[] call BIS_fnc_respawnMenuInventory; in OnPlayerRespawn doesnt call the menu :(
Added 11 minutes later:
nul = [] spawn {waitUntil {!alive player}; waitUntil {alive player}; waitUntil {!alive player}; BIS_fnc_respawnMenuInventory};
and nul = [] spawn {waitUntil {!alive player}; waitUntil {alive player}; waitUntil {!alive player}; BIS_fnc_showRespawnMenu};
Dont work. Even though....
nul = [] spawn {waitUntil {!alive player};waitUntil {alive player}; waitUntil {!alive player}; waitUntil {alive player}; ace_spectator_fnc_setSpectator;};
Works fine. Had to remove the last waitUntil (alive player); because the inventory meny can only be accessed when dead.
So even when BIS_fnc_showRespawnMenu or BIS_fnc_respawnMenuInventory are being called. They dont actually seem to work once i've died
Added 7 minutes later:
call BIS_fnc_showRespawnMenu; worked for the first spawn at mission start but is telling me to disable serialzation because '_parent does not support serialization'
Added 8 minutes later:
onplayerkilled.sqf works
disableserialization;
call BIS_fnc_respawnMenuInventory;
call BIS_fnc_showRespawnMenu;
Added 4 minutes later:
Now I think i should make an external script called in the init.sqf and call it. Something like
disableserialization;
null = {waituntil {!alive player};
call BIS_fnc_respawnMenuInventory;
call BIS_fnc_showRespawnMenu;
waitUntil {alive player};
waitUntil {!alive player};
waitUnitl {alive player};
call ace_spectator_fnc_setSpectator;};
Added 26 minutes later:
Gonna have a break for a while nothing is working. I do know that BIS_fnc_showRespawnMenu and BIS_fnc_respawnMenuInventory can be called in onplayerkilled.sqf