r.flagg 11 Posted April 28, 2014 But above all those they are minor issues to me. In an MP game when I respawn I lose command of my AI squad and even with leader group this in my init and my rank set much higher than all my AI troops crossroads still refuses to give me back command. If I could just have command back I'd be a happy camper with this script. I also tried setting a radio trigger to make me leader anytime by scripting it into the radio onactivation field. That didnt work. Hi. Just curious if you'd made any further discoveries about this, as I've recently ran into it myself. Was gonna try and investigate further, but first wanted to ask if you had any further info that might help me and/or save time. Share this post Link to post Share on other sites
Persian MO 82 Posted April 28, 2014 (edited) Set respawn type to group/4 Hey, tanx, work fine now. - The script won't work for JIP players.They don't have revive menu and can't see injured man icon. - its possible to add something to prevent dead players about reassign roles from lobby again? Edited April 28, 2014 by Persian MO Share this post Link to post Share on other sites
Psychobastard 136 Posted April 29, 2014 - The script won't work for JIP players.. Had nothing to do with the script... Make a delay before the player run the init. waitUntil {!isNull player}; Share this post Link to post Share on other sites
solentis 10 Posted May 3, 2014 Is there a way to make uncouncious player move only her head and not the whole body? Share this post Link to post Share on other sites
Eudiphon 10 Posted May 7, 2014 (edited) Edit: posted in wrong forum my bad. Edited May 7, 2014 by Eudiphon Wrong Post Location Share this post Link to post Share on other sites
GrKl30 10 Posted May 8, 2014 (edited) Hello Psycho, First of all, thanks for this awsome script, it seems to be the only one arround I found giving the ability to use the respawn menu from ARMA and create new respawn via script. I also experience some bugs: sometimes the random GOD mode bug, sometimes not beeing able to revive a guy that is down and has the countdown If sending you a copy of my (in development) mission, I can send it to you. also, the log is showing an error on the start of the mission on your init.sqf: {[_x] call compile preprocessFile (TCB_AIS> Error position: <_x] call compile preprocessFile (TCB_AIS> Error Undefined variable in expression: _x File mpmissions\__cur_mp.Altis\init.sqf, line 17 Error in expression <(TCB_AIS_PATH+"init_ais.sqf")} forEach [p1,p2,p3,p4,p5]; > Error position: <p1,p2,p3,p4,p5]; > Error Undefined variable in expression: p1 File mpmissions\__cur_mp.Altis\init.sqf, line 17 If I can help in any way, feel free to ask Bests, Garlik / GrKl30 EDIT: actually, seeing AI oppfor reaction on a friend currently beeing in this godmode: AI not attacking him untill he fires at them so I wonder if the problem could simply be that after having respawned (or beeing revived?) the game still think he is in this 'half dead' status (the one you have while waiting for revive) dont know if this could point in the correct direction... nore if I made this clear :( SECOND EDIT: ok, actually, after some other tests, it seems JIP players have godmode friend was not JIP, not godmode, disconnected, reconnected (so is now becoming JIP) and is now god hope this can help Edited May 9, 2014 by GrKl30 Share this post Link to post Share on other sites
Psychobastard 136 Posted May 9, 2014 Hi, to your .rpt error: you have to make sure the unit in the array exist. Otherwise the unit is null like the variable too. To your JIP problem: make sure to give a delay for JIP's. A JIP player is everytime Null until he exist on the map. The solution you can found in post #253. Did you play with Zeus or a normal Coop Gameplay? Status: at the moment my new version works in some tests well. But if i use Zeus there are mamy problems i cant point out atm. regards Share this post Link to post Share on other sites
GrKl30 10 Posted May 9, 2014 Ok, thanks applied the two solutions you proposed. Will do some more tests later with friend. About Zeus, yes, currently Zeus possibility is there, more for testing purpose on the mission then for real use of Zeus. Even if no one is playing Zeus I sometimes had these issues for God Share this post Link to post Share on other sites
Belbo 462 Posted May 9, 2014 -Psycho-;2686329']Status: at the moment my new version works in some tests well. But if i use Zeus there are mamy problems i cant point out atm. I noticed that at the GeCo this week. ;) Thanks again for your work as Zeus that evening, I highly appreciate that (and know of the headaches this can cause after an hour of keeping more than 10 people entertained, let alone more than 50. :D) But the problems that occured, were indeed kind of strange: The problems don't seem to be occuring just because the GM-modules are placed on the map, as that did not lead to any problems for me like that before (see below). It seems to be at least to some extend to be a correlation between the amount of players and the GM modules. As I've seen the error messages that evening, it seemed to have been a problem of one variable of AIS not being defined after the first respawn. But unfortunately I haven't noted which one it was. As I stated before, I haven't had the same problem, but that was only true for the time before the 1.18 update. Ever since I've had the same error message pop up when playing a mission with AIS, Zeus and at least one other player on a dedicated server after first respawn (not every time though). I suppose (and that's only a loose assumption) it may have something to do with the changes to the respawn-system for Zeus rolled out by the 1.18 update, either the group-respawn-functions or the MenuPosition-fix... I don't know, but I hope, these problems with your (awesome) script can somehow be resolved. :) Share this post Link to post Share on other sites
Azza FHI 50 Posted May 10, 2014 I didn't used to get any errors with this mod, but now just like the above post I get an error (not all the time, it seems random) when trying to revive someone. from memory the error is undefined variable _unit, line 54 or 56 or somewhere there. it is hard to reproduce as it doesn't happen every time, but the script it was referring to was something to do with bleeding (bloodeffect.sqf maybe?) also 1 of our guys dissapeard during a revive, only happened once. other than this it has been working great so far! thanks Share this post Link to post Share on other sites
Psychobastard 136 Posted May 10, 2014 Yes, i know. You talk about this: Error in expression <ng set [_forEachIndex, -1]; }; } else { _unit setVariable ["PulseTime", -1]; de> Error position: <_unit setVariable ["PulseTime", -1]; de> Error Nicht definierte Variable in Ausdruck: _unit File mpmissions\__CUR_MP.Altis\ais_injury\func\fn_bloodEffect.sqf, line 59 But unfortunately this is not the reason for some other strange bugs. I recognized that sometime a player switch to civilian side if he fall in agony without dieing and i dont know the reason. The player switch to civilian side and is Null. In that case he leave the scripts. I know the problem but i dont know how it occours. :confused: Maybee i rewrite the hole system... regards Share this post Link to post Share on other sites
Belbo 462 Posted May 10, 2014 -Psycho-;2687026']But unfortunately this is not the reason for some other strange bugs. I recognized that sometime a player switch to civilian side if he fall in agony without dieing and i dont know the reason. The player switch to civilian side and is Null. In that case he leave the scripts. I know the problem but i dont know how it occours. :confused:Maybee i rewrite the hole system... regards Doesn't setCaptive simply do that? As Zeus you can often see, depending on the revive system, that players switch to civilian side as soon as they're wounded (Farooq's Revive does it depending on the settings, BTC-Revive does it as well), if the revive script contains a setCaptive command. But usually that shouldn't lead to a problem as such. If the player actually 'drops out of the system' and suddenly isNull, that's something different and rather strange. Hopefully it's just some if-check that's being performed that's causing the problem, so you don't have to redo everything from the ground up. :) Good luck though! :) Share this post Link to post Share on other sites
Azza FHI 50 Posted May 10, 2014 I have noticed when everything is working normal, that AI still try to engage u even in revive mode. this indicates he is not (intentionally) using setcaptive. Share this post Link to post Share on other sites
hedgehog1983 14 Posted May 12, 2014 A quick bug report: I think I found a way to reproduce the god mode. I guess only mentionable setting is "only medics can revive". Hosting the game myself. Revive a downed soldier and then after that is over, nothing can kill... Everything hurts me until I am slow walking bloody mess, but nothing brings me down to unconscious state. Tested a couple of times with different players. Love the script. Share this post Link to post Share on other sites
Mr-Pink 10 Posted May 13, 2014 Another great release, well tested and kept up to date. Great stuff psyco! Share this post Link to post Share on other sites
Azza FHI 50 Posted May 14, 2014 anyone having issues with downed units going invisible when u try to revive them? I tell them to start moving again and then I can see them, but I go to revive and the same thing happens. I am using the "only medics can revive" option. only happens sometimes, but when it does happen it doesn't go away after i am running -showscripterrors but no error shows. Share this post Link to post Share on other sites
jcae2798 132 Posted May 15, 2014 Hey Psycho, I found a funny bug that is annoying. When your script is active, whenever you get near a camp fire, you get hurt and go down. This is creating problems for me when playing missions where you start near a fire place or if you try and put the fire out. I tried it without your scripts and the default action is you only get hurt when you're right on top of the fire. Do you think this is fixable? My settings: tcb_ais_realistic_mode = true; tcb_ais_rambofactor = 3; Thanks! Share this post Link to post Share on other sites
phronk 898 Posted May 18, 2014 In the "ais_injury\func\fn_drag.sqf" file there's a line that sets the injured person's direction to 180; this makes the injured person face the person dragging him, which looks wrong due to the animation. Changing the value from 180 to 0 should fix that. Share this post Link to post Share on other sites
Psychobastard 136 Posted May 18, 2014 if it were that simple. Direction depend on localization. :p Atm the hole system is being revised. Share this post Link to post Share on other sites
phronk 898 Posted May 19, 2014 Yeah I just tried it on a dedi and it didn't really work out like I thought it would lol Looking forward to the next update ;) Share this post Link to post Share on other sites
Vigil Vindex 64 Posted May 20, 2014 Thanks for the updates! Loving this wounding system. Would it be possible to expose a few more user configurable variables for things like the time it takes to do a revive action, and the effectiveness of a revive? To add a bit more variability. Share this post Link to post Share on other sites
Azza FHI 50 Posted May 21, 2014 I was just wondering, would it be possible for the mod to save the player state if they disconnect? Currently ppl can disconnect when in revive mode and load back in and not be in revive mode. Share this post Link to post Share on other sites
3lockad3 11 Posted May 24, 2014 (edited) Any reason the guys still bleed profusely after they have been patched up ? Doesn't happen all the time, but sometimes we have to down a guy to re-heal him so he stops bleeding. This is going to get added to my template if I can get this to work the way I want. Nice work! ------------------------------------------------------------------------------------------------------------------ After some testing I think I really like this,, been waiting fro this for a long long time! Thank you for the revive mate! Edited May 24, 2014 by 3lockad3 Share this post Link to post Share on other sites
msportdan 10 Posted May 27, 2014 Is this SP campaign friendly? Share this post Link to post Share on other sites
3lockad3 11 Posted May 27, 2014 Is this SP campaign friendly? It does support sp. Share this post Link to post Share on other sites