Cryptdik 5 Posted April 23, 2017 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
Cryptdik 5 Posted April 23, 2017 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
pierremgi 4822 Posted April 24, 2017 disregard. No mean found. Share this post Link to post Share on other sites
Cryptdik 5 Posted April 24, 2017 Damn, there's really no way to do this? Share this post Link to post Share on other sites
Larrow 2817 Posted April 24, 2017 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; 2 Share this post Link to post Share on other sites