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Posts: 1189

Level: Member

Country: tr
Occupation: Computer Science student
Age: 23
In-game name: Wak

#186072 Posted at 2016-01-31 10:44        
BIS_fnc_respawnMenuInventory uses both disableSerialization and BIS_fnc_showRespawnMenu, it also needs a unit as a parameter, such as this:
[player] call BIS_fnc_respawnMenuInventory;

Problem is, once it's called, the menu shows up in every respawn, haven't found a way to show it only once somehow.

Here is what I have:
if (hasInterface) then {
	[west, "WEST1"] call BIS_fnc_addRespawnInventory;
	[player] call BIS_fnc_respawnMenuInventory;
	player addEventHandler ["Respawn", {
		//Close the respawn menu here somehow
		hint "SPECTATOR";
		//[] call ace_spectator_fnc_setSpectator;

Players still get the loadout selection screen, but when they click "Spawn", they're switched to spectators. Removing the template from description.ext makes it so it doesn't even show up in the first place.

Sometimes I like to think as I started the whole "earplugs" thing.

W0lle: The only advice I can give you is: Do not try to understand BI. You will not succeed and it only makes your brain go boom. I would even go so far and say that not even they understand their own actions :-D.

#define getDamage getDammage