if all you want is some vehicles without special abilities (like lifting and such) you can simply place them in the editor and have them respawn with the simple vehicle respawn script.
- create a new text file in your mission folder (C:\Users\yourprofile\Documents\ArmA 2\yourprofile/missions/missionsname)
- paste the following code into it
Code:
/*
=========================================================
Simple Vehicle Respawn Script v1.7
by Tophe of Östgöta Ops [OOPS]
Put this in the vehicles init line:
veh = [this] execVM "vehicle.sqf"
Options:
There are some optional settings. The format for these are:
veh = [this, Delay, Deserted timer, Respawns, Effect, Static] execVM "vehicle.sqf"
Default respawn delay is 30 seconds, to set a custom
respawn delay time, put that in the init as well.
Like this:
veh = [this, 15] execVM "vehicle.sqf"
Default respawn time when vehicle is deserted, but not
destroyed is 120 seconds. To set a custom timer for this
first put the respawn delay, then the deserted vehicle timer. (0 = disabled)
Like this:
veh = [this, 15, 10] execVM "vehicle.sqf"
By default the number of respawns is infinite. To set a limit
First set the other values then the number of respawns you want (0 = infinite).
Like this:
veh = [this, 15, 10, 5] execVM "vehicle.sqf"
Set this value to TRUE to add a special explosion effect to the wreck when respawning.
Default value is FALSE, which will simply have the wreck disappear.
Like this:
veh = [this, 15, 10, 5, TRUE] execVM "vehicle.sqf"
By default the vehicle will respawn to the point where it first
was when the mission started (static). This can be changed to
dynamic. Then the vehicle will respawn to the position where it was destroyed.
First set all the other values then set TRUE for dynamic or FALSE for static.
Like this:
veh = [this, 15, 10, 5, TRUE, TRUE] execVM "vehicle.sqf"
If you you want to set the INIT field of the respawned vehicle, first set all other
values, then set init commands. Those must be inside quotations.
Like this:
veh = [this, 15, 10, 5, TRUE, FALSE, "this setDammage 0.5"] execVM "vehicle.sqf"
Default values of all settings are:
veh = [this, 30, 120, 0, FALSE, FALSE] execVM "vehicle.sqf"
Contact & Bugreport: harlechin@hotmail.com
=========================================================
*/
if (!isServer) exitWith {};
// Define variables
_unit = _this select 0;
_delay = if (count _this > 1) then {_this select 1} else {30};
_deserted = if (count _this > 2) then {_this select 2} else {120};
_respawns = if (count _this > 3) then {_this select 3} else {0};
_explode = if (count _this > 4) then {_this select 4} else {false};
_dynamic = if (count _this > 5) then {_this select 5} else {false};
_unitinit = if (count _this > 6) then {_this select 6} else {};
_haveinit = if (count _this > 6) then {true} else {false};
_hasname = false;
_unitname = vehicleVarName _unit;
if (isNil _unitname) then {_hasname = false;} else {_hasname = true;};
_noend = true;
_run = true;
_rounds = 0;
if (_delay < 0) then {_delay = 0};
if (_deserted < 0) then {_deserted = 0};
if (_respawns <= 0) then {_respawns= 0; _noend = true;};
if (_respawns > 0) then {_noend = false};
_dir = getDir _unit;
_position = getPosASL _unit;
_type = typeOf _unit;
_dead = false;
_nodelay = false;
// Start monitoring the vehicle
while {_run} do
{
sleep (2 + random 10);
if ((getDammage _unit > 0.8) and ({alive _x} count crew _unit == 0)) then {_dead = true};
// Check if the vehicle is deserted.
if (_deserted > 0) then
{
if ((getPosASL _unit distance _position > 10) and ({alive _x} count crew _unit == 0) and (getDammage _unit < 0.8)) then
{
_timeout = time + _deserted;
sleep 0.1;
waitUntil {_timeout < time or !alive _unit or {alive _x} count crew _unit > 0};
if ({alive _x} count crew _unit > 0) then {_dead = false};
if ({alive _x} count crew _unit == 0) then {_dead = true; _nodelay =true};
if !(alive _unit) then {_dead = true; _nodelay = false};
};
};
// Respawn vehicle
if (_dead) then
{
if (_nodelay) then {sleep 0.1; _nodelay = false;} else {sleep _delay;};
if (_dynamic) then {_position = getPosASL _unit; _dir = getDir _unit;};
if (_explode) then {_effect = "M_TOW_AT" createVehicle getPosASL _unit; _effect setPosASL getPosASL _unit;};
sleep 0.1;
deleteVehicle _unit;
sleep 2;
_unit = _type createVehicle _position;
_unit setPosASL _position;
_unit setDir _dir;
if (_haveinit) then
{_unit setVehicleInit format ["%1;", _unitinit];
processInitCommands;};
if (_hasname) then
{_unit setVehicleInit format ["%1 = this; this setVehicleVarName ""%1""",_unitname];
processInitCommands;};
_dead = false;
// Check respawn amount
if !(_noend) then {_rounds = _rounds + 1};
if ((_rounds == _respawns) and !(_noend)) then {_run = false;};
};
};
- save the file as vehicle.sqf
- place any vehicle you like in the editor and enter this in the units Initalization field
Code:
veh = [this, 5, 1800] execVM "vehicle.sqf"
read through the vehicle.sqf to see what the numbers modify and change at will.
i find this is the easiest way to add vehics, but there may be other ways.
---------- Post added at 20:13 ---------- Previous post was at 20:11 ----------

Originally Posted by
mousetrap
Ok ... so in the show map you are not seeing the green rotating circle at the base spawn or on Deployed MHQ?
or you cant respawn after clicking on one?
I do see the circle and i do respawn ( i get the message "you have respawned" and see myself standing at the flag or at the spot i was being revived)
but then it switches to spectator mode and thats it...