Barba-negra 117 Posted December 24, 2017 good afternoon everyone, a pleasure to say hello, I came to ask for help, I find myself doing a job in which I try to make the objects appear with a variable name, using a trigger and I tried it in different ways, but I could not do it, I have this for now Condition: Land_Metalbarrel_F setVehicleVarName "p60"; Acti: p60 = "Land_Metalbarrel_F" createVehicle getMarkerPos "hspawn"; I tried it in other ways and I make the object appear but it comes out without a variable name, and I'm trying to get it with the name since that renamed object will activate another trigger later on. I have also tried to place it in the editor already with the variable name and it reappears with a triger but I can not make it respanw the object after disappearing from the map with the name of variale I have this but something must be wrong, help please ACT: { _x synchronizeObjectsAdd [moduleLogic1]; _x spawn { private ["_delay","_desertedDelay","_respawnCount","_init","_position","_wreck", "_respawnWhenDisabled"]; _delay = (moduleLogic1 getvariable ["Delay","0"]) call bis_fnc_parsenumber; _desertedDelay = (modulelogic1 getvariable ["DesertedDelay","-1"]) call bis_fnc_parsenumber; _desertedDistance = (moduleLogic1 getvariable ["DesertedDistance","-1"]) call bis_fnc_parsenumber; _respawnCount = (moduleLogic1 getvariable ["RespawnCount","-1"]) call bis_fnc_parsenumber; _init = compile (moduleLogic1 getvariable ["Init",""]); _position = (moduleLogic1 getvariable ["Position","0"]) call bis_fnc_parsenumber; _positionType = (moduleLogic1 getvariable ["PositionType","0"]) call bis_fnc_parsenumber; _wreck = ((moduleLogic1 getvariable ["Wreck","2"]) call bis_fnc_parsenumber); _showNotification = ((moduleLogic1 getvariable ["ShowNotification","1"]) call bis_fnc_parsenumber); _forcedRespawn = ((moduleLogic1 getvariable ["ForcedRespawn","0"]) call bis_fnc_parsenumber); _respawnWhenDisabled = moduleLogic1 getvariable ["RespawnWhenDisabled", false]; [_this,_delay,_desertedDistance,_respawnCount,_init,_position,_positionType,_wreck,_showNotification,_forcedRespawn,_desertedDistance, _respawnWhenDisabled] call bis_fnc_moduleRespawnVehicle; } } forEach [car1,car2,car3,car4]; Desac: { _x synchronizeObjectsRemove [moduleLogic1]; (_x getVariable "bis_fnc_modulerespawnvehicle_data") set [0,false] } forEach [car1,car2,car3,car4]; placing the respawn module in the editor ModuleRespawnVehicle_F Share this post Link to post Share on other sites
pierremgi 4904 Posted December 24, 2017 ??? trigger blufor present p60 = "Land_Metalbarrel_F" createVehicle getpos thisTrigger; p60 setVehicleVarName "p60" (but you don't need that for working with p60 variable. This variable exists as soon as you create the object at 1st line). The respawn module is a game logic with parameters on start. For spawned vehicle, you can: { [_x] call BIS_fnc_moduleRespawnVehicle } forEach [car1,car2,car3,car4]; // instant respawn and default params or specify them: [_veh,_delay,_desertedDelay,_respawnCount,_init,_position,_positionType,_wreck,_showNotification,_forcedRespawn,_desertedDistance, _respawnWhenDisabled] Share this post Link to post Share on other sites
Barba-negra 117 Posted December 24, 2017 thank you friend, I managed to solve it Share this post Link to post Share on other sites