giallustio 770 Posted July 21, 2013 @shona it's not an error of my script as you can see in the path. @mariodu62 I used the addrating to avoid problems related to ff Share this post Link to post Share on other sites
mantls 2 Posted July 21, 2013 @shonait's not an error of my script as you can see in the path. @mariodu62 I used the addrating to avoid problems related to ff Does addrating fix that? The not being able to get into a Vehicle manned by FF'er for example? Share this post Link to post Share on other sites
shona 10 Posted July 21, 2013 (edited) @shonait's not an error of my script as you can see in the path. Yeah it is from invade & annex but why do i get the error with 0.92 and 0.93 but not with 0.91? Did you change something with the "BTC_need_revive"? because the playerMarkers.sqf line 34 looks like if(!isNil {_x getVariable "BTC_need_revive"}) then { if(_x getVariable "BTC_need_revive" select 0 == 1) then { _show = false; }; }; And here medicMarkers.sqf line 20 while {true} do{waitUntil {sleep 0.5; alive player};if (typeOf player == "B_medic_F") then {onEachFrame{{if (!isNil {_x getVariable "BTC_need_revive"}) then{if (_x getVariable "BTC_need_revive" select 0 == 1 && (player distance _x) < 500) then{_red=0;_green=0;_blueDec=0;_timeLeft = (_x getVariable "BTC_need_revive" select 1) - time;_halfMaxTime = BTC_revive_time_max / 2;_timeLeftDec = _timeLeft / BTC_revive_time_max;if (_timeLeftDec <= 0.5) then{_red = 255;_green = (255 / _halfMaxTime) * _timeLeft;} else {_red = 255 - (255 / _halfMaxTime) * (_timeLeft - _halfMaxTime);_green = 255;};_redDec = _red / 255;_greenDec = _green / 255;drawIcon3D["a3\ui_f\data\map\MapControl\hospital_ca.paa",[_redDec,_greenDec,_blueDec,1],_x,1,1,0,format["%1 needs reviving (%2m)", name _x, ceil (player distance _x)],1];};};} forEach playableUnits;if (!alive player) then { onEachFrame {}; };};};if (typeOf player == "B_soldier_repair_F") then{onEachFrame{{if (side _x == WEST || side _x == CIVILIAN) then{if (damage _x > 0.02 && damage _x < 1) then{if ((player distance _x) < 1000) then{_red = 0;_green = 0;_blueDec = 0;_vehDamage = damage _x;if (_vehDamage <= 0.5) then{_green = 255;_red = ((_vehDamage * 100) * 5.1);} else {_red = 255;_green = 255 - ((_vehDamage * 100) * 2.55 )};_redDec = _red / 255;_greenDec = _green / 255;_vehName = getText(configFile>>"CfgVehicles">>typeOf vehicle _x>>"DisplayName");drawIcon3D["a3\ui_f\data\map\markers\nato\b_maint.paa",[_redDec,_greenDec,_blueDec,1],_x,1,1,0,format["%1 needs repairing (%2m)", _vehName, ceil (player distance _x)],1];};};};} forEach vehicles;if (!alive player) then { onEachFrame {}; };};};waitUntil {sleep 0.5; !alive player};}; Edit: Found something in the =BTC=_revive_init.sqf 0.91 player setVariable ["BTC_need_revive",[0,0],true]; 0.92 player setVariable ["BTC_need_revive",0,true]; Edited July 21, 2013 by Shona Share this post Link to post Share on other sites
giallustio 770 Posted July 21, 2013 I think they edited something in the script, the var is always the same from the first version. Share this post Link to post Share on other sites
mariodu62 5 Posted July 21, 2013 ff sorry maybe stupid but i don't understand what is ff.. Share this post Link to post Share on other sites
mantls 2 Posted July 22, 2013 ff sorry maybe stupid but i don't understand what is ff.. Friendly Fire ^^ Share this post Link to post Share on other sites
Fuzzy Bandit 10 Posted July 22, 2013 Shona - I&A 2 has used a tweaked version of this revive script for a few months now as we added in 3D markers a good while ago. Because of this, manually updating the revive script within I&A yourself will prove more of a task than simply copying some files over. I'm working solidly on I&A 3 now so I won't be updating I&A 2 apart from stability fixes. Giallustio's version has always been fetching an integer; I&A is the only instance in which it fetches an array. Share this post Link to post Share on other sites
clydefrog 3 Posted July 22, 2013 Which is the best version of this script to use if you want to use a mobile respawn? I heard there's been some problems in a couple of them with that part of it? Share this post Link to post Share on other sites
kahna 13 Posted July 22, 2013 I use version 0.91 in all of my missions, works flawlessly. I had problems with 0.92 and the revive script ceasing to function and 0.93 hasn't been fully tested yet (by myself and my team anyway). Share this post Link to post Share on other sites
Ghosthawk 10 Posted July 23, 2013 Does somebody know how to use the revive script and the Helicopter Support Modules? In Coop, you can't call in the Helicopter after you died once and got revived by a teammate. I think we only need to set that the player did not die and no death is shown up in the statistics but can#t move or something. But this might be difficult. Can somebody help me? Best regards Share this post Link to post Share on other sites
war34d 10 Posted July 23, 2013 Really great script, Thanks for this awesome job, so far everything working good but i have one question. I checked the whole thread and i couldn't find any solution even two other also asked this question. Even when i set the active life limits to 1 and once the teammate is revived and if he get shot and goes down 2nd time still he can be revived and on his screen it shows 1 life remaining. So how to fix the reviving limit so after certain numbers of revives the player will stay dead. and when the reviving duration time outs the person should be dead but instead he spawn in the ocean. Any help would be appreciated. Share this post Link to post Share on other sites
meatball 25 Posted July 23, 2013 (edited) Really great script, Thanks for this awesome job, so far everything working good but i have one question. I checked the whole thread and i couldn't find any solution even two other also asked this question.Even when i set the active life limits to 1 and once the teammate is revived and if he get shot and goes down 2nd time still he can be revived and on his screen it shows 1 life remaining. So how to fix the reviving limit so after certain numbers of revives the player will stay dead. and when the reviving duration time outs the person should be dead but instead he spawn in the ocean. Any help would be appreciated. Not positive about the first piece, but if you set "BTC_active_lifes" to 1 and "BTC_lifes" to 1 in the =BTC=_revive_init.sqf, it should only allow a player to be respawned once. About players revive duration timing out and spawning in the ocean there's a few things you can do. The script requires that there is 'respawn' enabled in the game, so you can't set it so people are truly dead, but what you can do is create a 'prison' somewhere and dump people there and say if they are not revived, they are captured. Create an empty icon on your map called 'Respawn_west" and when people time out, they will respawn there. Then just surround that location with concrete walls so they can't get out. You can even create a trigger there that will remove all their gear, etc. It's not the most elegant solution, but it works. Edited July 23, 2013 by MeatballCB Share this post Link to post Share on other sites
clydefrog 3 Posted July 23, 2013 I use version 0.91 in all of my missions, works flawlessly. I had problems with 0.92 and the revive script ceasing to function and 0.93 hasn't been fully tested yet (by myself and my team anyway). Would it be possible for somebody to upload version 0.91? I can't seem to be able to get hold of it anywhere. Share this post Link to post Share on other sites
Blitzer134 1 Posted July 23, 2013 (edited) There you go version 0.91 https://www.dropbox.com/sh/86cmaq9rqq6cebs/IPfncXDY5w will leave in my dropbox until tomorrow bit low on space Edited July 23, 2013 by Blitzer134 Share this post Link to post Share on other sites
clydefrog 3 Posted July 23, 2013 There you go version 0.91https://www.dropbox.com/sh/86cmaq9rqq6cebs/IPfncXDY5w will leave in my dropbox until tomorrow bit low on space got it, cheers Share this post Link to post Share on other sites
mariodu62 5 Posted July 25, 2013 just an error... Error in expression <Pos BTC_respawn_marker; deleteVehicle _obj; }; if (BTC_black_screen == 0 || > Error position: <_obj; }; if (BTC_black_screen == 0 || > Error Undefined variable in expression: _obj as i saw _obj is not define in the function.. Share this post Link to post Share on other sites
Sc0rc3d 1 Posted July 25, 2013 Hi there, thanks for the great script. Andy thanks for this awesome job, so far everything working good but i have one question/problem. In my missions i use "Standart" Units but give them special clothes (Uniform, Vest, Backpack etc.) My problem ist that everytime i respawn my clothes is the Standard Uniform and sometimes the weapons be gone. cheers Sc0rc3d Share this post Link to post Share on other sites
dbtjd1222 10 Posted July 26, 2013 (edited) hi gallu,thanks for your great work. this is error report after update Error in expression <Headgear (_gear select 3);}; if (count (BTC_back_pack_weap select 0) > 0) then > Error position: <BTC_back_pack_weap select 0) > 0) then > Edited July 26, 2013 by dbtjd1222 Share this post Link to post Share on other sites
giallustio 770 Posted July 26, 2013 Sorry guys! I'll be away for a while! I can't help you untill i'll get home! Share this post Link to post Share on other sites
-ami- mofo 13 Posted July 27, 2013 I'm using 0.93 and revived players are often not able to use their weapons at all, no fire no zoom / optics. Totally unresponsive to the mouse (mouse is still working though). The thing is, is that I start my players with no kit at all and they get their weapons from a supply crate.. a supply crate running a script with classnames that I made during the alpha. I understand that the weapons name's have changed a bit since the beta? Could this possibly be the reason why I'm having this strange trouble? Share this post Link to post Share on other sites
meatball 25 Posted July 27, 2013 Getting the same error at dbtj up above. Here's the actual error box. That call is located in =BTC=_functions.sqf, down between lines 156-160. This is the actual code block. if (count (BTC_back_pack_weap select 0) > 0) then { for "_i" from 0 to (count (BTC_back_pack_weap select 0) - 1) do { (unitBackpack _unit) addweaponCargoGlobal [(BTC_back_pack_weap select 0) select _i,(BTC_back_pack_weap select 1) select _i]; }; }; Not sure why "BTC_back_pack_weap" would kick an error since it looks like that's a global variable and shouldn't need to be locally defined. Share this post Link to post Share on other sites
bearbison 10 Posted July 27, 2013 Looks like that code block could be removed without issue as nowhere is the variable BTC_back_pack_weap defined so can't see what this bit of code actually does Share this post Link to post Share on other sites
legio4777 12 Posted July 27, 2013 Hi Im gettting the same error... How can it be solved? Moreover, I dont know if tis related to, but Im getting other error, when the player respawns he respawns at the left botton on the corner in the water. Not where it supposes to be, near the "flag respawn west". Does someone knows what can cause it? Share this post Link to post Share on other sites
dbtjd1222 10 Posted July 27, 2013 Did you set marker named 'respawn_west' and any object named 'BTC_base_flag_west'? Share this post Link to post Share on other sites