dupa1 8 Posted December 4 I like the built in revive system, but: 1. When player is incapacitated, is it possible to prevent the AI from taking command and bossing around giving ridiculous orders? (I had this issue with all the revive scripts I tried). 2. Is it possible to give points for reviving players? Share this post Link to post Share on other sites
pierremgi 4905 Posted December 5 On 12/4/2024 at 9:21 AM, dupa1 said: I like the built in revive system, but: 1. When player is incapacitated, is it possible to prevent the AI from taking command and bossing around giving ridiculous orders? (I had this issue with all the revive scripts I tried). 2. Is it possible to give points for reviving players? 1. Totally agree... old topic and BI didn't improve anything for that. 2. Yes, probably. What do you mean by "point" score? rating? Use the respawn EH : EntityRespawned or script something if you have your own reviving system. Share this post Link to post Share on other sites
dupa1 8 Posted December 5 2. I mean execute my code when a player is being revived. Of course to add score I would need to know who did the revive. Edit: I want to add score. Edit2: "EntityRespawned" gets called when a player gets revived? Share this post Link to post Share on other sites
pierremgi 4905 Posted December 5 1 hour ago, dupa1 said: 2. I mean execute my code when a player is being revived. Of course to add score I would need to know who did the revive. Edit: I want to add score. Edit2: "EntityRespawned" gets called when a player gets revived? No, entity respawned EH works for killed and respawned units only. If you mean revive by healing, try something like: player addEventHandler ["AnimStateChanged", { params ["_unit", "_anim"]; if ("unconsciousout" in _anim) then { [_unit,-1000] remoteExec ["addScore",2]; }; }]; Share this post Link to post Share on other sites
dupa1 8 Posted December 6 I get the idea. Thanks for the help. Share this post Link to post Share on other sites