tophe 69 Posted July 16, 2009 (edited) Ok.. so I found the problem that Enforcer 1975 was having. I'm working on it... MikeJHunter, check PM. Edited July 17, 2009 by Tophe Share this post Link to post Share on other sites
tophe 69 Posted July 17, 2009 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
doomanchu 11 Posted July 21, 2009 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
tophe 69 Posted July 22, 2009 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
pigglywiggly 10 Posted July 22, 2009 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
tophe 69 Posted July 22, 2009 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
pigglywiggly 10 Posted July 22, 2009 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
tophe 69 Posted July 22, 2009 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
doomanchu 11 Posted July 22, 2009 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
tophe 69 Posted July 23, 2009 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
doomanchu 11 Posted July 25, 2009 Thanks Tophe, that works perfect! Share this post Link to post Share on other sites
matte54 10 Posted August 1, 2009 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
tophe 69 Posted August 1, 2009 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
vengeance1 50 Posted August 2, 2009 Fantastic Script! Really covers all the bases. ;) Thanks Share this post Link to post Share on other sites
LT300 10 Posted August 27, 2009 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
kylania 568 Posted August 27, 2009 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
tophe 69 Posted September 12, 2009 Version 1.7 is now out. First post updated. Share this post Link to post Share on other sites
seedo81 10 Posted September 22, 2009 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
tophe 69 Posted September 22, 2009 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
kylania 568 Posted September 22, 2009 Or just select Non Playable from the dropdown. :) Share this post Link to post Share on other sites
M3th0s 10 Posted September 23, 2009 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
interox 10 Posted September 23, 2009 (edited) 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 September 23, 2009 by interox Share this post Link to post Share on other sites
tophe 69 Posted September 23, 2009 (edited) @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 September 24, 2009 by Tophe Share this post Link to post Share on other sites
interox 10 Posted September 28, 2009 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