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Good to hear that everything has went well with you. Best wishes!

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Houlala! (very few people use that expression in France...)

I hope you'll get better as fast as possible, and... Carpe Diem! (very few people use that expression in France...)

I think we all can wait for the next versions of your very good scripts!!;)

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Hi, Thank you Norrin for this Script and I hope you are feeling better soon.

Only question I have atm is how do I make the Mission End if all players are dead and AI is out of heal kits or just to far away to save my poor ass?

Atm everything is working great, it just that I have to abort the game when we are all wipeout (not too much of a problem, but I am sure there is an easy answer).

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Hi, Thank you Norrin for this Script and I hope you are feeling better soon.

Only question I have atm is how do I make the Mission End if all players are dead and AI is out of heal kits or just to far away to save my poor ass?

Atm everything is working great, it just that I have to abort the game when we are all wipeout (not too much of a problem, but I am sure there is an easy answer).

Have you tried using this Option in the Revive_init.sqf?

_mission_end_function = 0; //array no.0 - mission ends when all players are unconscious

Explained on page 3 of the pdf.

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hi mate

a problem since 103 patch .. i think ....

all tasks and notes are repeated in briefing after respawn ...

Edited by shark-attack

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I'm featuering a strange error since patch 1.03.

arma22009080920475606.th.jpg

Warning Message: No entry 'mpmissions\__CUR_MP.Chernarus\description.ext/NORRNRscMapControl/Task.iconCreated'.
Warning Message: '/' is not a value
Warning Message: No entry 'mpmissions\__CUR_MP.Chernarus\description.ext/NORRNRscMapControl/Task.iconCanceled'.
Warning Message: '/' is not a value
Warning Message: No entry 'mpmissions\__CUR_MP.Chernarus\description.ext/NORRNRscMapControl/Task.iconDone'.
Warning Message: '/' is not a value
Warning Message: No entry 'mpmissions\__CUR_MP.Chernarus\description.ext/NORRNRscMapControl/Task.iconFailed'.
Warning Message: '/' is not a value
Warning Message: No entry 'mpmissions\__CUR_MP.Chernarus\description.ext/NORRNRscMapControl/Task.colorCreated'.
Warning Message: Size: '/' not an array
Warning Message: Size: '/' not an array
Warning Message: No entry 'mpmissions\__CUR_MP.Chernarus\description.ext/NORRNRscMapControl/Task.colorCanceled'.
Warning Message: Size: '/' not an array
Warning Message: Size: '/' not an array
Warning Message: No entry 'mpmissions\__CUR_MP.Chernarus\description.ext/NORRNRscMapControl/Task.colorDone'.
Warning Message: Size: '/' not an array
Warning Message: Size: '/' not an array
Warning Message: No entry 'mpmissions\__CUR_MP.Chernarus\description.ext/NORRNRscMapControl/Task.colorFailed'.
Warning Message: Size: '/' not an array
Warning Message: Size: '/' not an array
Error in expression < _cam_hint0];

_target = _alive_friends select (lbCurSel 10005);		
_follow_unit >
 Error position: <select (lbCurSel 10005);		
_follow_unit >
 Error Nullteiler

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Yes I have read the PDF and know about "_mission_end_function = 0; //array no.0 - mission ends when all players are unconscious" and this is quite nice.

But the problem with that is when I try and solo play a mission it will end the first time I get killed (as I am the only real player). What I am after is some way of telling if all the players are out of lives before I force the game to end. If I still have lifes left I can get AI to res me, but if I have no lifes left I want it to end.

The "_mission_end_function = 1" things only works when you have real friends :-)

I guess just knowing what Variable = lifes left will do me and I can the setup a trigger to end game if none of the players have any lifes left.

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People getting the task error need to read this whole thread. Your answer is on page 15. Fixed in (version 0.2O)!

Norrin, hope you're recovering well! Thanks again for this great resource!

Edited by kylania

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@shark - mate just check your revive_init.sqf and make sure NORRNCustomExec1 = ""; and NORRNCustomExec3 = ""; as I put some code in there in the test mission sometime before the latest patch so that the briefing was re-added when a player respawned.

@kylania and vengeance - :)

Thank you to everyone else for your best wishes - I'm already feeling much better and have started work on the next version, just want to fix a couple more bugs before I release.

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My arma2.rpt show that

Unit not created: Subgroup 2:456 not found

Cannot create object 2:249

Client: Remote object 2:249 not found

Creating debriefing

Client: Object 2:55 (type Type_96) not found.

Client: Object 2:55 (type Type_96) not found.

Client: Object 2:295 (type Type_144) not found.

Client: Object 2:423 (type Type_121) not found.

WARNING: Function 'name' - PataPalo is dead

WARNING: Function 'name' - Simon Lopez is dead

WARNING: Function 'name' - PataPalo is dead

Creating debriefing

Client: Object 2:295 (type Type_144) not found.

Client: Object 4:98 (type Type_121) not found.

Client: Object 4:89 (type Type_213) not found.

Client: Object 4:90 (type Type_213) not found.

Client: Object 4:91 (type Type_213) not found.

Client: Object 4:92 (type Type_213) not found.

Client: Object 4:93 (type Type_213) not found.

Client: Object 4:94 (type Type_213) not found.

Client: Object 4:95 (type Type_213) not found.

Client: Object 4:125 (type Type_121) not found.

Client: Object 4:100 (type Type_213) not found.

Client: Object 4:104 (type Type_121) not found.

Client: Object 4:112 (type Type_121) not found.

Client: Object 4:114 (type Type_121) not found.

Client: Object 4:122 (type Type_121) not found.

Error in expression <) select 0);

this setPos [(alpha_2 getVariable 'NORRN_pos_>

Error position: <setPos [(alpha_2 getVariable 'NORRN_pos_>

Error Tipo Cualquiera, esperado Número

Error in expression <) select 0);

this setPos [(alpha_3 getVariable 'NORRN_pos_>

Error position: <setPos [(alpha_3 getVariable 'NORRN_pos_>

Error Tipo Cualquiera, esperado Número

Error in expression <) select 0);

this setPos [(alpha_1 getVariable 'NORRN_pos_>

Error position: <setPos [(alpha_1 getVariable 'NORRN_pos_>

Error Tipo Cualquiera, esperado Número

It seems a revive issue, I only got DAC and revive for that mission and test it without DAC and same issue at arma2.rpt.

When IA dies sometimes respawn at respawn_west.

I´m one of your revive script fans...good work. :292:

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WOW, I didn't know you could use DAC in ARMA2? You must have modified it a great deal?

What kind of Error Rpt do you get if you run the NORRIN Test Mission?

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At dedicated server and revive test mission 0.2m I got that:

arma2.rpt

Remote entity want to supply: B 1-1-E:13 REMOTE

Remote entity want to supply: B 1-1-E:11 REMOTE

Remote entity want to supply: B 1-1-E:11 REMOTE

Remote entity want to supply: B 1-1-E:11 REMOTE

Creating debriefing

Client: Object 2:14 (type Type_96) not found.

Client: Object 2:73 (type Type_99) not found.

Client: Object 2:188 (type Type_144) not found.

Client: Object 3:26 (type Type_121) not found.

Cannot create object 2:201

Cannot create object 2:202

Client: Object 2:202 (type Type_82) not found.

Client: Object 2:201 (type Type_79) not found.

....

Unit not created: Subgroup 2:202 not found

Cannot create object 2:204

Client: Object 2:201 (type Type_79) not found.

Client: Object 2:176 (type Type_82) not found.

Unit not created: Subgroup 2:176 not found

Cannot create object 2:206

Unit not created: Subgroup 2:209 not found

Cannot create object 2:101

Client: Object 2:101 (type Type_86) not found.

...

Error in expression <unc_array') select 0);

this setPos [(s1 getVariable 'NORRN_pos_x'), >

Error position: <setPos [(s1 getVariable 'NORRN_pos_x'), >...

Error Tipo Cualquiera, esperado Número

Client: Object 2:101 (type Type_86) not found.

error - person has no brain

Client: Object (id 2:1, type Type_95) is local - update is ignored.

Client: Object (id 2:1, type Type_96) is local - update is ignored.

Creating debriefing

...

At arma2server.rpt

Server: Object 3:54 not found (message 121)

Server: Object 3:56 not found (message 121)

Server: Object 3:58 not found (message 121)

Server: Object 3:62 not found (message 121)

Server: Object 3:60 not found (message 121)

Server: Update of object 2:99 arrived from nonowner

Server: Object 3:65 not found (message 121)

Server: Object 3:64 not found (message 121)

...

I got no custom addons.

Thanks all for fast reply. :bounce3:

Edited by PataPalo
add issue

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Revive Script Update (version 0.2O)

Download

http://norrin.org/downloads/ArmA2/revive/AI_enabled/Revive_TEST_02o.utes.rar

If you are using a version 0.2C or higher you can just replace the Revive_sqf subfolder in you mission with the one in the archive

Fixes

* Xeno's map dialog fix - thanks again mate :)

* Further optimisation to the scripts to reduce the number of instances of the scripts running on the server and the players PC when using with the AI disabled and in some instances AI-enabled.

* When the units were dead (not unconscious) in some instances they continued to call out and the revive and drag actions also appeared.

* Fixed placing of mobile respawn if option no revive selected at mission start-up

* If the CASEVAC object is a vehicle you will now need to load the unconscious unit on the vehicle in order to revive him NB: In the test mission both the HMMWV and the mobile MASH can be used for CASEVAC.

* Removed the code that reloaded the briefing following respawn as this feature is now included in patch 1.03.

Future Plans

I really want to get the current code as bug free as possible so I have a solid foundation before adding any new features

@Patapalo - Very hard to know what the problem is without seeing your mission mate but no probs at all with getVariable 'NORRN_pos_x' in my testing so it may be revive_init config error.

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Thanks NORRIN, great to see this so soon. Hope all is well with the recovery!

:yay:

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gday mate

been playing with the specials in revive set up :)

an excellent addition ... respawn in vehicles is sweet

im wondering if it would be possible to present the player with a choice of insertion methods (land sea or air) after the briefing on loadup ... similar to the jip/ respawn options ... or would a seperate dialog be required

would be an awsome addition to an already amazing script

best wishes mate

shark attack

Edited by shark-attack

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Norrin,

I noticed something strange with my teammate and I think you should know this. Maybe you'll already know. In the revive script the mission editor has to name the playable units. So far, so good.

But undeclared global variables will cause errors in the server.rpt! That's the case if - let's say there're 20 player lots / playable units - and only 3 players ingame.

JIP units will be initialized when they join. Preplaced units will be empty until then (nil).

I hope this helps you in some way. Right now the only solution is to fill up every player slot so no playable-unitname is seen as an undeclared variable.

Edit:

I might have a feature request :D It would be nice if mission editors could set up the cargo of the mobile respawn ammo box in the revive_init.sqf. Sometimes it's good to have at least 3 anti tank grenades at the frontline.

Edited by [GLT] Legislator

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Revive 0.3 beta update

This is a beta for the new version. Hopefully you won't notice any difference to the scripts but I've changed/simplified the way the scripts treat the unconscious body. In the past I've created a new unit to represent the unconscious player, in this version the player's avatar is the unconscious unit. This has only become possible with some of the new scripting commands introduced in ArmA2. It will hopefully reduce the strain on the server (especially when multiple units die at the same time) and completely removes the possibility of respawning at respawn_west. I've tried my best to test these changes comprehensively but please only use if you are willing to put up with any bugs the changes have introduced. Also note that if you are playing with the AI enabled and JIP if the AI unit you are joining into is unconscious you will start out unconscious

Download

http://norrin.org/downloads/ArmA2/revive/AI_enabled/Revive_TEST_03.utes.rar If you are using revive 0.2C+ just copy the new revive_sqf and respawn_special to your mission directory

Fixes

* definition of medpacks, AI_help state etc for AI units

* stowing respawn tent action if you have been in water or over water

* smoke for AI units

Other changes

*Unconscious units by default only do the new unc animations, changing the _altUnc_animation setting now only changes the revive animation that the players perform.

@vengeance - if an unconscious player/AI unit is in your group a green diamond will now show where the unit's body is in game so hopefully finding the downed unit will be a bit easier.

@legis - I'm not sure it will be problem mate as I introduced some changes in the previous version so that in AI disabled missions, only the player runs an instance of the scripts for himself - also any code that checks the playable units array also has an !isNull unit check (though I may have missed something).

Note: will update first post in thread if I get feed back suggesting that all's OK.

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Much appreciated as always I will load it up into my missions.

"please only use if you are willing to put up with any bugs the changes have introduced"

Bugs? We'll Shoot`em!

:uzi::slayer3:

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