PlacidPaul 11 Posted October 10, 2013 (edited) 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 October 10, 2013 by PlacidPaul Share this post Link to post Share on other sites
Larrow 2803 Posted October 10, 2013 (edited) 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 October 10, 2013 by Larrow Share this post Link to post Share on other sites
PlacidPaul 11 Posted October 10, 2013 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 Share this post Link to post Share on other sites