tobmic 10 Posted February 28, 2010 I have this problem now : ( I´m making a coop mission and playable side is resistance force. There are 2 squads and the first squad can only respawn at the Base and the second one on a total different location. How can i have 2 respawn markers seperated from the 2 Squads ? Share this post Link to post Share on other sites
Arma-2-Guru 55 Posted March 1, 2010 I'm sure you have to create an empty marker and in the text part you would put "respawn_west" without the quotes though, and for the resistance it would be something like "respawn_east" or whatever they are counted as, I'm not 100% on this though. Share this post Link to post Share on other sites
tobmic 10 Posted March 1, 2010 hey Arma 2 Guru thanks for the help but thats not that what i mean. The playable side is Guerillia and there are 2 playable Squads you can choose from the lobby but both squads have different respawn points Share this post Link to post Share on other sites
[asa]oden 0 Posted March 1, 2010 Put the respawn_guerrila marker anywhere on map and keep a respawn script waiting for units to die and upon "alive player" just setPos them where needed. Share this post Link to post Share on other sites
Arma-2-Guru 55 Posted March 1, 2010 Ah, I get what you mean but unfortunately I have no idea how to do it, I've only just started to use the scripts and stuff, hopefully someone will figure it out. I don't really live up to my user name haha. Share this post Link to post Share on other sites
Bon 12 Posted March 1, 2010 hmm, stay with "respawn_whatever", create two other markers like "Squad1" and "Squad2". Furthermore create a trigger around the "respawn_whatever", activation on the resistance thing, present, and condition: call {if(count thislist > 0) then {{if(group _x == squad1) then{_x setPos getMarkerPos "Squad1"} else{_x setPos getMarkerPos "Squad2"}} forEach thislist};false} Note the two variables squad1 and squad2, which must be bound to both the groups of the squads. Just give it a try. Share this post Link to post Share on other sites
Reimann 10 Posted March 1, 2010 A killed eventHandler would be more reliable and more flexible. Share this post Link to post Share on other sites