Edited 8 years ago by Timeless

Ok Thanks here for the replies.

I tried it all.
First, TFAR is using but is configured that all automatic distribution is diable/off.
Long Rang is not in use all in all.
Additional i tried it without TFAR but the backpack still there.

ACE Save gear respawn.
Yes, i have this on yes and this was never a problem. It is only a respawn eventhandler for the gear that i have when i die and have then the same after respawn, or?
It is off, i spawn in regular vanilla loadout. So yes the problem is gone, but i have not loadout at all.
May here the issue?

My loadout (at the moment)
In player init i call this.

null = [this] execVM "loadoutST1.sqf";

In the Mission is this loadoutST1.sqf (shorter for forum thread only example)

_unit = _this select 0;

removeAllWeapons _unit;
removeAllItems _unit;
removeAllAssignedItems _unit;
removeUniform _unit;
removeVest _unit;
removeBackpack _unit;
removeHeadgear _unit;
removeGoggles _unit;

_unit addBackpack "B_mas_rus_m_Bergen_rus";
_unit addItemToBackpack "hlc_muzzle_snds_g3";
_unit addItemToBackpack "acc_pointer_IR";
for "_i" from 1 to 2 do {_unit addItemToBackpack "ACE_adenosine";};
for "_i" from 1 to 12 do {_unit addItemToBackpack "ACE_elasticBandage";};
for "_i" from 1 to 10 do {_unit addItemToBackpack "ACE_fieldDressing";};
_unit addItemToBackpack "ACE_DefusalKit";
for "_i" from 1 to 2 do {_unit addItemToBackpack "ACE_epinephrine";};
for "_i" from 1 to 3 do {_unit addItemToBackpack "ACE_CableTie";};
_unit addItemToBackpack "ACE_MapTools";
_unit addItemToBackpack "ACE_PreloadedMissileDummy_RPG18_CUP";
for "_i" from 1 to 7 do {_unit addItemToBackpack "EWK_Cig1";};
for "_i" from 1 to 2 do {_unit addItemToBackpack "EWK_Cigar1";};
_unit addItemToBackpack "murshun_cigs_lighter";
_unit addItemToBackpack "SmokeShellRed";
for "_i" from 1 to 3 do {_unit addItemToBackpack "MiniGrenade";};
_unit addItemToBackpack "ACE_M84";
_unit addHeadgear "H_mas_med_beanie_O";
_unit addGoggles "T_HoodTanBlk";

_unit addHandgunItem "acc_mas_flash_gun";
_unit addHandgunItem "optic_mas_MRD";
_unit addWeapon "ACE_Vector";

This setup works, i have all save and all restore. But additional the backpack spawn on the ground with the full gear. So when we log out and have only 1ammopack or something and log in and have the backpack again full.

Normally i use a initPlayerLocal.sqf and call this line local.

0 = [player] execVM "loadoutST1.sqf";

In this case saves nothing, all are overwritten with the loadout.
LEA loadout overwrites all.
Player Init loadout duplicates in MP.

respawn = 3
No templates using
Alive Multispawn, nothing more.

So what loadout mechanics use you guys here?
At which mission initialisation point come the Alive persistence loadout variables?
It is possible to sleep 30sec before [Alive_persistence,true] or something like that :)
One solution is vanilla loadout, and after beginn all go in Arsenal and grab his loadout....but....

@Murdock
Thank you for explain.
Yes the things with Eden are clear but there other issues that are not fixed so i not useable for my mission/maps. I tried the Arsenal Multiplayer function in Eden and yes it solved the problem.
But i want know what kind of script line is in the background that this loadout applies only one time and after that every time Alive Persistence.
Have I understand you right, the problem is for you that you want the loadout from beginning after respawn too?

Thank you guys