esham 1 Posted April 5, 2013 (edited) Does Aerial Taxi work for a MP Mission? Edited April 5, 2013 by esham Share this post Link to post Share on other sites
zuff 10 Posted April 5, 2013 (edited) Does Aerial Taxi work for a MP Mission? I have it working fine for me. Also Norrin, if you disembark too early while the heli is landing you get stuck standing on the side bar and you can't exit or move. Not sure if it's alpha bug or not. Edited April 5, 2013 by zuff Share this post Link to post Share on other sites
vengeance1 50 Posted April 6, 2013 Nice job Norrin! I will definitely install in my missions. Thanks for all you great work! Share this post Link to post Share on other sites
pravania 10 Posted April 6, 2013 Jman;2364390']@norrinThx I've got the mobile respawn working now by adding the r_mobile_spawn_vcl name to the vehicle and attaching the EVH's to the mobile vehicle so it can be deployed (as outlined in mobile\vcl_respawn.sqf) which I'd completely missed!. Yes norrin your newFnc\returnLoadOut.sqf and newFnc\currentLoadout.sqf appear to be the cause of this. I was also losing NVG and backpack contents as well as optics on the primary weapon. I have revised those files (I use the DEV A3 version) and also edited the respawn\respawn.sqf (just to rem out the removeWeapons and mags code since they get removed in the revised returnLoadOut.sqf. Here's my revised code edits norrin: download I've tested your new code, It works with default A3 weapons but using the FHQ m4s it respawns you with no weapon at all, Just your pistol Share this post Link to post Share on other sites
norrin 9 Posted April 6, 2013 See first post for download. Fixes: * Using code provided by [KH]Jman I've fixed the issue with the equipment following respawn or revive. * Fixed leader code - if you were the group leader at the start of the mission you will still be the leader following respawn or revive. @JMan - thank you for the code mate, really helped me to fix the problems I was having with equipment respawns. I've played around with it so that the number of rounds you have in the "muzzle" of the weapon you are currently using when you fall unconscious should be the same as when you are revived - note the no of rounds still in the mag is checked every 30 seconds so it may not be exactly the same as when you fell unconscious. 1 Share this post Link to post Share on other sites
shark-attack 2 Posted April 6, 2013 Great to see these scripts available for Arma 3 Cheers Norrin :cool: Share this post Link to post Share on other sites
1para{god-father} 105 Posted April 6, 2013 I have a few OPFOR playable Units, that i do not need any Revive on , but i get a message player is unconscious and a black screen , how can i not have the Revive working for OPFOR playable units ? Share this post Link to post Share on other sites
Guest Posted April 6, 2013 Updated version of the Revive Script frontpaged on the Armaholic homepage. Revive Script [ALPHA] v0.2 Share this post Link to post Share on other sites
eggbeast 3684 Posted April 6, 2013 hi Norrin thanks so much for updating revive - love it! there seems to be a bug with backpacks not loading contents properly and rockets vanishing - does anyone else see after respawning? we use this as default save/load script aeroson has put a lot of work into it and we've really worked it hard for bugs - it's perfect after hours of trials. http://forums.bistudio.com/showthread.php?148577-GET-SET-Loadout-%28saves-and-loads-pretty-much-everything%29 there are probably some small changes needed in your loadout script to fix the bug. I'm basically trying to bring revive into our evolution mission which already uses aero's script. I tried editing revive to adopt the pre-existing loadout but it just won't accept the changes properly - very strange. aero's script works fine if we don't exec revive. once we exec revive, no matter what i do e.g: - run revive vanilla - edit your revive_player, respawn, etc to load aerosons fully working function i cannot get the player to respawn with their backpack contents... hence posting - can you take a look at aeros script and see what's missing from yours? the loadout stuff in A3 has occupied weeks of unnecessary brain time lol. thanks again for updating the script - looking forward to using it EB ---------- Post added at 10:34 PM ---------- Previous post was at 10:33 PM ---------- I have a few OPFOR playable Units, that i do not need any Revive on , but i get a message player is unconscious and a black screen , how can i not have the Revive working for OPFOR playable units ? this happens when your markers are not far enough apart Share this post Link to post Share on other sites
zuff 10 Posted April 6, 2013 Norrin this regards the helitaxi script. You never responded to my last post reporting a bug, but I'm sure you saw it. I found another: If the chopper respawns after being destroyed or having the pilots killed, it loses the addAction to "set a destination" if you hop into it at base. If you're outside of the chopper you can use the "call for extraction" addAction and then after getting picked up in it, it behaves as normal. We love your script and it will be in our future missions! Share this post Link to post Share on other sites
Milosan 10 Posted April 7, 2013 Hey Norrin, Does your AI respawn with WP script still work in arma 3? I've tried using it, making 3 respawn points(if thats at all possible) the waypoints work fine but i had to put the init line in all the team inits to get them to go to the waypoints. Then, they don't respawn for me. Share this post Link to post Share on other sites
Freebie 10 Posted April 7, 2013 Hi Norrin first of all thank you for this great script. I think I sort have it working, haven't tested it fully yet but have a weird problem. I get the action menu to deploy the mobile spawn but what deploys is a campfire 0_o Not a tent or whatever it's meant to be. Could you (or anyone else that knows why) tell me what I'm doing wrong? Thanks. Share this post Link to post Share on other sites
Freebie 10 Posted April 8, 2013 Was thinking.. is ^this because there is no MASH tent object in arma 3 yet? Share this post Link to post Share on other sites
norrin 9 Posted April 8, 2013 I get the action menu to deploy the mobile spawn but what deploys is a campfire 0_o Not a tent or whatever it's meant to be. Correct - At the moment its a campfire as I could not find a tent or camo net anywhere in the ArmA3 Alpha config's. @eggbeast - Are you having the equipment respawn problems with version 01 or 02 as its meant to be fixed in v02, if it isn't I'll definitely take a look at your code. @zuff - I did respond to you at the bottom of my post on April 5th but because it appeared at the end of the post you may not have seen it. Will add your most recent bug to the to-be-fixed queue for the Aerial Taxi scripts. @Milosan - not sure mate as I haven't had a chance to try it out yet - its possible it won't work though as the marker icon names and few other things have changed between ArmA2 and the ArmA3 Alpha. Request: When posting bugs please let me know what version of the script you are using. Share this post Link to post Share on other sites
Freebie 10 Posted April 8, 2013 No worries Norrin, thank you. I have a couple more questions if you don't mind. I'm using version 2. Regarding the campfire in lieu of the MASH tent: I thought that dragging an unconcious player over to the mobile spawn (campfire) and dropping them there would revive them. I saw it done in an arma 2 game using your revive. Only difference was that it was the actual MASH tent. Is it supposed to work that way now? Or are you waiting until the MASH tent is available again in the game before implementing that option of reviving a player? On the bug reporting side: I see that the animations for drag and carry aren't working properly. When I drag someone they drag for a few feet then stand up while still being dragged. When I carry someone they spaz out all over the place and sometimes stop in midair just hanging there. Share this post Link to post Share on other sites
hcpookie 3770 Posted April 8, 2013 A thought - instead of spawning a campfire, what about a smoke grenade? Also, I've been thinking about adding the ability to use the chopper taxi as a SAR vehicle. I'm not sure if this would be appropriate to your scripts, but I want to throw it out there: What if you set a condition in the script where "current weapon == XXX" so that the current weapon is a radio. Just like we did for the UGV's with the "remote controller". Basically make a new binocular or laser marker "weapon" that is a radio. You add the "emergency radio" to the inventory, and then the script condition will add the action when you arm yourself with the radio "weapon". Adds a bit of realism and can allow you to control who can / cannot request a SAR extraction. Not sure if you wanted to get into the "make a new weapon for a script" territory... may be best as a post-beta addon. Share this post Link to post Share on other sites
eggbeast 3684 Posted April 9, 2013 hi mate, sorry not to come back sooner - broadband got killed for a few days. read some good books! max hastings' korean war history very good! anyway, yeas I was using 0.2. aerosons loadout script was released just after my first stab at making a loadout script. his was much much better. however it still had some bugs, and we worked on it until it runs like clockwork. it is all to do with: a) the order you put things back on the body b) placing spacers in the backpack (he uses watches) until the other bits of kit are loaded c) placing an extra clip for every weapon (as there is no way of saving and loading the actual loaded clip in alpha) - this prevents you gradually running out of ammo on successive loads. d) grenade muzzles need attention or else the option to throw them gets lost i think your script should look at a and b above, as vest and backpack were not reloading in vanilla. I'm a bit stuck at the moment, because my respawn script (pinit.sqf at startup followed by spawn.sqf) needs to be integrated into your new expanded respawn logic. it's a good few days work, but i think it will be worth it to have your functions in there. our mission has revive parameters and when it's switched off, it works fine, but when we use your loadout, it breaks. please compare your functions to aerosons code - he'll be happy to collaborate, he's a nice guy. if i've got this wrong i'm really sorry! i know what it's like getting poorly informed bug reports! i did get a little confused porting in your revive as i used a much earlier version in arma 2. p.s. like your idea of a campfire - my mission is full of placeholders. we use toilets for mash's with a "healme.sqf" addaction on them lol cheers EB ---------- Post added at 10:31 AM ---------- Previous post was at 10:26 AM ---------- What if you set a condition in the script where "current weapon == XXX" so that the current weapon is a radio. Just like we did for the UGV's with the "remote controller". Basically make a new binocular or laser marker "weapon" that is a radio. You add the "emergency radio" to the inventory, and then the script condition will add the action when you arm yourself with the radio "weapon". Adds a bit of realism and can allow you to control who can / cannot request a SAR extraction. Not sure if you wanted to get into the "make a new weapon for a script" territory... may be best as a post-beta addon. we have a condition for accessing support menu (not norrins) that uses ((hasitem "itemGPS") and (hasitem "itemradio")) you could put this in initially... then limit access to the GPS. Share this post Link to post Share on other sites
Freebie 10 Posted April 9, 2013 Would have to agree with the (vest I think) and definately backpack losing equipment on revive (version 0.2). I've got it all working as I want it and I only just noticed that this happens which is a game killer. Once revived the backpacks are empty. Fingers crossed you can get it all working mate. Share this post Link to post Share on other sites
kremator 1065 Posted April 9, 2013 A thought - instead of spawning a campfire, what about smoke grenade? but make the smoke rise vertically! Share this post Link to post Share on other sites
Freebie 10 Posted April 9, 2013 ^ but would also give away your position! Share this post Link to post Share on other sites
x3djokerx 1 Posted April 10, 2013 Norrin (or anyone else that may be able to help me) I have been looking for an extraction script for a while since the in game extraction support breaks once you die one time. Your extraction script is spot on for what I am looking for! Here is my problem though. I want to use this in a MP mission. How would I set this up/ alter this, so that I could have 2 different helis (one opfor and one blufor) that could only be called by their respective sides? My thought was to create 2 different "heloGoTo" folders and then in the init.sqf just have 2 separate calls like this one... player setVariable ["NORRN_taxiHeli", slick1, true]; but put the name of each heli where "slick1" is. My problem is I do not know what to put where "player" is to make it only work if that side calls for the bird. I tried "playerside == WEST" "Player_west" but those do not work at all. Any help with this anyone? Thanx a ton in advance, and great scripts my friend! Share this post Link to post Share on other sites
giallustio 770 Posted April 10, 2013 c) placing an extra clip for every weapon (as there is no way of saving and loading the actual loaded clip in alpha) - this prevents you gradually running out of ammo on successive loads. "Yes we can!" cit :p Take a look at mine get gear fnc inside the =BTC= revive ;) You can save how much bullets are left in a mag too ;) Share this post Link to post Share on other sites
x3djokerx 1 Posted April 10, 2013 well I got this to work kind of. It works for the west side but the east side nothing loads for them. I.e. when a blufor joins it shows a hint "extarction available" (or something like that) and you are able to call for an extraction. The east however have no hint when they load in nor can they call for the helis. Here is the way I got it working so far. // init.sqf // © OCTOBER 2011 - norrin ////////////////////////////Code specific for aerial taxi scripts////////////////////////////// // Add the following line for MP games if (!isServer) then {while {isNull player} do {Sleep 0.1}}; // Start heli taxi scripts [slick1,escort1] execVM "scripts\heloGoTo\heliTaxi_init.sqf"; [slick2,escort2] execVM "scripts\heloGoTo2\heliTaxi_init.sqf"; // For extraction action at start-up if (playerSide == west) then {player setVariable ["NORRN_taxiHeli", slick1, true]}; if (playerSide == east) then {player setVariable ["NORRN_taxiHeli", slick2, true]}; // Set this var to true if you do not want the taxi or escort to respawn //NORRN_aerialTaxiRespawnOff = true; // Set these vars to true if you do not downed chopper or chopper crew deleted //NORRN_FR_keepOldCrew = true; //NORRN_FR_keepOldHeli = true; // optional code: make driver of slick1, slick1 and player immune to damage for testing scripts slick1 allowDamage false; {_x allowDamage false} forEach crew slick1; escort1 allowDamage false; {_x allowDamage false} forEach crew escort1; slick2 allowDamage false; {_x allowDamage false} forEach crew slick1; escort2 allowDamage false; {_x allowDamage false} forEach crew escort1; I think that the problem is in "NORRN_taxiHeli" but not sure what to do with it. any help? I am getting closer! Share this post Link to post Share on other sites
1para{god-father} 105 Posted April 10, 2013 I have set my MP mission to 10 lives to try and get player to take care of them , however I have found that they simply disconnect and reconnect and get another 10 lives . Any idea how I can try and stop this from happening ? Share this post Link to post Share on other sites
x3djokerx 1 Posted April 11, 2013 Well I managed to get it working for MP missions. Both sides use a different set of birds. If Norrin gives the go ahead, I will post up the modified version of his work to allow for use in MP missions without conflict. I realized at work what the problem might be and tried it out and low and behold it worked out. @Norrin, I completely understand if you do not want me to give out a modified version of your hard work, so if you would rather post your own version that is fine. I just really wanted this exact type of thing for my mission and i managed to get it to work from your script. Thank you very much for you time that you spent into creating the original version of this! Share this post Link to post Share on other sites