can i do multible markers with one respawnmkr.sqf? so imdoing 4 mobile HQ cars in my scenario with respawn markers on them. but for some reaso i can only get the first one to work like this. i just left a line free under the script and copied it 4 times with the names accordingly. but only the first one works.
Do the following, in the respawnmkr.sqf make your code look like this: while {true} do { //Moves base marker in the editor to position of vehicle every 5 seconds "Respawn_west" setmarkerpos getpos car; "Respawn_west_1" setmarkerpos getpos car1; "Respawn_west_2" setmarkerpos getpos car2; "Respawn_west_3" setmarkerpos getpos car3; sleep 5; }; Copy this line in the script -----> "Respawn_west" setmarkerpos getpos car; 3 more times like the above for the respawn west marker, then for the other cars, name them. You'll need to create 3 more markers, so copy the marker you have already that is named respawn_west and then paste it 3 more times, and you will get respawn_west_1 respawn_west_2 respawn_west_3 once you have that, then when you test in mp lan it will work, however you will respawn randomly at either of the vehicles, so what you want to do is the following: 1. Open a new notepad doc, and add the following code in it: respawnTemplates[ ] = {"MenuPosition"}; respawnOnStart = 0; 2. Save that and name the notepad doc ---> Description.ext dont misspell it! So test that, go and respawn and after you come back instead of respawning at one of the vehicles, the map will come up and you can choose which vehicle you want to respawn at by click on them. Understand?
@@Gunter_Severloh you dont know how i could keep my scripts on the mobile hq for recruting ai and teleport to other mhq if it gets destroyed and respawns with a new name by any chance do you? ;)
"init.sqf" is fired by both server (upon server start) and client (upon client connection), so if 10 people join the server, this block of code would run on 11 instances. Since "setMarkerPos" has global effect, you'd be looking at 11 global changes at asynchronous times (because clients come and go at any time). That's too much unnecessary network traffic and a waste of client performance (as little as it is). One solution would be to run the code ONLY on server. For that, ditch "init.sqf" and use "initServer.sqf", this file fires ONLY on server (on server start).
@@Gunter_Severloh Following up on this as well. Running both server and clientside (init.sqf) creates some undesirable effects when vehicles are anything but driven. Teleported, sling loaded, etc vehicles will not update marker pos, and thus the marker gets stuck at the last driven position. Running only on server side (initServer.sqf) does not have these issues.
@@AirspaceProductions Good to know, thanks for the feedback, the video was through mp lan demonstration, so for a dedicated then ideally initserver.sqf should be used instead.
Hey buddy - It seems we cross path every so often 😂. I was wondering if you knew how to make the respawn happen as passenger rather than next to it. I'm working on a D-day airborn op and I want players to respawn directly inside the c-47. Any idea?
I figured it out.....I named my HEMTT transport "mobile_spawn_west_1" and synced the multiplayer respawn module with name "respawn_west" (configured for the correct side) to this unmanned HEMTT, then put in the vehicle init field of the HEMTT: "respawn_west" setMarkerPos position mobile_respawn_west_1; This will then show the vehicle spawn location in MCC4, as well as move it around and show the position on the map with a default marker type for infantry respawn. MCC shows MCC FOB and Main using that same marker type (placed by the MCC module Start Location then set as FOB or Main). Anyway, thanks for this video, as I would never had figured out the scripting and how to make it move with vehicle without it! Thanks! Still not sure if I can do this with a second mobile spawn, but going to try it with another multiplayer respawn and name it "respawn_west_2" and use another HEMTT named "mobile_respawn_west_2" and set similar script in init field.
1: What's happend, when your car get dammaged and get killed? Car is not aviable anymore. True runs all the time. Better while {alive car}. This stop the code, if car is killed. 2: setMarkerPos can handle by server, it's a globale effect. Use initserver.sqf instead init.sqf 3: You dont need a own file for this an load it with exec. You can put this line directley in the initserver.sqf
Already know all this, as suggested in the previous comments, but as per video when i recorded this is what i knew how to do, so as you know theres many ways to do something in Arma, theres many ways to do things more efficiently too, so i thank you for your suggestions. Hopefully others that know about coding and such better then i can adjust or set it up accordingly.
.Thank you for your contribution to the ARMA community PLAYING ARMA 2 try to edit a landing mission persistently (cyclic). For which I needed the AI and the player to respawn in the landing boats, these boats also had to spawn at a point far from the beach. I never achieved this goal, you know how. Try the same with airborne traps. I found in ARMAHOLIC ♥♥♥, a mission where the players respawned on the plane in flight, but not the AI. Do you know how to achieve something like that?
Hi thanks, i know how to do it for the player but not ai, i would suggest taking a look at my AI compilation list, under AI spawn & respawn category and see if there is anything there that can help, or even some of the other categoriesforums.bohemia.net/forums/topic/165560-ai-compilation-list-of-addonsmodsscripts-threads-for-arma3/
@@Gunter_Severloh OK, thanks a lot. "Hello thanks, I know how to do it for the player", by any chance have you made a scenario with this feature? On the other hand, I have seen your list before mind. I will check it again, thanks
@@arma3missions467 Sorry for not getting back to you sooner, im only just seeing your comment now, im not getting notifications of 2ndary comments for some reason, anyways no i haven't created any missions using it.
That depends on what you setup in your mission, as i demonstrated in the video the respawn only works with a marker with a variable name you set for the side your on, in my case it was blufor side i was on and the variable will be respawn_west the car will be named car unless you named it something else and defined that in the code in the script. Nothing should happen to the vehicle if and when it did get destroyed it wont respawn because there is no respawn set for a vehicle. Can you link your mission to download and i can check it out?
@@QueenGreyClouds Although i didn't have all the mods, like vtx and some others, i had all the cup, ace enough to load the mission. From what im seeing is your vehicles that you have setup to be mobile spawns are also setup to vehicle respawn modules, best to just disable damage on those vehicles.
So your asking you want to add the ability to access virtual arsenal to a vehicle that has mobile respawn setup for it? If thats what your asking then go to this video and get the code for virtual arsenal, and just add the code to the vehicle's init box. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-YlcQAS97YAc.html