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PlacidPaul

Syncing support modules after respawn

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Haven't seen much on the subject after searching, except that it doesn't work in alpha months ago... and maybe bugged

I have group respawn, arty support is added during mission with

trigger activation

supportModule synchronizeObjectsAdd [h1,h2,h3,h4,h5,h6,h7,h8,h9,h10];

onPlayerRespawn.sqf

execVM "briefing.sqf";

execVM "respawn.sqf";

respawn.sqf

waitUntil { !isNull player };
waitUntil { player == player };
sleep 10;
supportModule synchronizeObjectsAdd [h1,h2,h3,h4,h5,h6,h7,h8,h9,h10];

I guess I don't understand how it can be synced in game with the first, but not the second instance. I've also tried using the onPlayerRespawn.sqf return _newunit, but nothing works

*EDIT* Also, is there a way to only have smoke shells available?

Edited by PlacidPaul

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Your trigger activation says supportModule1 yet respawn.sqf say supportModule maybe just a typo in your post?

This thread may be of use to you

maybe?? been a few weeks since i looked at that code

respawn.sqf

(_this select 0) synchronizeObjectsAdd [supportModule];
supportModule synchronizeObjectsAdd [(_this select 0)];
BIS_supp_refresh = TRUE;
publicVariable "BIS_supp_refresh";

Sorry just realised your not using a respawn event handler but calling respawn.sqf from the onPlayerRespawn.sqf you would need to pass out the new unit to respawn.sqf

_this execVM "respawn.sqf"

Let me know how you get on , all ready miss read your post twice lol so tired time for bed.

Edited by Larrow

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Sorry, that 1 was not in my game code.... Whoops I'll just edit that, so I don't look like a idiot, wait too late

Will look at yor help soon, thanks

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