---
name: "respawnVehicle"
type: command
status: ok
groups: ["Multiplayer"]
arma3_since: "0.50"
locality: {"argument": "local", "effect": "global", "server_exec": false}
source: https://community.bistudio.com/wiki/respawnVehicle
revid: 379370
updated: 2026-10-30T23:57:28Z
---

# respawnVehicle

*Command · Multiplayer · Arma 3 v0.50 · introduced in Operation Flashpoint: Elite v1.00*

Locality: arguments **local** · effect **global**

## Description

Sets vehicle as respawnable in MP game (see [Vehicle Respawn](../topics/Vehicle_Respawn.md)). The vehicle will be spawned at the locality and coordinates it was prior to destruction.
If respawn type is set to base respawn (type 3) and vehicle respawn marker is provided (respawn_vehicle_SIDEXXX), vehicle will spawn on the marker. The command must be executed where vehicle is [local](../commands/local.md). If the vehicle is in respawn queue, as long as the vehicle is [local](../commands/local.md) it should be possible to update params of the respawning vehicle, i.e change delay, disable respawn, etc.

## Syntax

```sqf
vehicle respawnVehicle [respawnDelay, respawnCount, deleteOldWreck, respawnOnServer, respawnFlying, respawnUnit, respawnMode, respawnSide, useRespawnMarkerDir]
```

**Parameters:**

- `vehicle`: [Object](../topics/Object.md) - transport
- `respawnDelay`: [Number](../topics/Number.md) - (Optional since 2.18, default -1) delay in seconds between respawns. (-1 to use 3DEN vehicle respawn delay or *respawnVehicleDelay* from [description.ext](../topics/Description.ext.md))
- `respawnCount`: [Number](../topics/Number.md) - (Optional, default unlimited respawns) how many times to respawn vehicle in total. (since 2.18 -1 unlimited respawns, 0 stop respawning)
- `deleteOldWreck`: [Boolean](../topics/Boolean.md) - (Optional, default [false](../commands/false.md)) - deletes old wreck automatically after vehicle respawns *(since arma3 2.18)*
- `respawnOnServer`: [Boolean](../topics/Boolean.md) - (Optional, default [false](../commands/false.md)) - wreck is always transferred to the server and the new vehicle always respawns on server *(since arma3 2.18)*
- `respawnFlying`: [Boolean](../topics/Boolean.md) - (Optional, default [false](../commands/false.md)) - by default all vehicles placed on the ground, [true](../commands/true.md) overrides this *(since arma3 2.18)*
- `respawnUnit`: [Object](../topics/Object.md) - (Optional, default [objNull](../commands/objNull.md)) - unit that would be put in the driver seat after vehicle respawns *(since arma3 2.18)*
- `respawnMode`: [Number](../topics/Number.md) or [String](../topics/String.md) - (Optional, default -1) - overrides vehicle respawn mode. Available modes are: 2 or "INSTANT" and 3 or "BASE". -1 use [description.ext](../topics/Description.ext.md) value. *(since arma3 2.18)*
- `respawnSide`: [Side](../topics/Side.md) - (Optional, default typical vehicle [side](../commands/side.md)) - sets respawn side for the purpouse of selecting respawn marker *(since arma3 2.18)*
- `useRespawnMarkerDir`: [Boolean](../topics/Boolean.md) - (Optional, default [false](../commands/false.md)) - respawn vehicle matches respawn marker direction or the old wreck direction. [false](../commands/false.md) - random direction. *(since arma3 2.18)*

**Returns:** [Nothing](../topics/Nothing.md)

## Examples

### Example 1

```sqf
car respawnVehicle [5, 3]; // 'car' will respawn at the predefined marker for the side after 5 seconds. The unit will respawn 3 times.
```

### Example 2

```sqf
car respawnVehicle [30]; // 'car' will respawn at the predefined marker for the side after 30 seconds. The unit will respawn an unlimited number of times.
```

## See also

[Vehicle Respawn](../topics/Vehicle_Respawn.md) · [getRespawnVehicleInfo](../commands/getRespawnVehicleInfo.md) · [playerRespawnTime](../commands/playerRespawnTime.md) · [setPlayerRespawnTime](../commands/setPlayerRespawnTime.md)

## Community notes

**Sy** — 2007-05-28

For this command to work (in MP) you need the appropriate markers in the mission.
The markers are...

- "respawn_vehicle_west"
- "respawn_vehicle_east"
- "respawn_vehicle_guerilla"
- "respawn_vehicle_civilian"

Also, by default it will use respawnDelay from the description.ext as mentioned unless you specify

```cpp
respawnVehicleDelay = x;
```

Where x is delay in seconds.

---

In Multiplayer the respawned vehicle remains local to the client who was the last driver of the vehicle or the client who was the leader of the last AI driver of the vehicle.
If the vehicle has yet to be driven or the AI driver is local to the Server then the respawned vehicle will be local to the Server.

<sub>Source: [BI Community Wiki — respawnVehicle](https://community.bistudio.com/wiki/respawnVehicle) (revision 379370).</sub>
