BIS fnc addRespawnPosition: Difference between revisions
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|r1= [[Array]] - format [target,id] (used in [[BIS_fnc_removeRespawnPosition]]) | |r1= [[Array]] - format [target,id] (used in [[BIS_fnc_removeRespawnPosition]]) | ||
|x1= < | |x1= <sqf>[west, myRespawnAPC] call BIS_fnc_addRespawnPosition;</sqf> | ||
|x2= < | |x2= <sqf>myRespawn = [missionNamespace,"arena","Battle Arena"] call BIS_fnc_addRespawnPosition;</sqf> | ||
|seealso= [[BIS_fnc_removeRespawnPosition]] [[Arma 3: Respawn]] [[BIS_fnc_respawnTickets]] | |seealso= [[BIS_fnc_removeRespawnPosition]] [[Arma 3: Respawn]] [[BIS_fnc_respawnTickets]] | ||
Line 40: | Line 40: | ||
|user= Leopard20 | |user= Leopard20 | ||
|timestamp= 20220708173814 | |timestamp= 20220708173814 | ||
|text= As of {{arma}} 3 {{GVI|arma3|2.10}}, when you use an object as the respawn position on water (e.g. on a carrier), the respawn position is incorrect. Instead, just pass the [[Position#PositionATL|ATL position]]. For example, if you intend to add a respawn position in [[ | |text= As of {{arma}} 3 {{GVI|arma3|2.10}}, when you use an object as the respawn position on water (e.g. on a carrier), the respawn position is incorrect. Instead, just pass the [[Position#PositionATL|ATL position]]. For example, if you intend to add a respawn position in [[:Category:Eden Editor|Eden Editor]], instead of the respawn position module, place a dummy object such as '''User Texture (1m)''' ({{hl|class UserTexture1m_F}}) and paste this in its init: | ||
<sqf> | <sqf> | ||
if (isServer) then { | if (isServer) then { | ||
[BLUFOR, getPosATL this, "My West Respawn"] call BIS_fnc_addRespawnPosition; | |||
deleteVehicle this; | |||
} | } | ||
</sqf> | </sqf> | ||
This code adds a respawn position at the position of the dummy object, and deletes the dummy object afterwards. | This code adds a respawn position at the position of the dummy object, and deletes the dummy object afterwards. | ||
}} | }} |
Latest revision as of 13:29, 9 July 2023
Description
- Description:
- Add a respawn position for the Arma 3 Respawn Menu.
- Execution:
- call
- Groups:
- Respawn
Syntax
- Syntax:
- [target, position, name] call BIS_fnc_addRespawnPosition
- Parameters:
- target: Namespace, Side, Group or Object - receiver of the respawn position. Use missionNamespace to add the position to everyone
- position: Array, Object or String
- Array - format PositionATL
- Object - specific object. When some crew positions are available and unlocked, players will be respawned on them, otherwise they will appear around the object.
- String - marker name
- name: String - (Optional) respawn name, can be text or link to localization key
- Return Value:
- Array - format [target,id] (used in BIS_fnc_removeRespawnPosition)
Examples
- Example 1:
- Example 2:
Additional Information
Notes
-
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
- Posted on Jun 01, 2016 - 11:22 (UTC)
-
Make sure the used Position is in format Position3D (i.e. it contains a third coordinate (z-coordinate)) because otherwise you will get an error as soon as you open the respawn screen and you will be respawned at position [0,0,0] (lower left corner of the map), although the map marker for the spawn position is placed as intended
- Posted on Jul 08, 2022 - 17:38 (UTC)
- As of Arma 3 2.10, when you use an object as the respawn position on water (e.g. on a carrier), the respawn position is incorrect. Instead, just pass the ATL position. For example, if you intend to add a respawn position in Eden Editor, instead of the respawn position module, place a dummy object such as User Texture (1m) (class UserTexture1m_F) and paste this in its init: This code adds a respawn position at the position of the dummy object, and deletes the dummy object afterwards.