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Thank you so much for your reply Rick!
Just wondering, are there any wiki pages or guides online on how to set up these triggers to toggle vis and sim? I tried searching around but unfortunately can't seem to find it, since I'm still relatively new in arma modding.
Would sincerely appreciate your help with this!
This will help significantly with performance, temporarily disabling AI units if they are a certain distance away. And spawn them when players move within a certain distance of the marker (say 300m)
Does this mod currently have something like this?
I know you said you can set the limit number of respawns but is there a way to stop the respawns while in a game with a trigger either destroying something killing someone or get into a location. The systems I use allow for indefinite spawning until one of the three objectives are completed.
JetfighterP is the name of the jet pilot
JetfighterP addeventhandler ["GetOutMan",
{
JetfighterP setDamage 1;
}];
Just a quick question, what advantage does this respawn script bring over the true and tested JEBUS one?
Is it more optimised and light weight? I'm looking for one to be used on massive Normandy scale battle scenario, so wish to find the one the performs the best
Is there a way to force the respawned unit to just stand in position instead of going on patrol and execute some extra code on it like allowCrewInImmobile and allowFleeing ?
Drongos Map Population
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1990653162&searchtext=drongo
Thank you in advance!
"Shoot me if you like my AI Respawn Script-"
you hear a bang, followed by several more bangs