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Author Topic: Vehicle Spawn Issue  (Read 1949 times)

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Offline Andurus

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Vehicle Spawn Issue
« on: 01 Jul 2007, 14:33:53 »
I am trying to create a script  so that when a tank is destroyed it is replaced by another one at the position of a fire "fire1".

Currently I am trying two different methods

1. Using a trigger called 'trigger1' with condition "!alive tank1" and on act. "[] exec "tankdead.sqs""

tankdead.sqs:
Code: [Select]
?(!alive tank1):goto "dead"
?(alive tank1):goto "end"
#dead
_vcl= tank1
_vclname = name _vcl;
_dir= getdir fire1;
_pos= getpos fire1;
_type= typeof _vcl;
deletevehicle _vcl;
deletevehicle trigger1;
_vcl = _type createVehicle getpos fire1;
_vcl setVehicleVarName "tank1";
_vcl setDir _dir;
_vcl setPos _pos;
_vcl setVelocity [0,0,0];
deletevehicle trigger1;
trigger1 = createTrigger ["EmptyDetector", getpos fire1];
trigger1 setTriggerActivation ["NONE","PRESENT", true];
trigger1 setTriggerStatements ["!alive tank1","[] exec ""tankdead.sqs""",""];
exit
#end
exit

2. The second method is to put tank = [this, "fire1"] execVM "vehiclespawn.sqf" into the tanks init field

vehiclespawn.sqf
Code: [Select]
_vcl = _this select 0;
_fire = _this select 1;
_type = typeOf _vcl;
_pos = getPos _vcl;
_dir = getDir _vcl;
waitUntil (not alive _vcl) then
   {
      deleteVehicle _vcl;
sleep 20;
      _vcl = nil;
      _vcl = _type createVehicle _pos;
      _vcl setPos _pos;
      _vcl setDir _dir;
      _vcl setVehicleInit "tank = [this, "fire1"] execVM "vehiclespawn.sqf""
   };
exit;

Is either way correct currently with the first method it respawns once but will not do it a second time and method two seems to not find the sqf file after double checking everything. Help greatly appreciated (a small delay would be nice aswell)

Offline ArMaTeC

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Re: Vehicle Spawn Issue
« Reply #1 on: 01 Jul 2007, 15:07:23 »
might be this processInitCommands

Offline Andurus

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Re: Vehicle Spawn Issue
« Reply #2 on: 05 Jul 2007, 13:20:44 »
Don't really understand what to do with that command ??? any other ideas appreciated

Offline Mandoble

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Re: Vehicle Spawn Issue
« Reply #3 on: 05 Jul 2007, 13:56:21 »
You may try this. If this is MP game, execute only in the server.

Code: [Select]
/*
SpawnTank.sqf

Arguments:
   type of unit
   spawn position
   initial direction
   seconds to wait after destruction before spawning it again
   Number of spawns allowed, once exceeded, the unit will not spawn again

   scr = ["T72", getPos fire1 ,getDir fire1, 10, 999]execVM "SpawnTank.sqf"
*/

_typeoftank = _this select 0;
_spawnpos = _this select 1;
_initialdir = _this select 2;
_wait = _this select 3;
_spawnsallowed = _this select 4;

_vcl = objNull;
_spanws = 0;
while {_spawns < _spawnsallowed} do
{
   _vcl = _typeoftank createVehicle _spawnpos;
   _vcl setPos _spawnpos;
   _vcl setDir _initialdir;
   _spawns =  _spawns + 1;

   while {alive _vcl} do
   {
      Sleep 4;
   };
   Sleep _wait;
   deleteVehicle _vcl;
};

Offline Andurus

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Re: Vehicle Spawn Issue
« Reply #4 on: 05 Jul 2007, 19:59:22 »
hmmm no luck i must be doing something fundamentally wrong do you have a small example mission? then I can see where to put what.

Offline LeeHunt

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Re: Vehicle Spawn Issue
« Reply #5 on: 05 Jul 2007, 21:32:38 »
This is probably not as good a solution as a well written function, but you could have the replacement tank (say Tank2) already made at a side island.  You could have a game logic (say logicA) and an event handler on the Tank1 so that when it dies this script runs:

logicA setpos getpos Tank1
deletevehicle Tank1
~1
Tank2 setpos getpos logicA
deletevehicle logicA

if you're concerned about bodies showing up too you could move the dead Tank1 to an off island and then delete it...

Offline Andurus

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Re: Vehicle Spawn Issue
« Reply #6 on: 05 Jul 2007, 21:38:09 »
The problem is that I want a replacement to be made everytime the tank gets killed so that it will always be usable and obviously I don't want to load the mission up with loads of tanks on a side island.

Offline Mandoble

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Re: Vehicle Spawn Issue
« Reply #7 on: 05 Jul 2007, 21:46:03 »
Example attached.

Offline Andurus

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Re: Vehicle Spawn Issue
« Reply #8 on: 05 Jul 2007, 22:25:46 »
Cheers Mandoble :good: I've got it working like a charm now.