From Bohemia Interactive Community
Jump to navigation Jump to search
Hover & click on the images for description


Add a respawn position for the Arma 3 Respawn Menu.


[target, position, name] call BIS_fnc_addRespawnPosition
target: Namespace, Side, Group or Object - receiver of the respawn position. Use missionNamespace to add the position to everyone
position: Array, Object or String
  • Array - format PositionATL
  • Object - specific object. When some crew positions are available and unlocked, players will be respawned on them, otherwise they will appear around the object.
  • String - marker name
name: String - (Optional) respawn name, can be text or link to localization key
Return Value:
Array - format [target,id] (used in BIS_fnc_removeRespawnPosition)


Example 1:
[west, myRespawnAPC] call BIS_fnc_addRespawnPosition;
Example 2:
myRespawn = [missionNamespace,"arena","Battle Arena"] call BIS_fnc_addRespawnPosition;

Additional Information

See also:
BIS_fnc_removeRespawnPosition Arma 3: Respawn BIS_fnc_respawnTickets


Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
Krzmbrzl00 - c
Posted on Jun 01, 2016 - 11:22 (UTC)

Make sure the used Position is in format Position3D (i.e. it contains a third coordinate (z-coordinate)) because otherwise you will get an error as soon as you open the respawn screen and you will be respawned at position [0,0,0] (lower left corner of the map), although the map marker for the spawn position is placed as intended

Leopard20 - c
Posted on Jul 08, 2022 - 17:38 (UTC)
As of Arma 3 Arma 3 logo black.png2.10, when you use an object as the respawn position on water (e.g. on a carrier), the respawn position is incorrect. Instead, just pass the ATL position. For example, if you intend to add a respawn position in Eden Editor, instead of the respawn position module, place a dummy object such as User Texture (1m) (class UserTexture1m_F) and paste this in its init:
if (isServer) then { [BLUFOR, getPosATL this, "My West Respawn"] call BIS_fnc_addRespawnPosition; deleteVehicle this; }
This code adds a respawn position at the position of the dummy object, and deletes the dummy object afterwards.