Jump to content
Cryptdik

Deactivating Respawn Module

Recommended Posts

How do I effectively "turn off" a respawn module? I tried making a trigger with onAct "deleteVehicle modulename" but that doesn't work.

Share this post


Link to post
Share on other sites

Bump. This poses a huge issue in my mission in terms of pushing the players forward, plx halp ;_;

Share this post


Link to post
Share on other sites

The respawn module holds a list of respawn position that it has created in the variable "respawn". These positions can be either markers or the ID returned by BIS_fnc_addRespawnPosition.

Just use the module function to remove them.

[ myRespawnModuleVarName,nil,false] call BIS_fnc_moduleRespawnPosition

 

If you need to turn them back on again.

[ myRespawnModuleVarName ] call BIS_fnc_moduleRespawnPosition;

 

  • Like 2

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×