Synide 0 Posted May 28, 2007 I just updated the biki for vehicleRespawn Share this post Link to post Share on other sites
x7treme2001 0 Posted May 28, 2007 I am using Karillions script for Vehicle Respawn, the vrs.sqf one. And I can get the respawn to work only if there are AI's in the vehicle...I dont want them in the vehicle. Any thoughts on how i can fix this? Share this post Link to post Share on other sites
thegunnysgt 1 Posted June 6, 2007 I'm using this script, and it's awesome for everything but that bug above... Not sure who wrote it, but it's called vehirespawn.sql <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ; Call in initline with (120 for 120 seconds, 2 minutes) : ; ; [this, 120] exec "vehirespawn.sqs" ; ; Note - This script needs a "GameLogic" trigger named "SERVER" or else spawning will be nuts ; ?! (local server): exit ~3 _vehicle = _this select 0 _delay = _this select 1 _empty = true _disabled = false _moved = false _startpos = getpos _vehicle _startdir = getdir _vehicle _type = typeof _vehicle #waiting ~2 _newpos = getpos _vehicle ?! (_newpos select 0 in _startpos) or not (_newpos select 1 in _startpos): _moved = true ?! (isnull driver _vehicle) or not (isnull gunner _vehicle) or not (isnull commander _vehicle): _empty = false ? (isnull driver _vehicle) and (isnull gunner _vehicle) and (isnull commander _vehicle): _empty = true ?! (canmove _vehicle) or (canfire _vehicle): _disabled = true ? (canmove _vehicle) and (canfire _vehicle): _disabled = false ? (_disabled) and (_empty): goto "spawn" ? (_moved) and (_empty): goto "spawn" goto "waiting" #spawn ~_delay ?! (isnull driver _vehicle) or not (isnull gunner _vehicle) or not(isnull commander _vehicle): _empty = false ?! (_empty): goto "waiting" deletevehicle _vehicle ~0.5 _newveh = _type createvehicle _startpos _newveh setpos _startpos _newveh setdir _startdir [_newveh, _delay] exec "vehirespawn.sqs" exit Can anyone help me with this script, I don't want empty vehicles to respawn, I only want them to respawn when destroyed or anything other than empty. I know about Norrin's recent respawn where they don't respawn empty vehicles, but all my vehicles don't have names and those that do, I need to know that they will keep their names as given in the editor due to other scripts that refer to that vehicles name. Share this post Link to post Share on other sites
Synide 0 Posted June 6, 2007 @[WWS]WarWolf... you could just alter norrins scripts where... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_vcl setVehicleVarName _name_vcl; would become... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_vcl setVehicleVarName _name_vcl; call compile format["%1 = _vcl;", (vehicleVarName _vcl)]; Why you ask? 'cause it's not enough to just set the 'vehicle name' on new versions of any vehicle you create, you've got to equate the 'vehicle name' to the 'object' as well. (that is if you want respawned vehicles to be 'testable' on all machines and not just the server) Share this post Link to post Share on other sites
thegunnysgt 1 Posted June 8, 2007 Quote[/b] ]Can anyone help me with this script, I don't want empty vehicles to respawn, I only want them to respawn when destroyed or anything other than empty. I know about Norrin's recent respawn where they don't respawn empty vehicles, but all my vehicles don't have names and those that do, I need to know that they will keep their names as given in the editor due to other scripts that refer to that vehicles name. Can anyone help. I only want them to respawn when destroyed. Not respawn when empty or damaged. --UPDATE-- Got it to work. Share this post Link to post Share on other sites