---
name: "BIS_fnc_addRespawnPosition"
type: function
status: ok
groups: ["Respawn"]
arma3_since: "0.50"
locality: {"argument": null, "effect": "global", "server_exec": false}
source: https://community.bistudio.com/wiki/BIS_fnc_addRespawnPosition
revid: 342243
updated: 2023-07-09T12:29:53Z
---

# BIS_fnc_addRespawnPosition

*Function · Respawn · Arma 3 v0.50*

Locality: effect **global**

## Description

Add a respawn position for the Arma 3 Respawn Menu.

## Syntax

```sqf
[target, position, name] call BIS_fnc_addRespawnPosition
```

**Parameters:**

- **target**: [Namespace](../topics/Namespace.md), [Side](../topics/Side.md), [Group](../topics/Group.md) or [Object](../topics/Object.md) - receiver of the respawn position. Use [missionNamespace](../commands/missionNamespace.md) to add the position to everyone
- **position**: [Array](../topics/Array.md), [Object](../topics/Object.md) or [String](../topics/String.md)
  - [Array](../topics/Array.md) - format [PositionATL](../topics/Position.md#positionatl)
  - [Object](../topics/Object.md) - specific object. When some crew positions are available and unlocked, players will be respawned on them, otherwise they will appear around the object.
  - [String](../topics/String.md) - marker name
- **name**: [String](../topics/String.md) - (Optional) respawn name, can be text or link to localization key

**Returns:** [Array](../topics/Array.md) - format [target,id] (used in [BIS_fnc_removeRespawnPosition](../functions/BIS_fnc_removeRespawnPosition.md))

## Examples

### Example 1

```sqf
[west, myRespawnAPC] call BIS_fnc_addRespawnPosition;
```

### Example 2

```sqf
myRespawn = [missionNamespace,"arena","Battle Arena"] call BIS_fnc_addRespawnPosition;
```

## See also

[BIS_fnc_removeRespawnPosition](../functions/BIS_fnc_removeRespawnPosition.md) · Arma 3: Respawn · [BIS_fnc_respawnTickets](../functions/BIS_fnc_respawnTickets.md)

## Community notes

**Krzmbrzl00** — 2016-06-01

Make sure the used [Position](../topics/Position.md) is in format [Position3D](../topics/Position.md#introduction) (i.e. it contains a third coordinate (z-coordinate)) because otherwise you will get an error as soon as you open the respawn screen and you will be respawned at position [0,0,0] (lower left corner of the map), although the map marker for the spawn position is placed as intended

---

**Leopard20** — 2022-07-08

As of Arma 3 Arma 3 v2.10, when you use an object as the respawn position on water (e.g. on a carrier), the respawn position is incorrect. Instead, just pass the [ATL position](../topics/Position.md#positionatl). For example, if you intend to add a respawn position in Eden Editor, instead of the respawn position module, place a dummy object such as **User Texture (1m)** (`class UserTexture1m_F`) and paste this in its init:

```sqf
if (isServer) then {
    [BLUFOR, getPosATL this, "My West Respawn"] call BIS_fnc_addRespawnPosition;
    deleteVehicle this;
}
```

This code adds a respawn position at the position of the dummy object, and deletes the dummy object afterwards.

<sub>Source: [BI Community Wiki — BIS fnc addRespawnPosition](https://community.bistudio.com/wiki/BIS_fnc_addRespawnPosition) (revision 342243).</sub>
