---
name: "BIS_fnc_moduleRespawnVehicle"
type: function
status: broken
groups: ["Modules", "Broken Functions"]
arma3_since: "1.00"
locality: {"argument": null, "effect": null, "server_exec": false}
source: https://community.bistudio.com/wiki/BIS_fnc_moduleRespawnVehicle
revid: 364509
updated: 2024-05-16T20:42:07Z
---

# BIS_fnc_moduleRespawnVehicle

*Function · Modules, Broken Functions · Arma 3 v1.00*

> [!WARNING]
> This function is listed as broken on the wiki.

## Description

Set vehicle respawn, compatible both with SP and MP.

> [!NOTE]
> Respawned abandoned vehicles do not reduce respawn tickets

## Syntax

*syntax inferred from the function header*

```sqf
[param0, param1, param2, param3, param4, param5, param6, param7, param8] call BIS_fnc_moduleRespawnVehicle
```

**Parameters:**

- `param0` — 0: OBJECT - vehicle
- `param1` — 1: NUMBER - respawn delay in seconds (default is 0)
  BOOL - true to remove vehicle respawn (further params are ignored), false to check if the vehicle is marked for respawn
- `param2` — 2: NUMBER - how long until the vehicle is automatically respawned after its crew leaves it (default is -1, i.e., disabled)
- `param3` — 3: NUMBER - number of time the vehicle can be respawned (default is -1, i.e., unlimited)
- `param4` — 4: CODE - code executed upon respawn. Passed arguments are [<newVehicle>,<oldVehicle>]. The old vehicle is deleted only after this code is completed.
- `param5` — 5: POSITION - type of respawn position:
  0 = where it started
  1 = where it was destroyed
  2 = on vehicle's side respawn marker (e.g., "respawn_vehicle_west")
  3 = on BLUFOR respawn marker
  4 = on OPFOR respawn marker
  5 = on Independent respawn marker
  6 = on Civilian respawn marker
  7 = on side respawn marker of unit which destroyed the vehicle
- `param6` — 6: NUMBER - position selection type (0 = random, 1 = newest, 2 = oldest)
- `param7` — 7: NUMBER - type of old vehicle deletion (0 = don't delete, 1 = delete, 2 = delete with an explosion effect)
- `param8` — 8: BOOL - true to show notifcation when the vehicle is respawned

**Returns:** BOOL

## Function header

The comment at the top of the function's file in the game; this page's params, syntax, returns, description come from it.

```sqf
/*
Description:
Set vehicle respawn, compatible both with SP and MP.

Parameter(s):
    0: OBJECT - vehicle
    1:
        NUMBER - respawn delay in seconds (default is 0)
        BOOL - true to remove vehicle respawn (further params are ignored), false to check if the vehicle is marked for respawn
    2: NUMBER - how long until the vehicle is automatically respawned after its crew leaves it (default is -1, i.e., disabled)
    3: NUMBER - number of time the vehicle can be respawned (default is -1, i.e., unlimited)
    4: CODE - code executed upon respawn. Passed arguments are [<newVehicle>,<oldVehicle>]. The old vehicle is deleted only after this code is completed.
    5: POSITION - type of respawn position:
        0 = where it started
        1 = where it was destroyed
        2 = on vehicle's side respawn marker (e.g., "respawn_vehicle_west")
        3 = on BLUFOR respawn marker
        4 = on OPFOR respawn marker
        5 = on Independent respawn marker
        6 = on Civilian respawn marker
        7 = on side respawn marker of unit which destroyed the vehicle
    6: NUMBER - position selection type (0 = random, 1 = newest, 2 = oldest)
    7: NUMBER - type of old vehicle deletion (0 = don't delete, 1 = delete, 2 = delete with an explosion effect)
    8: BOOL - true to show notifcation when the vehicle is respawned

Returns:
BOOL
*/
```

<sub>Source: [BI Community Wiki — BIS fnc moduleRespawnVehicle](https://community.bistudio.com/wiki/BIS_fnc_moduleRespawnVehicle) (revision 364509).</sub>
