norrin 9 Posted August 21, 2007 It's working very good now, norrin  Thanks! May I ask a wish for future updates?  I'd like to have a First-Person-View in the spectating view just like in Kegetys's spectating script. It's always useful to observate the own team mates while you're waiting for rescue. What about filters to disable the AI within the spectating script? I know these aren't the core functions of your script but from my point of view your script has become more important to my missions than the other spectating script. I tried to implement 1st person view a couple weeks back and ran into some pretty hefty problems with my follow cam script. Since then I've concentrated on squashing bugs as they appear so you'll have to satisfy yourselves will the follow cam/3rd person view for the time being but it is on my to do list.  The thing to remember is Kegetys' spectator is an amazing bit of scripting and well beyond my current abilities. @Gisen - will do @Vengeance - been meaning to try that myself @bravo Share this post Link to post Share on other sites
mcpxxl 2 Posted August 21, 2007 @norrin AI_disable camera_follow.sqf: I cleared the "can_revieved_2" out of the camera_follow script because i often get Errors like # GUER 2 B:1 bla bla In the init.sqf i use 2 Sides GUER and EAST Now i do not have any problems Also you do 2 times nearest object once for _friends and the other counting _cam_friends in the next line. I changed it into _friend = nearest .... and then cam_friends = count _friends to get no different countings. An additional option to see only my teamates could be speedup the routine ? PS: i am at work, so i write this on the fly excuse that there is no real code sample Share this post Link to post Share on other sites
norrin 9 Posted August 21, 2007 @norrinAI_disable camera_follow.sqf: I cleared the "can_revieved_2" out of the camera_follow script because i often get Errors  like # GUER 2 B:1 bla bla In the init.sqf i use 2 Sides GUER and EAST Now i do not have any problems Also you do 2 times nearest object once for _friends and the other counting _cam_friends in the next line. I changed it into _friend = nearest .... and then cam_friends = count _friends to get no different countings. An additional option to see only my teamates could be speedup the routine ?  PS: i am at work, so i write this on the fly excuse that there is no real code sample MCPXXL, I've never got those errors from the camera script before but to be honest you probably have had more practical experience using the script in missions than I get from testing updated versions in the same mission.  Just a couple of questions when you ran into problems were the two enemy sides GUER and EAST?  Did you have the can_revive_2 set to "" if you weren't using it? Could you post the init.sqf options that gave the errors? Anyway, I'll go back through the cam script and see if I can find any other code optimisations like the one you suggested.  I'll also set up an option in the init.sqf so that you can set the camera to only follow team mates. Share this post Link to post Share on other sites
mcpxxl 2 Posted August 21, 2007 So back @home here is my init Quote[/b] ]Start init.sqf*/ //Init.sqf settings for revive_player scripts by norrin // ======================================================================================================================= waitUntil {player == player}; //This next line can be commented out or removed if it interferes with intro movies // ======================================================================================================================= titleText ["Joining Mission", "BLACK FADED", 0.4]; //Configurable revive script options (Off = 0, On = 1) // ======================================================================================================================= mission_end_function = 0; //if implemented creates a trigger using the triggerType "END6" reward_function = 1; team_kill_function = 1; all_dead_dialog = 1; JIP_spawn_dialog = 1; nearest_teammate_dialog = 1; unconcious_markers = 1; follow_cam = 1; call_out_function = 1; revive_timer = 0; heal_yourself = 0; kegetys_spectator = 1; unconscious_invincibility = 1; //Only implement if you are not using other scripts that use the hit or dammaged addEventHandlers //list of playable units - change to reflect the names used in mission // ======================================================================================================================= player_units = ["w_1","w_2","w_3","w_4","w_5","w_6 ","w_7","w_8","w_9","w_10"]; // no of respawn points, spawn position names for respawn and the time before the respawn dialog appears for JIP players //option to make base_1 respawn possible even if enemy forces are within 50 metres (options OFF = 0, ON = 1) // ======================================================================================================================= no_respawn_points = 4; Base_1 = "West_spawn_1"; Base_2 = "West_spawn_2"; Base_3 = "West_spawn_3"; Base_4 = "West_spawn_4"; time_b4_JIP_spawn_dialog = 600; Base_1_respawn = 1; //The can_revive variable can be changed if for example you only one sort of unit to be able to revive eg. "soldierWMedic" //The can_be_revived variable can be changed if you want to use these scripts for a different side // ======================================================================================================================= can_revive = "soldierWB"; can_revive_2 = "soldierGB"; can_be_revived = "soldierWB"; can_be_revived_2 = "soldierGB"; //No of Enemy sides (0, 1 or 2). Enemy sides can be "EAST","WEST","GUER" etc // ======================================================================================================================= no_enemy_sides = 2; enemy_side_1 = "EAST"; enemy_side_2 = "GUER"; //Maximum number of revives per unit - adjust to whatever value you like // ======================================================================================================================= max_respawns = 10; //Time until respawn button appears (0 = approx. 12 seconds) //Set to a high number like 100000 seconds if you do not want to use this option // ======================================================================================================================= respawn_button_timer = 600; //If the closest friendly unit is further than this distance away trigger respawn dialog // ======================================================================================================================= distance_to_friend = 20000; //Number fo the revives required for bonus // ======================================================================================================================= revives_required = 3; //Number of teamkills before punishment // ======================================================================================================================= no_team_kills = 2; //Choose what type of respawn option for the revive_timer function: 0 = dead or 1 = spawns at base_1 //When using the revive_timer function the length of time before the unconscious player is declared dead or spawns at base_1 // ======================================================================================================================= revive_timer_type = 0; revive_time_limit = 240; //Number of heals that each player gets during a mission //The damage level range between which the heal action becomes available //========================================================================================================================= no_of_heals = 1; lower_bound_heal = 0.1; upper_bound_heal = 0.5; //This sets the distance that you wish the unconscious follow cam to follow other team members //========================================================================================================================== follow_cam_distance = 250; call{[] execVM "revive_sqf\revive_init.sqf"}; Share this post Link to post Share on other sites
mr.g-c 6 Posted August 21, 2007 Hi Norin.... nice work you made. Ive got a question: 1. Is there any Corpse-bag over the soldiers waitinh to revived like in the "Revive Script 1.58 by Doolittle, PRiME, Gnat, Hailo and ZoneKiller" ? 2. What is the difference between their revive script and yours? Which one should i use? Share this post Link to post Share on other sites
mcpxxl 2 Posted August 21, 2007 lol try it and make your choice ;-) Share this post Link to post Share on other sites
norrin 9 Posted August 22, 2007 So back @home here is my init Thanks for posting your init.sqf MCPXXL Couple of things I've noticed. In the following code: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">//The can_revive variable can be changed if for example you only one sort of unit to be able to revive eg. "soldierWMedic" //The can_be_revived variable can be changed if you want to use these scripts for a different side // ======================================================================================================================= can_revive = "soldierWB"; can_revive_2 = "soldierGB"; can_be_revived = "soldierWB"; can_be_revived_2 = "soldierGB"; //No of Enemy sides (0, 1 or 2). Enemy sides can be "EAST","WEST","GUER" etc // ======================================================================================================================= no_enemy_sides = 2; enemy_side_1 = "EAST"; enemy_side_2 = "GUER"; on the one hand you are defining the soldierGB units (side Guer) as friendly and can revive and then in the next lot of code you say they are enemies (enemy_side_2). Â I don't think this should cause any probs with the follow camera (other than allowing you to follow the GUER units) Â but you'd be best to to use this code instead. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">//The can_revive variable can be changed if for example you only one sort of unit to be able to revive eg. "soldierWMedic" //The can_be_revived variable can be changed if you want to use these scripts for a different side // ======================================================================================================================= can_revive = "soldierWB"; can_revive_2 = ""; can_be_revived = "soldierWB"; can_be_revived_2 = ""; //No of Enemy sides (0, 1 or 2). Enemy sides can be "EAST","WEST","GUER" etc // ======================================================================================================================= no_enemy_sides = 2; enemy_side_1 = "EAST"; enemy_side_2 = "GUER"; This way the camera will only allow you to select BLUFOR units to follow while unconcious. Â I'm sorry the implementation and SQF notes are not great regarding these settings so I'll try and improve them and make things clearer with the next revive release. I'll also set up an init.sqf option that only allows you to follow players and not all BLUFOR units. @mr.g-c - 1. no body bags in my version instead the players lie flat with guns on their backs while unconcious. 2. Â essentially the two scripts do the same thing, however there are now quite a few extra functions/options available in my script. Â When ArmA was first released last year there were probs with the original Dolittle, PRiMe, Gnat OFP revive script especially with join in progress so I set about creating a new script from scratch that did the same thing and hopefully more. Â If you want to see my revive script in action check out the latest version of Igor Drukov's Black Sword mission, the fourth chapter of Teufelsklaue Sicilian Gambit series and soon I think a number of bravo 6's missions will be released with the latest version of the script. Oh and there's also my cheesy basic test mission in the zip. Just one other thing if you want to try them make sure you get the latest versions of the revive scripts which were released on the 20th August 2007. Get the revised AI_enabled script here Get the revised AI_disabled script here Share this post Link to post Share on other sites
mcpxxl 2 Posted August 22, 2007 @Norrin Thx I have changed the lines in init.sqf and will test it after my business trip at friday evening. Share this post Link to post Share on other sites
vengeance1 50 Posted August 22, 2007 Norrin, as you may remember I am using your script with TJ72's new Airlift. i am getting the following error but not sure if it is related to yours or his? Any Idea? 3. I am getting an error every once and a while although does not seem to affect operation " '!10783|#|c00#638123:us_soldier_teamlead.p3d_a' Error Missing; " Share this post Link to post Share on other sites
norrin 9 Posted August 23, 2007 Norrin, as you may remember I am using your script with TJ72's new Airlift. i am getting the following error but not sure if it is related to yours or his? Any Idea?3. I am getting an error every once and a while although does not seem to affect operation " '!10783|#|c00#638123:us_soldier_teamlead.p3d_a' Error Missing; " Haven't seen that error before but it could be from the revive as I do use a dynamic variable thats uses the unit's name followed by an underscore a (ie. unit_a). However, I'm not sure why that would be occurring as the variable being defined should be "us_soldier_teamlead_a" (assuming that "us_soldier_teamlead" is the name that you've given the unit in the editor) and not "10783|#|c00#638123:us_soldier_teamlead.p3d_a" which makes me feel something is set up incorrectly, either that or there is an incompatability with another script. If you like shoot me your mission to norrin@iprimus.com.au and I'll take a closer look. @Legislator - I'm very close with the first person camera now as I discovered the glitch in my code yesterday that was preventing it from working. Just need to do a little more testing and I'll hopefully get it posted in a few hours. Now I've got this working I should be able implement a few more functions in the unconscious camera script. Share this post Link to post Share on other sites
vengeance1 50 Posted August 23, 2007 Hi Norrin, ok I have nailed it down to a version change, lot of testing but finally discovered in V1.0f it gives that error whenever I approach a dead group of West Soldiers. In V1.0d I do not get the error. Wish I could tell you why but that is the extent of my knowledge. How can I help? Not sure differences between 1.0f and 1.0d Share this post Link to post Share on other sites
norrin 9 Posted August 23, 2007 Hi Norrin, ok I have nailed it down to a version change, lot of testing but finally discovered in V1.0f it gives that error whenever I approach a dead group of West Soldiers. In V1.0d I do not get the error. Â Wish I could tell you why but that is the extent of my knowledge. Â How can I help? Â Not sure differences between 1.0f and 1.0d Between versions 1d and 1f I changed the way units detected unconcious players as up until this point the players would get the revive action and playable AI would try to revive units that were concious and lying flat if they weren't carrying weapons. Â I've used this dynamic variable a lot in the script and have for a long time now (several months) so I'm a bit surprised its kicking up an error now. Â Can you send your mission to the email address in my last post so I can take a look at it ? Â Thanks m8 EDIT: Don't forget ver1.0d does not have the anti-water code fix. Â I've been doing a bit of testing and the more I think about it the more it sounds like you have either not given a playable unit a name in the editor or you have not defined the unit correctly in one of the arrays as I can create similar errors if I do either of these two things. Share this post Link to post Share on other sites
norrin 9 Posted August 23, 2007 AI disabled Revive Script Update (23rd August 2007) * Get the latest AI_disabled script from here. Changes over previous version This update represent a reworking of the unconscious follow camera and now includes a 1st person (Internal) mode and the "built in" follow (External) cam mode. Â This required changes to the CAM_key_pressed and the follow_camera scripts as well as modification of the unconscious animation for the AI_disabled script. Share this post Link to post Share on other sites
vipermaul 246 Posted August 23, 2007 Norrin, I'm exited about using your script in a new TvT MP tournament as all the players love it. So now I am charged with bringing them the love. Forgive me for not having read all the posts in this thread yet. But doing my code review, I cannot find where I can setup both EAST and WEST respawn locations. Right? Or am I missing it? If true, where do you recommend I go to add this functionality? Or can you do it faster than I can? Thanks in advance. And thanks for the credit in your readme files. Share this post Link to post Share on other sites
mr.g-c 6 Posted August 23, 2007 Ok Guys, i've tried the revive script and its beta but its really great!! The following issues apeard at my coop mission. First a short overview of my mission: 12 Bluefor Units playing coop against massive ammount of opfor troups. Im using the Grouplink2Plus Enhancement in this mission. Ive played it with the cleint-side mods: sixth-sense package and FDF_soundpack Issues after playing 7-8 hours in LAN with my brother: First, my init-file is named "init.sqs" and not like in the demo-mission "init.sqf". If i rename it to "init.sqf" i get some errors with the grouplink2Plus-script which will not work anymore if i do so. - Heal-Yourself is working even if i disabled it with: "heal_yourself = 0;" - I have to set "unconscious_invincibility = 0;" to let the script work, if i enable it with "=1;" i get some serious issues after falling Unconscious, like beeing invulnerably, enemy not recognizing me anymore and so on and sometimes all together. - When setting "unconscious_invincibility = 0;" sometimes players getting killed again after some seconds after the kill or only the message "player-xxx has been killed" appears again after some seconds after the real kill. This is bad beacause it also make the own stats bad (pressing "i") - I have set "revive_timer = 0;" and "respawn_button_timer = 500;" - this is the way like i want it to behave. So in one game, my brother "died" (falling unconscious) and i was not able to revive him and he used the button to respawn at our base. I was at the same time there and now i saw him the whole time only crouch... So in reality he wasnt crouching (checked it at his machine) but on my PC he was animated as crouching. This issues could not be solved during the gameplay and so we have to restart the mission. - I have set the "kegetys_spectator = 1;" and i think that there are some serious issues here with player-animation in direct relation to this spectator thing. Few examples (overall they appeared very rarely): - I was unconscious and observing my brother. After playing a bit around with some buttons and hitting the "w,a,s,d,n,m" keys ver often, my player starts to wiggle forward and backward in a rhytm of about 1 second... The buttons and the possibility to navigat while spectating where gone, also the bars up below and above disapeared. Then he revived me, but the wiggle-animation still exists... i could not move but shoot (full-auto PK) in a rhytm of 1 second for each shot. The only way to solve this, was to press ESC and hit the respawn-button. - My brother revived me, and while he was reviving me, he was shot death (it was while my body was animated to took the weapon from the back), so the animation starts to stop there and was repeated unlimited again. Very simmilar to the "wiggle-error" described above. I could move (only crouch) and shooting, but weapon was animated as beeing still on my back. The only way to solve this, was to press ESC and hit the respawn-button. - There was another of that "wiggle-error" after i respawned at base. Again the only way to solve this, was to press ESC and hit the respawn-button. - when pressing ESc during spectating, there is now way to come back and navigate to spectating. - Last but not least, evertime i start my mission i get the creator-date of your script showing like "20 August 2007" and a small error message together related to your script on top of the screen. So i havesome suggestions for next releases: Fix the errors with animations. Possibility to choose to have a Corpse-bag over the unconscious players. More ways to navigate in the spectator-script. For example a free view option, to look around the soldiers you currently watch, and so on. While spectating the possibility to open the "players-dialoge with pressing "P". A hint in the spectator-script along with the "press here for help", explaining the "respawn at base_x" button (when enabled) Possibility to check the map while spectating (of course just disabling scrolling possibilitys and only allow it for some seconds - or better just let us decide it all within the init.sqs) Regards, Christian Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted August 23, 2007 Thanks norrin for the new version But you're working faster than I can upgrade my missions Share this post Link to post Share on other sites
norrin 9 Posted August 23, 2007 Woah, where to begin. @ViperMaul - Unfortunately at this point m8 the scripts are not set up for PvP just Co-op play.  I think it would be possible but its going to need some fairly major recoding regarding when the player gets the revive actions and when the unconscious player detects he's being revived.  The other thing is for the animations of the script to remain in synch each client needs to run an instance of the script for each player and in big PvP matches I'm not sure how some players computers are going to deal with the added cpu strain.  Finally, I'm about to disappear for a few weeks so if I can't get it done in the next week I won't be able to look at it again until mid-September but I'll start looking into it over the next few days. @mr. g-c - thanks for the massive post and your many suggestions - its always great to get feedback about how these scripts work in other peoples hands. The first thing is although I've played around with SNKMAN's Grouplink update the XAM mod and quite a few addon units I haven't tried the sixth-sense package and FDF_soundpack yet so I'm not sure how compatable they are with the revive scripts. What versions of the script are you using? 1. re the init.sqf/sqs You need to use different syntax (types of code) when using sqf and sqs code.  In my experience you should be able to run both an init.sqf and init.sqs script at start-up if you like.  Either that or add my init.sqf code to the init.sqs but make sure you change the first line of code that reads <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">waitUntil{player == player} to <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">@(player == player) this may also fix the error you are describing later in your post. 2. Regarding Grouplink2Plus and revive player invincibility this is known issue.  If you want to enable the revive invincibility option when using GL2+ you'll need to edit the removeEventhandler code in the revive_player.sqf script (in the revive_sqf folder) so instead of reading <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> //Disable invincibility for unconscious units if (unconscious_invincibility == 1) then { _name removeEventHandler ["hit", 0]; _name removeEventHandler ["dammaged", 0]; }; it reads <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> //Disable invincibility for unconscious units if (unconscious_invincibility == 1) then { _name removeEventHandler ["hit", 1]; _name removeEventHandler ["dammaged", 1]; }; instead.  This occurs on multiple occassions in the revive script so make sure you get them all.  You'll need to do this as GPL2+ adds eventhandlers at the start of the game and unfortunately the revive script removes these rather than the ones it adds itself while the player is unconscious.  No other way around this for the time being I'm afraid but I'll add these notes to script implementation notes in the zip file for future versions. 3. I'll look into the heal action problem further as this should not be happening. 4. The unconcious player follow cam is very different to kegetys spectator script, its my own code and not as robust or sophisticated but its slowly getting better as I learn more about camera scripting.  So what you are seeing is a bug in my code and not kegetys.  Kegetys script is only used when you die outright in the AI_disabled script either by exceeding the revive time limit or the number revives.  Getting back on topic, I've seen the wiggle error once with one of the updated camera options in the AI_enabled script. What version of the script did you see it in AI-enabled or disabled? The possibility of this happening should hopefully be fixed in the latest AI_disabled release (23rd August) but I need to hear back from other users to find out their experiences, if there are no probs I'll add this fix to the AI_enabled script as well. As far as your other suggestions are concerned - I won't be enabling a corpse-bag option as this script works quite differently to Doolittle, PriMe's, Gnats etc revive script and therfore this option is not suitable. For the time being I'm reluctant to add a map option while unconcious as I believe options like this as well as being able to follow enemy units give the unconscious player an unfair advantage as he can use these options to scope out enemy positions and he really is meant to be being punished for not being carful enough and getting killed in the first place, for instance our clan switches the follow cam off so that all the player gets to see is his body while unconcious to prevent this kind of behaviour. On the other hand I'll look into allowing the player to see the player dialogs with the P and I buttons and also add a second help option dialog explaining the use of the respawn dialogs.  By the way there's an extra cam (1st person view) option in the the latest AI_disabled script (23rd August) The error you're describing on start-up sounds like an error with the way you have the script setup if you like send your mission to norrin@iprimus.com.au and I'll take a look at it  Thanks again m8 for your post @Legislator,  when you get chance let me know what you think of the new version as I'm not convinced this is such a great step forward and I'm worried that the new way the unconscious animation is set-up could lead to problems (although I haven't seen anything so far in testing). Share this post Link to post Share on other sites
vengeance1 50 Posted August 24, 2007 If it helps I use the Revive Script with FDF Soundpack, no issues. Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted August 24, 2007 Roger that, norrin, I'll try to test it within the next days. As far as I can say there are no problems with the Revive Script while using Grouplink II Plus and 6th Sense Pack RC1 and the Modern Warfare Soundpack. Share this post Link to post Share on other sites
mr.g-c 6 Posted August 24, 2007 Hi Norrin, Ok i played some hours with my brother again, and the following things happend this time: I started the mission as host, then i died (unconscious) and after that my brother joined and trying to revive me, but he got no action-menu entry for revive. I had to wait until i could respawn at base with the respawn button and only at the next time i was dead, he got that revive action-menu entry back. A strong sugestion for some sort of "realistics": When nobody revived me and i use the respawn at base button, i still keep my weapon?! That is pretty bad (for me) and destroys my mission-building. Currently this means: No matter if i get revived or "die and respawn completely" i always keep my weapons. I think there should be an option for us in the init.sqs for your script let us choose, if the players will keep their weapon after a final respawn or if they loose it and start with default one for their class. Also rename the Respawn-at-base button. currently its named "respawn_1". A normal "Respawn" (when you only have one respawn-marker) or "Respawn at base X" would be better. Regards, Christian Share this post Link to post Share on other sites
norrin 9 Posted August 24, 2007 I started the mission as host, then i died (unconscious) and after that my brother joined and trying to revive me, but he got no action-menu entry for revive. I had to wait until i could respawn at base with the respawn button and only at the next time i was dead, he got that revive action-menu entry back. In my testing and missions this does not happen nor have there been any other reports of this occuring. The scripts are designed to give the current player status to all JIP players. Thats not to say these scripts are infallible but I've just run a few more tests again now and it seems to be working OK as the joining player can revive an already unconscious player. Â Â If it keeps happening in your missions please send me one to norrin@iprimus.com.au as it could well be a bug that I need to look into. A strong sugestion for some sort of "realistics": When nobody revived me and i use the respawn at base button, i still keep my weapon?! That is pretty bad (for me) and destroys my mission-building. Currently this means: No matter if i get revived or "die and respawn completely" i always keep my weapons. I think there should be an option for us in the init.sqs for your script let us choose, if the players will keep their weapon after a final respawn or if they loose it and start with default one for their class. M8, its up to you whether you want to change/modify the script to suit your own purposes or desires. Â So if you want to add this feature to your missions then find the following code in the revive_player.sqf and add the "removeAllWeapons _name;" line as shown below<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> if (alive _name && _respawn && _concious && !_dead && _respawn_at_base) then { sleep 0.2; _name playMove "AmovPercMstpSnonWnonDnon"; //Set current unit status unconcious, thanks to HulkingUnicorn for this code {call compile format ["if (_name == %1) then {%1_a = false; publicVariable ""%1_a"";};", _x];}forEach _units; {call compile format ["if (_name == %1) then {%1_unconcious = false; publicVariable ""%1_unconcious"";};", _x];}forEach _units; if (unconcious_markers == 1) then {deleteMarker format["%1 is down", name _name]}; enableRadio true; _name setCaptive false; _name selectweapon primaryweapon _name; removeAllWeapons _name; Â Â Â Â Â Â Â Â Â Â Â Also rename the Respawn-at-base button. currently its named "respawn_1". A normal "Respawn" (when you only have one respawn-marker) or "Respawn at base X" would be better. To change the generic names on the spawn dialog buttons just open the dialogs sub-folder in the revive_sqf folder then open the respawn_button_#.hpp file that corresponds to the number of respawn points you want to use and then find the text = lines eg. "text = "RESPAWN 2";" and change them to what ever you want (as long as its not too long and extends beyond the dialog button ) (I'll add this to the implementation notes next version) Hope this helps. Share this post Link to post Share on other sites
mr.g-c 6 Posted August 25, 2007 Really great!!! I will look forward to implement your changes.... by the way, i upgraded from 1.0f to new 1.0g (23rd August) and so far i couldnt find any errors with that wiggle or other animation-errors..... Again, great work! This script enhances every good Coop-Mission. Quote[/b] ]I think there should be an option for us in the init.sqs for your script let us choose, if the players will keep their weapon after a final respawn or if they loose it and start with default one for their class. Hmmm... dont you think this could be worth to implement in any new versions, so that other users dont need the workaround you described above? Regards, Christian Share this post Link to post Share on other sites
norrin 9 Posted August 25, 2007 @ mr.g-c- OK m8 you've convinced me I'll add it to the next version Damn more coding to do. Bug found Vengeance has found an important bug with these scripts. If you have non-playable AI units that are on the same side as your playable units that use the revive script then they have to be given a name in the editor otherwise the camera script will throw-up an error if you fall unconscious in their vicinity. Fix Make sure you give every playable and non-playable unit on the side/s using the revive script a name. Just give them a name like w1, w2 in the editor and it'll work a treat for both versions of the script. I'll will add this to the implementation notes for future versions. Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted August 25, 2007 Oh my I don't know, norrin, but I think I found a problem I used the AI enabled revival script, june 2007. Don't know which version exactly (you should this within the init.sqf ) I died and then I got this error message I was revived by the AI and then nobody followed me. My rank was Major and the AI had a rank of private. After I told them to fall back to formation, they followed number 2 (rank private). By the way do the AI soldiers really have to stop as soon as one man is down? How can I disable the message which player is down (currently p1 on the screen). It would be more useful if the message would more like "Player Name_of_the_Player is down" instead of just naming the unit name. Share this post Link to post Share on other sites
norrin 9 Posted August 25, 2007 Oh my I don't know, norrin, but I think I found a problem  I used the AI enabled revival script, june 2007. Don't know which version exactly (you should this within the init.sqf ) Your'e right m8 I probably should. Oh my I don't know, I died and then I got this error message This is the same error that Vengeance identified - a fix for it is given in the post above yours.  Just name all the non playable AI units in the editor (something like w1, w2 etc) that are on the same side as your playable units (BLUFOR by the looks of things).  I know this is bit annoying and I'm currently trying to think of a work around. I was revived by the AI and then nobody followed me. My rank was  Major and the AI had a rank of private. After I told them to fall back to formation, they followed number 2 (rank private). Did you still have your group's icon in the bottom left hand corner of your screen?  I've seen this also, when it happens I don't think the team is following no.2 as I can still give them individual orders its just that they won't rejoin formation - I'll look into this further m8. By the way do the AI soldiers really have to stop as soon as one man is down? No I don't think they do need to stop.  This is a hang over from a much earlier version of the code and I'll see if I can remove it now - it may also be causing the rejoin formation problem described above. How can I disable the message which player is down (currently p1 on the screen). It would be more useful if the  message would more like "Player Name_of_the_Player is down" instead of just naming the unit name. Simply fixed m8 and I've taken it out of the latest version I have in the works - I have just checked and its also been removed from last version of the AI_enabled script I posted on the forums dated 20th August 2007.   Its just a hint (the name of the unit that is doing the reviving) that I used to help me test that the code was working that's slipped through into that version of the script.  If you want to get rid of it just remove this line from the revive_player.sqf (should be on or around line 122 of the code) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">hint format["%1", _saviour]; Share this post Link to post Share on other sites