Jastreb 69 Posted April 2, 2015 Hi Iceman. Im not sure if IM doing anything wrong, but I would like to know if this script should work with editor placed vehicles or not? Situation I have now is that it is not working. Here is what I did. Placed a HEMTT Repair named FOB in editor, and added this in its init: _nul = [ this, 120, 60, LVR_fnc_FOBInit ] spawn LVR_fnc_vehRespawn I then made a fn_FOBInit.sqf with this content _nul = [_this, west] execVM "CHHQ.sqf"; That should add action on the truck to deploy HQ. Also I have registered this function in functions.hpp class LVR { class vehInitFncs { file = "LVR\functions"; class vehRespawn {}; //main respawn function - Do Not Delete class hunterInit {}; // Example - Can Be Deleted class FOBInit {}; class MB1Init {}; class MB2Init {}; }; }; And added it in desciption.ext class CfgFunctions { #include "LVR\functions\functions.hpp" }; This is all done in MP editor. Once I save the mission, and hit Preview, vehicles are there as they should ( since they are placed in editor ) but functions are not working. No addaction on HEMMT Repair or any other vehicle function. Once I destroy the truck and it respawns ( clearly your script is working and vehicles are respawning ) only then addation shows up. I have tested this behavior thoroughly and it happens every time. What am I doing wrong or I misunderstood how this script works? Should I spawn vehicles trough script or what? Thank you. Share this post Link to post Share on other sites
nealll 10 Posted May 21, 2015 Hello, Thank you for this vehicle respawn script that seems very effective but yet I am opposed to a problem. When the vehicle respawn we can not get into it , could you help me? please, thank you. Sorry for my bad english... Share this post Link to post Share on other sites
davidoss 552 Posted May 21, 2015 @_MaSSive I havd the same problem. I fix this using Larow NLVR script. You can fix this here by adding one more param like NLVR script does. if ( [_this, 9, false, [true] ] call BIS_fnc_param ) then { _veh call _vehInit; }; ....... // PASSED ARGUMENTS ( OBJECT, ABANDONED DELAY, DESTROYED DELAY ) _veh = [_this, 0, objNull, [objNull]] call BIS_fnc_param; _abandonDelay = [_this, 1, 60, [0]] call BIS_fnc_param; _destroyedDelay = [_this, 2, 60, [0]] call BIS_fnc_param; _vehInit = [_this, 3, {}, [{}] ] call BIS_fnc_param; if ( [_this, 4, false, [true] ] call BIS_fnc_param ) then { _veh call _vehInit; ...... And use : _nul = [ this, 120, 60, LVR_fnc_FOBInit, true ] spawn LVR_fnc_vehRespawn in vehicle init. Share this post Link to post Share on other sites
Rockapes 103 Posted September 9, 2015 Hi Everyone, looking for some help here, got all this working in editor and if I host on my computer but as soon as I put it on a dedicated server the respawned vehicles no longer have the VAS or arsenal attached. Any help would be appreciated Cheers Rockapes Share this post Link to post Share on other sites