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zonekiller

ZoneKillers Revive Script JIP tested in Ver 1-1.09

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ZoneKillers Revive Script has been made from some bits of ofp scripts

converted to run in arma as well as alot of new code.

Tested in ver 1 to 1.09

Works with all versions of ARMA

JIP works as well

How it works.

When you die you are teliported to a island but you dont see this as a bodybag

is placed where you die and a marker is placed on the map with your name in it

the spectator script kicks in and locks into the body bag .

As a Player or AI gets within 5 mtrs of you you will be teliported to where the body bag is

and the body bag is then removed.

What you can do.

You can view what other players or ai are doing with the menu in the spectator screen.

You will also do aminations as you recover. This is a dangerous time so i made it

that 2 AI will try to get to you 1 to revive and 1 to cover.

If you press ESC while dead you will get the map so you can tell others where to find you.

If you hit it twice you will get the abort menu DO NOT HIT RESPAWN.

If people dont like you they will not revive you so be good..............

You do revive with the weapons that you have.

If you JIP when the AI is dead he will Revive himself as you join.

DO's & Dont's

Do Revive before taking on the enemy -- a very common fault 2 guns are better than 1

Dont Rambo as usually everyone else dies trying to revive you or you get left behind

as a body bag........

Work as a team . Its more fun anyway.

DO NOT HIT RESPAWN ......  It will take that unit out of the game.

Simple to setup

Easy to use

Makes for great team work

Works with AI as well as PLAYERS

Test Revive Mission Download

Quote[/b] ] step 1

make a trigger called sidealive and set it bigger than the mission area

set it to blufor, present, repeatedly, countdown, min 2  max 2 mid 2

if your side is west

make a second trigger and set it bigger than the mission area

set it to blufor, not present, once , type end#1 , on act. endgame = 1

put them close beside each other

step 2

make a marker called respawn_west if your side is west and

respawn_east if your side is east

put it on a island outside the mission area and make sure they are out side the

sidealive trigger

make a trigger called sidedead set it for 200 x 200 , blufor, present and put it over the

respawn marker

step 3

name all your men anything you want just make sure you give them all a name

step 4

copy the respawn folder to your mission

step 5

make a txt file in the root of your mission, call it description.ext

copy this into it

;-----------------------------

respawn = 3

respawndelay = 10

//Respawn

#include "respawn\rscSpectating.hpp"

;-----------------------------

step 6

make a txt file in the root of your mission, call it init.sqs

copy this into it

;-----------------------------

;Respawn

[] exec "Respawn\RESPAWN_Initialize.sqs"

;-----------------------------

step 7

make a game logic and call it Server

play the mission

This is all in a help.txt file in the revive folder

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Hi,

Cool

Quote[/b] ]make a game logic and call it Server
Please mate, this is ancient history. Instead of creating a gamelogic and testing for (local server) or !(local server) please simply use: isServer and !isServer

"Server Gamelogics" Are soooo passé smile_o.gif

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hey if it works it will do . it may not even be needed

It "may" not even be needed? The script either needs to be server aware, or it doesn't. If the script must be server aware, do everyone incl yourself a favor and remove the Server Logic dependency. As it means your script will only work if every mission is opened in the editor, and server gamelogic is added. It's totally unnecesary, so why make it harder on those who must implement it?

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Quote[/b] ]As it means your script will only work if every mission is opened in the editor, and server gamelogic is added. It's totally unnecesary, so why make it harder on those who must implement it?

if your making a mission or adding this script dont you need to be in the editor anyway to add the triggers huh.gif?huh.gif?huh.gif

so whats your point..

Fell free to make it better if you wish..

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@sickboy

There isnt even a standalone working revive script for arma atm, especially one that is soo easy to implement in missions as this. Before u shit on about whatever your shitting on about, try to contribute something like this to the arma community.

After searching around trying different scripts, I've tested it and it works well, thanks zonekiller

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Guest
try to contribute something like this to the arma community.

crazy_o.gif

Sorry but........... rofl.gif

@Zonekiller

I have asked you a question regarding this work in the armaholic forums, if you have some time could you answer it please wink_o.gif

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There isnt even a standalone working revive script for arma atm, especially one that is soo easy to implement in missions as this.

Errr... what about norrins revive script ? At least as easy to implement as Zonekillers and completely written in sqf (with much more features).

Before u shit on about whatever your shitting on about, try to contribute something like this to the arma community.

That was a good laugh. Yeah, sickboy... it's about time that you do something for the arma community... rofl.gif

Xeno

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Before u shit on about whatever your shitting on about, try to contribute something like this to the arma community.

That was a good laugh. Yeah, sickboy... it's about time that you do something for the arma community... rofl.gif

Xeno

Indeed! rofl.gif   yay.gif

Anyway, it is really a pitty my suggestions which are for the greater good of everybody, must be taken with hostility and as some kind of flaming or whatever cewing and possibly the creater seem to see it.

isServer function is as simple as 1-2-3. It removes the unncessary dependency of having a 'stupid'  "Server GameLogic".

[*] Less Dependency

[*] Less work implementing

[*] isServer is just as good, even better because it's more clean

The point basicly is; Yes, you have to be in the editor to arrange stuff. This is fine for one mission. Think about implementing it for 800 missions (aww good old OFP Coop Missions Times :-)).

It's not my project, and to each his own opinion, it's only too bad that a little friendly advice is not taken as constructive critism.

Quote[/b] ]Fell free to make it better if you wish..
If I need a revive script, I might just do that. As it's usually my daily business smile_o.gif

Haven't looked at the quality of the code yet, so it would be a choice between yours, norrins (who welcome's constructive critisism), or write my own from the ground up. Time will tell.

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