This topic has 13 replies, 3 voices, and was last updated 4 months, 1 week ago by Anonymous.
Viewing 14 posts - 1 through 14 (of 14 total)
    • Inactive
      August 25, 2025 at 02:04 #5548

      I know from the MED inventory these type of markers exist, but not how to create a proper event to activate them.
      Suppose you would want the vehicles to ‘follow’ the player as they take the next spawnpoint and subsequently become available there from then on.
      Could someone knowledgeable on the subject please show an example event for everyone to study?
      Please and thank you so much

    • Coopwarriors Participant
      August 26, 2025 at 20:32 #5550

      I know it but I am not at home at the moment. I’ll get back to you Thursday afternoon. I’ll make an example and email it to you if you give it to me in a DM.

    • Inactive
      August 27, 2025 at 00:23 #5551

      Thank you,Coop

    • Coopwarriors Participant
      August 28, 2025 at 18:49 #5553

      i still work on it it tack longer then than expected

    • Inactive
      August 28, 2025 at 22:30 #5554

      No worries, I misunderstood and thought you had it ready to send.
      Take your time & thank you

    • Coopwarriors Participant
      September 1, 2025 at 17:41 #5556

      I think I’m almost done. Please be patient.

    • Inactive
      September 1, 2025 at 23:56 #5557

      Sure. Already grateful for your time and efforts

    • Inactive
      September 3, 2025 at 08:59 #5559

      I have sent an email to this address. Awaiting your reply.
      And thank you again

    • Captain Keymaster
      September 3, 2025 at 10:33 #5560

      Hi George

      The way I see it, you can do it in 2 easy ways.
      1st option) You can place the vehicle next to the spawnpoint and maybe use walls around it to hide or make the vehicle unavailable until the players have taken over the spawnpoint. Then you remove the walls by wac code.

      2. option) You can place the vehicles by the spawnpoint and simply use the wac command “disablessn(xxxx)” to disable the vehicle to prevent it from being used. Then when you need it to be activated and usable by players or bots, use enablessn(xxxx).

    • Inactive
      September 3, 2025 at 22:42 #5561

      That makes sense, thank you; I hadn’t looked at it that way.
      The reason I wanted to use vehicle respawn markers though is to minimalize memory to make the mission play smoother. Taking into account that one can never have enough vehicles on a dedicated server to prevent people from walking endlessly, that may become a (memory) problem(?)…
      I couldn’t find clues in the DFX Med manual about them either

    • Captain Keymaster
      September 5, 2025 at 11:48 #5562

      Good idea with the vehicles for your maps.
      As long as you stick to the same vehicles and not 10 different ones, you will keep a relatively low texture memory. Once 1 vehicle is inserted, the texture memory of that vehicle will be reused for the 2nd one you insert in the game engine, so in that way it keeps it low.
      Does that mean you can insert 100 vehicles or more? No, probably not but it’s a good starting point.

    • Inactive
      September 6, 2025 at 00:38 #5624

      Thank you

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