Alcaran 1 Posted September 9, 2013 Its posible to include "lives" ?thanks Would be amazing if this option is added ... Really I would use this option much to increase the simulation matches with my corporation ... Share this post Link to post Share on other sites
rakowozz 14 Posted September 11, 2013 First of all let me thank you for a lightweight and useful script. Stopping by to quote this, great job. Share this post Link to post Share on other sites
HazJ 1289 Posted September 14, 2013 When I enable your script in my mission and respawn, the enemy does not shoot at me anymore and I get minus points for killing them... When I disable it in my mission, I don't get this problem... Any ideas why this is? Dirty Haz Share this post Link to post Share on other sites
Kushluk 21 Posted September 19, 2013 Dirty Haz is correct. It appears that your respawn eventhandler is not firing correctly. It should run player setCaptive false however the player still remains in a captive state (civilian). Share this post Link to post Share on other sites
r.flagg 11 Posted September 20, 2013 I love the idea of a revive script that works with the new respawn system in A3. But I play mostly with AI... ? There is an interesting bit about playableAI and debugging at the bottom of the init file, does this script work with AI or is it on your todo list? Or how to enable? Sorry, noob to your script, not sure I understand yet. Share this post Link to post Share on other sites
Tajin 349 Posted September 20, 2013 As far as I understood this has nothing to do with a new respawn system. It prevents people from actually dying in the first place and makes them incapacitated instead. Pretty much the same way A.C.E. did it in ArmA2. Share this post Link to post Share on other sites
yamajin82 10 Posted September 25, 2013 I love this script but I seem to get random issues with it. I have a mission right now where it works when I preview my mission as Single Player in editor, it also works on the same mission as a multiplayer mission in editor, but when I run it in multiplayer and my friends join me I don't even get the "Revive initialized" hint. Anyone have a clue as to why that would be? Share this post Link to post Share on other sites
Drumheller 19 Posted October 5, 2013 Hey Farooq I love this mod. It's lightweight and simple to use! I'd like to make a request - can you make it so that with option 2 that anyone with either a medkit OR a first aid kit can revive? Or maybe make it so that the first aid kit on a down unit will stop their timer and "stabilize" them? Share this post Link to post Share on other sites
luckyhendrix 10 Posted October 6, 2013 Love the Scripts Farooq, For me it's the best revive script ! because it does efficiently and simply what it is meant to do : revive action. All others revive scripts adds tons of unneeded stuffs ... Share this post Link to post Share on other sites
legio4777 12 Posted October 7, 2013 +1 It´s fantastic. Also allows to use support modules without loosing them in a dedicated server if you die. Share this post Link to post Share on other sites
KevsNoTrev 44 Posted October 7, 2013 Hey Farooq I love this mod. It's lightweight and simple to use!I'd like to make a request - can you make it so that with option 2 that anyone with either a medkit OR a first aid kit can revive? Or maybe make it so that the first aid kit on a down unit will stop their timer and "stabilize" them? +1 to this - If stabilized then they can only go prone (w/no sprint option) and fire gun but be a little inaccurate until healed by medic with medikit in gear. If medic not healed within a secondary time limit back to the 'death' screen. good job to this point ,works very well. Share this post Link to post Share on other sites
2rgt oberst 14 Posted October 9, 2013 great script! a question .... you can enter the maximum number of lives? es. life = 4. 4 respawn after you die finished. Share this post Link to post Share on other sites
Vigil Vindex 64 Posted October 9, 2013 Will there be some sort of spectator mode added for when people are down? Something like this would be cool - http://forums.bistudio.com/showthread.php?148405-Kegety-s-Spectating-script-1-05-for-Arma-3 Share this post Link to post Share on other sites
zsawyer 1 Posted October 11, 2013 Nice job on this. :) We found a bug: There is a rare chance that you can drag any object instead of the player which you are trying to get to cover. This is probably due to how you use "cursorTarget". [cursorTarget] spawn FAR_Drag; - Instead of cursorTarget you might want to reconsider your usage of "addAction" so you can get "_this select 0" as it is the target of "addAction". - Or at least filter "cursorTarget" for "Man". - Or 3rd alternative cache your first cursorTarget which was found and actions were added based upon that. Funny enough one of us was dragging the model of a whole ruin around. This issue manifested for the "drag" action but probably applies to your other occasions where you use "cursorTarget" as well. Share this post Link to post Share on other sites
Thirster 1 Posted October 14, 2013 for the bleedout timer, "(random 240)+60" should work? would it choose a number once per map or for every death? Share this post Link to post Share on other sites
Taxen0 15 Posted October 17, 2013 I love the simplicity of the script, everything just works =) but how can i detect if a person is unconscious? i want to end the mission if everyone is incapacitated. Share this post Link to post Share on other sites
billw 1 Posted October 17, 2013 Escape from Altis does this, check out how it does it? Share this post Link to post Share on other sites
cuel 25 Posted October 17, 2013 Try this { (_x getVariable ["FAR_isUnconscious",0] == 1) } count ([] call BIS_fnc_listPlayers) == count ([] call BIS_fnc_listPlayers) Share this post Link to post Share on other sites
profcupcake 11 Posted October 20, 2013 (edited) So I modified this a bit. I added a fourth mode (mode 3). It's similar to mode 2, except it will also accept a FAK. However, if a FAK is used to revive, it will be removed from the player's inventory. https://www.dropbox.com/s/3h76ixp0ff7phvh/Farooq%27s%20Revive.rar Edited October 20, 2013 by ProfCupcake I have now tested it and it works, so I removed the disclaimer. Share this post Link to post Share on other sites
lukrop 10 Posted October 20, 2013 (edited) I made some modifications since the player was set captive/and or couldn't take any damage after commiting suicide (via action menu) or bleeding out. diff --git a/FAR_revive/FAR_handleAction.sqf b/../FAR_revive/FAR_handleAction.sqf index f56914c..3f11050 100644 --- a/FAR_revive/FAR_handleAction.sqf +++ b/../FAR_revive/FAR_handleAction.sqf @@ -14,9 +14,6 @@ if (_action == "action_revive") then if (_action == "action_suicide") then { + player enableSimulation true; + player allowDamage true; + player setCaptive false; player setDamage 1; }; diff --git a/FAR_revive/FAR_revive_funcs.sqf b/../FAR_revive/FAR_revive_funcs.sqf index b3ca10b..e632e3e 100644 --- a/FAR_revive/FAR_revive_funcs.sqf +++ b/../FAR_revive/FAR_revive_funcs.sqf @@ -53,58 +53,55 @@ FAR_Player_Unconscious = // Player bled out if (FAR_BleedOut > 0 && {time > _bleedOut}) then { + _unit enableSimulation true; + _unit allowDamage true; + _unit setCaptive false; _unit setDamage 1; _unit setVariable ["FAR_isUnconscious", 0, true]; _unit setVariable ["FAR_isDragged", 0, true]; This is a patch file, lines with "+" are added. Edited October 20, 2013 by lukrop Share this post Link to post Share on other sites
CodeMonkee 10 Posted October 21, 2013 My only issue with the revive script was that I was having issues were the A.I would not recognize the player as a threat after he died... I;m guessing there's a setCaptive being called somewhere? I haven't had a look at the script itself yet though. Share this post Link to post Share on other sites
lukrop 10 Posted October 21, 2013 My only issue with the revive script was that I was having issues were the A.I would not recognize the player as a threat after he died... I;m guessing there's a setCaptive being called somewhere? I haven't had a look at the script itself yet though. Just look at the post above yours, that's the fix. ;) Share this post Link to post Share on other sites
Greenberet40 136 Posted October 21, 2013 Please ¡¡¡ include "lives" in this script is the only we need that this convert the definitive revive script that a lot of comunitys of Arma3 we need at this moment¡¡¡ Thanks a lot¡¡¡ Share this post Link to post Share on other sites
profcupcake 11 Posted October 21, 2013 (edited) *words* Yes, I noticed that as well, and I've put in the fix in my modifications as of late. I'm updating the download link above with this fix. I'm also working on a system whereby you can stabilise someone's bleeding (i.e. stop the countdown) with a FAK, but a Medikit is required to actually revive them. Unfortunately, it hasn't gone too well - the script seems to be failing with no error messages or any indication of anything going wrong (beyond the fact that players just die, instead of going incapacitated). I've proofread it at least 20 times now and honestly can't work out what's wrong. Anyone care to take a look? DL: https://www.dropbox.com/s/n0pvaqhkz324p6b/Farooq%27s%20Revive%20Bleeding%20Edge.rar *more words* As well as the above 'stabilise bleeding' option, this has been requested by my squad too, so I'm having a look at what I can do. I'll fix up the above feature before moving onto that, though. Edited October 21, 2013 by ProfCupcake I'm a perfectionist, okay? Share this post Link to post Share on other sites
Greenberet40 136 Posted October 21, 2013 Yes, I noticed that as well, and I've put in the fix in my modifications as of late. I'm updating the download link above with this fix. I'm also working on a system whereby you can stabilise someone's bleeding (i.e. stop the countdown) with a FAK, but a Medikit is required to actually revive them. Unfortunately, it hasn't gone too well - the script seems to be failing with no error messages or any indication of anything going wrong (beyond the fact that players just die, instead of going incapacitated). I've proofread it at least 20 times now and honestly can't work out what's wrong. Anyone care to take a look? DL: https://www.dropbox.com/s/n0pvaqhkz324p6b/Farooq%27s%20Revive%20Bleeding%20Edge.rar As well as the above 'stabilise bleeding' option, this has been requested by my squad too, so I'm having a look at what I can do. I'll fix up the above feature before moving onto that, though. ?¡?¿????? Share this post Link to post Share on other sites