If a respawn location isn't seen as valid, then you are likely to find yourself spawning in the sea
This can easily be tested by creating a simple mission, create an east soldier and an ellipse respawn incorrectly named
respaw_east
It wont recognise it as a respawn and you will end up somewhere wet
So the chances are there is a flaw in your random respawn script
or
you are using a script that re locates a soldier based on his initial starting name, such as W1
when he respawns he will no longer be called W1 or be part of a players Array unless you have in some way updated that array
So basically either
1)Respawn marker isnt seen as valid
2)Player isnt seen as he was before he died by the script you are using
3)Packet loss
hope this helps ya out m8
Hmmm ....some interesting ideas, guys, thanks. But to clarify, I'm using the same script on each player and called in the same way,, yet some of the players start on land and some in the water. Why wouldn't it be the same for all?
More importantly, are you saying that the script is activating before the game starts ,thinking the player is DEAD since he is not yet ALIVE and therefore (RE-) spawns him? I am using the same type of script in another mission and never had any issues like this. I also added the
~20 so that NO RESPAWN activity would take place till well into the game.
Units named P1 thru P6
Init. line of each:
removeAllWeapons this; this exec "WeapAtDeath.sqs"
Here is the script:
;; WeapAtDeath Script -modified
~20
#START
@!alive player
_deadspot = getPos player
@alive player
removeAllWeapons player
player setPos [(_deadspot select 0) + random (25), (_deadspot select 1) + random (25), 0]
goto "START"
BTW, if you are one of the lucky ones who start on land, the script works perfectly for respawn.
Edit: Hmm, since I copied stuff over, I just realized I called the script using
this instead of
[P1] exec "WeapAtDeath.sqs" previously. :-X :-X Could that have that much of an effect?