SOFTACT 10 Posted July 29, 2014 Hey guys, Had a quick idea for a training/gun test area. Basically there will be a decked out AI, that wont fire or move (or might be moving) [[[i Know how to use "disableai" func]]] The thing im trying to figure out is how to Re spawn the AI, to have the same Init, and will walk or just re spawn back in the same spot as before. If anyone knows how to do something like this, it would greatly appreciated. Thanks, SOFTACT Share this post Link to post Share on other sites
anthonyfromtheuk 6 Posted July 29, 2014 or just use the search function of the forum or google ;) Share this post Link to post Share on other sites
CSLALUKI 30 Posted July 29, 2014 See these two pages in BiKi for help: ArmA3 Respawn, Description.ext Share this post Link to post Share on other sites
SOFTACT 10 Posted July 29, 2014 "Respawn AI", i know how to respawn units. But i want to respawn AI Share this post Link to post Share on other sites
Beerkan 71 Posted July 29, 2014 "Respawn AI", i know how to respawn units.But i want to respawn AI You haven't explained yourself very well..However, I think you mean this:- Make them playable units, and set the description.ext to respawn="base" Share this post Link to post Share on other sites
SOFTACT 10 Posted July 29, 2014 (edited) You haven't explained yourself very well..However, I think you mean this:- Make them playable units, and set the description.ext to respawn="base" so the premise your describing is that you create a playable unit, and declare that AI is not disabled. thus, when that unit(>>>AI, not a player<<<) dies it will respawn at its marker ("respawn_east"). Correct? EDIT --- Ahh ok, i see. So playable AI will respawn if playable. now the only thing to figure out is how to have it re-init itself. thanks. Edited July 29, 2014 by SOFTACT Share this post Link to post Share on other sites
Beerkan 71 Posted July 30, 2014 ... Ahh ok, i see. So playable AI will respawn if playable. now the only thing to figure out is how to have it re-init itself. thanks. You'd need to post your init code for the exact answer, but it's going to look something like this... this addEventHandler ["Respawn", {_this your init code}]; Share this post Link to post Share on other sites
barbolani 198 Posted July 30, 2014 Hi, For respawning pure AI I won't recommend the methods above. I assume you want this unit for decorative purposes. Just a trigger which detects the presence of the player or players, and creates the unit on activation and deletes it on deactivation. You only need to know the position on which create the unit. Share this post Link to post Share on other sites