Created
January 6, 2014 21:02
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// Nathan's respawn script | |
// Its very basic, but that should hopefully improve performance | |
// Takes into account changes that have been made to the scripting library | |
// Will run only on the server, as it only needs to run in one place, but obviously can be used in both singleplayer and multiplayer | |
_vehicle = _this select 0; //get vehicle's details | |
_respawntime = _this select 1; //get the init set respawn time | |
_facingofvehicle = getDir _vehicle; //get original facing | |
_positionofvehicle = getPosATL _vehicle; //get original position | |
_vehicletype = typeOf _vehicle; //get the vehicle type | |
_n = 1; | |
if(isServer) then{ | |
while{_n == 1} do{ | |
if((!alive _vehicle) || (!canMove _vehicle)) then { //true if vehicle is not alive or it cannot move | |
sleep 240; //change this to what you like, longer will give you a bigger response delay between unit being killed and the vehicle being deleted | |
deleteVehicle _vehicle; //clear up old vehicle | |
sleep _respawntime; // respawn time between deletion and then respawn | |
_vehicle = _vehicletype createVehicle _positionofvehicle; // create a new vehicle of same type at starting position | |
_vehicle setPosATL _positionofvehicle; //set correct position | |
_vehicle setDir _facingofvehicle; //set correct facing of the vehicle | |
[[[_vehicle,_respawntime],"vehicle_respawn.sqf"],"BIS_fnc_execVM",false,false] spawn BIS_fnc_MP; //replacement for the old setVehicleInit, this does the same and causes the new vehicle to have the respawn script when created | |
_n = 0; // break out condition | |
}; | |
sleep 60; // sleep for a bit in order to reduce processing calls (increase this to whatever you like, longer gives better performance but also increases response delay) | |
}; | |
}; |
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