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Vehicle Respawn Module: vehicles don't respawn exactly on the starting position
Closed, ResolvedPublic


There is a minor issue with the respawn module. If you place a vehicle on an exact given position and the vehicle gets destroyed, it will respawn near and not exactly on the starting position.

As a result, the following problem may occur: If you place an aircraft in the exact middle of a hangar, after respawn there is sometimes the possibility, that the wings of the aircraft can touch the hangar walls. This causes, that the aircraft gets stuck. In other cases, vehicles respawn on another vehicle or building nearby and get destroyed. {F22166} {F22167} {F22168}


Legacy ID
Steps To Reproduce
  1. go to the editor
  1. place a random player unit (f.e. Explosive Specialist)
  1. place a random empty vehicle on a marked position (f.e. a helipad)
  1. place a respawn module (Modules->Multiplayer->Vehicle Respawn) and choose following settings: Delay: 10 (10 second respawn delay) Position: Starting Position(respawn position) Wreck: Delete
  1. connect the respawn module with the empty vehicle via sychronisation (drag and drop)
  1. preview the mission, get in the vehicle, drive around and destroy it with f.e. an explosive charge or AT
  1. go back to the starting position of the vehicle and see what I mean (or take a look in the attachment)

Event Timeline

Koala edited Steps To Reproduce. (Show Details)Sep 18 2013, 2:12 PM
Koala edited Additional Information. (Show Details)
Koala set Category to Multiplayer.
Koala set Reproducibility to Always.
Koala set Severity to None.
Koala set Resolution to Fixed.
Koala set Legacy ID to 2074013926.May 7 2016, 4:48 PM
Koala added a subscriber: Koala.May 7 2016, 4:48 PM
Koala added a comment.Oct 2 2013, 9:25 AM

Dear developers, please fix that issue, or the hangars and other surroundings will randomly get destroyed after respawn.

Mifel added a subscriber: Mifel.May 7 2016, 4:48 PM
Mifel added a comment.Oct 26 2013, 2:25 PM

Yes, please fix that issue fast! :)

Fixed according to today's dev build changelog.

Mifel added a comment.Nov 5 2013, 3:52 AM

it always works not correctly! :(

Did you switch to the development build in Steam? Can you be more specific?

Mifel added a comment.Nov 5 2013, 1:00 PM

Sure! Take a look at the video recorded at the last hour:

Koala added a comment.Nov 5 2013, 9:03 PM

I know, what the problem is. It's the same issue I had with Mr.Murrays Respawn Script. The script worked fine if there is no unit on the spawn spot.

If there is a vehicle or infantry on the spawn spot, the respawn will proceed a few meters from the spawn point away. The wrecks are the problem. The script should proceed with a longer delay (two till three seconds) between deleting the old vehicle and respawning the new vehicle.

Mifel, try again (like in the video) and now destroy the both wrong respawned vehicles again. They should respawn on the given starting position.

Koala is right - when the starting position is blocked by a wreck of the old vehicle, the new vehicle is place on the nearest available spot.

Mifel added a comment.Nov 6 2013, 11:40 AM

In the current state of the module it is useless.

An example: own base with some vehicles, which are close together. One of the vehicles will be destroyed at the start position. The respawn could possibly destroy or damage the other vehicles.

So, i hope they fix it. Deleting the wreck of the old vehicle and respawning the new vehicle must have a delay!

Koala added a comment.Nov 7 2013, 11:24 AM

Respawn module needs a higher delay (2-3 seconds) between deleting the wreck and respawning the vehicle (if respawn position = wreck position).

Otherwise the vehicle won't spawn on the exact given spawn position (because there still is the wreck) and in some cases will damage nearby vehicles or buildings.

When "Position" is set to "Starting position", the wreck will now be always removed in case it block the respawn position.

B00tsy added a subscriber: B00tsy.May 7 2016, 4:48 PM

Thnx for the fix.

Koala added a comment.Dec 28 2013, 1:05 AM


Please attach your mission file.

I want to try to reproduce, what you posted above.

Cancel what I said. It was ALiVE causing it, not this module. Deleting my previous note.

Mass-closing resolved issues updated only last year - assuming fixed correctly.