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Author Topic: onkilledspawn, keep it going..  (Read 1390 times)

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johan_d2

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onkilledspawn, keep it going..
« on: 21 Jan 2006, 13:56:49 »
The script from Igor Drukov, works well, but when the leader gets killed the respawn stop.
Is there a way to keep it going?

Johan

PS: link to the script: http://www.ofpec.com/editors/resource_view.php?id=938

Offline Igor Drukov

  • Contributing Member
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  • Conscientious Subjector
Re:onkilledspawn, keep it going..
« Reply #1 on: 22 Jan 2006, 03:51:12 »
Yes, there's a way, it's going to be v2.00, to be uploaded hopefully by tomorrow night (Sunday, January 22nd).

Battles will now last for EVER ;D.

Glad you seem to like the script !

johan_d2

  • Guest
Re:onkilledspawn, keep it going..
« Reply #2 on: 22 Jan 2006, 15:02:45 »
Yes I do, and will test your new version too..  :-*

Offline Igor Drukov

  • Contributing Member
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  • Conscientious Subjector
Re:onkilledspawn, keep it going..
« Reply #3 on: 23 Jan 2006, 22:36:52 »

johan_d2

  • Guest
Re:onkilledspawn, keep it going..
« Reply #4 on: 24 Jan 2006, 16:11:12 »
I tested and it works, you now have probably on eof the best and easiest respawn script ever created.  ;D

I saw it didnt remove the dead bodies, and my PC can handle a lot of them, so I like it this way.. now there are piles of them.

Maybe with an extra option for slower computers to deletevehicle them?

Further testing now..

Time for some napalm to add  here, VC is rolling over us..

Johan

 :-*

johan_d2

  • Guest
Re:onkilledspawn, keep it going..
« Reply #5 on: 24 Jan 2006, 17:01:47 »
I placed a VTE chopper the same as my infantry, but it wouldnt respawn.

Do I need to add the crew manually? of is something else wrong?

Johan

Offline Igor Drukov

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  • Conscientious Subjector
Re:onkilledspawn, keep it going..
« Reply #6 on: 24 Jan 2006, 20:15:58 »
I've retested the script, and I've had no problem with respawning choppers.

The thing is, if there's only one type of chopper in the air pool of a given side, there can be no more than one chopper per group. To remove this feature, which I did for land vehicles but not for air ones, remove the following lines from the script under #SpawnAir :


Code: [Select]
_OKS_count_vehic_temp=0

{if ((vehicle _x != _x) and (_x==driver vehicle _x)) then {_OKS_count_vehic_temp=_OKS_count_vehic_temp+1}} forEach units _grp

? _OKS_count_vehic_temp >= (count (OKS_global select _j+12)) : exit

johan_d2

  • Guest
Re:onkilledspawn, keep it going..
« Reply #7 on: 24 Jan 2006, 23:01:03 »
Gonna test Sir!


BBL!!