simonwa1 0 Posted March 18, 2007 Hi! I Have a script that respawn vehicles. I get it to work but it only works once. Code look like this: Trigger: Condition: (!alive sprtAmb1) On act.: [sprtAmb1, "M113Ambul", sprtAmb1_pos, 10, 2] exec "vRespawn.sqs" vRespawn.sqs: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _vehicle = _this Select 0 _VehicleClass = _this Select 1 _RespawnPos = _this Select 2 _respawnPos setpos getpos _RespawnPos _RespawnDelay = _this Select 3 _RespawnRate = _ Select 4 _Counter = 0 ?(_Counter >= _RespawnRate) : exit _Counter = _counter + 1 ~_RespawnDelay deleteVehicle _Vehicle _Vehicle = _VehicleClass CreateVehicle (getPos _RespawnPos) It seems that when the vehicle respawns the first time it respawn without a name, which should be provided in the _Vehicle = _VehicleClass CreateVehicle (getPos _RespawnPos), line? Or am I misunderstanding this command? Help would be appriciated! Share this post Link to post Share on other sites
Espectro (DayZ) 0 Posted March 18, 2007 Hi!I Have a script that respawn vehicles. I get it to work but it only works once. Code look like this: Trigger: Condition: (!alive sprtAmb1) On act.: [sprtAmb1, "M113Ambul", sprtAmb1_pos, 10, 2] exec "vRespawn.sqs" vRespawn.sqs: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _vehicle = _this Select 0 _VehicleClass = _this Select 1 _RespawnPos = _this Select 2 _respawnPos setpos getpos _RespawnPos _RespawnDelay = _this Select 3 _RespawnRate = _ Select 4 _Counter = 0 ?(_Counter >= _RespawnRate) : exit _Counter = _counter + 1 ~_RespawnDelay deleteVehicle _Vehicle _Vehicle = _VehicleClass CreateVehicle (getPos _RespawnPos) It seems that when the vehicle respawns the first time it respawn without a name, which should be provided in the _Vehicle = _VehicleClass CreateVehicle (getPos _RespawnPos), line? Or am I misunderstanding this command? Help would be appriciated! I don't know much about scripting - but it doesnt seem like you name your new vehicle 'sprtAmb1'. Which is why it never get's activated again. Cheers. Edit - ahh, wait... I see now. Sorry 'bout that. Just ignore this post Share this post Link to post Share on other sites
simonwa1 0 Posted March 18, 2007 Quote[/b] ]I don't know much about scripting - but it doesnt seem like you name your new vehicle 'sprtAmb1'. Which is why it never get's activated again. Yes, i do it in the _Vehicle = _VehicleClass CreateVehicle (getPos _RespawnPos) line, where "_vehicle" represent "sprtAmb1"...Or i think so which is my question!? Share this post Link to post Share on other sites
NeZz_DK 1 Posted March 18, 2007 no you dont you need to define it to the global variable name again _vehicle is not equal to sprtAmb1 because you delete the variable when you issue the command deleteVehicle cant you just do something like this sleep _respawnTime; _vehicle setDamage 0; _vehicle setPos _respawnPos; or use this onInit in the vehicle if its for multiplayer this respawnVehicle [respawnTime, numberOfRespawnsAllowed or -1 for unlimited]; I can make a sample mission if you would like it. Share this post Link to post Share on other sites
simonwa1 0 Posted March 18, 2007 Quote[/b] ]I can make a sample mission if you would like it. Sure, thanks! Share this post Link to post Share on other sites
NeZz_DK 1 Posted March 18, 2007 I will put a SP and a MP sample together tomorrow and put it up here :-) you can get my examples HERE I have tried to make them easy to understand in SP I use a function script that returns the new vehicle and then I assign that vehicle the old variable name 'hummer' in MP I have used respawn type 3 and a trigger that activates when the hummer is inside the respawn zone to move it to its start position, and a "Killed" eventhandler to remove the destroyed hummer Share this post Link to post Share on other sites