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curtcooll

Pilot re spawn help

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Im looking for help using vehicle rep sawn script which remembers the init field and name, I've changed it for a helicopter pilot only issue is that the script being for vehicles the unit wont remount the vehicle after re spawns even though the unit tries to mount, It just makes unit slid down front of drivers side of heli and that the script is possibly stopping this. the script is perfect as it removes the bodies and re spawns pilot. been trying for 3 days different ways even using ai re spawn scripts to no avail.

if (!isServer) exitWith {};

// Define variables
_unit = _this select 0;
_delay = if (count _this > 1) then {_this select 1} else {30};
_deserted = if (count _this > 2) then {_this select 2} else {120};
_respawns = if (count _this > 3) then {_this select 3} else {0};
_explode = if (count _this > 4) then {_this select 4} else {false};
_dynamic = if (count _this > 5) then {_this select 5} else {false};
_unitinit = if (count _this > 6) then {_this select 6} else {};
_haveinit = if (count _this > 6) then {true} else {false};

_hasname = false;
_unitname = vehicleVarName _unit;
if (isNil _unitname) then {_hasname = false;} else {_hasname = true;};
_noend = true;
_run = true;
_rounds = 0;

if (_delay < 0) then {_delay = 0};
if (_deserted < 0) then {_deserted = 0};
if (_respawns <= 0) then {_respawns= 0; _noend = true;};
if (_respawns > 0) then {_noend = false};

_dir = getDir _unit;
_position = getPosASL _unit;
_type = typeOf _unit;
_dead = false;
_nodelay = false;


// Start monitoring the vehicle
while {_run} do 
{	
sleep (2 + random 10);
   if ((getDammage _unit > 0.8) and ({alive _x} count crew _unit == 0)) then 
{
	_dead = true
};

// Check if the vehicle is deserted.
if (_deserted > 0) then
{
	if ((getPosASL _unit distance _position > 10) and ({alive _x} count crew _unit == 0) and (getDammage _unit < 0.8)) then 
	{
		_timeout = time + _deserted;
		sleep 0.1;
	 	waitUntil {_timeout < time or !alive _unit or {alive _x} count crew _unit > 0};
		if ({alive _x} count crew _unit > 0) then 
		{
			_dead = false
		}; 
		if ({alive _x} count crew _unit == 0) then 
		{
			_dead = true; 
			_nodelay =true
		}; 
		if !(alive _unit) then 
		{
			_dead = true; 
			_nodelay = false
		}; 
	};
};

// Respawn vehicle
   if (_dead) then 
{	
	if (_nodelay) then 
	{
		sleep 0.1; _nodelay = false;
	} else {
		sleep _delay;
	};
	if (_dynamic) then 
	{
		_position = getPosASL _unit; 
		_dir = getDir _unit;
	};
	if (_explode) then 
	{
		_effect = "M_AT" createVehicle getPosASL _unit; 
		_effect setPosASL getPosASL _unit; 
		hint "dude";
	};
	sleep 0.1;

	deleteVehicle _unit;
	sleep 2;
	_unit = _type createVehicle _position;
	_unit setPosASL _position;
	_unit setDir _dir;

	if (_haveinit) then 
	{
		_unit setVehicleInit format ["%1;", _unitinit];
		--_unit moveIndriver ["heli"];
		processInitCommands;
	};
	if (_hasname) then 
	{
		_unit setVehicleInit format ["%1 = this; this setVehicleVarName ""%1""",_unitname];
		processInitCommands;
	};
	_dead = false;

	// Check respawn amount
	if !(_noend) then 
	{
		_rounds = _rounds + 1
	};
	if ((_rounds == _respawns) and !(_noend)) then 
	{
		_run = false;
	};
};
};

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