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norrin

SQF revive script

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That would be very, very nice.

Thought you might like that Uzii smile_o.gif I'll start working on it tonight.

@Matt - Whew, I'm glad that fixed it and it wasn't a more fundamental problem with the scripts smile_o.gif

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Using your revive script, will a BLUFOR soldier (preferably with medic only turned on) be able to revive an Independent soldier as long as they are both specified int he list of playable units?

Sorry if this has already been addressed but I didnt see that it was.  Thnx

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Using your revive script, will a BLUFOR soldier (preferably with medic only turned on) be able to revive an Independent soldier as long as they are both specified int he list of playable units?

Sorry if this has already been addressed but I didnt see that it was. Thnx

M8, as its currently set up I don't think it will but I'll look into it further and see if I can find an easy fix.

EDIT: Ah its easier to set up than I first thought, I'll get a revised version of the script posted as soon as I can. smile_o.gif

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AI_enabled revive update

You can get an updated version of the AI_enabled revive script from here(020807)

This new version of the AI_enabled script contains the night vision option (N-on, M-off), as well as a new follow unconscious_cam that allows you the choice of either focusing on the unconscious player or toggling between the various other friendly units within a 100 metre radius using the A and D-keys.

The heal option for players that is currently available in the AI_disabled scripts has also been implemented in the new version.  As Sc@tterbrain suggested you can now also specify two sides that will revive each other (see the test mission for an example of this).

Make sure you check out the implementation notes and init script readme for more details.

As well as this there are a couple of fixes so that the AI will now (as far as I can tell) revive when they are sent to a body, but as well as this I’ve also included a new option (ie. goto_revive = 1) that you can toggle in the init.sqf that makes the closest AI unit run to a downed playable AI unit or player and revive it if its within 50 metres.  This option is good for when you are playing multiplayer missions by yourself (or with a small number of friends) and I’ve gotta admit I’ve been having great fun using this option and the XAM1.3 mod on a slightly modified version of mrbean1112’s Dead At Dawn Mission (gotta love them zombies smile_o.gif).  

Bugs:  Only one I've seen so far is that it sometimes takes a couple of revive attempts to revive playable AI.

EDIT:

AI_disabled revive update (020807)

Here's the updated version of the AI_disabled revive script with the new camera (switch between players and night vision), anti-water code and the ability to set two friendly teams that can revive each others' players.  As above check the notes in the zip file for more info on implementation and options.

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With reviving...

When you're hit, lets say...An RPG hits a vehicle in your video; the damage giving to the vic's around the HMMMV are minimal, although 'kills' them...That is the only time it is possible to revive? Is this correct? Is there a damage chart, depending on the type of hit or damage given that the revival can actually happen?

Another example; a mortar attack. If a heavy mortar attack happens, and you're in the middle of it, (your body would definitely be gone..) and your carcass is still there, will the medic be able to revive?

Cool script; just curious as to how it works.

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At the moment it doesn't matter what kills you, you will be able to be revived. I have to say, I prefer it that way, but I can see where your coming from.

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With reviving...

When you're hit, lets say...An RPG hits a vehicle in your video; the damage giving to the vic's around the HMMMV are minimal, although 'kills' them...That is the only time it is possible to revive? Is this correct? Is there a damage chart, depending on the type of hit or damage given that the revival can actually happen?

Another example; a mortar attack. If a heavy mortar attack happens, and you're in the middle of it, (your body would definitely be gone..) and your carcass is still there, will the medic be able to revive?

Cool script; just curious as to how it works.

Yep Uzii's right.  I've been thinking about this though and I could set it up as an option so that if you received a certain amount of damage in one hit (eg. greater than 1 if this is possible) or where they are hit (eg head) then you'd either have to respawn at base without revive or be dead out right.

If anybody's reading this though I need some help as to what info is given by the selectionName paramater that is passed by the "dammaged" eventhandler.  Anyway I need to play round with the eventhandlers a bit more a see if this is possible.

Other than this I'm working on the unconcious camera, its never going to be kegetys script, but I am trying to add some extra functionality.

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sorry for my ignorance guys....but can this script be used in existing missions or the mission maker has to include that script when making the mission?

The reviving option although not realistic...it does add to the gameplay for some people....however, just a suggestion norrin and not so sure how easy is to me made: if a player dies a medic can revive him only if he has close by a vehicle ambulance...or if he carries him on a vehicle ambulance and takes him to the nearest medic tent...?

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sorry for my ignorance guys....but can this script be used in existing missions or the mission maker has to include that script when making the mission?

It's pretty easy to modify existing mission to use the revive script as it should only take a couple of minutes to copy across the relevant files and tweak the respawn settings in the description.ext file. It will take a little longer to work out what revive script options you want to use but once that's done any future missions you want to mod should be a breeze.  

As far as I can tell the scripts work well with addons and with many other scripts currently doing the rounds. The only problem we've come across so far is sometimes you need to place the init.sqf code for the other scripts before the revive init code (Kiljoy's weather script for instance).

The reviving option although not realistic...it does add to the gameplay for some people....however, just a suggestion norrin and not so sure how easy is to me made: if a player dies a medic can revive him only if he has close by a vehicle ambulance...or if he carries him on a vehicle ambulance and takes him to the nearest medic tent...?

Something similar has been suggested in the past but without creating new animations for one player dragging another or carrying a player to an ambulance I'm not sure how well it would work in game.  I'm also not that sure how you'd implement this in game using code and the current game physics but if I think of one I'll certainly give it a go.  All I need then is to learn how to create animations (something on my to do list), so we are some way away at this point.  One thing you can do with the current AI_disabled revive script is set it up so that only medics can revive.

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One idea here norrin - disableUserInput when someone dies, and enable it again after the soldier respawns.

I got one of those pesky null errors when a player left just after dying  banghead.gif

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One idea here norrin - disableUserInput when someone dies, and enable it again after the soldier respawns.

I got one of those pesky null errors when a player left just after dying banghead.gif

Yeah Hulk I 've thought about this but I've always been scared off by what it says in the Biki

! It's higly recommended to not use this command in any case!

Anyway I'll give it a try now and see what happens.

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Norrin,

Thank you for adding that extended revive ability!

Thanks again for your SQF revive scripts, and the great ease of use they have with the included directions. A real bonus for a novice like me.

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One wish from my side is in all discussions not only here.

Please stop discussions about what is realistic and what not.

Because NOTHING is realistic in any game because a game is a game...

In most cases discussions the question about "can we make an additional feature with function x" would be easyer for all and not wasting time about what is more real: version x or y .

MCPXXL

Back on topic

@norrin

Since you change the whole function with the dead body we have often dying soldiers while waiting.

"secondary explosions of vehicles as sample"

Is there no chance to get the old version back ?

I uses some additional outputs for my old "action hud" and will see to send you a PM with some variables to get placed in your code if it is not an "impossible mission" tounge2.gif

So i do not have to change everytime your new code

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One idea here norrin - disableUserInput when someone dies, and enable it again after the soldier respawns.

I got one of those pesky null errors when a player left just after dying  banghead.gif

Yeah Hulk I 've thought about this but I've always been scared off by what it says in the Biki

! It's higly recommended to not use this command in any case!

Anyway I'll give it a try now and see what happens.

I saw that too, but figured that it would be ok as long as you use it carefully wink_o.gif

Your script may be a tricky case, as we really don't have an overview of what statements execute on which clients, but using <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if ( (!isServer) && (local _whateverTheBodyWasCalledAgain) )[...]

should be safe enough - hopefully.

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@norrin

Since you change the whole function with the dead body we have often dying soldiers while waiting.

"secondary explosions of vehicles as sample"

Is there no chance to get the old version back ?

I uses some additional outputs for my old "action hud" and will see to send you a PM with some variables to get placed in your code if it is not an "impossible mission"  tounge2.gif

So i do not have to change everytime your new code

Hi MCPXXL,

I have to admit I'm a little confused by what you are saying but do you want the invincibility toggled back on unconscious players?  

If this is so I'm happy to re-add it but I'll make it optional so that if mission makers are using scripts with a lot of other killed and damaged eventhandlers they can toggle it off to minimise the risk of conflicts between scripts.

If there are other features you want just let me know and I'll be happy to add them as well if I can  smile_o.gif

I saw that too, but figured that it would be ok as long as you use it carefully

M8, you'll be glad to know that using code similar to what you suggested the disableUserInput command seems to be working well - I just hope it fixes this problem.

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As far as I can tell the scripts work well with addons and with many other scripts currently doing the rounds. The only problem we've come across so far is sometimes you need to place the init.sqf code for the other scripts before the revive init code (Kiljoy's weather script for instance).

Hi Norrin,

Tested moving Script to top of init.sqf in existing map and now weather addon works fine.

Thanks for all the help!

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Norrin, the latest version haven't given me any problems except for a null error or two (probably related to players disconnecting, but I've also seen an 'error zero divisor' message while spectating a player that leaves the spectating radius).

So now that things are relatively bug free, how is the progress with adding some of the features from the ai disabled script (in particular the 'bleeding to death' feature) going?

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@You’re a hard man to please Hulk tounge2.gifsmile_o.gif To be honest I haven’t been working on it as I don’t have fond memories of the problems we had with the earlier versions of the AI_enabled script and players spawning in the ocean.  I’ve learnt a bit since then so I’ll start working on it but I can’t promise it will be any better than the earlier AI_enabled versions with the revive counter.

Despite this I’ve got updates for both the AI_enabled and AI_disabled scripts which you down load from here:

AI_enabled and AI_disabled

Changes

Both scripts add:

1. the disableUserInput code to prevent players from disconnecting while the respawn timer is counting down.

2. the option of making the playable units invincible. If you are new to scripting only implement this option if you are not using other scripts that use the hit or dammaged addEventHandlers.  If you are an experienced scripter you can still use unconscious_invincibility but you will need to change the index in the removeEventHandler code of the revive_player.sqf.  (Be warned it appears multiple times in this file in both versions of the revive script)

3. Finally there’s a new look to the unconscious follow cam (its looking more like Kegetys script now but its still no where near as powerful).  There's some drop down menus for selecting who you want to follow as well as the key options and couple of extra camera views that are pretty much superfluous but may give you something to play with.

As always check the notes (txt and doc) in the zip file for more info on how to use the scripts.

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Aye, that was troublesome times indeed tounge2.gif

I can give it some thought, maybe you won't have to bang your head over this again (but probably you will tounge2.gif).

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@Norrin,

Does your revive script have this problem too?:

When players are revived (in this case) can they still make "prisioners" join their group?

The rescued prisioners do join groups using this trigger and command when players don't use revive:

trigger

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">(p1 distance pow1<=3) or (p2 distance pow1<=3) or (p3 distance pow1<=3)

Script

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">x_rescuer = ( _this select 1 );

publicVariable "x_rescuer";

[pow1] joinsilent group x_rescuer;

x_rescuer sideChat "WE HAVE THE FIRST PRISIONER. OUT.";

pow1 removeAction 0;

but stop working when they get "unconsciente"

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@Norrin,

Does your revive script have this problem too?:

When players are revived (in this case) can they still make "prisioners" join their group?

but stop working when they get "unconsciente"

Hiya bravo smile_o.gif. I've never tried m8, but I saw your post about this in another thread and wondered whether you'd be better to activate the script via an action rather than a trigger ie. when the players are within a certain distance of the prisoners the action appears and they can be told to join the players group.  If you wanted to do this I've got a script we could possibly convert without too much trouble (my heal script which is now part of the revive) that would re-add the action after the players respawned or were revived and hopefully allow you to make the prisoners join your group.

@Norrin,

But in one mission I'll get a strange error message ... I never changed anything in this file.

Click me, I'm a picture of an error message

Can you help me please?

Haven't seen an error like that for some time Legislator are you using the latest version?  If you are there's possibly a problem with how you've got the init.sqf configured, a conflict with another script you're using or even a problem with an addon.  The easiest way for me to work out what's going wrong would be to send me your mission and links to any addons to norrin@iprimus.com.au and I'll look at it as soon as I can (hopefully in the next 24 hours). smile_o.gif

PS: Hulk just to let you know I have made some progress with your request for a revive timer, dare I say it but do you want the number of revives implemented in the AI_enabled script as well?

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@Norrin,

Does your revive script have this problem too?:

When players are revived (in this case) can they still make "prisioners" join their group?

but stop working when they get "unconsciente"

Hiya bravo smile_o.gif. I've never tried m8, but I saw your post about this in another thread and wondered whether you'd be better to activate the script via an action rather than a trigger ie. when the players are within a certain distance of the prisoners the action appears and they can be told to join the players group. If you wanted to do this I've got a script we could possibly convert without too much trouble (my heal script which is now part of the revive) that would re-add the action after the players respawned or were revived and hopefully allow you to make the prisoners join your group.

Norrin, if you please be so kind i would apreciate. Any help is welcome. smile_o.gif

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Quote[/b] ]PS: Hulk just to let you know I have made some progress with your request for a revive timer, dare I say it but do you want the number of revives implemented in the AI_enabled script as well?

Nice to hear mate. As for revive limitation, don't stress it - my mission is hard enough as it is wink_o.gif

Others may be interested though.

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