gonza 8 Posted December 13, 2007 hello is it possible to add titletext when player become inconsiouse and when button timer option is on to tell him that he will be able to choose a respawn button if nobody respawn him in X minute ? it will be good for public server because players don't think that there will be inconsiouse for the rest of the mission _NORRN_respawn_button_timer = 360; //array no.27 an other suggestion could you put a titletext at the start of the mission to inform player what is the version of revive script thank for your great work Share this post Link to post Share on other sites
cross 1 Posted December 13, 2007 Bug: FollowCam = 1stPersonCam Share this post Link to post Share on other sites
norrin 9 Posted December 13, 2007 SQF Revive ScriptsAI_disabled revive script release version 1.22 Had a quick look at the files and its looking good Xeno will try it our in mission first chance I get. I see you decided to stick with the old anti-water dialog code not the updated version. All the best for the release Share this post Link to post Share on other sites
cross 1 Posted December 14, 2007 Xeno, Arma rpt file has been flooded with the following errors; Client: Object 2:95762 (type UpdatePositionMan) not found. *** AI identity cannot be applied - person 160:10 not found Client: Object 160:0 (type AIStatsMPRowUpdate) not found. Client: Object 160:10 (type UpdateDamageVehicleAI) not found. Client: Object 160:9 (type UpdateDamageObject) not found. FYI, Share this post Link to post Share on other sites
lebson506th 0 Posted December 14, 2007 When i died in the water I got an error about setting the position to the dead body location. Share this post Link to post Share on other sites
xeno 234 Posted December 14, 2007 SQF Revive Scripts AI_disabled revive script release version 1.23 Download: Revive 1.23 (Right click, Save As) First of all, thank you for your bug reports... 1.23 Changelog: - Fixed FollowCam bug - Fixed a bug in the Anti Water code - (Hopefully) reduced the number of errors in the rpt file @norrin I thought that I've replaced the anti-water dialog with your version but it seems that I missed it @crawler75 I hope that I've reduced the rpt errors, though I haven't had the time to test this. Follow Cam should be fixed. @lebson506th _dead_body_location error is gone. Though I'm not happy with the current anti water code. This will be changed in an upcoming release. Enjoy! Xeno Share this post Link to post Share on other sites
Stavanger 0 Posted December 14, 2007 Mirror by Combat-Prison.net AI Revive disabled Script SQF v1.23 by Norrin & _Xeno_ Regards, Stavanger Share this post Link to post Share on other sites
jdhaines 0 Posted December 14, 2007 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">File: ....\31stMEU_DemoCoop.Sara\spect\common.hpp, line 14: .KEGsRscText: Member already defined. It is in Common.hpp and Spectating.hpp My error, or a bug? Share this post Link to post Share on other sites
xeno 234 Posted December 14, 2007 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">File: ....\31stMEU_DemoCoop.Sara\spect\common.hpp, line 14: .KEGsRscText: Member already defined. It is in Common.hpp and Spectating.hpp My error, or a bug? Seems that you allready have somewhere a hpp file that has the same entry. Xeno Share this post Link to post Share on other sites
cross 1 Posted December 15, 2007 TY will test... The spawning mechanism works fine and much quicker now. cheers. Share this post Link to post Share on other sites
jdhaines 0 Posted December 15, 2007 I have another common.hpp from the new SPON scripts, but the only two instances of kegsrsctext are in your files. "Spectating.hpp" and "common.hpp" I'll keep working on it. I was mostly wanting to let you know, if it happened to be a bug. Share this post Link to post Share on other sites
norrin 9 Posted December 17, 2007 @ Xeno - If you decide to stick with the "wash ashore" in water dialog option you'll have to update the implementation notes for the next version as the mission makers need to add an extra marker on the map called "center". This is the point towards which a player's body will wash ashore (best to put this marker somewhere on land within the mission area or near one of the main objectives). Share this post Link to post Share on other sites
norrin 9 Posted December 17, 2007 @Xeno - I've spent a bit more time playing with this and discovered there's a bug with the anti-water code for RACS units as rather than their playerSide = guerrila, it = RESISTANCE and therefore it stuffs the line 129 of the r_killedhandler ie.<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">call compile format ["player setPos getMarkerPos 'Respawn_%1'", _player_side];Â You can fix this prob by replacing the code with <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> if (side player == WEST) then {player setPos getMarkerPos "respawn_west"}; if (side player == EAST) then {player setPos getMarkerPos "respawn_east"}; if (side player == RESISTANCE) then {player setPos getMarkerPos "respawn_guerrila"}; if (side player == CIVILIAN) then {player setPos getMarkerPos "respawn_civilian"}; or <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if (side player == RESISTANCE) then {player setPos getMarkerPos "respawn_guerrila"}else{call compile format ["player setPos getMarkerPos 'Respawn_%1'", _player_side]};(untested). I've also been getting the old swimming after using the respawn dialogs bug under certain conditions so I've PM'd you some code that should fix the problem once and for all. EDIT (19th Dec): Also looks like I may have found a fix for the isplayer code ie deleting unconscious bodies when players leave the server Share this post Link to post Share on other sites
xeno 234 Posted December 24, 2007 SQF Revive Scripts AI_disabled revive script release version 1.25 Download: Revive 1.25 (Right click, Save As) 1.25 Changelog: - Complete rewrite of the dead body and marker deletion code of disconnected players. - Improved anti water code, you have to add a marker called "x_norrn_center" somewhere on the island (wash ashore dialog center). - Resistance spawn variable wasn't set up correctly, fixed. - Some other small fixes Please be aware that you have to change or replace the r_init.sqf file. Enjoy and merry christmas to all! Xeno Share this post Link to post Share on other sites
andersson 285 Posted December 25, 2007 I just finnished off a testgame on a new mission I'm making. Your revive scripts are superb! Thankyou! My mission is with the yomies and sometimes when you are unconsious one of them come and kill you again. Then you are on the respawnmarker. If that happens I just kill myself and I return to the unconsious body, no problem. I tested to shoot one while unconsious and nothing happened, so it must be the yomies that f it up sometimes (personally I dont mind, put more stress to save the buddys before the zombies eat him haha). Anyway, dont pay attention on that petty-problem caused by another addon. I just wanted to thank you I'm having a good time running around reviving and fighting! Share this post Link to post Share on other sites
HulkingUnicorn 0 Posted December 29, 2007 I've been messing around with a little mission (which might grow, who knows ) using the disabled ai revive script. I feel the need for two 'tweaks' though: - Damaging the player upon being revived - Increasing a counter when 'all dead dialog' appears. I could probably find out where to put that myself, but I'd like some pointers Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted December 30, 2007 I'm back and ready for testing the new 1.25 From what I've seen I can say that it is really amazing. Thanks to norrin and xeno for updating the whole script. But I've got a question. Is it possible to move JIP player automatically to the nearest save respawn point? I've got a mission where the players start in a boat, the first respawn point is at the beach. When a player connects during the game he starts in the water where boat was placed in the editor Bug report: After JIP, spawning in the water (see above) and using the new anti-water button + pressing the respawn button for spawning at the beach I was still captive for the AI. Share this post Link to post Share on other sites
shark-attack 2 Posted January 4, 2008 great new version a little niggle that has caused some confusion when playing . at mission start player gets a message telling him how many revives are available to him eg 1 out of 1 is it possible to change the message text from revives avaialable to either lives or respawns .. Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted January 4, 2008 I would like to have an easier way to rename the respawn buttons. It's always a hard work changing up to 4 respawn buttons. I'm talking about 30 missions using the revival script! Updating everything is a horror! Share this post Link to post Share on other sites
xeno 234 Posted January 4, 2008 First of all, thank you for your feedback! - Damaging the player upon being revived Implemented, will be in the next version. You can set the damage value in the r_init.sqf file then. - Increasing a counter when 'all dead dialog' appears. I'm not sure if I will implement that. This has to be handled on the server side, but let's see what happens But I've got a question. Is it possible to move JIP player automatically to the nearest save respawn point? I've got a mission where the players start in a boat, the first respawn point is at the beach. When a player connects during the game he starts in the water where boat was placed in the editor This should be done by the mission editor, not by the revive script . It's easy to do, just sent a publicVariable to the player when he connects (server should change the value sometime after the mission has started) and setPos him to the new position if the publicVariable has a specific value. After JIP, spawning in the water (see above) and using the new anti-water button + pressing the respawn button for spawning at the beach I was still captive for the AI. (Hopefully) fixed, wait for the new version. is it possible to change the message text from revives avaialable to either lives or respawns .. Changed to Lives available... I would like to have an easier way to rename the respawn buttons. It's always a hard work changing up to 4 respawn buttons. I'm talking about 30 missions using the revival script! Updating everything is a horror! Implemented, you can set the text of each button separately in the r_init.sqf file in the next version. The new version will need 1.09beta or better to run the revive scripts. I've changed some internal things in the scripts that will only work with 1.09 (for example publicVariable with arrays or addPublicVariableEventHandler). I'm waiting for the 1.09 linux server and will do some more testing before I'm going to release it, so stay tuned. Xeno Share this post Link to post Share on other sites
mattxr 9 Posted January 4, 2008 Very Nice i cant wait Share this post Link to post Share on other sites
xeno 234 Posted January 6, 2008 norrin asked me to not release any new version as he wants to take back the scripts. So I will not release any new version anymore. Please ask norrin to integrate new features. Although I have a new version ready with the requested features, you won't get it from me. Sorry guys. Xeno Share this post Link to post Share on other sites
norrin 9 Posted January 6, 2008 I've been away for a couple of weeks and only got back online this afternoon. Â I would really like to thank xeno for the work he has done but it was always my intention to revisit the revive scripts once 1.09 was released. Â The problem I have is that since the release of 1.09 beta I have been asked to keep developing and add features to the revive as well as rewrite the PvP revive and AI_enabled scripts These additional features include: *The damaged player upon revive feature. Â *A fix for the the unconscious unit not being set captive properly. *A global broadcast for who has revived the player and the name of the player revived. *An option that allows players to choose respawn point upon the revive timer elapsing. *A color change for the markers to show which respawn points have been captured and are available for respawn. *A timer showing the amount of revive time left. As well as a number of other fixes. Unfortunately it is much easier for me to use my original updated code which is currently at version 1.35 (which I have word from my testers is working well) than to rewrite all the different versions of the scripts using Xeno's enhanced code or putting any changes back into his code and retesting. As it seems silly to have two completely different development paths for these scripts I have asked Xeno not to post any more versions. Â No doubt some of you will see this as a step backwards but I have a new version ready to go, however, having only just caught up on the thread I see there are a couple of other things people want added or changed as well and I also have Xeno's permision to use his sqf conversion of the camera (which needs some changes to work with the new features) as well as his much more efficient sqf weapon respawn script - so I will hold off releasing for the moment until I get these other features added. norrin Share this post Link to post Share on other sites
gonza 8 Posted January 6, 2008 Xeno you stop to work on the revive script ? or you just wait the norrin new version ? Share this post Link to post Share on other sites
.kju 3244 Posted January 7, 2008 Good decision IMHO! After all this has been the project of norrin ... Share this post Link to post Share on other sites