This script offers you some more possibilities to use the vehiclerespawn, then just the default respawn.
With this you can define all you want in only one syntax and further for every single vehicle an additional
Every vehicle has an Logicpoint, which got defined as Spawnpoint (for example: Veh1pos). Further there is
an Checkingtrigger which checks, wether the vehicle is still alive or not. This one runs the script only
if it noticed that the car is no more able to drive or already got destroyed.
The way how to define the Checking trigger:
condition: !Canmove Veh1
activation: [Veh1, "HMMWV", Veh1Pos, 181, 10, 10, 1, 1, 1] exec "vehicle-respawn.sqs"
You only need to rename the Logicpoint. Top: Veh1Pos
The activation order is known as follows:
[Vehiclename, Vehicleclass, Respawnpoint, Azimut, Respawntime, Numbers of respawns, Delete, static, Effect]
Vehiclename name of vehicle Vehicleclass Class of Vehicle Respawnpoint as itself (Name of the Logic (On top:Veh1Pos) Azimut direction Respawntime time to next Respawn Numbers of respawns counts of respawn which are left (0= no respawn left) Delete delete vehicle (0= vehicle get not deleted, 1= vehicle get deleted static respawn static or flexible (0=static; 1=flexible) Effect explosion effect while deleting
As you can see this respawn offers you a lot possibilities to create your MP-Mission
You can use this example quit easily. Just copy and paste it into your Missionsfolder.
Or use the Editorpossibilitie "consolidate" and paste the Examplemap into your mission.
Now you only neet to copy the following File out of the Missionsorder from this example into
Much fun with the Vehiclerespawn wishes you, Mr-Murray!
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