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norrin

SQF revive script

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Yeah Good decision.. as we can have it all in one instead of 2 versions by 2 differnt people.

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I've been away for a couple of weeks and only got back online this afternoon.  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.  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.  

*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.  

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

Good Decision Norrin, while everyone should be helping others for the betterment of the community we shouldn't have lost sight that a Script belongs to the Creator.

Vengeance

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Good Decision Norrin, while everyone should be helping others for the betterment of the community we shouldn't have lost sight that a Script belongs to the Creator.

Funny, the script allways belonged to norrin.

I'm quite happy that I could fix some nasty bugs and make it work for the time norrin didn't work on the scripts.

Now he is back and I'm glad that he is responsible again. More time for me to do other things again (and I'm doing a lot things around ArmA, like mp missions, scripts, organizing events, managing a server, and so on).

Xeno

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AI disabled revive update (8th January 2008)

You can get version 1.36 from here: http://home.iprimus.com.au/simonnsl/AI_disabled_Revive_1.36.zip

There’s a few new options in the revive_init and changes in implementation so make sure you read the ReadMe before using the latest version

Fixes

* The unconscious body is now correctly defined as a captive and will no longer be seen as a threat by enemy units.

* Player is no longer set as a captive after using the wash ashore dialog and respawning at base

* Lots of other minor fixes over my earlier versions of the scripts

New Features

* The respawn dialog buttons now appear with the respawn markers names. As the names of these markers now appear on the respawn buttons automatically make sure they are not more than 11 lower case characters in length.

* Revives remaining now called “Lives remainingâ€

* New options in revive_init.sqf which are linked (_allied_side_1 = "WEST";_allied_side_2 = "RESISTANCE"; ) to the camera script and allow the players to spectate other team members and friendly sides while unconscious (a fault with previous versions). Friendly sides can be "EAST", "WEST","RESISTANCE" etc. If all players are from the same side make sure you set the same side for both variables eg "WEST", "WEST" ie do not leave these variables blank if you are using the follow cam option (//array no.7)

* New option in the revive_init.sqf (_revive_damage = 0.5; ), which allows the mission maker to set the amount of damage a player has after being revived. Make sure you disable the heal action option if you use this function.

* It is also possible to view an onscreen countdown revive timer (_visible_timer = 1 in revive_init.sqf). This works quite well for a low revive_time_limit but it loses approximately 2 seconds for every 30 seconds of time_limit eg for 60 secs revive_time_limit the visible countdown timer counts down to 4 seconds before the revive time elapses.

* If using the enemy sides options the respawn markers appear as red until captured then turn green on the in game map

*A global broadcast for who has revived the player and the name of the player revived.

*An option (_respawn_position = 2; ) that allows players to choose from available respawn points upon the revive timer elapsing.

Final Remarks

Once again my thanks to xeno. Unfortunately, xeno’s enhanced scripts and my scripts diverged before release of enhanced 1.25 so the new release follows my original scripting path, although I have incorporated xeno’s weapon respawn, his separate revive_init and modified his sqf conversion of the unconscious_camera script for the new functions. If you run into serious problems though and the new version is not fixable I’ll incorporate all the latest changes in code (and there’s quite a few) into xeno’s enhanced version 1.25.

EDIT: You will need to be running at least ArmA ver 1.09 beta to use the latest version of the revive script

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Thanks for the work smile_o.gif I'll wait until the release of the 1.09 linux server files. What about renaming the respawn buttons in version 1.36?

edit:

I couldn't resist to test it at least local smile_o.gif But after getting killed or pressing the ArmA respawn button I get this message:

revive1ro5.th.jpg

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and let's not forget that any revive missions new or converted...please keep them coming to me...:))

scripts are nice..but they are even nicer with missions...:)

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Thanks for the work smile_o.gif I'll wait until the release of the 1.09 linux server files. What about renaming the respawn buttons in version 1.36?

edit:

I couldn't resist to test it at least local smile_o.gif But after getting killed or pressing the ArmA respawn button I get this message:

Nothing like a few teething difficulties to inspire confidence in the punters.

You can get a fixed cam_follow script from here: http://home.iprimus.com.au/simonnsl/norrinsArmA/cam_follow_fixed.zip

The full down load has also been updated with this fix or get it here: http://home.iprimus.com.au/simonnsl/AI_disabled_Revive_1.36.zip

and yes now that its working the respawn buttons will be renamed to the names of respawn markers

@lebson, just checked link seems to be OK for me.

PS: Anybody I've sent a specialised version of this script to will need this camera fix.

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I have no good news for you sad_o.gif

In a local hosted MP game, everything was fine. But using the script on a linux dedicated with 4 other players made us sick this evening sad_o.gif Every time somebody died, this error message appeared:

http://img143.imageshack.us/img143....MG]

While connecting to the server this message appeared:

http://img175.imageshack.us/img175....MG]

Sometimes player were kicked out of the revival script leaving their fake body at the spawn point and fighting with their real one. Sometimes player were spawned on the Boot_Hill or Respawn_West marker.

I'm sorry to say that the latest version has more bugs than any previous version of the last months sad_o.gif

But ... the respawn button renaming feature works very well! The displayed respawn timer too! smile_o.gif

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I have no good news for you sad_o.gif

In a local hosted MP game, everything was fine. But using the script on a linux dedicated with 4 other players made us sick this evening sad_o.gif Every time somebody died, this error message appeared:

http://img143.imageshack.us/img143....MG]

While connecting to the server this message appeared:

http://img175.imageshack.us/img175....MG]

Sometimes player were kicked out of the revival script leaving their fake body at the spawn point and fighting with their real one. Sometimes player were spawned on the Boot_Hill or Respawn_West marker.

I'm sorry to say that the latest version has more bugs than any previous version of the last months sad_o.gif

But ... the respawn button renaming feature works very well! The displayed respawn timer too! smile_o.gif

As always thanks for testing out the script Legislator smile_o.gif

Unfortunately I cannot test on a linux server as I don't have linux installed on any of my boxes. However, I'll take another look on my win dedicated server and see if I can find the problem.

I think all of the problems are being caused by the new way the unconscious body is being created using the createUnit rather than the createVehicle command as this was the only way I could get the setCaptive command to work properly on the unconscious body. The first problem is that this command does not return a value like the createVehicle command so its hard to identify the body that has just been created. The second problem with the createUnit command is that it will not allow a unit to be created on some types of terrain (eg. buildings) so I had to use the setPos command once the unit was created to place it exactly where the player died and this is the code that is failing.

Let me see what happens if I fix the error that players are seeing each time they die relating to the setpos command as this may well resolve all the other errors you are seeing.

For instance the second error occurs in the camera script because the revive script has not be able to identify/find the unconscious body that refers to the player and this could well be because the "this setpos..." code has failed and will most likely occur if that player died on a building.

The other problem is that even if I put this new version of the code using createUnit into xeno's enhanced script the same thing is likely to happen.

Just one final thing, what version of the linux server are you using as I do use a "publicVariable" to send an array over the network and as I understand this is not possible in ArmA versions pre 1.09 so maybe this is the problem as this "public" array is used to create the unconscious body. So is it possible that when testing locally you are using 1.09 beta and when testing on your linux box that you are running pre 1.09?

So if anybody is testing the latest version of the script can they please ensure they are running at least 1.09 beta as revive_1.36 will not work with earlier versions of ArmA.

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Ahhh, thats a warning that would have been nice =P

Oh well, my map won't be ready till after 1.09 comes out anyway. =)

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Ahhh, thats a warning that would have been nice =P

Oh well, my map won't be ready till after 1.09 comes out anyway. =)

You're right and I mistakenly thought that everyone would be using the 1.09 beta without even considering linux or other users.

My bad - sorry.

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Hope i can give you a feedback this weekend from testing with the latest Patch and revive script.

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Quote[/b] ]So if anybody is testing the latest version of the script can they please ensure they are running at least 1.09 beta as revive_1.36 will not work with earlier versions of ArmA.

Ah I guess we found the problem wink_o.gif Yet there are no 1.09 linux server files. We used the 1.08 linux server to test it. I guess that's the problem. So maybe there are no bugs at all biggrin_o.gif

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I've been testing it out, and i found something that i'm not sure is right...

If you get shot and then let the revive timer elapse, you go into spectator mode... but you can't respawn, regardless of how many lives you have left. Is this intended?

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I've been testing it out, and i found something that i'm not sure is right...

If you get shot and then let the revive timer elapse, you go into spectator mode... but you can't respawn, regardless of how many lives you have left. Is this intended?

It may be a config problem in your revive_init.sqf.  The options that you can set for when the revive timer elapses are:

(1) You are dead - screen goes black or you get Kegetys spec script.

(2) You  automatically spawn at base one

(3) You spawn at the closest available spawn point to where you died

(4) You get a choice of available spawn points via the respawn dialog.

As more and more features have been added to the script its gotten quite complicated and there's a number of settings that need to be compatible for this to work properly.  Do you mind sending me your revive_init.sqf or your mission and I'll take a look at it.  You can send it to norrin@iprimus.com.au

Thanks.

So maybe there are no bugs at all

It would be nice to think so but some how I think its unlikely.

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Hey norrin, smile_o.gif

just wondering are there any AI Enable updates or is the 0.20 Beta the latest one?

I really love the AI Enable Revive script becouse with it i can play ArmA even if no one has time to play. biggrin_o.gif

So keep up the good work.

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Hi SNK,

Yeah the 0.20 beta's the latest release but there's an updated version of the AI_enabled revive with many new functions included not far away - I'm just in the process of play testing it so maybe by the end of the week if I don't run into too many problems.  Its based on the older version of the script so its compatible with ArmA 1.08 but it seems to be working well for small groups and single play.

best wishes,

norrin

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Great News on Enabled. Very nice to have in small missions with objectives and not a lot of players.

Vengeance

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Oh great news norrin!! thumbs-up.gifsmile_o.gif

Just one question in your Revive Enable 0.20 beta i always get a NULL-Object error... and if i try to Revive a unit the unit is sinking into the ground and will not come back any more.

Is this a bug or did i do something wrong?

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Oh great news norrin!! thumbs-up.gifsmile_o.gif

Just one question in your Revive Enable 0.20 beta i always get a NULL-Object error... and if i try to Revive a unit the unit is sinking into the ground and will not come back any more.

Is this a bug or did i do something wrong?

The NULL_Object error is a known bug and has hopefully been fixed in the new version. The units shouldn't be sinking into the ground though so could be a config error.

Testing of the new version last night went well and I may release it today if I get a chance to write up the implementation notes.

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AI_enabled revive update (Version 0.22 beta, 15th Jan 2008)

You can get the new version here: http://home.iprimus.com.au/simonnsl/norrinsArmA/AI_enabled_0.22.zip

Make sure you read the readme.doc for full info on new features and implementation of the scripts.

New Features include:

* Limited number of lives, Kegetys spectating script when dead.

* Option for respawning at nearest available respawn point

* Prompt for reviving unit and unit revived

* Various other fixes

Tested in 1.09 but should work with 1.08.

Hopefully fixed the nullObject bug but as these scripts are based on the older revive system it is still not possible to enable unconscious invincibility in the revive with suites of scripts that use addevenhandlers "killed" and "hit" such as GPL2+ (sorry SNK). If the new version of the AI-disabled scripts work out OK in 1.09 I might see if I can convert the enabled scripts to the new code.

EDIT: I've started testing a new version of the AI_disabled revive that's based on xeno's enhanced 1.25.  If it works out OK I'll hopefully post it in the next few days.

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inlove.gif Thanks a lot dude.

I will test it and give you some feedback soon.

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Hi norrin, smile_o.gif

just testet the new version a and here is some feedback.

Bugs:

In my first test i got a lot of "Empty Vehicles" in the Spectatinc name select list after i was killed but i think it was sloved after i put gw1 = group this into the init of the group leaders.

After i was revived by a AI i alwasy have to put ESC to return from the Spectatinc View to the player view.

Sometimes the Action "Revive" will not be deletet from my Action Menu after i had Revived a Ai unit.

All other things was just working greate units always reviving other AI units and me. wink_o.gif

But i still need to test some more.

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