zonekiller 175 Posted February 21, 2008 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 ...... Â 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 1make a trigger called sidealive and set it bigger than the mission area set it to blufor, present, repeatedly, countdown, min 2 Â 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 Share this post Link to post Share on other sites
sickboy 13 Posted February 21, 2008 Hi, Cool Quote[/b] ]make a game logic and call it ServerPlease 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 Share this post Link to post Share on other sites
zonekiller 175 Posted February 21, 2008 hey if it works it will do . it may not even be needed Share this post Link to post Share on other sites
sickboy 13 Posted February 21, 2008 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? Share this post Link to post Share on other sites
zonekiller 175 Posted February 21, 2008 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 ?? so whats your point.. Fell free to make it better if you wish.. Share this post Link to post Share on other sites
cewing 0 Posted February 22, 2008 @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 Share this post Link to post Share on other sites
Guest Posted February 22, 2008 try to contribute something like this to the arma community. Sorry but........... @Zonekiller I have asked you a question regarding this work in the armaholic forums, if you have some time could you answer it please Share this post Link to post Share on other sites
xeno 234 Posted February 22, 2008 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... Xeno Share this post Link to post Share on other sites
sickboy 13 Posted February 22, 2008 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... Xeno Indeed! Â 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' Â "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 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. Share this post Link to post Share on other sites