jcae2798 132 Posted June 19, 2014 Hey all, I'm working on some custom self missions and was looking to see if there was a way to respawn myself and/or groups of AIs. For example, I am setting up an Alive mission. I have a group of 6 people. As the units start to die or if i die myself, i would like to respawn at base. A good example of a respawn i love is Saok's version he used in his Lotta missions. I understand this can easily be done in COOP/MP modes by opening mission in MP but this disabled SP features which i want to use during this time so not an option. THanks all Share this post Link to post Share on other sites
Mamba Six 11 Posted June 19, 2014 https://community.bistudio.com/wiki/Arma_3_Respawn Try this link, I think you're looking for a custom onPlayerKilled.sqf in your mission. Share this post Link to post Share on other sites
jcae2798 132 Posted June 19, 2014 Interesting....having a hard time getting it to work...i think i am doing something wrong. ---------- Post added at 03:00 ---------- Previous post was at 02:59 ---------- Let me calrify, i am using this: http://forums.bistudio.com/showthread.php?121820-Single-Player-Respawn-with-KillerCam-Script And testing it in editor and when i get killed it goes to death screen to restart...however i see the unit getting created a few seconds later... How do i avoid the death screen? Share this post Link to post Share on other sites
Mamba Six 11 Posted June 19, 2014 My bad, as per this thread, that no longer works for A3. As you can see in that thread, they are using a "killed" event handler, and then switching the playable unit to another unit. Here are the commands related to switching your unit to a new unit. Also, I noticed you mentioned Saok's Whole Lotta mission. Try dePBOing his mission and see how he accomplished it. Share this post Link to post Share on other sites
jcae2798 132 Posted June 19, 2014 Hey thanks for the info man. I been playing around with this since you pointed me to it and got it somewhat working enough that it will work or me. BTW since it was for myself i did try that but his mission files are crazy lol. BTW here's how it got it working: On onPlayerKilled.sqf file: private ["_plyr","_kilr"];_plyr = _this select 0; _kilr = _this select 1; nul = [_plyr,_kilr,"wrespawn0"] execVM "onPlayerRespawn.sqf"; Then on a file called "onPlayerRespawn.sqf": private ["_plyr","_kilr","_type","_group","_dist","_camera","_found","_rand","_unit"];_plyr = _this select 0; _kilr = _this select 1; _mrkr = if (count _this >2) then {_this select 2}; if (isNil "_kilr") then {_kilr = objNull}; //grab some stuff we need later _type = typeOf _plyr; _group = group _plyr; _dist = _plyr distance _kilr; if (count _this > 2) then { //if (not (isNil _mrkr)) then { //create the new unit.... same group _unit = _group createUnit [_type, (getMarkerPos _mrkr), [], 0, "NONE"]; sleep 3; addSwitchableUnit _unit; selectPlayer _unit; waitUntil {_unit == player}; _found = true; } else { //try to find a random playable unit while {(not (_found)) and ((count switchableunits) >=1)} do { _unit = switchableunits select (floor (random (count switchableunits))); if (alive _unit) then { _found = true; selectplayer _unit; }; sleep 2; }; }; Hope this helps others :) Share this post Link to post Share on other sites
Mamba Six 11 Posted June 22, 2014 No problem, thanks for sharing the code! :) Share this post Link to post Share on other sites