You can have multiple markers simply by adding any text behind the name, e.g. respawn_west1, respawn_westBase etc. When no markers are defined, player is respawned on position where he started the mission. More about marker respawn can be found here. Alternatively you can also use the Respawn Position module.
Arma 3 Respawn Script
The respawn templates "MenuPosition" and "Spectator" are not compatible since MenuPosition will force the map open. Instead you can use the following settings to get access to the full spectator mode:
Use BIS_fnc_respawnTickets to update the amount of available tickets. Note that the template will have no effect if this function is never used, meaning players outside of all given pools will have infinite respawns.
Lets players pick a respawn loadout defined in CfgRespawnInventory. Loadouts can be added using BIS_fnc_addRespawnInventory function. A new screen was released with 1.60 and brings new functionalities together with a new design.
The main purpose of the roles is to make things more clear and simple for player when selecting loadout. All the loadouts available in a mission are now divided into various roles.Mission designer can use roles already created in the game config, or custom roles can be defined in description.ext file. Loadouts with no role assigned are automatically assigned to the Default role.Loadout config example:Show text
Parameter(s):0: Object - Object to take the loadout from1: String - Class name of the respawn loadout2: String - Display name of the respawn loadout3: String - Icon path displayed next to display name4: String - Loadouts are assigned to a role, possible values:"Assistant""CombatLifeSaver""Crewman""Default""Grenadier""MachineGunner""Marksman""MissileSpecialist""Rifleman""Sapper""SpecialOperative""Unarmed"5: String - Condition for the respawn loadout to be shown. Code inside string has to return boolean. _this refers to the unit inside the respawn screen
Essentially, what I would like to be able to do, is this: a character/squad/vehicle gets destroyed. Said character/squad/vehicle then respawns at one, (out of several?), pre-determined positions, and proceeds to a given waypoint. If the entity gets destroyed again, it will respawn once more, and so forth. A convenient (if at worst somewhat gamey) way to simulate "never-ending" reinforcements or firefights.
Another option is to script your own AI respawns. You'll want some kind of loop, whether it's a while loop or for loop is up to you. You'll want to check to make sure all of the units are dead, then spawn new ones after a certain amount of time.
It should perhaps be mentioned that I was talking strictly about singleplayer; not multiplayer. There are fifty thousand guides online on how to create respawns in multiplayer, which is not what I need.
Larrow, I just tried the Init-script you provided. It worked like a charm. Killed soldiers respawned where they started, joined their original groups, and proceeded to their original waypoint, assuming it hadn't been reached by the time they respawned. (Which, in the case of waypoints like "Search and Destroy", would be never.) Perfect.
You can have multiple markers simply by adding any text behind the name, e.g. respawn_west1, respawn_westBase etc. When no markers are defined, player is respawned on position where he started the mission. More about marker respawn can be found here
In the editor create one marker with name "respawn_west" or "respawn_east" (if you will be play as WEST units, you will respawn on marker "respawn_west", EAST will be respawned on "respawn_east", guerilla/independent units will be respawned on marker "respawn_guerrila").
In the editor create one marker with name "respawn_west" or "respawn_east" (if you will be play as WEST units, you will respawn on marker "respawn_west", EAST will be respawned on "respawn_east", guerilla/independent units will be respawned on marker "respawn_guerrila").
The trouble with that is you cannot save that mission correct? So not an ideal option for SP mission design, Also I know Demonized and Twirly both made SP respawns for A2, from memory I think Twirly's one worked out of the box in Arma 3, that's from a very bad memory though.
In case a marker is found, there will be further attempt to retrieve all similar named markers in order to select one random marker. For example if there are several markers for side west, respawn_west1, respawn_west_blahblah, respawn_westilicious, all 3 will be picked up and then one marker will be selected at random.
Two more things: 1. Marker search and match is case insensitive and 2. Marker search is local. Local means that the search will be for a marker to respawn at the locality where unit died. Naturally it will pick up all global markers, but it will also find all markers local to that PC too.
So you might think, *phew* is that all? Not at all! There is further tweaking to respawn you can do. Finding marker to respawn is only half the process. Depending on the marker found there are 2 options:
Each instance has loop on observe OPCOM_instances. I think, for do this (for respawn vehicle) need one vehicle manager and callback function (notify resiver), not loop through OPCOM_instances, or not? or it's script is normal?
This script will allow your players to respawn at their bases upon death. Any base the player has building rights to can be utilized as a spawn point. Unfortunately this is not compatible with xSpawn as they both replace the same Exile function.
I am sharing this because it currently requires a bit of digging to find a working version. I believe the original creator of this script has abandoned Exile. I am releasing it so no one else has to struggle to find it.
Respawn markers: Creating markers with these names will also allow you to respawn on them respawn - Used only when the side variant is not found respawnwest - Respawn marker for NATOWEST respawneastHQ - You can put anything after respawneast and it will still work.
It provides: Player can respawn Mission has join-in-progress ability Information: ArmA3 Respawn community.bistudio.com ArmA3 Description community.bistudio.com Respawn: Respawn is a way for players to join the game once they are dead.
For 3 or Base you have to set some markers: Requires a marker named: respawnwest respawneast respawnguerrila respawncivilian Add markers named with the prefix respawnwest with any suffix (eg: respawnwestABC, respawnwest1, respawnwest2, etc) for multiple random respawn points. 2ff7e9595c
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