Uzii 0 Posted July 24, 2007 Ok, thats what I ended up doing. Thanks for this script, our whole clan love it. Share this post Link to post Share on other sites
ck-claw 1 Posted July 24, 2007 Thanks alot Norrin! Just tried the test mission-but revive didnt seem to work? Will have another pop at it when i've had a few cider's! Can't get my head round shit when i'm sober! Edit:- Cider kicking in! lol Uploaded test mission to our server! ,Works a treat! Excellent work matey! Thanks! Share this post Link to post Share on other sites
Uzii 0 Posted July 25, 2007 Ok, I've had some problems: Generally JIP is still bugged. Some people can't be revived, others will instantly respawn where they died after a second. At the start of a mission, its fine, but when we get a few people joining, or someone crashes then rejoins, we get a few problems. A minor bug, but I'm sure it could be easily fixed, if and when you die in the water, you spawn as though you were still in the water, 'swimming' in the ground. You have to be killed then respawn again to fix it. Other than that, its working great. Share this post Link to post Share on other sites
norrin 9 Posted July 25, 2007 Uzii send me your mission and I'll check out the JIP problem as it hasn't come up in testing in the last 4 -5 versions so I assumed it had been solved by the waituntil {player == player} code at the start of the init.sqf. Â The water thing has always been a problem but as no one's ever mentioned it I never did anything about it I guess I will have to now Share this post Link to post Share on other sites
Uzii 0 Posted July 26, 2007 Lol, sorry to be a pain. I've seen it twice now, I know its only minor, but still a bug I'll PM you with details about my mission. Share this post Link to post Share on other sites
norrin 9 Posted July 27, 2007 So a couple of days after "release" there's already updates. I've now revised the revive_player.sqf and added some anti-water code - you can get the revised file from here (ver 1.0b). Just replace the revive_player.sqf in the revive_sqf folder with the one in the zip file. Here's a description of how the anti-water code works. If you die in water that would be above your head when lying down then you respawn conscious. You can then swim to the shore line or board a boat as cargo only. Once you reach the shore you fall unconscious. I've set it up so at no time can you drive or shoot prior to falling unconscious but if you swim in there is a brief transition stage when you can actually stand up and walk around before it recognises you've reached the shore. If you are in the water for too long you will loose your weapons as in the standard game. One final thing I forgot to do in the release post was to thank Foxhound and all at Armaholic for their fantastic support and mirrors for all my scripts. Cheers guys. Ok, I've had some problems: Generally JIP is still bugged. Some people can't be revived, others will instantly respawn where they died after a second. At the start of a mission, its fine, but when we get a few people joining, or someone crashes then rejoins, we get a few problems. A minor bug, but I'm sure it could be easily fixed, if and when you die in the water, you spawn as though you were still in the water, 'swimming' in the ground. You have to be killed then respawn again to fix it. Other than that, its working great. @Uzii, I've found your problem m8 . I'm sorry its taken me so long as it’s a fairly simple problem to fix but I'd had a few too many herbal teas when I spoke to you last night and the old powers of cognition weren't what they normally are. Essentially, you've put the code from my init.sqf file and placed it in your init.sqs and this is fine for 99% of the code except for this line in the sqf file <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">waitUntil{player == player}; which needs to be in a different syntax in a sqs file and it should read <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> @(player == player) I've fixed this and JIP is working now. I've also added the new revive script with anti-water code and you can get a link to your updated mission in the PM I"ve just sent. Share this post Link to post Share on other sites
Uzii 0 Posted July 27, 2007 Great job once again Norrin, thanks a load. Share this post Link to post Share on other sites
mattxr 9 Posted July 27, 2007 thank so much for this norrin i was just about to add it into my mission and id thought since it was a new release id check incase there was any last minute bugs/updates found and of course there was with a link to a fixed version so yey. This will be getting added to my Operation Overlord mission. Big Invasion of South Sara for MP lol. Share this post Link to post Share on other sites
ck-claw 1 Posted July 28, 2007 Working a treat Norrin! even jip(havent d/loaded the latest version though yet)! Quick question? About using 3rd party troops? Is it just a case of changing the:- Can_revive & Can_be_revived in the init.sqf to the new class names? Share this post Link to post Share on other sites
mattxr 9 Posted July 28, 2007 Dont need to i kept all that the same never touched it and As a Officer i was able to heal a AT guy and he was also able to heal me. Share this post Link to post Share on other sites
ck-claw 1 Posted July 28, 2007 Yeah ta Matt! Just realised what my prob was! Our SAS troops urban/tropics/woodland etc etc in their cfg their all still 'soldierwB' so i was looking for a class name that didn't exist! Only prob i have is that we dont have a seperate class so i can use em solely as a 'medic' only revive! Ah well just have to trust that who ever is designated medic will only do the reviving! Share this post Link to post Share on other sites
norrin 9 Posted July 29, 2007 Can you just edit and change the cfg of one of your SAS troops, preferably the medic, to SoldierWMedic? Share this post Link to post Share on other sites
ck-claw 1 Posted July 29, 2007 Hey thanks for the idea Norrin,but i know fook all bout Cfg's? I will have a little mess around with it! If not i'll just get Psych to redo em! Share this post Link to post Share on other sites
mattxr 9 Posted July 29, 2007 Ive found a problem when i was testin on the server with me and a friend ded server i had died and seemed to died for good after some time and it kept coming up Matt has died and got the kill screen for 3 seconds and it let me back to spectator but if a lot of players die it will clog uo the screen keep saying Such and Such has died with the 40 odd players. Share this post Link to post Share on other sites
norrin 9 Posted July 29, 2007 Thanks for the info Matt. Â Are you talking about the hint that appears in the top left hand corner of the screen and says "unit_name is dead" when a player has no revives left and dies for the last time - as I never realised that would be a problem and can remove it very easily? If this is what you're talking about then you can remove line 479 from the revive_player.sqf script that reads <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if (_c == 0) then {hint ""%1 is dead""}; - just delete it. I'm not sure but are you also saying that this message keeps repeating on your friend's screen after you're dead or is it only appearing once? Share this post Link to post Share on other sites
mattxr 9 Posted July 29, 2007 No its not a hint Its a Player Is Killed Message like if i was to TK someone and it would say Player has been killed (TK) or something. But it seems as if my Player once fully dead keeps dieing. I will see if i have a screenshot. Its a Constant One of these every 3 or 5 min or something. Even though im in Spectate mode, also i hadnt been revived once after death and there was 3 revives for each player.. Share this post Link to post Share on other sites
norrin 9 Posted July 29, 2007 Matt I haven't seen that before. Â Once you're completely dead the player's body respawns at the Boot_Hill marker and it should not keep dying - it should remain there out of the action until the player leaves the server. Â I've checked the revive_script and I haven't made the "dead" player friendly to all teams (which I'll change in the next update) so there is a possibility if there is an enemy unit near the Boot_Hill marker that it will keep killing the "dead" player". If its OK, could you send me your mission and a list of any addons you've used to norrins_nook@iprimus.com.au so I can take a closer look at the problem. Â Other than that I'm wondering whether the options you've used in the revive_script are incompatible or there is some other incompatability between the revive and the other scripts you are using. Share this post Link to post Share on other sites
ck-claw 1 Posted July 30, 2007 Hey Norrin ,we're having great fun with the script,many thanks! Now i too have noticed the repeated death message! But i dont use the 'Boot_hill marker' - which prob explains it! As i thought that it would spawn ya on that place and would not be able to go into spectator mode! Share this post Link to post Share on other sites
norrin 9 Posted July 30, 2007 Hey Norrin ,we're having great fun with the script,many thanks!Now i too have noticed the repeated death message! But i dont use the 'Boot_hill marker' - which prob explains it! As i thought that it would spawn ya on that place and would not be able to go into spectator mode! May I direct your attention to point 3 of the implementation notes and I quote: "3. Create a marker on the map called Boot_Hill away from the action on an island for the dead units - San Tomas is a good one." This is necesary as I haven't found a way for the game to stop spawning units when a limit is reached I've just tricked the player into thinking his character is not respawning as the game will go on happily respawning dead players way beyond the revive limit at least until the cows come home or due to global warming we are all fried to crisps. So to trick the other players when a unit dies outright (ie. the revive limit is reached) the alive player is teleported to the Boot_Hill marker where no one can see it. Also as the screen either goes black or the spectator script kicks in its impossible for you to properly control your just teleported avatar. If I didn't set it up this way then, as the game keeps spawning units every time you die, other players would see a friendly soldier standing there being controlled by no-one. I'm not explaining this well at all am I Anyway without the Boot_Hill marker defined, when the player dies permanently he will be teleported most likely to the middle of the ocean some where and this may be causing what you are seeing. Share this post Link to post Share on other sites
mattxr 9 Posted July 30, 2007 Thank you norrin that will what the problem will be, without the marker the players are spawning into the sea and dieing maybe? i will test it out . Share this post Link to post Share on other sites
FriX 0 Posted July 30, 2007 Hi norrin i was just thinking, to add more realism to the script is there any way to make the timer go at random? when a player is hit there is a specific time (lets say 120s) but i want it to be at random one will die after 120s other will die after 60s is there any way to do that? thanks in advance. FriX. Share this post Link to post Share on other sites
norrin 9 Posted July 30, 2007 Shouldn't be a problem FriX. Â I could easily set it up so that you had a minimum time say 60 seconds plus a random amount of extra time from 1-60, 1-120 seconds etc. @Matt - I'm not entirely sure that the Boot_Hill marker is the problem but it would be a nice simple fix if it was Share this post Link to post Share on other sites
norrin 9 Posted August 1, 2007 Update for both AI_disabled and AI _enabled revive scripts Uzii pointed out to me that there was no night vision goggle view for the unconscious_camera and that it was pretty boring staring at black screen in night missions as you waited to be revived and all I could say was oops never thought of that.  So this update allows you to switch the night vision on (N key) and off (M key) when spectating other players while unconscious.  To get this to work down load the zip file from here and copy across the two scripts to your revive_sqf folder. Now that I know how to do this I might set up my unconscious_camera so that you can choose which player you’d like to follow and be able to toggle between them Share this post Link to post Share on other sites
mattxr 9 Posted August 1, 2007 norrin the marker did fix the problem Share this post Link to post Share on other sites
Uzii 0 Posted August 1, 2007 Now that I know how to do this I might set up my unconscious_camera so that you can choose which player you’d like to follow and be able to toggle between them That would be very, very nice. Share this post Link to post Share on other sites