Cryptdik 5 Posted May 2, 2017 I have a script that moves a marker to an object's location every 2-3 seconds, but it deletes the marker when the object (such as on the player) dies. markermove.sqf: _marker = _this select 0; _vehicle = _this select 1; while {alive _vehicle} do { _marker setmarkerpos getpos _vehicle; sleep 3; }; deletemarker _marker; Object Init: nul = ["marker1", this] execVM "markermove.sqf"; How can I make it so it creates a new marker in the OnPlayerRespawn.sqf in my mission folder (in this case for the player upon respawn?) Share this post Link to post Share on other sites
7erra 629 Posted May 2, 2017 onPlayerRespawn.sqf: params ["_newUnit","_oldUnit","_respawn","_respawnDelay"]; // The default parameters passed to the script _mrk = createMarker [str (random 10^6), getPos _newUnit]; // Create new marker with unique name _mrk setMarkerShape "ICON"; // Set to what you want _mrk setMarkerType "hd_dot"; // Set to what you want // Your script while {alive _newUnit} do { _mrk setmarkerpos getpos _newUnit; sleep 3; }; deletemarker _mrk; Quote Executed locally when player respawns in a multiplayer mission. This event script will also fire at the beginning of a mission if respawnOnStart is 0 or 1, oldUnit will be objNull in this instance. This script will not fire at mission start if respawnOnStart equals -1. - https://community.bistudio.com/wiki/Event_Scripts onPlayerRespawn.sqf The script will therefore be executed on start (exception see above) and when an object respawns 1 Share this post Link to post Share on other sites