

Use BIS_fnc_respawnTickets to update the amount of available tickets. Pool can be applied to everyone, a side, a group or a single unit. Use a limited respawn ticket pool for players. Default in singleplayer.Ĭutscene showing a newly controlled unit.Īdjusts respawn counter so players spawns together (wave delay is based on respawnDelay) When the respawnTemplates entry is missing, default templates based on the respawn type are used: RespawnTemplates = // Virtual players, used mainly in Curator missions They are defined in an array and can be combined together. Templates are pre-defined scripts called when player dies and respawns. When none is left, BIRD respawn is used instead. Respawn to the next available playable unit of the same side (selected using team switch window).

Respawn to the next available playable unit in a group. More about marker respawn can be found here

When no markers are defined, player is respawned on position where he started the mission. You can have multiple markers simply by adding any text behind the name, e.g.

When you create files called onPlayerKilled.sqf and onPlayerRespawn.sqf in your mission directory, they will be automatically executed on player's computer when he dies and respawns.įollowing parameters are passed into it in both cases: When 1, the score table contains score of all playable units as opposed to players only. Available only for INSTANT and BASE respawn types. 1 to respawn player when he joins the game. When undefined, general respawnTemplates are used instead. You can combine any number of them together. Respawn templates from CfgRespawnTemplates. 0 to disable the score table (it can still be opened manually by pressing 'P' key). Delay in seconds before vehicle respawns. Delay in seconds before playable unit respawns. Mission Configuration Description.ext Ī wide range of Description.ext entries lets you to configure respawn settings for your mission.
