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Make Zeus respawn module not need respawnTemplate 'MenuPosition'
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Description

If you create a map in which there are no spawn points (but respawnOnStart = 0; is used so characters spawn at first) and then place a spawn module with Zeus, if a character dies, it will act as if they have no spawn points.

UNLESS

If you use 'respawnTemplates[] = {"MenuPosition"};' then the player will have the choice of the spawn module placed by Zeus (and no other spawn point).

Could it be made possible to have the player automatically respawn on the Zeus spawn module *without* going through 'respawnTemplates[] = {"MenuPosition"}; '?

Details

Legacy ID
1511622663
Severity
None
Resolution
Open
Reproducibility
Always
Category
Editor
Steps To Reproduce

Create a mission in the editor.

Place a Blufor rifleman as the player, a Zeus GM module and link them (also make the rifleman the controller of Zeus).

In description.ext write this:
respawn = 3;
respawnDelay = 2;
respawnOnStart = 0;

Export as a multiplayer mission and load it up.

You will play as the rifleman. Change to Zeus, place a Blufor spawn module. Change back to the rifleman and kill yourself. You will have no spawn points.

Repeat the process, but this time add:
respawnTemplates[] = {"MenuPosition"};
to the description.ext.

This time, when you die, you will get the spawn point selector, although it has only one choice - the Zeus spawn point.

Additional Information

Somebody on Reddit thinks it's to do with this;

"There seems to be 2 types of respawn: respawn position and respawn marker. Zeus create respawn position and Base respawn uses respawn marker."

Event Timeline

ColonelMolerat edited Additional Information. (Show Details)
ColonelMolerat set Category to Editor.
ColonelMolerat set Reproducibility to Always.
ColonelMolerat set Severity to None.
ColonelMolerat set Resolution to Open.
ColonelMolerat set Legacy ID to 1511622663.May 7 2016, 7:06 PM
Bohemia added a subscriber: AD2001.Jul 29 2014, 9:21 PM