Jump to content

Recommended Posts

You lost a life only on respawn. if you want it to work different you have to modify it!

@mantls

i've not problem with the eh, but with the concept behind it! Friday or Saturday i'll release a new version of the script and this new "system" will be included. it's in alpha so just for feedback and get some ideas from you guys!

Share this post


Link to post
Share on other sites

And here we go!

New RC version available!

Added:

- spectating system

- new dialog to move to mobile spawn

- new system*

*

The new system is higly WIP.

It's not ready to be played, i just want to show you on what i'm working on and get some feedback and ideas!

www.giallustio.altervista.org/downloads/=BTC=_revive_093_rc4.zip

Share this post


Link to post
Share on other sites

Excellent job on your new release Giallustio looks great plays great too. One little issue I have found in the mobile HQ respawn, if destroyed in its spawn position when it respawns it lands on the wreck of the old one. Main respawn text only showing resp instead of respawn, I am using interface small in my settings.

puBLwRE.jpg?1

Edited by DaSkunk
image

Share this post


Link to post
Share on other sites

I'm wondering why a mobile should be destroyed on its spawn :rolleyes:

By the way, replace the fnc like that or wait for the next release:

BTC_vehicle_mobile_respawn =
{
_veh  = _this select 0;
_var  = _this select 1;
_set  = _this select 2;
_type = typeOf _veh;
_pos  = getPos _veh;
_dir  = getDir _veh;
waitUntil {sleep 1; !Alive _veh};
_veh setVariable [_set,0,true];
sleep BTC_mobile_respawn_time;
if (_veh distance _pos < 50) then {deleteVehicle _veh;};
_veh  = _type createVehicle _pos;
_veh setDir _dir;
_veh setVelocity [0, 0, -1];
_veh setVariable [_set,_var,true];
_resp = [_veh,_var,_set] spawn BTC_vehicle_mobile_respawn;
_veh setpos _pos;
};

Should fix the problem ;)

Share this post


Link to post
Share on other sites
And here we go!

Added:

- spectating system

Hey Giallustio - Can you elaborate on what the 'specatating' system does? Not near my machine to try it out, but interested to know what it is. Is it when players are dead? Waiting to revive? When does it come into play, and how do they spectate?

Share this post


Link to post
Share on other sites

It starts when a player runs out of lifes.

The mission maker has different parameters to set, quoting the revive init:

BTC_spectating      = 2;//0 = disable; 1 = units group; 2 = side units; 3 = all units
BTC_spectating_view = [0,0];//To force a view set the first number of the array to 1. The second one is the view mode: 0 = first person; 1 = behind the back; 2 = Angle; 3 = free
BTC_s_mode_view     = ["First person","Behind the back","Angle","Free"];

The first person view could have some problem, i should work a bit more on it.

Keep in mind that i wasn't able to test all the stuff with other players, so if you find any bugs please report ;)

Share this post


Link to post
Share on other sites
I'm wondering why a mobile should be destroyed on its spawn :rolleyes:

Enemy's like to come to spawns and blow things up and steal ammo crates ;)

Excellent work on both releases no errors looking forward to future updates. o7

Share this post


Link to post
Share on other sites
And here we go!

New RC version available!

Added:

- spectating system

- new dialog to move to mobile spawn

- new system*

*

The new system is higly WIP.

It's not ready to be played, i just want to show you on what i'm working on and get some feedback and ideas!

www.giallustio.altervista.org/downloads/=BTC=_revive_093_rc4.zip

It appears the new 093_rc4 strips attachments off of weapons on respawn.

Share this post


Link to post
Share on other sites
I'm wondering why a mobile should be destroyed on its spawn :rolleyes:

By the way, replace the fnc like that or wait for the next release:

BTC_vehicle_mobile_respawn =
{
_veh  = _this select 0;
_var  = _this select 1;
_set  = _this select 2;
_type = typeOf _veh;
_pos  = getPos _veh;
_dir  = getDir _veh;
waitUntil {sleep 1; !Alive _veh};
_veh setVariable [_set,0,true];
sleep BTC_mobile_respawn_time;
if (_veh distance _pos < 50) then {deleteVehicle _veh;};
_veh  = _type createVehicle _pos;
_veh setDir _dir;
_veh setVelocity [0, 0, -1];
_veh setVariable [_set,_var,true];
_resp = [_veh,_var,_set] spawn BTC_vehicle_mobile_respawn;
_veh setpos _pos;
};

Should fix the problem ;)

Can i suggest you this : (i'm using it for month now... )

_veh = createVehicle [_type, ( _pos findEmptyPosition [2,100,_type]),[],0,""NONE""];

Share this post


Link to post
Share on other sites
Can i suggest you this : (i'm using it for month now... )

_veh = createVehicle [_type, ( _pos findEmptyPosition [2,100,_type]),[],0,""NONE""];

From wiki:

If an empty position isn't found, an empty array is returned.

I don't like it.

I prefer my way, thank you for the suggestion btw ;)

Share this post


Link to post
Share on other sites

Could the spectator mode be activated when you are needing revived as well as when your lifes run out?

Share this post


Link to post
Share on other sites

maybe i'll add in the next release...i'm focusing on the new system atm

Share this post


Link to post
Share on other sites
maybe i'll add in the next release...i'm focusing on the new system atm

I respect that you are doing the new system and I look forward to it, I know it will be great!

Can you respond to my previous report that the attachments to weapons are being removed on respawn.

If you have already addressed this and I missed it, I apologize.

Thanks for a great script!

Share this post


Link to post
Share on other sites
maybe i'll add in the next release...i'm focusing on the new system atm

Yeah, spectator when people are waiting to revive would be great. I've actually had a few players chuck grenades and kill AI while they were waiting for revive. I know I can black screen it so they can't use the action menu, but just hate to do that. :)

Share this post


Link to post
Share on other sites
Yeah, spectator when people are waiting to revive would be great. I've actually had a few players chuck grenades and kill AI while they were waiting for revive. I know I can black screen it so they can't use the action menu, but just hate to do that. :)

You could use the dialog to disable it.

@ Hajimoto

I didn't modify anything about the gear and it worked for me. Any one else?

You should have the gear in the rpt, could you post it?

Share this post


Link to post
Share on other sites

I can cuncur with Hajimoto. I did a quick test of the new release last night, and my main firearm lost all its attachments upon respawn.

I only played with the Recon Scout, and I did plat it online MP.

Although my test was short and sweet, everything else performed flawless.

Share this post


Link to post
Share on other sites
You could use the dialog to disable it.

Not sure I follow, what dialog?

Share this post


Link to post
Share on other sites

Giallustio, what are you stance on Steam Workshop? Do you want missions that include your revive script to be included or not? I'm asking because if I use your script and you don't want it on the Workshop, I wouldn't upload the mission there.

Share this post


Link to post
Share on other sites

@ Hajimoto

I didn't modify anything about the gear and it worked for me. Any one else?

You should have the gear in the rpt, could you post it?

I am sorry, I do not understand the request "You should have the gear in the rpt, could you post it?". Please advise what rpt or section of the rpt you need and I will supply accordingly. In the mean time the weapon is a EBR 7.62 and the attachment is the SOS scope. When respawned or revived SOS is gone.

Thanks

Share this post


Link to post
Share on other sites

Maybe i find the problem, every update it's a "good hunting" for me :rolleyes:

Adding the camera, i should release the update tomorrow!

Share this post


Link to post
Share on other sites
From wiki:

I don't like it.

I prefer my way, thank you for the suggestion btw ;)

if it don't find an empty position for an hunter or so on in 100 m area, it should be better to change the base position... lol

But, i use this function in your script for month now and i didn't have any problem, both for the TP to the MHQ. For the TP it's very important to not be TP in a stone...

Edited by Mariodu62

Share this post


Link to post
Share on other sites

I have been trying to find out the way giving the life limitation on revive but failed.

I put 1 on both lives and active lives which are corresponding to respawn and revive counts.

I am wonder if it works well to others.

I think there are no people trying to give some limitation on revive number.

Share this post


Link to post
Share on other sites

Ok Mariodu62, if you are so demanding i'll add your way, it's the same for me ;)

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×