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Revive + Damage multiplier?

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Hi, Im having a problem using the standard BIS revive system when combined with a damage multiplier script I have. The vanilla revive system works flawlessly when the damage multiplier script is not in use however the player is always instantanously killed when the damage multiplier script is executed. Any help would be appreciated to make it work.

 

This is what the script looks like

[]spawn {
while {true} do {
{
if (_x getVariable["exempt",true]) then {
_x addEventHandler["HandleDamage",{(_this select 2)*4}];
_x setVariable["exempt",false];
};
} forEach allUnits;
sleep 5;
};
};

 

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37 minutes ago, Lucullus said:

It didnt sorry.

 

I tried adding the waitUntil{ !isNil { _unit getVariable "bis_revive_ehDamage" } }; to my script but it only disabled the damage multiplier all together, the whole thread is filled with a bunch of different types of script and make it seem more complicated than it really is but idk

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Have you read it?

There is everything you need for a HandleDamageEH.

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11 minutes ago, Lucullus said:

Have you read it?

There is everything you need for a HandleDamageEH.

Ok then why dont you just tell me what I need to write then? I tried the scripts and I only get errors or failures

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I want to push you in the right direction, but do not write your scripts.

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And just as I thought, everything was overcomplicated in the link you provided with a bunch of scripts that had nothing to do with anything I wanted, all I had to do was add this in the event handler.


(_this select 0) call BIS_fnc_reviveEhHandleDamage;

 

And problem solved.

 

You shouldnt even bother to answer a thread if you refuse to help tbh

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Read the last post from MisterPete and there you find "_this call BIS_fnc_reviveEhHandleDamage";

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