Are objects that are marked as respawnable treated any differently than normal objects that aren't set to respawn?? (Besides the respawning part) Meaning for the net code do they transmit more information about themselves? If I script spawned all my vehicles as respawnable 1 time, would the respawn code take care of cleaning up vehicles for me so I don't have to worry about a littered battlefield in a CTI game? --Doolittle 19:10, 21 June 2007 (CEST)
It should be mentioned you need respawnvehicle in description.ext:
--Doolittle 05:16, 13 July 2007 (CEST)
- No matter what I try, this respawnVehicle  doesn't use respawnVehicleDelay. It always uses respawnDelay. --Doolittle 22:01, 15 July 2007 (CEST)
- It would seem a respawnable vehicle DOES have its own wreckage cleanup code so you don't have to worry about too much litter on the battlefield. --Doolittle 22:43, 15 July 2007 (CEST)
Respawned vehicles (not objects) have full health and fuel etc. if you are referring to 'more info about themselves'.
Eg. if your initial vehicle has half armour then the respawned vehicle will have full armour. You have to use script to manipulate the 'features' or 'attributes' a respawned vehicle will exhibit.
The 'respawnVehicle' command does not 'cleanup' vehicles for you, you have to do that yourself.
Not sure what you are referring to when you say one 'needs' respawnvehicle=3;. You appear to be using it in the context of the description.ext file. 'respawnVehicle' is a scripting command and not a description.ext parameter. --Sy 08:29, 13 July 2007 (CEST)
- I was using _veh respawnVehicle [-1] in the hopes that the game would use the description.ext's respawnVehicleDelay, but it didn't seem to. It just used description.ext's respawnDelay. Then I noticed in BISs CTI mission they had respawnvehicle=3; in their description.ext. (But I didn't test that because by that time I had given up. *grin*)
- What I meant at the top was... I was just curious why BIS had implemented their own type of respawnable vehicles even though we did that in OFP with scripts. So I was wondering if they were trying to tell us the "better way" to do respawn vehicles is to use their stuff. However, I like my own respawn vehicle scripts... I was just wondering if I should learn to embrace BISs respawn vehicle functions and markers because... maybe they're less taxing on the server... That's what I was wondering. --Doolittle 18:59, 13 July 2007 (CEST)
Ah, right... 'maybe they are less taxing on the server' - one could probably state for a fact that BIS's built in vehicle respawn will always be less taxing than running user script to manage vehicle respawn. --Sy 13:13, 14 July 2007 (CEST)
Perhaps you need to specify more clearly that you have to add this respawnVehicle [300, 4]; to the initialization field of each vehicle in the editor. I'm pretty new to ArmA editing and couldn't make this up from the text.
- Well this is a command reference, and it would not be a good thing to turn it into a scripting tutorial.
- Also, you do not have to add the command to the 'init' field of every vehicle, the command can be used in scripts as well as other methods.
- Planck 13:14, 5 August 2007 (CEST)
I understand that this is not a tutorial, however AFAIK this is a knowledge base to help people make mods. I had been trying to get vehicle respawn working for days and couldn't figure it out with only this article in it's current form. I think the value of this article is degraded when it is only suitable for people who are already experienced in ArmA modding. In fact isn't the purpose of a knowledge base to share knowledge to people who do not know yet?
No matter what I try I have been unable to get respawnVehicleDelay working in description.ext! Anyone have any success? --Doolittle 06:37, 8 March 2008 (CET)