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报告翻译问题
Also limit which a.i. can be recruited by specific players?
Love this recruitment
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.
waitUntil {not alive _unitToRecruit};
why don't you use a "Killed" event handler ?
I am making a SP mission with a high emphasis on immersion and atmosphere, I would really like to change the sitting animation to something more casual like standing around etc. I was advised I would need to edit your mod and embed it in a mission to do so. Is that so, and do you allow permission to do so provided I credit you in the credits? Thanks
Any chance to add restoring custom loadouts on respawn as an option in this mod? Scripting that is quite simple, but it looks like it needed to be implemented in the mod itself.