Page MenuHomeFeedback Tracker

1.60 Zeus Loadouts on Respawn
Reviewed, NormalPublic

Description

The old respawn system allowed Zeus to put down custom respawn classes via their saved arsenal loadouts. These no longer show up, and instead randomize when checked on.

Details

Severity
Major
Resolution
Open
Reproducibility
Always
Operating System
Windows 7
Operating System Version
Windows 7 Pro
Category
Zeus - General
Steps To Reproduce

Be Zeus

-Place Respawn Marker (With MenuInventory and MenuRespawn on in .ext)
-Place Loadouts Module down -> check on kits under Arsenal
-Respawn (or have other players respawn)

Unable to choose role or class

Additional Information

This has crippled my group who have been using this feature for a long time. According to the BIS information released non-defined roles were supposed to go into a "Default" role selection.

I have tried this on the ZGM maps as well just to see if it was a change in a piece of code somewhere and these do not work either.

Thanks for your time.

Event Timeline

razazel claimed this task.May 31 2016, 3:26 PM
razazel changed the task status from New to Need More Info.
razazel added a subscriber: razazel.

Hello,

thank you for the feedback.

Are you using some custom scripted settings for the loadouts in your game? If so, please try to provide us with the mission file or more specific repro steps that would help us to reproduce the issue.

Thank you

Not using any custom scripts. Turned off all mods and even tried a fresh install of A3 to make sure.

Using the BIS provided zgm maps this used to work and no longer does. My custom maps utilize the same respawn template as these.

So vanilla arma using bis created zgm maps, curators can check on their own arsenal saved kits in modules -> respawn -> loadouts and these dont appear in the new respawn menu 1.6 added. However checking on BIS default kits will show those with role and loadout.

razazel changed the task status from Need More Info to Reviewed.May 31 2016, 4:42 PM

Thank you for the additional info, we will look into that :)

Running a debug the error that is popping is

A3\Functions_F\respawn\fn_ShowRespawnMenuInventory.sqf line 17

which the full if statement (lines 16 - 19) are

if ((count _respawnInventories) == 0) then { //if there is no inventory defined but the template was called, add player's current inventory as loadout

		[missionNamespace,typeOf player] call BIS_fnc_addRespawnInventory;
		_respawnInventories = player call bis_fnc_getRespawnInventories;

};

There is no error popped when kits are not selected with "menuinventory" template on. This error also does not pop with BIS selected kits.