mattxr 9 Posted December 8, 2006 Ok i need this so it works in ArmA Quote[/b] ];By Doolittle_vlogic = [] _vtime = [] _count = count vehicles _delay = 3 _i = 0 #load _v = vehicles select _i _vl = "Logic" createVehicle getPos _v _vl setDir getDir _v _vlogic = _vlogic + [_vl] _vtime = _vtime + [0] _i = _i + 1 ?_i < _count : goto "load" #init _i = 0 ~3 #alive _v = vehicles select _i _vl = _vlogic select _i ?alive _v and _vl distance _v < 100 : goto "continue" ?alive _v and count crew _v != 0 : _vtime set [_i, 0]; goto "continue" _vt = _vtime select _i ?_vt != 0 and _vt < _time : goto "notalive" ?_vt == 0 : _vtime set [_i, _time + _delay] #continue _i = _i + 1 ?_i < _count : goto "alive" goto "init" #notalive _vtype = typeOf _v deleteVehicle _v ~1 _v = _vtype createVehicle getPos _vl _v setDir getDir _vl vehicles set [_i, _v] _vtime set [_i, 0] publicObject = _v publicVariable "publicObject" goto "continue" What its suppost to do, you place a empty vehicle on the map with this code in in the init "vehicles = vehicles + [this]" when the vehicle is moved and destroyed the vehicle will respawn back at its original place after a few moments. why i want the script im making a HOLD map a big one for many players and im sick atm when all the players get their vehicles destroyed and they don't spawn back and everyone else has to run miles to get to there objective. Im making a HOLD mission like BIS's HOLD The Castle But Mines Hold Camp Dead Share this post Link to post Share on other sites
mattxr 9 Posted December 8, 2006 I know theres some bright guys hanging around this forum common. I know Charlie will help me. Share this post Link to post Share on other sites
hoz 0 Posted December 8, 2006 I don't see anything off hand why this wouldn't work. Are you having a problem of some kind? Share this post Link to post Share on other sites
mattxr 9 Posted December 8, 2006 Nevermind was no problem got it working. Share this post Link to post Share on other sites
Johnnie_Walker 0 Posted December 8, 2006 Yeah the vehicles are staying destroyed and not spawning back. I edited vrs.sqs script, now it's a lot more simple but it works. Original script credits: ;;BEGIN vrs.sqs ;;By KaRRiLLioN ;;VehicleType Loop by Sefe ;;Original script by Backoff ;;Updated for 1.75 by Jaeger Neo ;;IMPORTANT: ADD A GAMELOGIC NAMED Server ;;to the mission to prevent multispawn Simple version: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ?!(local Server): Goto "end" _vcl = _this select 0 _position=Getpos _vcl _dir=Getdir _vcl _respawndelay = 5 #mainloop @ (damage _vcl >0.7) ~_respawndelay deleteVehicle _vcl _vcl = "UAZMG" createVehicle _position _vcl setdir _dir goto "mainloop" #end Exit Just add [this] exec "vr.sqs" to the init field of every vehicle. Also change UAZMG with the vehicle type. Try bigger values of damage for this line: @ (damage _vcl >0.7) Also you can check if there is no driver or gunner inside before deleting the vehicle. Hope it helps Share this post Link to post Share on other sites
Big Dawg KS 6 Posted December 8, 2006 Um... not sure if any of you noticed this before... but I'd hate to see you waste a lot of time on this script, or maybe I'm too late. Â Still, if it works, it's surely going to give you better performance. Worth a shot. Share this post Link to post Share on other sites
mattxr 9 Posted December 8, 2006 Just tried the BIS way it doesn't work. Share this post Link to post Share on other sites
Big Dawg KS 6 Posted December 8, 2006 Just tried the BIS way it doesn't work. Hmm... you sure you used it correctly? I figured BIS must have used it if they put it in there, have you looked at any of the MP missions? Edit: Quote[/b] ]Edit:Just saw your other topic on this, and to say BIS way doesn't work, is complete BS. Here is a working example that it works. From your other thread, apparently it does work. You must have used it incorrectly or something. I really hope it does work though. Share this post Link to post Share on other sites