[GLT] Legislator 66 Posted November 27, 2007 Hi norrin, great new version! Found no critical bugs so far. Older bugs (spawning in objects, wrong height) have been fixed with AI Disabled 1.2 Hoping to see further version of AI enabled next year Thank you norrin for your work You made armed assault a better game Share this post Link to post Share on other sites
gonza 8 Posted November 30, 2007 Thanks norrin for your greate job for me revive script is the best think for missions makers it really change the gameplay and creat good times for players who play in clan so Thanks a lot we must now promote your fantastic script I will move all my missions in 1.2 Share this post Link to post Share on other sites
Wanderfalke 0 Posted December 2, 2007 Hm thanks v1.2 swim bug on Porto, respawn on respawn Point. little bugfree vers. is v1.0j. I wait of a better Version Wanderfalke Share this post Link to post Share on other sites
norrin 9 Posted December 3, 2007 Hm thanksv1.2 swim bug on Porto, respawn on respawn Point. little bugfree vers. is v1.0j. I wait of a better Version Wanderfalke No need to go back to v1.0j, if you're having problems with swimming on respawn just disable the respawn in water dialog in the init.sqf of v1.2 eg. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_NORRN_water_dialog = 0; //array no.38 and you'll end up with the same result but with all the fixes incorporated and reduced cpu overhead. Share this post Link to post Share on other sites
mcpxxl 2 Posted December 3, 2007 With Version 1.2 we have more soldiers standing at the Respawn_west btw Boot_Hill instead of a cam showing the soldier. Also we are searching a possible error when people disconnect while waiting for respawn. Sometimes the server is going down from 47 server frames to 28 and getting more and more into desync. But this is not seen in this version only Share this post Link to post Share on other sites
norrin 9 Posted December 3, 2007 With Version 1.2 we have more soldiers standing at the Respawn_west btw Boot_Hill instead of a cam showing the soldier.Also we are searching a possible error when people disconnect while waiting for respawn. Sometimes the server is going down from 47 server frames to 28 and getting more and more into desync. But this is not seen in this version only Thanks for the bug reports MC. With the camera problem is there a sequence of events that triggers it? Do the other players near where the unit was shot see an unconscious body even though the camera doesn't trigger? Do you think converting to an sqf camera file would help fix the problem? With the second problem I think it must be related to the isplayer.sqf script. This runs on every client's PC and probably only needs to run on the server and this may be causing conflicts and lag. I'll do some testing when I get a chance and also check and see whether I can recode this file into something simpler. Share this post Link to post Share on other sites
ricki 0 Posted December 4, 2007 hey maybe some1 knows that problem. i ve set up the init.sqf and everytime i die (tested with grenade) a second unit is spawned near my dead body and seconds later my alter ego, formerly dead is switched into this unit and seconds later the message appears "mission failed ...." whats wrong ? i created all markers on the map, had a logic called server. this is the init.sqf (only the var config - rest deleted) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _NORRN_mission_end_function = 1; //array no.0 _NORRN_reward_function = 0; //array no.1 _NORRN_team_kill_function = 0; Â Â //array no.2 _NORRN_all_dead_dialog = 0; //array no.3 _NORRN_JIP_spawn_dialog = 1; //array no.4 _NORRN_nearest_teammate_dialog = 0; //array no.5 _NORRN_unconcious_markers = 0; //array no.6 _NORRN_follow_cam = 0; Â //array no.7 _NORRN_call_out_function = 0; //array no.8 _NORRN_revive_timer = 0; //array no.9 _NORRN_heal_yourself = 0; //array no.10 _NORRN_kegetys_spectator = 0; //array no.11 _NORRN_water_dialog = 0; //array no.38 NORRN_player_units = ["a","a1","a2","a3""]; _NORRN_no_respawn_points = 1; //array no.12 _NORRN_Base_1 = "lsd_spawn_1"; //array no.13 _NORRN_Base_2 = ""; //array no.14 _NORRN_Base_3 = ""; //array no.15 _NORRN_Base_4 = ""; //array no.16 _NORRN_time_b4_JIP_spawn_dialog = 10; //array no.17 _NORRN_Base_1_respawn = 0; //array no.18 _NORRN_can_revive = "soldierWB"; //array no.19 _NORRN_can_revive_2 = "soldierGB"; //array no.20 _NORRN_can_be_revived = "soldierWB"; //array no.21 _NORRN_can_be_revived_2 = "soldierGB"; //array no.22 _NORRN_no_enemy_sides = 1; //array no.23 _NORRN_enemy_side_1 = "EAST"; //array no.24 _NORRN_enemy_side_2 = ""; //array no.25 _NORRN_max_respawns = 1000; //array no.26 _NORRN_respawn_button_timer = 6009; //array no.27 _NORRN_distance_to_friend = 20000; //array no.28 _NORRN_revives_required = 10; //array no.29 _NORRN_no_team_kills = 5; //array no.30 _NORRN_revive_timer_type = 0; //array no.31 _NORRN_respawn_position = 0; //array no.32 _NORRN_revive_time_limit = 6000; //array no.33 _NORRN_no_of_heals = 0; //array no.34 _NORRN_lower_bound_heal = 0.1; //array no.35 _NORRN_upper_bound_heal = 0.7; //array no.36 _NORRN_follow_cam_distance = 50; //array no.37 thx regards rocko Share this post Link to post Share on other sites
norrin 9 Posted December 4, 2007 If you're the only one on the server, you have the mission_end function enabled (_NORRN_mission_end_function = 1; //array no.0) and you die then the mission is going to end as this function detects whether all the current players are unconscious. If this is the problem make sure you have it disabled while you're testing your map solo. Share this post Link to post Share on other sites
ricki 0 Posted December 4, 2007 ^^ yeah but whats the issue with the second unit spawning near my dead body ? disabled mission end func. but second unit is still spawning near me. Share this post Link to post Share on other sites
norrin 9 Posted December 4, 2007 Where's your respawn marker (eg. Respawn_west) located is it near where your unit is dying? If it is then move it out of the way to an island somewhere, where no one is likely to come across it. Share this post Link to post Share on other sites
ricki 0 Posted December 4, 2007 Yay! thanks ! works now. sorry for my stupidity Share this post Link to post Share on other sites
Morticus 0 Posted December 7, 2007 Hi Norin long time no speak  Been off on my honeymoon  just now trying to get back into things and i noticed you been very busy.  Is the halo script still been added to your latest version Just wondering as i need to catch up with things  3 or 4 weeks away is a long time and my mission will need some updating as i still using verion k i think with the halo on it. Well hope to hear from ya soon Morticus Share this post Link to post Share on other sites
xeno 234 Posted December 7, 2007 @norrin I've rewritten your revive script and we have tested it with up to 20 players already. So far, everything is working as expected. No respawn where you shouldn't anymore, etc (the "With Version 1.2 we have more soldiers standing at the Respawn_west btw Boot_Hill instead of a cam showing the soldier" bug is gone). I'm still fixing some small bugs (I've splitted the Revive_Player.sqf in two parts/files, rewrote camera_follow.sqs to sqf, changed some code to run serverside only, and so on) and will release it (hopefully )in a few days here in this thread. Greetings Xeno Share this post Link to post Share on other sites
norrin 9 Posted December 7, 2007 @norrinI've rewritten your revive script and we have tested it with up to 20 players already. So far, everything is working as expected. No respawn where you shouldn't anymore, etc (the "With Version 1.2 we have more soldiers standing at the Respawn_west btw Boot_Hill instead of a cam showing the soldier" bug is gone). I'm still fixing some small bugs (I've splitted the Revive_Player.sqf in two parts/files, rewrote camera_follow.sqs to sqf, changed some code to run serverside only, and so on) and will release it (hopefully )in a few days here in this thread. Greetings Xeno Sounds great xeno but I wish you'd told me what you were doing m8 as it would have saved on time and duplication as I was about to release a new version of the script (its sitting on my hard drive ready to go) with many of the things you were describing hopefully also fixed ie. only server sided isplayer and mission end, rewritten isplayer.sqf to hopefully stop the respawning at boot_hill bug, fixes to the camera (for all dead dialog bug and I've also almost finished a sqf camera script just ironing out the last of the bugs) and I'd incorporated a new way of dealing with the inwater respawn dialog that seemed to fix the swimming problem. Anyway I'll check out what you've done and incorporate the new water code if its needed and add any of the other smaller fixes. Â Please let me know if you want me to post the latest unreleased version of the script. Share this post Link to post Share on other sites
xeno 234 Posted December 7, 2007 Sounds great xeno but I wish you'd told me what you were doing m8 as it would have saved on time and duplication as I was about to release a new version of the script (its sitting on my hard drive ready to go) with many of the things you were describing hopefully also fixed ie. Sorry, norrin, but I thought that you decided to stop working on it, at least that was what I thought when I read one of your last posts and I needed a working solution for an event in december. Nevertheless, check your mail ;-) Xeno Share this post Link to post Share on other sites
norrin 9 Posted December 7, 2007 Sorry, norrin, but I thought that you decided to stop working on it, at least that was what I thought when I read one of your last posts and I needed a working solution for an event in december. Nevertheless, check your mail ;-) Xeno I'm checking but nothing's coming up. Share this post Link to post Share on other sites
norrin 9 Posted December 7, 2007 Check again  Xeno Got it, thanks.:)  I can see this pretty much out of my hands now but do you want me to update your version of the code with my latest in water respawn solution (it gives the player the choice of allowing his body to wash onto the shore -  it changes the respawn_at_base_water.sqf and it would require a few changes to the r_killed_handler) and isplayer script and put in the other fixes (fixes the all_dead_dialog bug) -  I won't get a chance until Sunday though. Share this post Link to post Share on other sites
xeno 234 Posted December 7, 2007 I can see this pretty much out of my hands now but do you want me to update your version of the code with my latest in water respawn solution (it gives the player the choice of allowing his body to wash onto the shore - it changes the respawn_at_base_water.sqf and it would require a few changes to the r_killed_handler) and isplayer script and put in the other fixes (fixes the all_dead_dialog bug) - I won't get a chance until Sunday though. Please add your changes. With Sunday, no problem. All I want is a perfectly working revive Xeno Share this post Link to post Share on other sites
norrin 9 Posted December 7, 2007 I can see this pretty much out of my hands now but do you want me to update your version of the code with my latest in water respawn solution (it gives the player the choice of allowing his body to wash onto the shore -  it changes the respawn_at_base_water.sqf and it would require a few changes to the r_killed_handler) and isplayer script and put in the other fixes (fixes the all_dead_dialog bug) -  I won't get a chance until Sunday though. Please add your changes. With Sunday, no problem. All I want is a perfectly working revive  Xeno Don't get me wrong m8 I'm very excited and happy that some one has gone to the trouble of helping so much with the code, hell I'm happy that someone could make sense of what I've been writing.   Just a tinge of sadness that after all this time I'm passing the baton on. But you're right, at the end of the day the most important thing is that the revive works well in any situation.  Share this post Link to post Share on other sites
mcpxxl 2 Posted December 8, 2007 Hope to get it soon ;-) Actual it is a little bit to much "fun killer" Share this post Link to post Share on other sites
mcpxxl 2 Posted December 10, 2007 Bump waiting for a try out Share this post Link to post Share on other sites
xeno 234 Posted December 10, 2007 @MCPXXL Be patient... Still testing. It's done when it's done . Though, we allready played a lot of nice revive missions lately But I know that you allready play 1.09... so... Xeno Share this post Link to post Share on other sites
norrin 9 Posted December 10, 2007 Bump waiting for a try out I've passed onto Xeno some fixes and revised files from my unreleased revive 1.3 and he just wants to add a few more bits and pieces so hopefully its not far away now but I can tell you its looking good Share this post Link to post Share on other sites
xeno 234 Posted December 13, 2007 SQF Revive Scripts AI_disabled revive script release version 1.22 Download: Revive 1.22 (Right click, Save As) This is a first relase of the partly rewritten revive scripts from norrin. Players should'nt find themself standing at the respawn marker anymore when they die. Contrary to previous versions you have to edit the r_init.sqf file in your mission directory to setup the revive scripts and include it in your init.sqf/sqs with <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">nil = server execVM "r_init.sqf"; One small problem remains... Markers and unconscious bodys of players that disconnect don't get deleted allways. Still looking into this but haven't found a fully working solution yet. But I guess for now everybody can live with that Enjoy ! Thank you norrin for your great revive scripts. Xeno Share this post Link to post Share on other sites