I want make random spawn markers with names ("respawn_1","respawn_2", etc.) on map, that no select for player, if player do not have selectable respawn point.
And this bug break my idea.
p.s. sorry for my bad english. I'm from Russia.
I want make random spawn markers with names ("respawn_1","respawn_2", etc.) on map, that no select for player, if player do not have selectable respawn point.
And this bug break my idea.
p.s. sorry for my bad english. I'm from Russia.
create an marker with createMarker function like
createMarker["respawn_", _pos]
note name is "respawn", this marker do not show on map, I want this.
then player is dead and wait respawn menu.
At respawn menu we see counter, when it down button "Respawn" active about one second, then disable.
After some explain I found this code (in rscdisplayrespawn.sqf):
_noRespawnPositions = count (([] call bis_fnc_getrespawnmarkers) + ([] call bis_fnc_getrespawnpositions)) == 0;
this code invoke method bis_fnc_getrespawnmarkers with [] , this gives the following
code in bis_fnc_getrespawnmarkers:
private ["_side","_sideID"]; _side = [_this,0,player call bis_fnc_objectside,[sideunknown]] call bis_fnc_param; _sideID = _side call bis_fnc_sideID; if (_sideID >= 0 && _sideID < 4) then { ....
As you can see, when _side == sideunknown => _sideID = 4!!!
and condition was false.
code FIX:
if (_sideID >= 0 && _sideID <= 4) then { ....
may i override function bis_fnc_getrespawnmarkers, and how it was made.
sorry, for my opinion it's my mistake.
when
[] call bis_fnc_getrespawnmarkers
we get default value in _side, by player.