes", "18 minutes", "19 minutes", "20 minutes", "21 minutes", "22 minutes", "23 minutes", "24 minutes", "25 minutes", "26 minutes", "27 minutes", "28 minutes", "29 minutes", "30 minutes", "31 minutes", "32 minutes", "33 minutes", "34 minutes", "35 minutes", "36 minutes", "37 minutes", "38 minutes", "39 minutes", "40 minutes", "41 minutes", "42 minutes", "43 minutes", "44 minutes", "45 minutes", "46 minutes", "47 minutes", "48 minutes", "49 minutes", "50 minutes", "51 minutes", "52 minutes", "53 minutes", "54 minutes", "55 minutes", "56 minutes", "57 minutes", "58 minutes", "59 minutes", "1 hour", "1 hour 15 minutes", "1 hour 30 minutes", "1 hour 45 minutes", "2 hours"};
default = 20;
};
class CLY_DM_scoreLimit
{
title = "Score limit:";
values[] = {0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 15, 20, 25, 30, 40, 50, 60, 70, 80, 90, 100, 150, 200, 250, 300, 400, 500};
texts[] = {"Unlimited", "1 point", "2 points", "3 points", "4 points", "5 points", "6 points", "7 points", "8 points", "9 points", "10 points", "15 points", "20 points", "25 points", "30 points", "40 points", "50 points", "60 points", "70 points", "80 points", "90 points", "100 points", "150 points", "200 points", "250 points", "300 points", "400 points", "500 points"};
default = 0;
};
class CLY_vanilla_timeOfDay
{
title = "Time of day:";
values[] = {-1, 475, 525, 1300, 1750, 1875, 1925, 2250};
texts[] = {"Random", "Dawn", "Morning", "Noon", "Afternoon", "Evening", "Dusk", "Night"};
default = 1750;
};
class CLY_DM_loadout
{
title = "Loadout:";
values[] = {0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40};
texts[] = {"Random", "Random (iron sight)", "Assault rifles", "Assault rifles (iron sight)", "Assault rifles (5.56 mm)", "Assault rifles (5.56 mm, iron sight)", "Assault rifles (6.5 mm)", "Assault rifles (6.5 mm, iron sight)", "Machine guns", "Anti-materiel rifles", "Anti-materiel rifles (iron sight)", "Long-range rifles", "Marksman rifles", "Submachine guns", "Submachine guns (iron sight)", "Submachine guns (9 mm)", "Submachine guns (9 mm, iron sight)", "Handguns", "Handguns (9 mm)", "Katiba 6.5 mm", "Mk20C 5.56 mm", "Mk20 EGLM 5.56 mm", "MXC 6.5 mm", "MXM 6.5 mm", "MX SW 6.5 mm", "SDAR 5.56 mm", "TRG-20 5.56 mm", "TRG-21 EGLM 5.56 mm", "Mk18 ABR 7.62 mm", "Mk200 6.5 mm", "Zafir 7.62 mm", "Vermin SMG .45 ACP", "Sting 9 mm", "PDW2000 9 mm", "GM6 Lynx 12.7 mm", "GM6 Lynx 12.7 mm (iron sight)", "M320 LRR .408", "M320 LRR .408 (iron sight)", "ACP-C2 .45", "P07 9 mm", "Rook-40 9 mm"};
default = 2;
};
class CLY_DM_deathCamera
{
title = "Death camera:";
values[] = {0, 1, 3};
texts[] = {"Disabled", "Look at killer", "Killer's point of view"};
default = 3;
};
};

class CfgDebriefing
{
class Win
{
title = "GAME OVER";
subtitle = "You won!";
description = "Good Job!";
picture = "";
pictureColor[] = {0, 0, 0, 1};
};
class Draw
{
title = "GAME OVER";
subtitle = "Draw!";
description = "Not Bad!";
picture = "";
pictureColor[] = {0, 0, 0, 1};
};
class Lose
{
title = "GAME OVER";
subtitle = "";
description = "You Lose!";
picture = "";
pictureColor[] = {0, 0, 0, 1};
};
};




//UI classes
class RscTitles
{
titles[] = {};
#include "CLY_Deathmatch\cly_dm_hud.hpp"
};



class CfgSounds
{
sounds[]={};

class intro
{
name="intro";
sound[]={"music\hotelcali.ogg",0.5,1};
titles[] ={};
};
class outro
{
name="outro";
sound[]={"music\hotelcali.ogg",0.5,1};
titles[]={};
};
};

Share this post


Link to post
Share on other sites

I could not make respawn work through description.ext and used a small workaround:

Fn_UnitInitialize = {
    _this setVariable ["Handler_Killed", _this addEventHandler ["Killed", Fn_OnUnitKilled]];
};

Fn_OnUnitKilled = {
    private _vct = _this select 0;
    private _klr = _this select 1;
    
        
    if (isPlayer _vct) then {
        private _sde = _vct getVariable ["SidePlayerWantSwitchTo_Optional",
            [east, west, resistance] select (getNumber (configfile >> "CfgVehicles" >> (typeOf _vct) >> "side"))];
    
        private _new = _sde call Fn_CreateUnitAtGivenSideBasePosition;
        _new allowDamage false;        
        addSwitchableUnit _new;
        
        _new spawn {
            sleep 5;
            selectPlayer _this;
            waitUntil {
                sleep 0.1;
                isPlayer _this};
                
            _this allowDamage true;
        }
    }
};

Share this post


Link to post
Share on other sites


Fn_OnUnitKilled = {

private _vct = _this select 0;

private _klr = _this select 1;


Fn_OnUnitKilled = {

params ["_vct", "_klr"];

  • Like 1

Share this post


Link to post
Share on other sites
Fn_OnUnitKilled = {
    params ["_vct", "_klr"];

 

There really are to few people using params I support your correction fully.  I have been rewriting old scripts using params where possible.  It's hard to kick a habit sometimes.  It makes stuff so much better in readability and maintainability

Share this post


Link to post
Share on other sites

No No Guys, my description.ext works on other maps, it always worked !!!

 

I'm not going to us an other method...

Share this post


Link to post
Share on other sites

No No Guys, my description.ext works on other maps, it always worked !!!

 

I'm not going to us an other method...

 

If the priority system is messed up, can't you just remove the conflicting class entries from your mission.sqf ?  If there is nothing to choose from arma will take your description.ext.  Have you read the logs completly ?  Maybe you missed something that can tell you what is going haywire ?  More often then not I don't read logs attentivly enough and the problem was starring me in the face.

Share this post


Link to post
Share on other sites

Description.ext is always priority on mission.sqm params.

 

I have no bug entries nor errors ingame or in editor !

 

The Respawn settings from my Description.ext are ignored...

Share this post


Link to post
Share on other sites

Up !

Can someone think of something ?

 

 

Make the mission available somewhere so that we can take a look for ourselfes what is going haywire

Share this post


Link to post
Share on other sites

Hahahahah Ok found what was going wrong !

 

It was a bug with the mission.sqm.

 

I copied everything in a new mission and All worked well.

 

Topic Closed !

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

×