Alpine_gremlin 13 Posted April 4, 2021 Hey guys so I`ve got a scenario set up that involves the respawning of certain vehicles at their starting point if they are destroyed. This seems to work for vehicles with low respawn times (30-60s), but for the heavier assets such as helicopters I wanted to there to be a more severe penalty for losing them, but when we played the scenario for hours they never respawned once. This issue is solved when I decrease the time, so is there a limitation in the module that prevents me from setting longer respawn times? Is there something I can do to circumvent this issue? My settings are linked: https://i.imgur.com/3zo8SwF.png Share this post Link to post Share on other sites
RCA3 581 Posted April 4, 2021 BIS fnc moduleRespawnVehicle is on the Broken Functions group on the wiki, so take that into consideration. I don't use respawns but MGI ADVANCED MODULES I think it solves your problem. 2 Share this post Link to post Share on other sites
Alpine_gremlin 13 Posted April 5, 2021 So Pierre`s modules work very well, but I`ve run into another snag. The vehicle wrecks often disappear before the respawn time is up. My scenario uses a garbage collector, so I`m guessing if the vehicle wreck gets deleted, it will no longer respawn? Share this post Link to post Share on other sites
pierremgi 4737 Posted April 7, 2021 On 4/5/2021 at 1:56 PM, Alpine_gremlin said: So Pierre`s modules work very well, but I`ve run into another snag. The vehicle wrecks often disappear before the respawn time is up. My scenario uses a garbage collector, so I`m guessing if the vehicle wreck gets deleted, it will no longer respawn? Yes, thank you for this feedback. Even if the respawn process is ongoing as far as the vehicle is destroyed (or disabled if this option is ticked), it seems that the vehicle is now a null object, so the respawn doesn't work as it should. On the other hand, that's the first report with a garbage collector quicker than the respawn timer! If you really want to sweep wreck faster than respawning some vehicles, the best way is to remove the respawnable vehicles from the garbage collector. I will probably add a line for that on due vehicles, but, at this time, as workaround I suggest you run a simple code: 0 = [] spawn { while {true} do { sleep 1; {removeFromRemainsCollector [_x] } forEach (vehicles select {!isNil {_x getVariable "passedRespVeh"} && isInRemainsCollector _x}) } }; Of course, your "respawnable" wreck will stay longer than simple non-respawnable vehicle (still treated by garbage collector), but the wreck will be deleted anyway. 1 Share this post Link to post Share on other sites