svarun 16 Posted February 26, 2016 How can I limit the number of revives that a player can have? I am using the regular Arma's End Game revive sytem. Share this post Link to post Share on other sites
TheBigOne_014 16 Posted October 3, 2016 Same doubt here!Anyone!? Share this post Link to post Share on other sites
R3vo 2654 Posted October 4, 2016 I don't think that's possible yet, but feel free to suggest it here, so the devs become aware of it. Share this post Link to post Share on other sites
Tajin 349 Posted October 4, 2016 You can only somewhat limit it by enabling this setting: ReviveRequiredItemsFakConsumed = 1; That way you can only revive as long as you have FAKs available. You'll just have to limit the availability of those (remove them from vehicles and enemies). Share this post Link to post Share on other sites
Devastator_cm 434 Posted October 4, 2016 Ticket system is not working? I remember I saw a vanilla module for that Share this post Link to post Share on other sites
Tajin 349 Posted October 4, 2016 Tickets are only for the respawn template afaik, not for the revive system. Share this post Link to post Share on other sites
Devastator_cm 434 Posted October 4, 2016 hmmACE3 was providing such revive limit mechanism maybe? Share this post Link to post Share on other sites
Larrow 2821 Posted October 4, 2016 Some thing like... //initPlayerLocal.sqf #include "\a3\functions_f_mp_mark\Revive\defines.hpp" #define ALLOWED_REVIVIES 2 player addEventHandler [ "HandleDamage", { params[ "_unit", "_selectionName" ]; if ( _selectionName == "" ) then { diag_log str _this; _state = GET_STATE( player ); _h = _state spawn { params[ "_currentState" ]; //Wait frame for BI EHs to establish state waitUntil{ true }; diag_log format[ "Prev = %1", GET_STATE_STR( _currentState ) ]; diag_log format[ "New = %1", GET_STATE_STR( GET_STATE( player ) ) ]; //Are we are unconscious and were not already unconscious if ( IS_DISABLED( player ) && !( _currentState isEqualTo STATE_INCAPACITATED ) ) then { _revivesLeft = player getVariable[ "allowedRevives", ALLOWED_REVIVIES ]; if ( _revivesLeft > 0 ) then { //Wait until we are not unconscious waitUntil{ !IS_DISABLED( player ) }; //If we were revived if ( GET_STATE( player ) isEqualTo STATE_REVIVED ) then { //Decrease our allowed revivies player setVariable [ "allowedRevives", _revivesLeft - 1 ]; }; }else{ //Kill the player player setDamage 1; }; }; diag_log format[ "Done - remaining = %1", player getVariable[ "allowedRevives", ALLOWED_REVIVIES ] ]; }; }; }]; May need to fineness and you will need to handle respawns for how ever you have it set up. 1 Share this post Link to post Share on other sites