tophe 69 Posted August 8, 2009 Good to hear that everything has went well with you. Best wishes! Share this post Link to post Share on other sites
shark-attack 2 Posted August 8, 2009 best wishes mate ... glad your ok ! Share this post Link to post Share on other sites
vengeance1 50 Posted August 8, 2009 WOW, good to hear your ok Norrin! Get Well Soon! Share this post Link to post Share on other sites
fleepee 10 Posted August 8, 2009 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!!;) Share this post Link to post Share on other sites
xtriaden 10 Posted August 9, 2009 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). Share this post Link to post Share on other sites
vengeance1 50 Posted August 9, 2009 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. Share this post Link to post Share on other sites
shark-attack 2 Posted August 9, 2009 (edited) hi mate a problem since 103 patch .. i think .... all tasks and notes are repeated in briefing after respawn ... Edited August 9, 2009 by shark-attack Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted August 9, 2009 I'm featuering a strange error since patch 1.03. 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 Share this post Link to post Share on other sites
*tcf*jackal 10 Posted August 9, 2009 Get well soon Norrin! Share this post Link to post Share on other sites
xtriaden 10 Posted August 9, 2009 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. Share this post Link to post Share on other sites
kylania 568 Posted August 9, 2009 (edited) 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 August 12, 2009 by kylania Share this post Link to post Share on other sites
norrin 9 Posted August 9, 2009 @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. Share this post Link to post Share on other sites
-XDF-Banksy 10 Posted August 10, 2009 Good to have you back on board buddy. Share this post Link to post Share on other sites
PataPalo 10 Posted August 11, 2009 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: Share this post Link to post Share on other sites
vengeance1 50 Posted August 11, 2009 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? Share this post Link to post Share on other sites
PataPalo 10 Posted August 11, 2009 (edited) 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 August 11, 2009 by PataPalo add issue Share this post Link to post Share on other sites
norrin 9 Posted August 11, 2009 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. Share this post Link to post Share on other sites
vengeance1 50 Posted August 12, 2009 Thanks NORRIN, great to see this so soon. Hope all is well with the recovery! Share this post Link to post Share on other sites
shark-attack 2 Posted August 12, 2009 nice one mate ... Share this post Link to post Share on other sites
PataPalo 10 Posted August 14, 2009 Thank you very much Norrin. :bounce3: Share this post Link to post Share on other sites
shark-attack 2 Posted August 16, 2009 (edited) 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 August 16, 2009 by shark-attack Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted August 17, 2009 (edited) 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 August 17, 2009 by [GLT] Legislator Share this post Link to post Share on other sites
norrin 9 Posted August 18, 2009 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. Share this post Link to post Share on other sites
vengeance1 50 Posted August 18, 2009 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! Share this post Link to post Share on other sites