Jpsredd 3 Posted May 12, 2018 How do i place spawns so that that are invisible until discovered? Such as you would need to be within a certain radius to unlock them. Share this post Link to post Share on other sites
HazJ 1289 Posted May 12, 2018 Need more information... For the marker itself. Place it, set to Empty. Once needs, you can simply move "respawn_x" to that marker. For base objects. You'll need to create composition or use createVehicle to spawn everything. This way means you'll need to copy position, direction, any vectors set, simulation on/off, etc manually. The composition easier/faster but for complex things, never works out, at least not for me. https://forums.bohemia.net/forums/topic/215813-spawning-complex-compositions/ "markerName" setMarkerPos (getMarkerPos "respawn_x"); // x = west/east/guerrila/civilian Share this post Link to post Share on other sites
Jpsredd 3 Posted May 12, 2018 Just a simple infantry respawn. I want it hidden till units are within certain radius. Thanks Share this post Link to post Share on other sites
KC Grimes 79 Posted May 12, 2018 Take a look at BIS_fnc_addRespawnPosition. Share this post Link to post Share on other sites
HazJ 1289 Posted May 12, 2018 Or what @KC Grimes said. If you are using the respawn menu by BIS. As I said, you provided very little information in your first post. I don't like guessing and assuming can lead to misunderstanding, etc. Share this post Link to post Share on other sites
Grumpy Old Man 3549 Posted May 13, 2018 9 hours ago, HazJ said: As I said, you provided very little information in your first post. I don't like guessing and assuming can lead to misunderstanding, etc. Posts with lack of information seem to be very common this time of the year, heh. Cheers 2 Share this post Link to post Share on other sites
BadHabitz 235 Posted May 13, 2018 In the 3D editor, you can always just sync your respawn module to a trigger. Share this post Link to post Share on other sites
zagor64bz 1225 Posted May 13, 2018 10 hours ago, Grumpy Old Man said: Posts with lack of information seem to be very common this time of the year, heh. Cheers 1 Share this post Link to post Share on other sites
gokitty1199 225 Posted May 16, 2018 no clue exactly what your asking but this is what is assumed from the lack of information lol. create a global array like this, put whatever markers you want to have by default into it like this myMarkerArray = ["marker1"]; STEP 1: create triggers surrounding the area that you want the player to enter and inside the condition put this && player in thisList inside the activation lets have it execute a script and pass the name of the marker into it like so null = ["marker2"] execVM "addMarker.sqf"; //END OF STEP 1 STEP 2: then inside of addMarker.sqf we will pushBack the markers name into the myMarkerArray array like so _marker = (_this select 0); myMarkerArray pushBack _marker; //END OF STEP 2 so now myMarkerArray should look like this ["marker1", "marker2"]. in order to add more markers just repeat step 1 by creating a trigger. and inside where it says "marker2" just change that to "marker3" and so on and so on so you do not have the same names being pushed into the array. Share this post Link to post Share on other sites