I have issues with the Respawn Modules in MP mode. The stringtable is displayed correctly and the respawn points are duplicated (I assume marker and object reference). {F22792} {F22793} {F22794} {F22795} {F22796} {F22797}
Description
Details
- Legacy ID
- 2335491397
- Severity
- None
- Resolution
- Open
- Reproducibility
- Always
- Category
- Editor
- I placed 3 respawn modules in the editor and set them up like in this picture (except this module is the only one using a stringtable): http://minus.com/i/bqboNA0KyiSd7
- I also added marker respawn_west to the mission
- I added the respawn template to the mission: respawnTemplatesWest[] = {"MenuPosition"};
- I respawned and saw the trouble like on the attached screenshot. Each module created two respawn points in the template and the @STR_GLT_respawn did not show up correctly though the ingame marker is getting the string correctly.
Event Timeline
I'm afraid I'm unable to reproduce the issue with duplicate respawn points. Could you please attach a simple repro mission?
As for the strings - I adjusted the script so writing the localization key directly (e.g., "STR_GLT_Coastline") will work. Should appear in the next dev build update.
I uploaded a sample mission and a new screenshot. I was able to reproduce it with 3 respawn modules and respawn_west marker. This example does not include the stringtable issue (I will test it again with different syntax again).
Please check the description.ext and init.sqf for the code I used.
Testing environment was not on the dedicated server though. I will do some tests on it tomorrow.
The issue is still present in 1.10 stable branch. I've uploaded an example mission and a new screenshot. The basics of the respawn template are working.
However expected result of the stringtable respawnpoint would be a proper localization and the game logic respawn point should have the name "Game Logic", as it is configured via setvariable.