Jump to content
Sign in to follow this  
tophe

Simple Vehicle Respawn Script

Recommended Posts

Ok.. so I found the problem that Enforcer 1975 was having.

I'm working on it...

MikeJHunter, check PM.

Edited by Tophe

Share this post


Link to post
Share on other sites

Just released version 1.6.

This one has a couple of serious bug fixes. If you downloaded v1.5 you should swap to this one.

Check first post.

Share this post


Link to post
Share on other sites

Want to say thank you for this script! I've been using it on my new mission and it's worked perfect so far!

One quick question on the new version. I'm wanting to add this to the new INT option. But, I can't seem to get it to work right.

Thanks again.

Share this post


Link to post
Share on other sites

Ok.

Can you please paste the code from your units INIT line (exactly as it is typed).

That way I'll be able to see if it's in your typing.

Share this post


Link to post
Share on other sites

Thanks for a very helpful script Tophe. I hope you can help me with my problem. I am currently editing EVo mission and I use your script to have some vehicle respawn. It works nice except for a small problem. They respawn on top of each other. I s there a way to fix this thanks in advance.:)

Share this post


Link to post
Share on other sites

Well... It could be a great number of problems.

How is the mission set up?

Is there any other scripts dealing with vehicle respawn?

Are vehicle respawn activated in the init.sqf?

Where are the vehicles positioned at the start of the mission?

How have you set up the vehicle respawn script?

Regards,

Tophe.

Share this post


Link to post
Share on other sites

The mission is Co_30_EvolutionUSMC_v08.Chernarus. All I did is place your vehicle .sqf in the mission folder and and copy in the INIT this veh = [this] execVM "vehicle.sqf"

:) I also removed some aircraft from this mission cause there are far too many of them. Hope that tells you more. Thanks for the quick reply.

Share this post


Link to post
Share on other sites

I would need to see the mission to see what's wrong with the position of the vehicles.

Could you upload it somewhere and PM me the link?

Share this post


Link to post
Share on other sites
Ok.

Can you please paste the code from your units INIT line (exactly as it is typed).

That way I'll be able to see if it's in your typing.

Here's what I'm using for the Simple Vehicle Respawn:

veh = [this] execVM "vehicle.sqf";

Here's what I'm trying to add:

null = this execVM "ammo.sqf";

So, here's the two in one line:

null = this execVM "ammo.sqf"; veh = [this, "null = this execVM "ammo.sqf""] execVM "vehicle.sqf"

Share this post


Link to post
Share on other sites

You have to add all the other values before the INIT (if look in the documentation it should be mentioned there).

Also, since you have quotations in your init you will need to double those (I think.. I'm not at my Arma computer now so I can't test it)

null = this execVM "ammo.sqf"; veh = [this, 30, 120, 0, FALSE, FALSE, "null = this execVM ""ammo.sqf"""] execVM "vehicle.sqf"

Something like that should have you up and running.

Share this post


Link to post
Share on other sites

Glad I could help!

Share this post


Link to post
Share on other sites

I have a little question about this , not sure if its the script or something else

i get this to work perfectly , but for some reason when i put this on lets say a hummer only the squad leader can enter the car and THEN the rest of the group can follow.

so the rest of the members of the group cannot drive alone without the squadleader.

When i remove the vehicle init it works as normal.

Share this post


Link to post
Share on other sites

I have no idea what it might be. There is however a bit of delay before anyone can enter the vehicle. This is in Arma2's engine... I think it takes a few moments for the game to initialize the new vehicle.

Share this post


Link to post
Share on other sites

Hello Guys,

We are beginners in the ARMA2 editing world. We created a mission with a few respawning vehicles. Uploaded the mission to the server and when we try to start it we get this error message.

"Script vehicle.sqf not found"

The strange thing is that the guy who created this mission can run the server from his PC. But when we upload it to the main standalone server we get that error and even he can't join.

Can anyone point us in the right direction ?

Thanks in advance.

Share this post


Link to post
Share on other sites

Make sure he Exported to Multiplayer missions correctly and didn't just PBO something manually.

Also, if he worked on the mission, then renamed it the newly renamed folder won't have any of the scripts the first one had, you have to manually move them to the new mission folder. Check that too. :)

Share this post


Link to post
Share on other sites

Version 1.7 is now out.

First post updated.

Share this post


Link to post
Share on other sites

hello

when i use this script astrange thing happen

i can not make empty things anymore infact the empty tab disapear :confused:

can anyone help me please

Share this post


Link to post
Share on other sites

It's not the script...

You have to have a unit defined as Player before being able to create empty vehicles.

Share this post


Link to post
Share on other sites

WOW Thank You VERY MUCH! For the name: it doesn't change! This script resolve all my trubles with other scripts!!! :D Thank You! Thank You! Thank You! Thank You! Thank You! Thank You!

Share this post


Link to post
Share on other sites

Hello, can anyone help a novice please? I'm trying to combine camo.sqs with this vehicle respawn script. I can reskin an A10 but I need to have it respawn with the same skin.

this exec "camo.sqs";

veh = [this] execVM "vehicle.sqf"

edit-I should learn to read more carefully.

this exec "camo.sqs"; veh = [this, 0, 0, 0, FALSE, FALSE, "this exec ""camo.sqs"""] execVM "vehicle.sqf"

Sorted the above now. Great work TOPHE

2nd edit- Is there a way to combine the above line with this line below?

null = this execVM "ammo.sqf"; veh = [this, 0, 0, 0, FALSE, FALSE, "null = this execVM ""ammo.sqf"""] execVM "vehicle.sqf"

Edited by interox

Share this post


Link to post
Share on other sites

@M3th0s

Thanks man, I'm happy it makes you happy :)

@interox

I don't have ArmA up now but you could try something like this:

null = this execVM "ammo.sqf"; this exec "camo.sqs"; veh = [this, 0, 0, 0, FALSE, FALSE, "null = this execVM ""ammo.sqf""; this exec ""camo.sqs"""] execVM "vehicle.sqf"

Not sure it will work, but give it a go. Another solution might be to just combine the ammo.sqf and camo.sqs scripts into one, unless that takes too much work (since one is in SQS and one in SQF). That way you will only have to worry about a single script.

Edited by Tophe

Share this post


Link to post
Share on other sites

Thanks for your reply. Ive run into another problem though. Ive added 2 a10's and 4 f16's to domination map. The a10's respawn correctly when destroyed on the airfield insitu however the f16's leave a burning wreck on the airfield when destroyed and then respawn on top of the wreck. Can you help?

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.
Sign in to follow this  

×