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Furyk

Problems with vehicle respawn script ?

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Hi,

Since todays update on the DEV branch the vehicle respawn scipt I have been using has stopped working has any one else had this issue ?

I have been using this script with the init line,

veh = [this] execVM "vehicle.sqf"

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;};

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;

// Check respawn amount

if !(_noend) then {_rounds = _rounds + 1};

if ((_rounds == _respawns) and !(_noend)) then {_run = false;};

};

};

Many thanks

*update*

Fixed using this script

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;};

sleep 0.1;

deleteVehicle _unit;

sleep 2;

_unit = _type createVehicle _position;

_unit setPosASL _position;

_unit setDir _dir;

if (_haveinit) then

{

_unit call compile format ["%1=_This; PublicVariable '%1'",_unitinit];

};

if (_hasname) then

{

_unit setVehicleVarName _unitname;

_unit call compile format ["%1=_This; PublicVariable '%1'",_unitname];

};

_dead = false;

// Check respawn amount

if !(_noend) then {_rounds = _rounds + 1};

if ((_rounds == _respawns) and !(_noend)) then {_run = false;};

};

};

Edited by Furyk

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