Respawn Contact

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Pernilla Gendron

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Aug 5, 2024, 12:47:11 PM8/5/24
to tioprocemne
helloi was requested by the support to contact respawn but they gave me just 2 Twitter contacts one i assume doesnt work there anymore and the other barely uses Twitter so none of them are a good contact point

I have a group placed in the editor, the group is named and each unit belongs to the group and has "US_ARMY_FT = group this" in their inits so they all belong to the same group. Each member is individually named "US_ARMY_FTL, AR etc. So they all have a specific variable name with a similar naming convention.


[missionNamespace, ["TL",1,1]] call BIS_fnc_addRespawnInventory;

[missionNamespace, ["TL2",1,1]] call BIS_fnc_addRespawnInventory;

[missionNamespace, ["TL3",1,1]] call BIS_fnc_addRespawnInventory;

[missionNamespace, ["AR",1,1]] call BIS_fnc_addRespawnInventory;

[missionNamespace, ["AR2",1,1]] call BIS_fnc_addRespawnInventory;

[missionNamespace, ["GL",1,1]] call BIS_fnc_addRespawnInventory;

[missionNamespace, ["GL2",1,1]] call BIS_fnc_addRespawnInventory;

[missionNamespace, ["R",1,1]] call BIS_fnc_addRespawnInventory;

[missionNamespace, ["R2",1,1]] call BIS_fnc_addRespawnInventory;

[missionNamespace, ["R3",1,1]] call BIS_fnc_addRespawnInventory;

[missionNamespace, ["R4",1,1]] call BIS_fnc_addRespawnInventory;

[missionNamespace, ["S",1,1]] call BIS_fnc_addRespawnInventory;


Everything's fine when I use this method, but I wanted to fine tune it so there would be more emphasis on role selection in the lobby and also to force players to use equipment appropriate to their class.


[US_ARMY_FT, 1] call BIS_fnc_respawnTickets;

[US_ARMY_FTL, ["TL",1]] call BIS_fnc_addRespawnInventory;

[US_ARMY_FTL, ["TL2",1]] call BIS_fnc_addRespawnInventory;

[US_ARMY_FTL, ["TL3",1]] call BIS_fnc_addRespawnInventory;


Whenever I try this second method it gives me an error saying that "us_army_ftl" is an undefined variable, which is ironic considering that it says nothing about the group I reference for respawn tickets. Additionally, I have other scripts and functions that reference the unit names I've applied and I've received no error messages about them and nothing has been logged in the RPT other than the undefined variable error to indicate anything has gone wrong.


It's worth noting that despite the game throwing that specific script error on mission start and it not behaving the way I want it to it still gives me the custom classes that I defined in the Description.ext based on the entries above.


Thanks for the reply. I mustn't have been clear when I said that the script works fine in the first example. I've gone over the above page you've linked many times and I can't figure out why it can't produce a specific loadout for a specific unit/object as per the function's parameters and posted my example to see if anyone else could spot what I've done wrong or explain why it wouldn't work.


Although this topic is pretty old (about 4 years old!), I have the same issue. The problem is probably what @Midnighters actually said. The loadouts are defined before the objects. Supposedly there is a condition that you can set when you define the class of the respawnInventory using the "show = " but this one doesn't seem to work either! Although I found that on BI's wiki about respawn! IF I find anything I will let you know! I case you have found a solution to this one, please, let me know. Cheers


So I cleared out the dredge station and the claw anomoly when I first started out because those were pretty easy.

Today I got the ssp suit and went out for an artifact run. Both those areas were clean of artifacts.

Its been a while since I looted them and theres been a few blowouts, so shouldn't they have respawned?


But the other day I was lucky and found an artifact outside (or near) an anomalie, just lying in the gras, was by the big psy anomalie in Zaton, forgot the name. Since than I always have my detector out, even when not near an anomalie.


The problem is that players could exploit artifact hunting and be millionnaire in no time in 2.0. Devs have changed the respawn and the risk/reward, by the way-the selling prices were reduced. No artifact in Yanov ? Try Zaton. We're in the same boat.


Str8Z, it's a little ridiculous though when an artifact only buys you 2 loafs of bread, and most cheaper artifacts don't even cover the armor repair costs of getting them. I personally doubled their value, and that seems to be relatively balanced, one can get a bunch of money from artifact hunting - as it should be - but it is still risky to go artifact hunting, especially on the return trip if you can't really run because of carrying too many artifacts (one run came back with about 80kg worth of stuff, about 50-60 of it was artifacts).


Artifacts respawn in all anomalies after every emission, BUT sometimes you will be unlucky and no artifacts will respawn in some anomalies. Today I got lucky and found 3 at dredge station and 5 in the cave under burnt farmstead and also one just randomly in the grass near the burnt farmstead. lol


I'm not sure how long it will take for artifacts to respawn, but so far I've had five emissions and a month ingame time(p+statics window). No artifacts has respawned in any anomaly I've re-visited. I've revisited all anomalies in Zaton and no new artifacts at all.


Can someone please list all the anomaly fields, I have never been able to get the "Seasoned Stalker" achievement in any of my playthroughs and I've played the game many times be it vanilla, complete, smrter, misery, and others, some even more than once. Send me a pm, so you don't spoil it for others that still are searching on their own to obtain it.


Well forgive me my (kinda) necro-threading but I was somewhat dissatisfied with the answers on the question in the title. Could someone actually explain how art respawn works in Misery? Is there a check for every anomaly in the Zone after a blowout (like in vanilla: 17% or so chances of an art spawn) or are they supposed to spawn every time? I just would like to know if there is something wrong with my instalment or it's just the Zone less rewarding in this mod... Or maybe I need to acquire some perks to make the respawn happen more often? Anyway thanks for any suggestion.


DyingEngine wrote: Well forgive me my (kinda) necro-threading but I was somewhat dissatisfied with the answers on the question in the title. Could someone actually explain how art respawn works in Misery? Is there a check for every anomaly in the Zone after a blowout (like in vanilla: 17% or so chances of an art spawn) or are they supposed to spawn every time? I just would like to know if there is something wrong with my instalment or it's just the Zone less rewarding in this mod... Or maybe I need to acquire some perks to make the respawn happen more often? Anyway thanks for any suggestion.


But still I am able to find only one art after an emission hits. And You say about 2-3 (I play as a recon too)...

By the way: my scanner at the parking lot is indicating an interesting artifact. It says it is called: st_name_ak47.

I wonder what is it going to protect from?


I can't be bothered to look, sorry, but there is a whole thread dealing with the glitch at the parking lot. Nyayr made some steady progress into unravelling it, I think it was something to do with the fact that there may only be so many artifacts in the world, If you have some in a stash and it's time to spawn a new one at an anomaly, the game can't as it's restricted to a certain number and so it assigns a random object like st_name_binoculars to a phantom artifact that cannot be attained. This will be replaced with a normal artifact once you have sold some artifacts. I don't think trader's inventories count but I may be wrong. Just sell some artifacts hoarder!


milen wrote: Can someone please list all the anomaly fields, I have never been able to get the "Seasoned Stalker" achievement in any of my playthroughs and I've played the game many times be it vanilla, complete, smrter, misery, and others, some even more than once. Send me a pm, so you don't spoil it for others that still are searching on their own to obtain it.


I was the same, have played all the mods you listed, never had a problem with it until Misery 2.1.1. There's definitely some sort of bug around it, Nyayr, another stalker, and I went over it thoroughly some time ago as another stalker and I wanted to get Seasoned Stalker before Pripyat. You have to visit a certain number of anomalies to get it, and the number criteria should be that of the total anomalies in Zaton and Jupiter. The other Stalker got his after revisiting areas SEVERAL times, it was pointed out that you need to get right in about the anomaly. Specifically it was the swamps for him, an area that you HAVE to get in about at the start to reach the helicopter and so he'd already been there many times. Weird. I never got mine until I visited the burner in Pripyat even after revisiting everywhere in Zaton and Jupiter on Nyayr's recommendations.


So keep trying, maybe you'll get lucky maybe you'll have to try extra anomalies in pripyat. Also worth noting that (I don't know if anyone else gets this) I have to actually check my PDA stats to receive Achievements, ie I could do all the stuff and the check my PDA and a whole bunch of achievements come in at once.


htkblazer wrote:

DyingEngine wrote: By the way: my scanner at the parking lot is indicating an interesting artifact. It says it is called: st_name_ak47.

I wonder what is it going to protect from?

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