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Found 128 results

  1. Hey all, In the last update (1.60) that introduced some new respawn menu features, I have my own respawn loadout role defined. However, there seems to be a default "rifleman" role that's always there which I can't figure out how to get rid of. The wiki states: "Mission designer can use roles already created in the game config, or custom roles can be defined in description.ext file." https://community.bistudio.com/wiki/Arma_3_Respawn:_New_Respawn_Screen But it does not describe how to use only custom and not pre-existing roles. Image below: My custom role that I want is "Insurgents". The role that won't go away is "rifleman" Thanks for any help.
  2. Hello everybody, I wanted to share a small mission i did for the fun of it. Nothing spectacular, a coop mission for up to 4 players. story: A coalition including Russia just invaded Agia Marina surprising the blufor military presence. A Russian satellite made pictures of a blufor convoy moving to reinforce a position west of the stratis Air station. A team of four russian soldiers from the special forces are ordered to stop this convoy thanks to a blufor captured hummingbird: 1 Fly to the Air station and kill all blufor soldiers there 2 Plant bombs on the road nearby and destroy part of the convoy (the two tanks and the fuel truck) 3 Escape and extract by a waiting chopper north-east of the Air station. credits: BangaBob, JohnnyBoy, Genesis92x, Moerderhoschi, Feuerex, RueLight, White Raven, Pumpkin (jackfrench) and all persons who i forget sharing their time and passion Thanks to Flav for the music he made. (Thanks also to the armaholic site.) (Any review and advice would be helpful 😃, it's only my third mission) Revive & respawn (in the ai mates) no mod needed co04ElementOfSurprise V1 https://mega.nz/file/NRhkVKTQ#9C-T_b_IOM1pbJI7PLCUej0qcR4FcALN-Xej_DoqdIk https://steamcommunity.com/sharedfiles/filedetails/?id=2564145256
  3. Hello We are currently developing an Sandbox Arma 3 Server. i want to make a Sniping spot where you can Snipe some AI´s the AI´s are set to: this disableai "ALL"; i got a simple Respawn script from a another forum post. which looks like this: the Problem is that when the ai Respawns the init isn´t there anymore so they run around and shoot at the players how can i fix that? thanks for you´re help Marvin Admin at German-Gamers.net
  4. Hello, we are currently developing a Arma 3 sandbox server where you can basically do anything, the problem is, that the vehicles only respawn when they are destroyed, when someone takes a plane and lands it somewhere like molos airfield it will remain there until someone picks it up. I want that the vehilces respawn when thy are left alone but the built in feature doesn´t work at all, so my idea was to trigger the respawn like every 60 seconds that all vehicles respawn but how can i trigger every 60 seconds for ever ?!? thanks for your help Marvin Letsche Admin at German-Gamers.net
  5. NO MORE SINGLE DEATH (SP/MP) - PLAYER CAN AUTO-REVIVE Hi all, Did you play some "ESCAPE MALDEN" in MP while single player and get the frustration of "lost mission on death"? Sure, you're alone and nobody will revive you. Respawn kills you and the game is over! Same for some SP session of complex mission. If you don't have the switch units possibility, game is over at first death. The script overrides this fate. Just choose (or not) the two parameters set at the first line. parameters: REVIVE DELAY / CLEAR AREA Revive delay: Simply change the first value in first line. This value is also a delay for captive status. i hard-coded a minimum: (min set to 20 sec. for cinematic if MP revive allowed, 10 sec. min if not). Clear area: the enemy infantry will be killed within this radius. That's useful for reviving inside a hornet's nest. Can be set to 0. Recommended value: 20 m. Usage: Copy/ paste the code in one of these places: running script for player(s) / trigger set to true / init.sqf / initPlayerLocal.sqf / console Example, for ESCAPE MALDEN, enable debug console in parameters and copy /paste the code, exec local. NOTES: - in MP, this script will work as long as there is an unique player. If some JIP, the script will be stopped. - Not compatible with other damage event handlers. If you want, you can try to make it work along with some other damage EHs, just removing the 6th line: player removeAllEventHandlers "handleDamage"; [5,50] call { params [["_delay",20,[0]],["_clear",0,[0]]]; if (count (call bis_fnc_listPlayers) != 1) exitwith {}; MGI_ReviveDelay = [_delay max 10,_delay max 20] select (player call BIS_fnc_reviveEnabled); MGI_clearArea = _clear; player removeAllEventHandlers "handleDamage"; MGI_fn_revive = compileFinal " params ['_unit']; waituntil {lifeState _unit == 'incapacitated' or !alive _unit or (!(_unit call BIS_fnc_reviveEnabled) && damage _unit >=0.86)}; if (!(_unit call BIS_fnc_reviveEnabled)) then { _unit setUnconscious true }; if (lifeState _unit == 'incapacitated') then { _unit setCaptive true; _unit allowdamage false; _unit setVariable ['inc',false]; {_x setDamage 1} forEach (( _unit nearEntities ['CAManBase', MGI_clearArea]) select {side _x getFriend playerSide < 0.6 && side _x != civilian}) - [_unit]; uisleep 3; _unit allowDamage true; if (_unit call BIS_fnc_reviveEnabled) then { ['#rev',1,_unit] call BIS_fnc_reviveOnState; _unit setCaptive true; _unit allowdamage false; } else { _unit setDamage 0; _unit setUnconscious false; }; }; uiSleep MGI_reviveDelay; _unit allowdamage true; _unit setCaptive false; "; player addEventHandler ["handleDamage", { params ["_unit","","_dam"]; if (count allplayers !=1) exitWith { player removeEventHandler ["handleDamage",_thiseventHandler] }; _veh = objectParent _unit; if (!isnull _veh && isNil {_veh getVariable ["incVeh",nil]} && (damage _veh > 0.7 or (!canfire _veh && !canMove _veh) or _dam > 0.3)) then { _veh setVariable ["incVeh",true]; _unit allowdamage false; _unit setCaptive true; [_unit,_veh] spawn { params ["_unit","_veh"]; _unit action ["GetOut", _veh]; _tim = diag_tickTime; waitUntil {isnull objectParent _unit or diag_tickTime > _tim + 3}; uiSleep 2; _veh setVariable ["incVeh",nil]; _unit allowdamage true; _unit setCaptive false; }; }; if (!(_unit getVariable ["inc",false]) && isNull objectParent _unit) then { _unit setVariable ["inc",true]; _unit spawn MGI_fn_revive; }; _dam min 0.86 }]; }; Enjoy!
  6. I just cannot get this to work. I made a small mission with a single respawn point (respawn_west) that is set to BLUFOR When I host in multiplayer, I respawn on it successfully. My AI groupmates respawn on it successfully. My friends who connect to my server respawn on their dead bodies. I have gone through countless video tutorials and help threads that explain how to set up a proper spawn point, and followed them exactly. I have made sure the multiplayer attributes of the mission are set to respawn on custom position. I have made sure the only respawn point is the one I have named respawn_west. I have created a description.ext file that says respawn = 3, when that didnt work I tried respawn = "Base", and then respawn = Base; None of these worked. This is getting to be frustrating because everything else works. I respawn as intended, friendly AI respawns as intended. But other players do not. Does anybody have ANY idea of what I could be doing wrong?
  7. Hello everyone. I could use some help because I really don't know what might be the problem. I'm editing a MP-Mission with a respawn-module for Blufor and one for Opfor (Settings - Typ: Infantry, Side: Opfor/Blufor, Show to: Only the side). I've also placed a respawn-ticket-module set to five for Blufor and Opfor. At least I connected both respawn-modules with the ticket-module. So. What works fine is the ticket system. After more than five deaths the mission ends. But that's not the problem. In the multiplayer settings I set "Respawn on Custom Position" with the settings 'show respawn counter' and 'subtract tickets upon death'. I also activated the scoreboard, the manual respawn and a respawn delay of 10 seconds. So actually I expect the following to happen: After you get killed you see the scoreboard for ten seconds. After this countdown you will automatically spawn at your (Blufor or Opfor) respawn. What really happens: Opfor is spawning at his point of death while Bluefor is mostly spawning at the respawn point but not always. I was testing this with an Opfor and an Blufor Assault Rifleman playing on both sides but also with a friend who was playing the other side. What do I fail to see? I would really appreciate if someone could help you. Thank you!
  8. Hello, I try to create my own custom respawn template (https://community.bistudio.com/wiki/Arma_3:_Respawn) and GUI with list of squads, roles and loadouts. Also I create test mission and set respawn = "BASE"; in description.ext. So, I write script (event handler) onPlayerKilled.sqf, which creates my dialog (GUI) where player can join/create squad, select role and respawn position. Then he click "Respawn" button. Summary steps\flow: Player died onPlayerKilled is invoked My GUI is being created Player choose his loadout and respawn position Player press respawn button My respawn script creates new unit (createUnit), wait 1 second for correct init, give selected loadout to unit and give control to player (selectPlayer) My GUI is closing Player spawned on selected position Now I have several problems with correct player respawn on dedicated server. Here are they: After respawn player loses all tasks If someone kills player again - there is no message in system chat (like somebody kills bot/unit) When a player is in a group led by another player - after respawning, the new unit is controlled by the AI, but the player can shoot and look around, but cannot move I read about last problem in comments for selectPlayer: but also I read about locality and multiplayer https://community.bistudio.com/wiki/Multiplayer_Scripting#Locality. In "Locality changes" topic It says: So, selectPlayer changes locality but it still have problem. Also I check locality by owner command, new unit is local. May be because I use createUnit on player machine. This is my short respawn script without extra code: Also default BIS respawn logic don't know about my respawn script and try to respawn player by pre-defined scripts for "BASE" respawn type. And I use terrible hack: setPlayerRespawnTime 900; otherwise BIS default logic spawn player in one of markers "respawn_*". Possible I can solve it by property in custom respawn config (CfgRespawnTemplates) I tried to find any BIS scripts with default respawn logic\functions but without success. Is it possible to create custom respawn template and use some BIS respawn functions, which can tell to engine that I spawned player already? It would solve problems with player group (remove old unit, join new) and new unit issues (control, tasks, etc.)
  9. Yesterday I set up a mission for a friend so we can do stupid crap and I set up a working respawn system. Now I'm messing with that mission in the eden editor to add some more stuff to it and now respawns aren't working for the players. Vehicles still respawn like normal but now players can respawn
  10. Hey Guys. I have a big Problem with Respawns. I want to make a Teamdeadmatch Scenario with 4 Respawn Positions for each Team in Buildings. The Problem is, everytime when i use Buildings without floor like Tent-Hangars, Medical-Tents or Shets, Player spawns on Roof of the Building instead on Groud IN the Building. What can i do? I hope for some help......thx Tattoo
  11. How do you make a timer that only displays to the incapacitated players showing them how much time they have left until they bleed out? I tried using hints but ran in to too many problems
  12. AI INFANTRY RESPAWN SP/MP Hi all, Here is a script to allow AIs respawning according to parameters. This works in SP or MP. Only infantry (on foot AI) concerned as far as the killed AIs while in vehicles is the object of a second script. parameters: SIDE(S) / POSITIONS / DELAY / MIN UNITS IN GROUPS / REMAINING LOADOUT Examples: [] spawn MGI_fnc_unitRespawn // [] passed as parameter equals to [ [WEST,EAST,RESISTANCE,CIVILIAN], "start", 10, 144, false] All ai units can respawn on their position at start, after 10 sec delay, with their initial loadout. [ [WEST,EAST], ["mrk1","death","start",""], nil, 3 ] spawn MGI_fnc_unitRespawn // equals to [ [WEST,EAST], ["mrk1","death"], 15, 3, false] here, only WEST & EAST ai units can respawn: - on the marker "mk1" if any, on death position if not, for BLUFOR - on the position of death for OPFOR, (other strings in positions array are useless), 10 second delay (default), if their group headcount is below 3 (delay already started at death), with their initial loadout. Code to be run on server. (trigger, server only, non-repeatable, condition true) or initServer.sqf
  13. I want to respawn on a specified position on the deck of the USS Freedom. It works fine when running multi-player from the the Eden editor (as a player server). i.e. I respawn at the respawn module position. However when I export the mission and run it on a dedicated server I just respawn were I died. Respawn Position module: Variable name: respawn_west Name: respawn_west Type: Invantry Side: BLUFOR Show to: Everyone Notification: Enabled Attributes > Multiplayer... Respawn: Respawn: Respawn on Custom Position Rulesets: Show respawn counter Respawn Delay: 3 Show Scoreboard: checked Allow Manual Respawn: checked Anyone else seen this behaviour or know what i am doing wrong? S My solution: The issue is associated with trying to use the 'respawn module' on the USS Freedom. It works fine on land. Doing the respawn the classic way using a respawn marker also does not work on the USS Freedom. This time you end up swimming in the water and maybe in the USS Freedom. I resolved this by creating a respawn event handler that placed the player just above their starting point. I used the following code in the init.sqf file, to only run on a client PC: if ( hasInterface ) then { // We are running on a player client. Stri_miss_playerPos = ( getPosASL _player ) vectorAdd [ 0, 0, 0.1 ]; Stri_miss_playerDir = getDir _player; _player addEventHandler [ "Respawn", { params[ "_player", "_corpse" ]; _player setVehiclePosition[ Stri_miss_playerPos, [], 0, "CAN_COLLIDE" ]; _player setDir Stri_miss_playerDir; } ]; };
  14. Hello all, Apologies if this has been covered elsewhere or if this is the wrong thread! I’m building some scenarios, and want to move the respawn position as the mission develops. I’ve been using the below activated by a trigger and with an appropriate marker: "respawn_west" setmarkerpos (getmarkerpos "new_respawn"); And, this has worked excellently for all players in the scenario except me (the host)! I always spawn back at the initial spawn point. Is there a reason why this would not be working for the host but would work for the rest of the players? Thanks, D.
  15. Hi I've been working on setting up respawn loadouts for a mission I am making and while I have figured out how to set up the gear that the player will respawn with but i cant figure out how to change the role (or class I'm not sure of the right term but basically how the player will show up on the map and other players HUD) and the player traits (medic, engineer, etc.) after the player respawns. From what I have learned so far I think that it might not be potable to change the role if I want to use a custom loadout but I at least should be able to change traits. Below are links to a pastebin of my initserver.sqf, onplayerRespawn.sqf and description.ext if needed although I'm pretty sure the problem is in the onplayerRespawn.sqf. initserver.sqf https://pastebin.com/Xv08VPYT onplayerRespawn.sqf https://pastebin.com/Rkr7ynSU description.ext https://pastebin.com/NcAUdaTX Any help with this would be appreciated and I'd be happy to answer any questions you might have. Thanks
  16. York215

    Respawn Trouble

    So i set up a respawn position logic device and titled the variable name repawn_west, set my multiplayer options to have respawn at custom positon and we are playing as blufor. All of my testing i do in the editor and trying the scenario in SP/MP work perfectly fine. I respawn on the token like i should. As soon as i opened up the server and tested it with a friend he wasn't spawning on the marker, he was spawning on position of death despite me making no changes to the scenario. I can't seem to figure out the problem Edit: it doesn't spawn them on their current death location but at their first death location
  17. Hello everyone, i'm playing Arma 3 with my brothers via LAN, at the start of the mission we have three tickes, all normal, if we consume those tickets we cannot respawn, logic. But when we earn more tickets, they are useless, the game says respawn blocked, why? (the mission is from the game, not custom)
  18. I'm trying to make working faction units, but their identities reset to default between respawn and death. What isn't properly defined? Example in video : https://www.youtube.com/watch?v=fr5h6rz-Lgg One of the faction addOns : http://www.mediafire.com/file/ifl4fae3vxlun82/bcsu_thugs.pbo/file addOns config.cpp : https://www.mediafire.com/file/16w2t9fkbw4y8dc/bcsu_thugs_config.cpp/file
  19. https://github.com/HAPPY3N1GMA/Enigma_Exile_Revive
  20. GF Custom Deathscreen Script by GEORGE FLOROS [GR] Description: Adding an image of blood and sound when killed to spice it a little bit . You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation: Installation / Usage: For usage instructions and information of how to use the GF Custom Deathscreen Script , please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the init.sqf and the description.ext , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Credits & Thanks: Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v1.1 fixed name v1.0 Forum topic: - Armaholic forums Armaholic GF Custom Deathscreen Script
  21. Hello everyone To begin, I want to apologize in advance for my English, I am French with a small level of vocabulary, helped by Google Translate. I request your help for the French server that I am finalizing. I got the Invade & Annex mission from Ahoy World and I am facing a small texture problem. Indeed, I created my own textures in a mod but as the server will be public and therefore accessible without mod I apply the standard textures of the game and the rgb colors. So I entered the textures to apply with and without mods in the Functions \ Vehicle \ fn_vsetup02.sqf file and when I connect with the mods, the standard textures are applied. When I launch the server side mod, the moded texture appears as it should but when I reconnect without the mod, the standard textures are not loaded and therefore the vehicles no longer have bodywork. Extract of the code: private _vehicle = _this select 0; if (!alive _vehicle) exitWith {}; private _vehicleType = typeOf _vehicle; [_vehicle] spawn AW_fnc_vehicleInventory; _vehicle lock 0; //=============vehicle specific FBCTexture = isClass (configFile >> "CfgPatches" >> "RETEXTURE_CE"); if (FBCTexture) then { switch (_vehicleType) do { case "B_Truck_01_flatbed_F": { //HMTT Plateau _vehicle setObjectTextureGlobal [0, "\RETEXTURE_CE\Data\HEMTT\truck_01_ext_01_co.paa"]; _vehicle setObjectTextureGlobal [1, "\RETEXTURE_CE\Data\HEMTT\truck_01_ext_02_co.paa"]; }; }; } else { switch (_vehicleType) do { case "I_APC_Wheeled_03_cannon_F": { //Gorgon _vehicle setObjectTextureGlobal [0, "A3\Armor_F_Gamma\APC_Wheeled_03\Data\apc_wheeled_03_ext_co.paa"]; _vehicle setObjectTextureGlobal [1, "A3\Armor_F_Gamma\APC_Wheeled_03\Data\apc_wheeled_03_ext2_co.paa"]; _vehicle setObjectTextureGlobal [2, "A3\Armor_F_Gamma\APC_Wheeled_03\Data\rcws30_co.paa"]; _vehicle setObjectTextureGlobal [3, "A3\Armor_F_Gamma\APC_Wheeled_03\Data\apc_wheeled_03_ext_alpha_co.paa"]; }; }; }; What I would therefore like is that when I connect with my mod, the moded textures appear but when someone connects without the mods, it is the standard textures that apply. In addition, when the vehicle is destroyed and must reappear, the texture must be correctly reapplied to the vehicle depending on whether the player has the mods or not. I know it works locally but I can't seem to find the solution. I have attached the Invade & Annex file to you as an attachment Thank you in advance for your help !
  22. Hello, _grp = group _this; _wp = _grp addWaypoint [_rndDest, 0]; _wp setwaypointtype "MOVE"; I have this to add a waypoint from an array (_rndDest) to a unit (playable). This code is executed via execVM when the unit spawn for first time and when die. All is working fine when spawn for first time, but when respawn i get and error in _grp = group _this; The error say something about missing vector. Any help, please? Thanks!
  23. Hello, through trial and testing I've arrived to the following format for a vehicle respawn functionality. addMissionEventHandler ["EntityKilled", { params ["_killed", "_killer", "_instigator"]; [_killed] spawn { switch (true) do { case (!alive vehCivSUV_1): {deleteVehicle vehCivSUV_1; _newVehicle2 = "C_SUV_01_F" createVehicle [1263,1298,0]; _newVehicle2 setVehicleVarName "vehCivSUV_1"; vehCivSUV_1 = _newVehicle2; publicVariable "vehCivSUV_1";}; sleep 2; case (!alive vehCivSUV_2): {deleteVehicle vehCivSUV_2; _newVehicle = "C_SUV_01_F" createVehicle [1232,1298,0]; _newVehicle setVehicleVarName "vehCivSUV_2"; vehCivSUV_2 = _newVehicle; publicVariable "vehCivSUV_2";}; }; }; }]; While testing has proven that it works decently enough in a dedicated server there's still at least one edge-case scenario that I'd like to iron out. The edge-case is that should the two vehicles mentioned in the event handlers code be destroyed exactly at the same time the functionality does not work as expected. Should the demise of both vehicles happen at the same time the other vehicle won't be created at all (and the other that gets created will have a duplicate vehicle spawned next to it). So while what I have now works to some degree there should be some changes made to make the functionality more robust. Maybe the switch-do is not the best solution but I have only just arrived to that and don't have off the top of my head any other solution to try. So question for this is that: what would be a more robust way to achieve what I have now and do away with the edge-case scenario at the same time? Another thing would be that the functionality should, if possible, incorporate at least two more vehicles in it. edit: while I know that there's a respawn module available in the editor that can't be used for "reasons"
  24. Hi, i have the following problem... if i kill somebody on my TDM server he dies and i have a respawn cooldown for 3 seconds... so the death person is 3seconds on the ground and then respawns, but in this millisecond the player respawns is spawning a person with no gear only a blue uniform on the death body, after ~0.5 sek the man despawns and the death body is away, if you kill this blue man the person who was killed will die 1 more time... how can i disable those blues on the death/respawn? *sry for my bad english!*
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