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Evan110185

Script that respawns vehicles after you get out

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Im trying to use a script that respawns vehicles after you get out.

So you dont have to shoot the tires or blow it up for it to respawn.

Ive been trying to use an old script that was used in OFP, but it doesnt seem to work. It keeps duplicating jeeps. At the beginning of the mission, there is 3 jeeps; at the end there is like 20.

here is the old script ive been trying to use:

Vehicle Init

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">init="[this, jeep1, 90, ""Landrover_Closed""] exec ""vrespawn.sqs""";

Logic Object named "jeep1"

vrespawn.sqs

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

? not (local Server): exit

_vcl = _this select 0

_respawnpoint = _this select 1

_azimut = _this select 2

_class = _this select 3

#start

_vcl addEventHandler ["GetOut", "_this exec ""getout.sqs"""]

@(!alive _vcl || !canmove _vcl)

~14

_vcl setfuel 0

_vcl setdammage 0

deleteVehicle _vcl

~1

_vcl = _class createVehicle getpos _respawnpoint

_vcl setdir _azimut

goto "start"

getout.sqs

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

_obj = _this select 0

? !alive _obj : exit

? count crew _obj > 0 : exit

~10

? !alive _obj : exit

? count crew _obj > 0 : exit

? fuel _obj == 1 : exit

_obj setFuel 0

removeAllWeapons _obj

~.1

_obj setDammage 0.9

~.1

_obj setDammage 1

exit

This script used to work in OFP. Does anyone know what changed in ArmA?

Also i should tell you that it seems to run fine when im previewing it by myself, but when on a public server, it creates way too many jeeps. So im wondering if it has something to do with: "? not (local Server): exit"

Thanks in advance!

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