novainfuse 12 Posted September 25, 2016 I've encountered a strange problem with a Zeus co-op map. Whenever my players die, they don't respawn into the same squad, and instead spawn into a newly created one. This means they're unable to see each other on the map, etc. I can't edit this on the fly in zeus, and so they all play the game in their individual squads. The respawn is setup so that they all spawn on the Zeus spawns. This is my respawn code: respawn = 2; respawnDelay = 60; respawnVehicleDelay = 30; respawnTemplatesWest[] = {"MenuPosition","MenuInventory"}; respawnTemplatesEast[] = {"MenuPosition","MenuInventory"}; respawnTemplatesGuer[] = {"MenuPosition","MenuInventory"}; respawnOnStart = 0; disabledAI = 0; joinUnassigned = 1; aiKills = 0; Share this post Link to post Share on other sites
theend3r 83 Posted September 25, 2016 Would something like {_x addEventHandler ["Respawn", { _grp = group ((allPlayers select {alive _x}) select 0); [_this select 0] joinSilent _grp; }]} count allPlayers; work? (It obviously wouldn't when all are dead but as a general solution) Share this post Link to post Share on other sites
novainfuse 12 Posted September 25, 2016 Would something like {_x addEventHandler ["Respawn", { _grp = group ((allPlayers select {alive _x}) select 0); [_this select 0] joinSilent _grp; }]} count allPlayers; work? (It obviously wouldn't when all are dead but as a general solution) I'll give that a shot, and see what it does. Where would I put this? In the onPlayerRespawn.sqf Share this post Link to post Share on other sites
theend3r 83 Posted September 25, 2016 I'll give that a shot, and see what it does. Where would I put this? In the onPlayerRespawn.sqf Sorry, I don't really have much experience with respawn, it would be better to ask someone else. What I wrote would (with some tweaks) only need to be run once (so in mission init?). If you want to do it through onPlayerRespawn.sqf then just use something like waitUntil {{alive _x} count allPlayers > 0}; _grp = group ((allPlayers select {alive _x}) select 0); [player] joinSilent _grp; Still, let's wait for someone who actually knows what he's doing :D Share this post Link to post Share on other sites
novainfuse 12 Posted September 25, 2016 To anyone else who might know how to fix this, would this be an issue related to my description.ext? I've added in the above script, but I'm still getting the same error (thank you though theend3r). Would it be possible to just change the spawn so people repsawn at Zeus markers, keep the same gear upon death and the same squad? Share this post Link to post Share on other sites