snkman 351 Posted January 27, 2007 Hi all, i just wanna to ask, is there a way to make a Revive Respawn work with "JIP" ? I have a mission, where i use the REVIVE RESPAWN but after the Mission is started no other Player's can join... Is this correct or did i do something wrong? Share this post Link to post Share on other sites
Cam51 0 Posted January 27, 2007 i think one of the little tricks to get scripts like that to work is to leave the AI enabled. Not sure if there is more to it. Share this post Link to post Share on other sites
[aps]gnat 28 Posted January 28, 2007 Don't have a Ded. Server to test on ...... Hailo converted our version; http://forums.ogn.com.au/showthread.php?t=45782 He also posted a version (same version?) on the OFPEC Server Forum ..... but thats down at the moment. Pretty sure this is the beta version he posted in the OFPEC Forums; http://members.iinet.net.au/~nrspen....ara.pbo Give it a whirl ..... maybe JIP works .... can't remember what he said about JIP. Share this post Link to post Share on other sites
KaRRiLLioN 0 Posted January 28, 2007 I've got 3 missions that I added my edited version of Doolittles scripts and they seem to work fine. I adjusted the scripts to automatically create a list of class types for revival, but since there's JIP, you need to make sure you leave on one of each type of unit. Otherwise, people can join just fine. The only issues I run into tend to be related to other things in the mission, i.e. if the AI was turned off but it originally starts in a chopper over water, when a person JIP's into that unit, they may be in the chopper somewhere or swimming in the ocean. Fun stuff. Share this post Link to post Share on other sites
strango 5 Posted January 28, 2007 if the AI was turned off but it originally starts in a chopper over water, when a person JIP's into that unit, they may be in the chopper somewhere or swimming in the ocean. I've been trying to work around this. The best I've come up with so far is to have a script run at the start for a player and check the status of the time variable. If it's say greater than 60 then you know it's more than a minute into the game and you should do a setpos on the player to some specific area that works for that mission. If it's less than 60 then they either weren't JIP or just barely missed the start and can still be put in their intended position. Share this post Link to post Share on other sites
snkman 351 Posted January 28, 2007 @[APS]Gnat I have already still tested your convertet Script on a Dedi but it doesn't work's with "JIP" when i'm in the mission Players connect to the Server but after 1 - 2 min. the leave. I think becouse they don't come into the mission... @KaRRiLLioN You are talking about the Script used in Maria V2 right? I did not tested it so far cuz the AI do not Heal Humen Players as good as the AI's in PRiME's Revive Script. Maybee this is a reason why PRiME's Revive did not work with "JIP" I have no clue... I will give it a try tomorrow. Share this post Link to post Share on other sites
KaRRiLLioN 0 Posted January 29, 2007 I'm not familiar with the mechanics of Prime's script, but the AI seem to rescue fallen comrades fairly well in the revive scripts I use. Â Since it's meant to be a player coop, however, it's not focused on AI so much. Also, all you need to handle JIP stuff is to use the onPlayerConnected eventhandler and have it exec a script that publicvariables the current global vars from the server. Â Then if "missionstarted" is true, just have the player setPos'd somewhere. Share this post Link to post Share on other sites