player addMPEventHandler ["MPRespawn", {[_this select 0, _this select 1] execVM "scripts\respawn.sqf"}];
Defina o parâmetro respawn=3 no description.ext.
Crie o arquivo respawn.sqf e coloque na pasta scripts da sua missão.
_unit = _this select 0;
_dead = _this select 1;
_weapons = weapons _dead;
_mags = magazines _dead;
_weaponback = [_dead] call ACE_fnc_WeaponOnBackName;
_WeaponsRuckList = [_dead,true] call ACE_fnc_RuckWeaponsList;
_MagazinesRuckList = [_dead,true] call ACE_fnc_RuckMagazinesList;
_armasjogador = _dead setvariable ["armas",[_weapons, _mags, _weaponback, _WeaponsRuckList, _MagazinesRuckList]];
_weapons = _dead getvariable "armas" select 0;
_mags = _dead getvariable "armas" select 1;
_weaponback = _dead getvariable "armas" select 2;
_WeaponsRuckList = _dead getvariable "armas" select 3;
_MagazinesRuckList = _dead getvariable "armas" select 4;
removeAllItems player;
removeAllWeapons player;
removeBackpack player;
{player addMagazine _x;} forEach _mags;
{player addWeapon _x;} forEach _weapons;
if !(_weaponback == "") then
{
player addWeapon _weaponback;
_acewob = [player, _weaponback] call ACE_fnc_PutWeaponOnBack;
};
{_mag = [player, _x select 0, _x select 1] call ACE_fnc_PackMagazine;} forEach _MagazinesRuckList;
{_wep = [player, _x select 0, _x select 1] call ACE_fnc_PackWeapon;} forEach _WeaponsRuckList;
firstmuz = {
private "_ma";
_ma = getArray (configFile >> "CfgWeapons" >> _this >> "muzzles");
if (_ma select 0 != "this") exitWith {_ma select 0};
_this
};
_primary = primaryWeapon player;
if (_primary != "") then
{
player selectWeapon (_primary call firstmuz);
};
sleep 5;
removeAllItems _dead;
removeAllWeapons _dead;
removeBackpack _dead;
Código atualizado. Removido erro de arma inválida.
ResponderExcluir