Member
Last active 9 years ago
thanks guys. will test when i get home!
yes that new movemarker.sqf is perfect! thank you!
the missions 'basics' seem to be taking form nicely - if not slowly.
The issue I have now (And I'm not asking you to solve this for me - you've done plenty) is that once my player respawns - I lose the ability to use the 'move marker' action. It is no longer in my action menu.
I assume the solution is in the same realm as 'how to keep my gear' (and other things attached to my character) when re spawning. I have done some searching on it, but will take some time to get my head around what is actually happening in those examples.
Basic things like keeping your gear when re spawning really should be made simpler by BIS in my opinion - but it is what it is.
yup Savage is right.
Edit the mission through Multiplayer, and your respawn will work. I had the same trouble only a few days ago and this was the problem.
yea that's what it looks like since the actual selection seems to appear over where the synced transport unit is placed (could be wrong).
good day Spyder.
the scripts worked great! very cool! thanks again for helping out. Its definitely doing what I hoped for!
A few things I'm unsure of (if you have further time to help out):
1- can the selection in the respawn menu be attached to where the Destination marker is? - currently it always shows where the respawn module is (i think).
2- Can the Hint only show after I click and change the position. currently it comes up after 3 seconds of opening the map (sleep = 3;), but I don't know how to make it dependent on WHEN i move the location. not a huge deal - it still works, which is awesome!
3- The initial hope was that the insertion option could be listed WITH the regular base respawn (or any other respawn locations I may drop down). I tried with a basic 'respawn_west' marker, but there still only shows the one option (which i think is the destination marker) - the selection always shows back at base. The chopper DOES drop you off at the updated marker location though, so i'm not sure whats happening there. Any thoughts on this?
mission here: https://www.dropbox.com/s/ihlhpjz0fak6wg2/respawntest%2520v2.Altis.rar?dl=0
I'll make an account for media fire if you can't get into dropbox.
thanks again!
wow fantastic! thank you for your time on this.
I'll try it out tonight for sure, and let you know how it goes.
cheers
EDIT: Thanks for the demo's too! seriously, amazing support guys! thank you.
Many many thanks Spyder. you guys rock!
really appreciate the help Spyder - my coding knowledge is limited to say the least. any further instructions you could give would help greatly!
I can see this being a nice feature
thanks
that does sound like what I'm trying to do. I'm not sure how to go about setting the x,y,z during a mission though.
In an attempt to simplify things - could this be something set (updated) by Zeus?? As Zeus already has the ability to move respawn points, is there a way to have the respawn point that Zeus can place recognized by the insertion module as the destination?
i see.
Not that I'd know how to do this, but - could you theoretically set an 'action' for the squad leader to set (move) the destination marker point of the insertion module, so that at least the chopper will drop off respawned players closer to battle (at the squad leaders designation).
That would be a great feature for the combat support module to be able to handle - just a thought.