Arma 3
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Adding respawns to your mission in the Eden Editor
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This guide will show you how to make infantry and vehicle respawns with the new Eden Editor.
   
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Important Note
Thank you for checking out the guide.

Unfortunately, I am not playing as much ARMA these days and I'm unaware of any changes or updates to the editor that have happened since I released this guide.

Please note this guide may be outdated and incorrect. I am not able to provide support for any questions or issues as I would not know how to solve them.

I hope this guide still helps.
Introduction
Hello, and welcome to my guide.
This guide will show you how to add Infantry and Vehicle respawns to your missions using the new Eden Editor. Once you know how to get the respawns to function, you will easily be able to tweak it to fit your missions needs.
I would like to begin by stating this guide was made on version 1.56, which is the Eden Update release branch. There are a couple of bugs that you will encounter while using this guide however I will include workarounds for them. These bugs may be fixed in the future.

This guide assumes you know the basics of the Eden Editor interface. If not, I created the video below to introduce new users to the Eden Editor. I hope you enjoy it.
To clarify, this video does not show how to create respawns.

Without further adieu, I will begin by explaining how to create Infantry Respawns.
Infantry Respawns
This is the old, "2D Editor" method of creating infantry respawns. It is an effective method and once you get used to it, it's really no hassle. I say this because this method uses markers and renaming variable names to allow units to respawn.

You want to start by opening the 3D Editor. You may use a fresh mission or load a previously made mission to test this with.

If you began with a fresh mission, place a BLUFOR unit anywhere on the terrain. To quickly test the respawning later on, you may want to place a unit with some sort of explosive capability like a launcher or at least two grenades in their gear.

You may place an OPFOR or Independent unit instead of BLUFOR, however you'd have to change the variable name later on when we place the marker - I will note when you might have to do this.



Once you have placed your unit, open the Markers (F6) tab on the right. Expand the Respawn category and select the Infantry Respawn marker. Place the marker where you want your respawn to be, on the map.

When the marker has been placed, double-click it to open its Attributes. The field labelled Variable Name will be where it is determined who will respawn here.
Rename the Variable Name to one of the following, depending on who you want to respawn:

respawn_west for BLUFOR

respawn_east for OPFOR

respawn_guerrila for Independent

respawn_civilian for Civilians

You may also follow the Variable Name with a number to create multiple respawn points. To do this, place multiple Infantry Respawn markers. Open up each one individually and rename the Variable Name, then add a number on the end. (e.g. respawn_west1 for one marker, respawn_west2 for the second marker, respawn_west3 for the next one, etc)



Once you have created your marker, open the Attributes drop-down from the top of the Editor, then select Multiplayer. This will open a menu that will allow you to edit the Respawn parameters for this mission.
You want to set Respawn to Respawn on Custom Position, then set how long the respawn timer will be using the Respawn Delay value. The ruleset options are optional, however I've had a buggy experience with them on this version. You may tinker with them in the future.


Now that you've got your respawn marker, you've set the multiplayer respawn parameters, you may test the scenario. You must save the scenario, then export it to Multiplayer, as respawning is not available in Singleplayer.






Start a LAN Multiplayer session, select your mission and start it up. Kill yourself and it should allow you to respawn. If you have multiple respawns and set the ruleset to allow you to choose a respawn position, it should show the screenshot to the right, either on mission start or upon killing yourself (or both).

If you respawn just fine, then congratulations, you now have respawns in your mission. You may go back into the editor and mess around with the optional rulesets, or implement it into more of your missions.
Infantry Respawn (using module)
An easier way to position respawns can be done using the Respawn Position Module, which can be placed and edited in the 3D interface rather than using the map markers. When I first submitted this guide, I did not know how to get this module working, however now I have it working like a charm and it's super easy.

This method is much like the previous method, however instead of placing a marker, we place a module. Once you've started the editor and placed your unit, open the Systems (F5) tab, expand the Multiplayer category and select the Respawn Position module. Place the module nearby the unit you wish to respawn.



Once the module has been placed, double-click the module to edit the Attributes. You want to set the Variable Name to one of the respawn variables listed above (respawn_west for BLUFOR, respawn_east for OPFOR, etc). You can follow the variable name with a number just like you can with the markers for additional respawns. Next, you want to set the system-specific attributes, which I've detailed below:


Name will be what text will be displayed next to the respawn marker on the map when you're playing the scenario. You can usually set this to "BLUFOR Respawn" to easy label where this side's respawn is located.

Type determines what type of unit is respawned here. I only use the Infantry option as you have more options available using the Vehicle Respawn module (see next chapter).

Side tells the module what side to respawn here. If this is set to BLUFOR, it will respawn BLUFOR units here, same goes for the rest of the sides.

Show to will determine which sides can see the marker for this respawn while you are playing the scenario. Usually you want this set to Only the side or The side and its allies for adversarial missions, so the opposing sides do not know where the opposing respawn is.



Once these variables have been set, you can set your Multiplayer Attributes (continue on with the previous chapter for information on how to set these).
Vehicle Respawns
The method of creating vehicle respawns are slightly different. Instead of using a marker, you instead use the Vehicle Respawn module. I have not gotten this module respawn method working properly with infantry (due to lack of knowledge or bugs).

To allow a vehicle to respawn, begin by placing down the vehicle you wish to respawn, then remove the crew from the vehicle. Once your empty vehicle has been placed, open the Modules (F5) tab on the right and expand the Multiplayer category. Select and place the Vehicle Respawn module anywhere on the map (for the sake of tidiness, you may wish to place it next to the vehicle(s)).

When the module has been placed, double-click it to open its Attributes menu. In this menu, you can set the respawn parameters. Below, I will list what each parameter does and how you can use it.

Delay is the vehicle respawn timer, in seconds. For example, if you set it to 30, after the vehicle is destroyed or deserted (see below), it will start the countdown from 30 seconds. Once it hits 0, the vehicle will respawn.

Deserted Distance is how far, in metres, any player must be before the vehicle will respawn. For example, if you set it to 500, then if no player is within 500m of the vehicle, the Delay value will begin counting down.

Tickets are how many times the vehicle can respawn. For example, if set to 3, the vehicle will respawn three times before it will cease to respawn again for the entirety of the mission.

Expression is a bit of code that will be executed upon the vehicle respawning. I have very limited knowledge with this and I do not know what it is capable of.

Position will determine where the vehicle will respawn. You may set it to starting position to respawn the vehicle exactly where you placed it in the editor. I have limited knowledge with the other options.

Wreck determines if the vehicle's wreck after it is destroyed will remain even after the vehicle has been respawned. This can be set to leave it there for the entirety of the mission or allow it to disappear when the vehicle has been respawned (with an explosion or not).

Notification displays a notification to all players that a vehicle has been respawned and where. This can be turned off to not notify anyone that the vehicle has been respawned.

I have no knowledge or experience with Forced respawn.

Respawn when disabled determines whether you want the vehicle to respawn after it has been immobilized. I am unsure when exactly it starts counting down the delay value, as I have no experience with this setting.



When you have set your parameters, press OK, then right click the module and hover over Connect, then click Sync To. You then want to click on the vehicle(s) you wish to respawn using these settings. You may sync it to as many vehicles as you wish using the same module, however all of those vehicles will use the same respawn parameter values, be aware.



Once you've done this, you may want to make sure you're playing as a character with a launcher to destroy the vehicle, ensuring the respawn is working properly. Save the scenario, then test it (you can test vehicle respawns in singleplayer, so testing straight from the Editor is fine).
Conclusion
I truly hope this guide helped.

If there is any questions or assistance required, I would be more than happy to help through the comments or by adding me (if you're adding with a private profile, please comment below first otherwise I will decline - thank bots for that).

Take care, and be sure to wage war. Can't wait for the Apex expansion!




68 kommentarer
lor 31 maj @ 19:32 
before i even start the mission my clicking respawn i die and it shows the ocean?
noob get rekt 21 sep, 2024 @ 12:12 
multiplayer attributes dont exist?? idl
Rhy 19 jul, 2024 @ 2:38 
I know this is a bit old, but i'll ask anyway. When the MP missions starts, the players spawn randomly at one of the two respawn points, and their loadout gets defaulted to the class from editor (i.e rifleman , autorifleman, medic etc from that faction) instead of the custom one i've applied from the arsenal. Any ideas?
I want them to spawn on the position the playable unit is located, and then be able to choose respawnpoint after they've died.
Kona 19 sep, 2021 @ 18:28 
So whenever I die as my zeus character it says respawn disabled but all of my friends can respawn just fine
Cypher 10 aug, 2021 @ 22:18 
literally link the vehicle respawn module to the vehicle set a delay and away you go :)
preserver83 25 mar, 2021 @ 22:49 
one the vehicle respawn, then no more will respawn if distance is used. Any solution?
maxbear123 14 jan, 2021 @ 17:54 
Do not use the re-spawn module anymore. Syncing it with players will cause the players to spawn on themselves (because it will give them the respawn point's attributes). Just make a respawn marker and set the variable to "respawn_west", ect.
Coiote 29 dec, 2020 @ 6:43 
Instructions unclear, ended respawning in real life.
Predator14 10 dec, 2020 @ 14:33 
How to respawn in the air with a parachute?
paradise 3 jan, 2020 @ 1:15 
How do I make a respawn IN a vehicle, so that infantry can spawn in it?