Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Greetings Harald.
Remote Execution:
The recruit action is now applied using remoteExec, which ensures that the addAction command is synchronized across clients in a multiplayer setting.
A helper function addRecruitAction is added, which uses remoteExec to apply the recruit action across all players after respawning.
Respawn Handling:
After the unit dies (waitUntil {not alive _unitToRecruit};), the script cleans up the unit (deleteVehicle _unitToRecruit) and then respawns a new one with the same settings.
The new unit is properly assigned back to _unitToRecruit after respawn, ensuring it can be recruited again.
Disbanding:
When a unit is disbanded, it leaves the player’s group and is deleted after sitting down. This is handled cleanly and avoids conflicts with recruiting the unit again later.