curtcooll 1 Posted March 19, 2013 Added in code to allow for ai pilot and copilot to re spawn with vehicle and cant seem to get it to work. 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} then {true} else {false}; _haveinit = if (count _this > 7) then {true} else {false}; _AI = _unit; _side = side _unit; _crew = crew _unit; _AI_skillArray = _AI_skillArray + [skill _x]}forEach _crew; _AI_unitArray = []; {_AI_unitArray = _AI_unitArray + [typeOf _x]; _AI_skillArray = _AI_skillArray + [skill _x]}forEach _crew; _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 _AI;// _group = group _AI;// _unitsGroup = units (group _AI);// //_dir = getDir _AI; deleteGroup _group;// _group = createGroup _side; _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]; processInitCommands;}; if (_hasname) then {_unit setVehicleInit format ["%1 = this; this setVehicleVarName ""%1""",_unitname]; processInitCommands;}; _dead = false; {_x createUnit [_position, _group];} forEach _AI_unitArray; _unitsGroup = units _group; {_x disableAI "MOVE"} forEach _unitsGroup; for [{ _loop = 0 },{ _loop < count _unitsGroup},{ _loop = _loop + 1}] do { _guy = _unitsGroup select _loop; _guy setSkill (_AI_skillArray select _loop); if (_loop == 0) then {_guy moveInDriver _unit}; if (_loop == 0) then {_guy moveInTurret [heli,[0]] _unit}; sleep 0.1; }; {_x enableAI "MOVE"} forEach _unitsGroup; // Check respawn amount if !(_noend) then {_rounds = _rounds + 1}; if ((_rounds == _respawns) and !(_noend)) then {_run = false;}; }; }; Share this post Link to post Share on other sites