respawnVehicle: Difference between revisions
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|x2= <sqf>car respawnVehicle [30]; // 'car' will respawn at the predefined marker for the side after 30 seconds. The unit will respawn an unlimited number of times.</sqf> | |x2= <sqf>car respawnVehicle [30]; // 'car' will respawn at the predefined marker for the side after 30 seconds. The unit will respawn an unlimited number of times.</sqf> | ||
|seealso= [[getRespawnVehicleInfo]] [[playerRespawnTime]] [[setPlayerRespawnTime]] | |seealso= [[Vehicle Respawn]] [[getRespawnVehicleInfo]] [[playerRespawnTime]] [[setPlayerRespawnTime]] | ||
}} | }} | ||
Latest revision as of 22:40, 3 November 2024
Description
- Description:
- Sets vehicle as respawnable in MP game (see Vehicle Respawn). The vehicle will be spawned at the locality and coordinates it was prior to destruction. If respawn type is set to base respawn (type 3) and vehicle respawn marker is provided (respawn_vehicle_SIDEXXX), vehicle will spawn on the marker. The command must be executed where vehicle is local. If the vehicle is in respawn queue, as long as the vehicle is local it should be possible to update params of the respawning vehicle, i.e change delay, disable respawn, etc.
- Groups:
- Multiplayer
Syntax
- Syntax:
- vehicle respawnVehicle [respawnDelay, respawnCount, deleteOldWreck, respawnOnServer, respawnFlying, respawnUnit, respawnMode, respawnSide, useRespawnMarkerDir]
- Parameters:
- vehicle: Object - transport
- respawnDelay: Number - (Optional since 2.18, default -1) delay in seconds between respawns. (-1 to use 3DEN vehicle respawn delay or respawnVehicleDelay from description.ext)
- respawnCount: Number - (Optional, default unlimited respawns) how many times to respawn vehicle in total. (since 2.18 -1 unlimited respawns, 0 stop respawning)
- since 2.18
- deleteOldWreck: Boolean - (Optional, default false) - deletes old wreck automatically after vehicle respawns
- since 2.18
- respawnOnServer: Boolean - (Optional, default false) - wreck is always transferred to the server and the new vehicle always respawns on server
- since 2.18
- respawnFlying: Boolean - (Optional, default false) - by default all vehicles placed on the ground, true overrides this
- since 2.18
- respawnUnit: Object - (Optional, default objNull) - unit that would be put in the driver seat after vehicle respawns
- since 2.18
- respawnMode: Number or String - (Optional, default -1) - overrides vehicle respawn mode. Available modes are: 2 or "INSTANT" and 3 or "BASE". -1 use description.ext value.
- since 2.18
- respawnSide: Side - (Optional, default typical vehicle side) - sets respawn side for the purpouse of selecting respawn marker
- since 2.18
- useRespawnMarkerDir: Boolean - (Optional, default false) - respawn vehicle matches respawn marker direction or the old wreck direction. false - random direction.
- Return Value:
- Nothing
Examples
- Example 1:
- car respawnVehicle [5, 3]; // 'car' will respawn at the predefined marker for the side after 5 seconds. The unit will respawn 3 times.
- Example 2:
- car respawnVehicle [30]; // 'car' will respawn at the predefined marker for the side after 30 seconds. The unit will respawn an unlimited number of times.
Additional Information
Notes
-
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
- Posted on 2007-05-28 - 16:38 (CEST)
- Sy
-
For this command to work (in MP) you need the appropriate markers in the mission.
The markers are...
- "respawn_vehicle_west"
- "respawn_vehicle_east"
- "respawn_vehicle_guerilla"
- "respawn_vehicle_civilian"
Also, by default it will use respawnDelay from the description.ext as mentioned unless you specify
respawnVehicleDelay = x;
Where x is delay in seconds.
In Multiplayer the respawned vehicle remains local to the client who was the last driver of the vehicle or the client who was the leader of the last AI driver of the vehicle. If the vehicle has yet to be driven or the AI driver is local to the Server then the respawned vehicle will be local to the Server.
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint: Elite version 1.00
- Operation Flashpoint: Elite: New Scripting Commands
- Operation Flashpoint: Elite: Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Multiplayer
- Scripting Commands: Global Effect