rekster 0 Posted January 20, 2005 I have been trying to use this script with mulitple units, but I have only been able to get it to work with one type of unit. Example: soldierType = "SUCHrifledes" (Put in the init.sqs) If I add other soldier types, it fails. I know I am doing something wrong. This is what I put in the init.sqs soldierType = "SUCHrifledes","SUCHusmcsmawdes","SUCHpatrol_des" Can someone tell me what I am doing wrong? Share this post Link to post Share on other sites
Junker 0 Posted January 21, 2005 Quote[/b] ]soldierType = "SUCHrifledes","SUCHusmcsmawdes","SUCHpatrol_des" not sure but i think u need to do it like this. soldierType = ["SUCHrifledes","SUCHusmcsmawdes","SUCHpatrol_des"] Share this post Link to post Share on other sites
rekster 0 Posted January 21, 2005 I tried orignally with [ ] but get script error during game, and reviveing will still not work correctly. Share this post Link to post Share on other sites
Hit_Sqd_Ack 0 Posted January 26, 2005 Go and look at the "init" file in my template pack. It seems to work fine for any unit I have used it on, I've never had a problem with it. *You may want to make sure that you have your respawns turned all the way up, I know when I first downloaded it hey had it set really low to 1 respawn per guy or something like that, I think I changed it to 1000 or something to make it unlimited.* - Ack template pack Share this post Link to post Share on other sites
rekster 0 Posted January 26, 2005 Hit_Sqd_Ack. I looked at your templates. I saw Doolittles spawn manager script, but not the revive respawn script. The revive respawn script, is when one of your teammates die, and a "blanket" is laid over them. You have to run over and "revive" them. This adds a new twist to respawn If one over your templates does have the revive respawn, then I guess I just missed. I will loook again. Thanks for you help Share this post Link to post Share on other sites
[aps]gnat 28 Posted January 27, 2005 Rekster, Been a few upgrades floating around ......... try PRiME's re-hash .... lots of nice extra features. Most recent version HERE . I'm currently adding "anti-water" to it, will post update once tested. Any trouble implementing any version, give me a yell, I've installed in many missions. . Share this post Link to post Share on other sites
benu 1 Posted January 27, 2005 There is a nice revive script from JoergF from Mapfact which works quite well. I think the only problem is that you can't be revived when you are dying inside a vehicle. Maybe you should give that one a try. Share this post Link to post Share on other sites
Phleep 0 Posted January 27, 2005 There is a nice revive script from JoergF from Mapfact which works quite well. I think the only problem is that you can't be revived when you are dying inside a vehicle. Maybe you should give that one a try. Prime's version doesn't suffer the vehicle death problem. Just last night five of us got RPGed in a M113 and our bodies were scattered freely around it awaiting the revive. Couple of upgrades I can think of are possibly class restricted revives, maybe having the option of needing 2 team members to revive you, incrementally longer revive times for each additional revive to discourage wasteful deaths. Share this post Link to post Share on other sites
Geriec 1 Posted January 27, 2005 i also had a problem with it, but thanks to gen barron i figured it out. All u need to do basically is to edit one line in the respawn.sqs and add a few in ur init.sqs files 1st step; In ur respawn.sqs look for this line: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_soldier = nearestObject [_body, soldierType] then, replace it with this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_soldier = [_body, soldierType] call nearestobj 2nd step: download this .sqf and put it in ur missions folder nearestobj.sqf 3rd step: Go to ur init.sqs file and add this (where classname is the classname of the unit/s u would want to use, u can use as much as needed): <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">soldierType = ["Classname","Classname"] There you go, other than that u should leave everything else as it is. Share this post Link to post Share on other sites
Hit_Sqd_Ack 0 Posted January 27, 2005 Your right I used JorgeF's Revive for it not Doolittles, I used Doolittles Spawn thingy in the template, my bad. - Ack P.S. - The only reason I don't like the JorgeF's one is because if you use it you cannot add markers to the men because it has to place a marker once they are killed. So if you add in GPS via moveable markers like I do it'll get all screwed up. But I do agree JorgeF's is much better, and more reliable. Share this post Link to post Share on other sites
rekster 0 Posted January 27, 2005 Thanks all for the help. I will definately give this a try this weekend, when I get some time to work on the mission. Share this post Link to post Share on other sites
[aps]gnat 28 Posted January 28, 2005 But I do agree JorgeF's is much better, and more reliable. So you've tried PRiME's !? It's never missed a beat for me. Plus its got nice little features like AI in your team will attempt to get to you and revive you (Great for play-testing my MP missions as I develop them ) Share this post Link to post Share on other sites