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Found 4 results

  1. Hi everyone, this is my issue. Im trying to force the game to display a specific asset on respawn . This is the export code from the virtual garage : _veh = createVehicle ["amf_pvp_01_mag_DA_f",position player,[],0,"NONE"]; [ _veh, ["DA",1], ["showeod",1,"turretshieldhide",1,"showCamonetHull",1] ] call BIS_fnc_initVehicle; So basically, i call my vehicle p1 and write this on the init of the vanilla respawn module : this setVehicleVarName "p1"; [p1,["showeod",1,"turretshieldhide",1,"showCamonetHull",1]]call BIS_fnc_initVehicle; BUT ... did nothing, the vehicle respawn with basic camo texture, no error message on preview during the script exec. BTW there is a mod than a user sent me but it dont work. If you saw an error on my script pls explain to me because i dont understand ..
  2. Hi everyone, I have written a function that will allow people to configure an aircraft in the 3den editor and have it able to respawn with that exact loadout. I found that I was having very inconsistent results when the respawn module was set to delete or delete with explosion. It has been rock solid since setting the module to preserve. The function deletes the old vehicle once it has all the old data anyway. Instructions You will need two things for this function to work: You will need to create an init.sqf file in your mission folder and paste the code below into it. You will need a respawn module in your mission with the customized vehicles synced to it. Put this code into the Expression section:: [_this, 2] call RESPAWN_VEHICLE; Note: The number allows you to customize what happens with the cargo of the respawning vehicles (guns, medickits etc etc). It is all listed in the function below Optional If you want to be able to edit and move the vehicles as Zeus, you will need to add an "Add Editable Objects" module to your mission and name it ZEUS_EDITABLE and put the variable name of your zeus player unit in the owner section. In the script do a search for "ZEUS_EDITABLE" and uncomment it. Things I am trying to work out currently: - Why the sync commands don't work at all. My goal was the have it pick up all the objects the old vehicle was synced too. Alas I haven't worked that out yet. - Work out if its possible to get all the customizations like missing doors on vehicles from the old vehicle and pass them onto the new one. I have tested this in Multiplayer and it does work. DEMO MISSION AVAILABLE HERE
  3. Hello ive been trying to get my account details to report this bug, however the CAPTCHA robot verify thingy says a problem about a key.. however, can someone please report this issue please. [BUG] - respawn module does not work on carrier(s) [Description] - When respawning, you end up in the water below the carrier(s), ive tried placing a platform on the deck but still start in the water. [Repo steps] - place USS freedom in water place multiplayer respawn module on the deck set up respawning in multiplayer options i.e. "select respawn position" place playable unit preview in MP or LAN you will start under the carrier this also is happening with all the other modded carriers i.e. Nimitz Ive tried teleporting script but no joy. if someone could post a ticket for me as i cant recover my account.
  4. Hello. How do I get the same vehicle crew to respawn after it has been destroyed? For example: I have a helicopter placed in the editor called "uh80_alpha" with the initialization BIS_grpAlphaUH80 = group this;clearItemCargoGlobal uh80_alpha; clearWeaponCargoGlobal uh80_alpha; clearMagazineCargoGlobal uh80_alpha; clearBackpackCargoGlobal uh80_alpha; It is an insertion chopper, How can I get it to respawn exactly how I placed it in the editor with the name and initialization after it has been destroyed? Side question: Is there an easier way to remove all of the vehicles inventory? (Instead of - clearItemCargoGlobal uh80_alpha; etc.)
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