New version up. See first post.
The script now supports setting the INIT of the respawned vehicle.
Vehicles will now also respawn with it's original name.
New version up. See first post.
The script now supports setting the INIT of the respawned vehicle.
Vehicles will now also respawn with it's original name.
Östgöta Ops [OOPS]
TA2DST - Tophe's ArmA 2 Dedicated Server Tool || A song for Bohemia
ARMA 2:
Random House Patrol Script v1.1 || Simple Vehicle Respawn Script v1.7 || Simple_Guard_Post_Script_v1.0 || Universal Crate Filler v2.01 || Simple Repair Script v1.1
ARMA 3:
Simple Vehicle Respawn Script v1.8
Great script..
I'm running a server that I'm modifying the layout on the A10's.
The script works great, but when the vehicle respawns, it's loadout is default.
I've tried having the init before the call to your script, and inside the call to your script. iestraight from mission.sqf
INIT="veh = [this, 30, 120, 0, FALSE, FALSE, ""this removeweapon ""FFARLauncher_14""; this removeweapon ""BombLauncherA10""; this removeMagazine ""4Rnd_GBU12"";this removeweapon ""MaverickLauncher""; this removeMagazine ""5Rnd_Maverick_A10""; this addWeapon ""BombLauncher""; this addMagazine ""6Rnd_GBU12_AV8B""; this addweapon ""HellfireLauncher""; this addMagazine ""8Rnd_Hellfire""; this addWeapon ""FFARLauncher""; this addMagazine ""38Rnd_FFAR""] execVM ""vehicle.sqf"""
BTW, I tried this as well:
veh = [this, 15, 10, 5, TRUE, FALSE, "this setDammage 0.5"] execVM "vehicle.sqf"
The vehicle would respawn, but still be at full health.
What am I missing?
Thanks for your help.
Last edited by Big_Daddy; Jul 16 2009 at 15:29.
That was very strange.
I updated this post before Armaholic updated theirs, so maybe you got hold of version 1.4. Could you please check inside the script if it says v1.5?
Or perhaps contact me on PM so you can email me the mission and let me have a look at it.
Yes, 1.5.. I even re-downloaded it thinking there was already a bug fix..
---------- Post added at 12:02 PM ---------- Previous post was at 10:58 AM ----------
Ok.. I think I got it figured out.. seems it WAS all me..
too many quotes and semicolons.. here's the init that works for me..
PHP Code:this removeweapon "MaverickLauncher"; this removeWeapon "5Rnd_Maverick_A10"; this addMagazine "6Rnd_GBU12_AV8B"; this addWeapon "BombLauncher"; this removeweapon "BombLauncherA10"; this removeMagazine "4Rnd_GBU12"; this addweapon "HellfireLauncher"; this addMagazine "8Rnd_Hellfire"; this removeweapon "FFARLauncher_14"; this addWeapon "FFARLauncher"; this addMagazine "38Rnd_FFAR"; veh = [this, 15, 10, 5, TRUE, FALSE, "this removeweapon ""MaverickLauncher""; this removeWeapon ""5Rnd_Maverick_A10""; this addMagazine ""6Rnd_GBU12_AV8B""; this addWeapon ""BombLauncher""; this removeweapon ""BombLauncherA10""; this removeMagazine ""4Rnd_GBU12""; this addweapon ""HellfireLauncher""; this addMagazine ""8Rnd_Hellfire""; this removeweapon ""FFARLauncher_14""; this addWeapon ""FFARLauncher""; this addMagazine ""38Rnd_FFAR""" ] execVM "vehicle.sqf"
You have to add the weapons and ammo in both places..
Also, you have to make sure to remove the final semicolon.
Oh.. yeah. Adding init lines to the script will only affect the respawned vehicle. Not the original. You'll have to add that too...
I thought of putting it all in the script, but I decided it was a better idea to let the user choose if the vehicle should respawn in another state then it was from the beginning.
Thanks for getting back on that.
I'm having problems with the respawn delay. The vehicle respawns after 5 seconds whatever delay time i set.
veh = [this, 30, 120, 0, FALSE, FALSE] execVM "vehicle.sqf"
This is correct, right? I first thought there was a problem with the added respawn effect.
( yes, i have 1.5, dled it a couple of minutes ago from armaholic )
Wrong email?
Nope.. got it.
I am still having the same issue, it will load out the vehicle on map load but the trigger doesnt work afterwards.