[GLT] Legislator 66 Posted August 25, 2007 Thanks for your great support I'll be looking into the 20.08.2007 version of the AI enable the next days. Oh by the way .. the latest version of the AI disabled revive script (23.08.2007) works perfectly! Share this post Link to post Share on other sites
norrin 9 Posted August 26, 2007 Thanks for your great support I'll be looking into the 20.08.2007 version of the AI enable the next days. Oh by the way .. the latest version of the AI disabled revive script (23.08.2007) works perfectly! Â You may want to hold off on the AI enabled script m8 as I should have a new version out hopefully by Tuesday with the first person cam enabled as well as a number of other fixes. Share this post Link to post Share on other sites
mr.g-c 6 Posted August 26, 2007 Norrin, my next post.... Following suggestions i have : 1. When im unconscious, nobody revives me and the respawn-button appears im not able anymore to spectate team-mates.... So it would be good if its still possible to spectate while the button appears, because sometimes the team-mates need a bit mir time to get to my body and revive me.... 2. Regarding to your workaround you posted above (removeAllWeapons _name;), its not bad, but it removes all weapons from the units after respawn... Couldn't there be a option to let them all respawn with a default weapon(eg. m4aimpoint,some ammo, 2 grenades) like in the normal built-in respawn of Arma? Thank you again for your great work, coop-missions are so good with your script, its nearly unbeliveable.... Regards, Christian Share this post Link to post Share on other sites
norrin 9 Posted August 26, 2007 Norrin, my next post....  Following suggestions i have  : 1. When im unconscious, nobody revives me and the respawn-button appears im not able anymore to spectate team-mates.... So it would be good if its still possible to spectate while the button appears, because sometimes the team-mates need a bit mir time to get to my body and revive me.... Although the camera resets to the unconscious player follow view when it first appears you should still be able to follow other players or units when the respawn dialog appears. 2. Regarding to your workaround you posted above (removeAllWeapons _name;), its not bad, but it removes all weapons from the units after respawn... Couldn't there be a option to let them all respawn with a default weapon(eg. m4aimpoint,some ammo, 2 grenades) like in the normal built-in respawn of Arma? This is going to be hard with the weapon respawn script (Toadlife's) I'm using as the weapons are updated as soon as the player is alive again not when he is revived so by the time he respawns at base he will already have his weapon load-out.  I'll think about this but a simple way round it would be to use the addWeapon/addMagazine cmd to add an m4 plus three mags and greneades directly after you've removed all unit's weapons when he respawns at base.  Once again this is easy to set up if this is what you want (Note you'd have to change this load-out if you are using these scripts with the OPFOR units). @Legislator - just ran some quick tests and getting rid of the stop cmd in the revive does seem to fix the return to formation problem. Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted August 26, 2007 Very good I'll be waiting with my missions until tuesday then. The next two days I have no access to the internet so it may take some until I can test your work again Share this post Link to post Share on other sites
mr.g-c 6 Posted August 26, 2007 Quote[/b] ]...but a simple way round it would be to use the addWeapon/addMagazine cmd to add an m4 plus three mags and greneades directly after you've removed all unit's weapons when he respawns at base. Once again this is easy to set up if this is what you want (Note you'd have to change this load-out if you are using these scripts with the OPFOR units). This is exactly what i want.... great.... how-to? Should i just add the lines with "this addmagazine "5.xx.x.x.x." and so on, inside of round brackets in the next line after "(removeAllWeapons _name;)"? Quote[/b] ]Although the camera resets to the unconscious player follow view when it first appears you should still be able to follow other players or units when the respawn dialog appears. Somehow im not able to do so...... I'll send you my mission today, so you can take a look at it.... Regards, Christian Share this post Link to post Share on other sites
norrin 9 Posted August 26, 2007 This is exactly what i want.... great.... how-to?Should i just add the lines with "this addmagazine "5.xx.x.x.x." and so on, inside of round brackets in the next line after "(removeAllWeapons _name;)"? Just put something like this directly after the removeAllWeapons line <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _name addMagazine "30Rnd_556x45_Stanag"; _name addMagazine "30Rnd_556x45_Stanag"; _name addMagazine "30Rnd_556x45_Stanag"; _name addweapon "M4"; You can essentially add anything you like but make sure you add the magazines for a weapon before the weapon itself otherwise when you respawn the weapon willl be unloaded. In the next version of the script I'll define arrays in the init.sqf code where you can specify the weapons and the mags that you want players to respawn at base with, so you don't have to touch the revive_player.sqf. Share this post Link to post Share on other sites
mr.g-c 6 Posted August 27, 2007 Hi Norrin, Thanks! Works great if you dont become unconscious (killed) inside of the water and respawn then with the Button, because if this happen, all the Weapons will lying in front of you as packages. I think i found a even bigger Bug. Lets try to describe it...: Give your soldier some satchel charges, then you need to get killed in either way. When you lying there unconscious at the ground and you spectating your own body, press ESC(Escape) - you will see that you are now out of the spectating-mode. Then you will see that you have full control over your action-menu. So place the satchel-charges with your action-menu-entry, Press again ESC, then go again in you action-menu and you will now see, that you able to let you satchel-charges detonate. Strange Bug i think and in strong relation to this i mentioned above in my first-post: Quote[/b] ]- when pressing ESc during spectating, there is now way to come back and navigate to spectating. Regards, Christian Share this post Link to post Share on other sites
norrin 9 Posted August 28, 2007 I think i found a even bigger Bug.Lets try to describe it...: Give your soldier some satchel charges, then you need to get killed in either way. When you lying there unconscious at the ground and you spectating your own body, press ESC(Escape) - you will see that you are now out of the spectating-mode. Then you will see that you have full control over your action-menu. So place the satchel-charges with your action-menu-entry, Press again ESC, then go again in you action-menu and you will now see, that you able to let you satchel-charges detonate. Yeah I'm aware of this. Unfortunately if people want the 1st person camera and current follow cam options I'm not sure I can stop them from doing this. Its really up to the individual how they want to play the game. If they want to cheat or take advantage of idiosyncrasies in the game code then I'm not in a position to stop them. The only thing I might be able to do is make sure the camera goes to the top down view if you press the esc key so the player cannot access their action menu while unconscious. Strange Bug i think and in strong relation to this i mentioned above in my first-post: Quote[/b] ]- when pressing ESc during spectating, there is now way to come back and navigate to spectating. Regards, Christian Now I understand m8. Sorry I didn't quite follow before. I'm not sure I can do much about this either I'm afraid, as the player needs some way to quit the game if he's sick of waiting and it seems to be hard-wired into the game that when a dialog is present and the player hits esc the dialog quits and he gets access to the game menu (see this thread for more discussion on this: http://www.flashpoint1985.com/cgi-bin....66824). If I load 2 layers of dialogs on top of each other I can stop the dialog from quitting with the esc key but then the player cannot access the command menu and can really only quit by pressing ALT-F4 and shutting down the game. A way around this is I might be able to set up up a key that will toggle the dialog back on but I'm not sure I want to do this as it will hopefully stop the cheat you describe above ie. if they press the escape key and do this their only options are to live without the dialog options, respawn or quit the game. Anyway my advice for the time being is don't hit esc unless you want to respawn or quit. Share this post Link to post Share on other sites
landdon 0 Posted August 28, 2007 Norrin, I have played the Black Sword Mission which contained your Revived script and I and my friends really enjoyed it. I have tried to incorporate your script into a mission I am contructing for our online unit. I had a problem with the sound files conflicting with another script and crashing the game. I fixed it so it will not do that anymore, but you script does not appear to be working. As I am have using a few popular scripts from some other people, it maybe a conflict issue. Do you mined having a look at if I emailed it to you? Share this post Link to post Share on other sites
norrin 9 Posted August 28, 2007 Norrin,I have played the Black Sword Mission which contained your Revived script and I and my friends really enjoyed it. I have tried to incorporate your script into a mission I am contructing for our online unit. I had a problem with the sound files conflicting with another script and crashing the game. I fixed it so it will not do that anymore, but you script does not appear to be working. As I am have using a few popular scripts from some other people, it maybe a conflict issue. Do you mined having a look at if I emailed it to you? Of course m8 np. Shoot it across to me at: norrin@iprimus.com.au Share this post Link to post Share on other sites
vengeance1 50 Posted August 28, 2007 Hi Norrin, Great Success with your Script. Speaking for all of us that post your doing us all a great service, so thanks. I updated my map with 1,0f from 1.0d and came accross a error of Camera Follow something after I was killed. All my AI's are named now as we spoke about. It was there for a short time so I will try and screen capture it but it did only happen when a player or a Airlift (which I named pilots too) was in the area. Share this post Link to post Share on other sites
norrin 9 Posted August 29, 2007 Update to AI_enabled Revive (29th August 2007) Get the latest version here Changes * Added the 1st person view and new follow cam mode from the AI_disabled script * Fixed the camera bug that allowed you to follow corpses and caused multiple instances of the unit's names to appear in the dialogs  * Fixed the bug whereby if the player/group leader was revived the playable AI units in his group would no longer rejoin formation on him.   * Added the respawn at base weapons option (respawn_at_base_addWeapons = 1).If you are using this option then you can specify what weapons the units respawn with when they respawn at base.  A full list of weapons for all sides can be found here: http://www.ofpec.com/COMREF/armaweapons.php  NB: Make sure you place the weapon and magazine names in quotation marks. * Expanded init.SQF guide to cover many of the questions/bug fixes brought up in the forums over the last few weeks and included a section on known compatability problems and fixes for use with other scripts. * A few other minor bug fixes Bugs Remaining * On very rare occasions I have had the AI units not regain consciousness even though they have been revived.  I will look into this further as they do not appear to be transitioning from the unconscious animation to normal play.  A way around this is to set the respawn timer to something like 5 minutes so that if they do not regain consciousness by this time they respawn at base and you regain their use. * There's is no anti-water code in this script.  Therefore its a good idea to have at least one respawn marker defined or use the revive timer so that units that fall unconscious in water can respawn at base if no one can reach them to revive them.  Eventually I'll enable the anti-water code from the AI_disabled revive for players and try to come up with a solution for playable_AI. * So far I have not been able to capture the esc key so the player can still use the action menu if he presses esc and closes the dialog while using the unconscious camera.  This is a boon in some ways as if an AI unit gets stuck and does not move to your position to revive you, you can go to 1st person or follow view on your unconscious body and the press Esc.  You can then shift to the squad command view with the "." key and plot a course for the AI unit to move to your unconscious body and revive you.  Revised AI_disabled revive script (1g_230807b) Here's the last version of the AI_disabled script with the new camera incorporated. If you just want to replace camera script grab the new camera_follow.sqs from here. Just unzip it and copy it over the existing camera_follow.sqs in the revive_sqf folder. PS: Guys, I'm going to be away for the next couple of weeks and its unlikely I'll have internet access while I'm gone so I'll answer any questions when I get back in mid_September. @ViperMaul, Sorry m8 I've run out of time and haven't got very far with PvP version of the script I'll start work on it again when I get back in mid_September Share this post Link to post Share on other sites
vengeance1 50 Posted September 8, 2007 Hi Norrin, Hey I combined your Revive Script with a Recruitt Script for bots (adds bots to group during game play) but as you know they come in with no tag name so I get error. Â Any way to work around this? Share this post Link to post Share on other sites
norrin 9 Posted September 8, 2007 Email me your mission vengeance1 and I'll look at it when I get back from holidays around the 15th September. Â This is just a wild guess as I'm not sure what the recruit script does but we may have to run a script or add to the recruit script so that it generates a random name for the bot when its created. Share this post Link to post Share on other sites
tomcat_ 0 Posted September 9, 2007 Is there anywhere i can find missions for downloading that use that revive script? I know there are websites that have missions database...but i was wondering if there is one download place with only revive missions? Or do any squads/individuals have missions that have modified to include revive and don't mind sharing? I think it's a great script and gives a different gameplay...however any great script, mod, addon etc...is great when there are lots of missions for download and easily found...;) Share this post Link to post Share on other sites
-FF-Faust 0 Posted September 15, 2007 hi i dont want to read whole topic, can somebody tell me where is "normal link" for this script? or better would be link for mission with this script , and maybe i will use it in my [FF]missions , thx Share this post Link to post Share on other sites
tomcat_ 0 Posted September 15, 2007 Faust @ Sep. 15 2007,13:04)]hi i dont want to read whole topic, can somebody tell me where is "normal link" for this script? or better would be link for mission with this script , and maybe i will use it in my [FF]missions , thx looks like the most update one is just a couple of posts above... on a different note...i think the latest version should always be available on the very first page... Share this post Link to post Share on other sites
vengeance1 50 Posted September 15, 2007 Hi, the link above is his latest version and it includes a mission example. Very complete. Vengeance Share this post Link to post Share on other sites
snkman 351 Posted September 15, 2007 Like always: Greate work norrin. I could not play any mission without the Revive. B.t.w. I don't know if it already works, but would it be possible, to have a cam for the dead ( unconcious ) player, which is fixed 75 meters above the dead ( unconcious ) player? So like a Top Down cam which is fixed 75 meters above the ( unconcious ) player Share this post Link to post Share on other sites
tomcat_ 0 Posted September 15, 2007 just a couple observations: 1. The latest version is better if it is put always on the first page so people can find it easy 2. We desperately need a database where we can find easy missions with revive either brand new or edited. I don't have a problem hosting them for download but don't know where to start looking for these missions. Takes lots of time to download missions and just try them to see if they have the revive. I'll need Norrin's help on that. Last observation. In some missions i have played every time i get revived i have a full loadout again, so i never run out of ammo. Is this something that can be defined within the script? Share this post Link to post Share on other sites
norrin 9 Posted September 15, 2007 @tomcat_ and [FF]Faust, The latest versions are on the front page ie. AI_enabled Revive (29th August 2007) and AI_disabled revive script (1g_230807b) as well as in the post a couple up . Â I do try to keep the front page up to date but sometimes it slips my mind. @tomcat_ I'll get you a list over the next few days. Â As I said to you previously I know of a few clans that use these scripts but that also use there own addons which might make it difficult to put them on your server. Â I've also got a few missions that are currently WIP but it might be some time before I get a chance to finish them off. As for the full load-out it is configurable, but I've hidden it in the scripts so its not so easy to change - my intention is that you are revived with the same weapons you died with. Â If there are any missions you've found that do not have this option enabled send them to me and I'll reset the weapon respawn script. @SNKMAN Hiya m8 If you want to change the Top down view distance open the camera_follow.sqs script in the revive_SQF directory then change line 107 that reads <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if (follow_cam == 1 && REVIVE_CAM_TYPE == 1) then {_target = _alive_friends select FOCUS_CAM_ON;REVIVE_cam camsettarget _target;REVIVE_cam cameraeffect ["internal", "back"];REVIVE_cam camsetrelpos [0, -2, (_max_box select 2) + 15];REVIVE_cam camcommit 1} to <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if (follow_cam == 1 && REVIVE_CAM_TYPE == 1) then {_target = _alive_friends select FOCUS_CAM_ON;REVIVE_cam camsettarget _target;REVIVE_cam cameraeffect ["internal", "back"];REVIVE_cam camsetrelpos [0, -2, (_max_box select 2) + 75];REVIVE_cam camcommit 1} Let me know if you run into problems. norrin EDIT: @vengeance1 Â - Looks like I've found a simple fix for the unconscious camera script so that you don't have to name all the friendly units and therefore it should work with the recruit script. I just want to do a little more testing and I'll hopefully get it posted a bit later today. Share this post Link to post Share on other sites
vengeance1 50 Posted September 16, 2007 EDIT: @vengeance1 Â - Looks like I've found a simple fix for the unconscious camera script so that you don't have to name all the friendly units and therefore it should work with the recruit script. I just want to do a little more testing and I'll hopefully get it posted a bit later today. OUTSTANDING Norrin, my latest version of Under Siege is ready for Public Release, we are testing final at Globalalien.com but I had to take out the Revive, I really want to put it back in. Â I have two maps that use the Revive Script already, they are being played on the GA Arma Server called JAAF (that's me) Returning Home and JAAF Southern Storm. Â I will check back later, thanks for all the help! Vengeance Share this post Link to post Share on other sites
norrin 9 Posted September 17, 2007 AI_enabled and disabled updates (16th September 2007) Sorry this took a little longer than expected as always I ran into some teething difficulties. Anyway here are the revised versions of the scripts: AI_disabled_1h_160907 AI_enabled_160907 Changes * You no longer need to name all friendly non-playable AI units in the editor for the unconscious camera and revive scripts to work properly (fingers crossed) so the revive script suite should now work with the recruit script. * I've added a couple of unnamed friendly non-playable AI units to the player's group in the example mission so you can try it for yourself. See the implementation notes and init.sqf readme for full details. Have fun. norrin PS. I've updated the down load links in the first thread post. Share this post Link to post Share on other sites
vengeance1 50 Posted September 17, 2007 Great Norrin, Thanks! Â I'll get right on it! Vengeance Share this post Link to post Share on other sites