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翻訳の問題を報告
Would be nice, becuase i have multiple vehilces on one module, they spawn on the same location and dont move so when another respawns, they spawn in eachother and well. thats not good. though it wouldnt be toooo much of an issue without the playability after respawning if they did move, because i could just control the npc and make them move. thanks though, great mod. i do a lot of ♥♥♥♥♥♥♥ around with bots attacking positions, so this is really useful.
https://i.imgur.com/lBGwEv7.jpg still getting this error btw, all my waypoints are set to spawn on an icon, except for the respawn ai which has shown it works before on respawn at starting position without a waypoint. ill get a mission file.
https://www.dropbox.com/s/d9oo1n8y5vtv6y4/yote.sara.zip?dl=0
This module will respawn only simple AI crew (non playable in MP, so not in lobby). Bi does the job for lobby units.
I have noticed here that my AI vehicle respawns in double. I mean, if I have it destroyed on battle then, 2 vehicles (instead of 1) will respawn at my base.
It's always difficult to think about all cases, with killed infantry before vehicle blowing, disabled only vehicles, crew who can leave vehicles for fighting and dying, (turrets or pax)... Who dies, when... and when you want to respawn who, where.
Just try both respawn vehicles and AI can respawn modules with consistent parameters.
I will not edit more modules for that. I will not try to modify a module for a specific demand. But perhaps, with more details I can help for an extra script to be run in init.sqf (as example).
I could add a coefficient (multiplying basic interval) based on... mass? (not sure it's OK for all mods), value? , threat?....