Jump to content

Recommended Posts

NORRIN,

Have you seen any issues with Water Crash while in A10? I was shot down and landed in a small lake. Heard water when dead, no view (black) but got respawn dialog buttons. Selected Airport and respawned swimming in the ground.

Vengeance

Share this post


Link to post
Share on other sites

Just trying to replicate that bug by crashing an A10 into the dam on Chenaurus and can't.

There is a problem with the lakes and dams though as they are not recognised by the surfaceIsWater command so the anti-water code doesn't work if you die in one, so unless you've got respawn at base markers you'll end up stuck unconscious on the bottom of the dam - will look into it but would recommend you don't die in the dam for the time being.

Share this post


Link to post
Share on other sites

@norrin

Great script mate, finally got it working with mobile respawn in a mission I am making.

I have played around with setting options in the revive.init.sqf and can see for the most part what does what.

What I am trying to do is have it so that, if injured (unconscious) you must have another player come to your aid, and give basic first aid, (stop the bleeding etc, which revives you but with limited functionality, but you must be moved back to the mobile respawn for full recovery. Either dragged/carried or moved into a cargo and driven there.

Is this possible within the scope of your current scripts?

EDIT:

OK I think I found what it is I am after.

_caseVAC - Allows units to be taken to a hospital etc to be revived, needs to be an array eg.

[0] not used or [1, ["MASH"]]; the second internal array ["MASH"] represents the type of

object at which you'd like the units to automatically revive, note: you can put a list of objects

here. If the object is a vehicle you will need to load the unconscious unit on the vehicle in

order to revive him.

Can you please explain the easiest way to set this up?

I assume it needs a unit/s (vehicle/s) designated as "MASH" with associated markers.

If you could just elaborate a little more, I'd appreciate it

Thanks mate

Edited by AF-Killer

Share this post


Link to post
Share on other sites

Hi mate,

The CASEVAC works like a unit that is designated as a reviver in the revive_init.sqf except it does it pretty much automatically - so I'm not sure its exactly what you want.

There is a way you can do what you're after however:

You could use the bleeding function in the scripts so you'd still need the bandages but then not designate any unit types in the can_revive lines in the revive_init.sqf. Instead you'd put MASH in the CASEVAC parameter.

That way the medics would be able to heal damage and other units could bandage each other and themselves if they were bleeding, however when you fell unconscious you'd need to be extracted to a MASH tent to be revived.

I hope this makes sense,

norrin

Share this post


Link to post
Share on other sites
That way the medics would be able to heal damage and other units could bandage each other and themselves if they were bleeding, however when you fell unconscious you'd need to be extracted to a MASH tent to be revived.

With regards the MASH tent, does it need to be a Mash tent or can it ba a vehicle? If so is it a simple case of naming the vehicle "MASH"?

With regards dragging and carrying, that option is only available if they are unconscious? I am thinking of AI here, as when I test (shoot them) they seem to just die. Maybe I need to make sure they are in an array somewhere.

Thanks

Share this post


Link to post
Share on other sites

For the CASEVAC it can be any number of things. For instance:

_caseVAC = [1, ["MASH","HMMWV_Base"]];

in the revive_init.sqf specifies that both MASH tents and HMMWV can be used as CASEVAC points. Note for the latest versions of the scripts you need to drag the unconscious unit and load it into a stationary CASEVAC vehicle in order to revive it.

Currently the scripts only work for human players and playable AI units, not unplayable AI units. This may change down the track but thats the way it is for the time being.

Revive 0.3C: http://www.norrin.org/downloads/ArmA2/revive/AI_enabled/Revive_TEST_03c.utes.rar

Share this post


Link to post
Share on other sites

Hello...

I added the 0.3c script to EVO 3.6.

I've been getting a lot of problems with the weapons after revive or respawn. Sometimes you get an old loadout, or you loose everyting but the M9.

This might be a script conflict, nut I'm not sure. I tried setting _respawn_at_base_addWeapons to 1 and 0... But that doesn't help.

Any ideas?

EDIT

I'm not sure but there seems to be a script that takes care of the weapons in EVO. Is there a way to disable the remove and add weapons procedure in the revive script?

Edited by Tophe

Share this post


Link to post
Share on other sites

@Tophe - don't know much about EVO mate as I'm not sure I've ever played it to be honest. Its certainly possible to remove the weapon code in the revive scripts but I'm guessing its going to be a hell of a lot easier to remove it from the standard EVO ie. just stop a script from running rather than changing existing scripts. If you can email me your EVO to here I'll take a quick look.

Share this post


Link to post
Share on other sites
Hi mate,

Here's a script by Hulking Unicorn for the old ArmA revive that I've just updated for ArmA2 that stops revived players from kneeling and standing until they are fully healed by a medic: http://norrin.org/downloads/ArmA2/revive/AI_enabled/fix/rPrn.rar

To use

* You'll need to copy the rPrn.sqf into your mission folder.

In the revive_init.sqf:

* set the revive_damage to at least 0.7 eg.

_revive_damage 	= 0.7;

* in NORRNCustomExec1 put

NORRNCustomExec1 ="if (_name == player) then {[_name] execVM 'rPrn.sqf'}";

@Legis - I've just tried blowing up a truck containing 10 playable AI and another player (all revivable) without problems, all the units fell unconscious and remained in my group and could be revived/dragged etc

Revive 0.3b

http://norrin.org/downloads/ArmA2/revive/AI_enabled/Revive_TEST_03b.utes.rar

Awesome, will give it a go Norrin!

Share this post


Link to post
Share on other sites

Heyho norrin,

no problems found so far :) When do you plan the next huge revive update? *hoping for customizable mobile respawn ammo crates* :p

Share this post


Link to post
Share on other sites

@ Legis - I'll add it to the list mate. :)

I'm away and offline now until the 26th September - but if there's no major bug reports I'll start adding the new features then. Off the top of my head I can't remember whats on the list but I do remember it being pretty long.

The plan is that in future we'll have a stable release version (based off 0.3c) that contains the current feature set so that mission makers have something that works to use in their missions and also a new beta that contains the new features for people who want to try or need the new features.

Revive 0.3c

http://norrin.org/downloads/ArmA2/revive/AI_enabled/Revive_TEST_03c.utes.rar

Share this post


Link to post
Share on other sites

Hi Norrin, with revive 0.3c it seems when unit is unconscious enemy still fire him.

Another issue is when IA enable and into your group, they loose group after they go inside a vehicle...not sure when.

For all other it goes nice, good work.:803:

Share this post


Link to post
Share on other sites
@Tophe - don't know much about EVO mate as I'm not sure I've ever played it to be honest. Its certainly possible to remove the weapon code in the revive scripts but I'm guessing its going to be a hell of a lot easier to remove it from the standard EVO ie. just stop a script from running rather than changing existing scripts. If you can email me your EVO to here I'll take a quick look.

Thank you Norrin.... I solved it.

I just disabled the weapon handling in Evo, it works fine!

Thanks for your time..

Share this post


Link to post
Share on other sites

Norrin, one of my clan member found something interesting which you should know. Maybe you already know it :p

If the player dies under the following conditions, the killed eventhandler is triggered twice:

- if the player kills himself via ESC / respawn

- if the player is killed by environment actions (explosions, falling from high buildings)

He found a solution. Simply add a global variable inside the "killed scriptcode". In the same script create a query and check if this variable is set or not; if yes then exit the script or code. Then you'll need to reset the variable. This should fix the bug and should kill the bug kicking the player out of the revive script after dying in an explosion.

I'm just reciting him. He doesn't know if this bug is happening only to human or to AI too.

Share this post


Link to post
Share on other sites

i'm trying to use UMSC special force but it doesn't work very well

i tried several setup:

can_revive = "FR_Base"; //array no.18

_can_revive_2 = ""; //array no.19

_can_be_revived = "FR_Base"; //array no.20

_can_be_revived_2 = ""; //array no.21

_medic_1 = "FR_Corpsman"; //array no.76 - Used in conjunction with medpacks and bleeding

_medic_2 = "";

or

can_revive = "SoldierWB"; //array no.18

_can_revive_2 = "FR_Base"; //array no.19

_can_be_revived = "SoldierWB"; //array no.20

_can_be_revived_2 = "FR_Base"; //array no.21

= ""; //array no.75 - NOT IMPLEMENTED

_medic_1 = "FR_Corpsman"; //array no.76 - Used in conjunction with medpacks and bleeding

_medic_2 = "USMC_Soldier_Medic";

still having some curious problem, assaut recon can revive but heavy gunner cannot :confused:

what is the right setup?

Share this post


Link to post
Share on other sites

Force Recon guys can be revived by default. Don't have to change from SoldierWB to get them working.

Share this post


Link to post
Share on other sites

NORRIN,

I have been using Revive now in Domination and Evo for awhile working quite well. With 1.04 however I did discover it is not recognizing Mobile Respawn Point (Player) and if you select Mobile it goes to LHD. Also Mobile Marker does not show up.

Not sure if anyone else has seen this or if it could be another AddOn conflict.

Good News: In 1.04 I have mixed Non-Playable AI with Playable AI and the Non-Playable do come to revive you, very cool. Also had Recruits on my squad (of course they did not respond).

Share this post


Link to post
Share on other sites

I had it also , but the thing is that is goes well while starting local mpmission ...

On dedicated it happends like you described

Share this post


Link to post
Share on other sites
With 1.04 however I did discover it is not recognizing Mobile Respawn Point (Player) and if you select Mobile it goes to LHD. Also Mobile Marker does not show up.

I copy that! The mobile respawn marker doesn't show up at all and the marker itself isn't moved anymore with 1.04. :(

Share this post


Link to post
Share on other sites

Hi, in my mission the revive count is defined by param2. When I choose no revival (param2 = 2000) and start mission it says that all players are dead and mission ends though 1 player is alive, I tested it by playing alone. However when I set revive on it works alright. What's wrong?

Here's the revive_init.sqf

Start revive_init.sqf

*/

// =====================================================================================================================

// DO NOT MODIFY THIS CODE

// =====================================================================================================================

// sickboy's code modified by _xeno

T_INIT = false;

T_Server = false;

T_Client = false;

T_JIP = false;

T_MP = (if (playersNumber east + playersNumber west + playersNumber resistance + playersNumber civilian > 0) then {true} else {false});

if (isServer) then

{

T_Server = true;

if (!isNull player) then {T_Client = true};

T_INIT = true;

} else {

T_Client = true;

if (isNull player) then

{

T_JIP = true;

[] spawn {waitUntil {!isNull player};T_INIT = true};

} else {

T_INIT = true;

};

};

waitUntil {T_INIT};

// =====================================================================================================================

// THE FOLLOWING CODE CAN BE MODIFIED

// =====================================================================================================================

// GENERAL REVIVE OPTIONS (Off = 0, On = 1)

_mission_end_function = 1; //array no.0 - mission ends when all players are unconscious

_call_out_function = 1; //array no.6 - whether a unit calls out while unconscious

_water_dialog = 1; //array no.45 - whether a dialog appears when a unit dies in water so that it can auto wash ashore

_unconscious_drag = 1; //array no.39 - whether a unit can drag the bodies of unconscious players

_load_wounded = 1; //array no.61 - allows you to load unconscious units on vehicles

_altUnc_animation = 1; //array no.54 - use alternate unconscious animation

_JIP_spawn_dialog = 0; //array no.2 - whether a dialog appears when a player JIP so that he can be transported to a spawn point near the action

_time_b4_JIP_spawn_dialog = 10000; //array no.17 - time before the respawn dialog appears for JIP players

_perpetual_server = 0; //array no.62 - NOT IMPLEMENTED

// ==================================================================

// LIST OF PLAYABLE UNITS

NORRN_player_units = ["p1","p2","p3","p4","p5","p6","p7","p8","p9","p10","p11","p12"];

// ==================================================================

// WELCOME SCREEN

//

// ==================================================================

// REVIVE OPTIONS

_max_respawns = param2; //array no.38 - Number of lives per unit

_JIP_respawns = [0,0]; //array no.63 - 0 - off or the number of lives players receive when they join in progress , JIP time after the mission starts

_revive_timer = 1; //array no.7 - Whether you want to limit the amount of timer a player has while unconscious

_revive_time_limit = 300; //array no.27 - Amount of time a player remains unconscious before respawning or dying

_revive_damage = 0; //array no.37 - Unit's level of damage following revive

_unconscious_markers = 1; //array no. 4 - Whether a marker appears on the game map at the location of the unconscious unit

_caseVAC = [0, [""]]; //array no.64 - Allows units to be taken to a hospital etc to be revived

_mediVAC = []; //array no.65 - NOT IMPLEMENTED

_chance_ofDeath = [0,0]; //array no.66 - Two parameters in the array the first switches off/on (0/1) chance of death when shot, increases dues to hit location and number of times revived and the second parameter switches on/off the decreasing respawn timer based on how many times you have been revived, if using set respawn-time to at least 300 seconds.

_dualTimer = 0; //array no.67 - NOT IMPLEMENTED - normal units can only revive for eg 30 seconds whereas medics can heal players up to 120 secs - array - [0/1 - off/on, revive timer for normal unit, timer for medic]

_deadSpectator_cam = 1; //array no.92 - leave as 0 - whether a unit can spectate other friendly units when it has run out of lives

// ==================================================================

// RESPAWN OPTIONS

_no_respawn_points = 0; //array no.12 - no of respawn points (Max number 4)

_Base_1 = ""; //array no.13 - spawn position names

_Base_2 = ""; //array no.14

_Base_3 = ""; //array no.15

_Base_4 = ""; //array no.16

_Base_free_respawn = [1,1,0,0]; //array no.36 - select whether to allow respawning at spawn points even if enemy troops are present (options OFF = 0, ON = 1)

_respawn_at_base_addWeapons = 1; //array no.11 - unit respawns with waepons it commenced the mission with

_respawn_at_base_magazines = []; //array no.34 - If using the respawn_at_base_addWeapons option then place the magazine and weapon

_respawn_at_base_weapons = []; //array no.35 types in the following arrays, if left blank respawns with weapons from mission start

_respawn_position = 3; //array no.28 - 0 - respawn at base_1; 1 - the closest enemy free respawn point; 2 - players choice; and 3 - dies

_respawnAtBaseWait = [0,10]; //array no.68 - Two parameters: 1st if = 1 makes players that respawn at base wait for (parameter 2) seconds before being able to see surroundings

_objectiveBasedRP = []; //array no.69 - NOT IMPLEMENTED

// Mobile Spawn Settings

_mobile_spawn = 0; //array no.51 - set to 1 if you want to use mobile spawn

_mobile_base_start = "objNull"; //array no.52

_mobile_base2_start = ""; //array no.70 - NOT IMPLEMENTED

_mobile_type = 1; //array no.60 - set as 0 - for vehicle and 1 for man

_mobile_man = objNull; //array no.53 - place name of unit here or if not used make sure set as objNull

_mobile_man2 = objNull; //array no.71 - NOT IMPLEMENTED

// ==================================================================

// UNITS THAT CAN REVIVE/UNITS THAT CAN BE REVIVED

_can_revive = "soldierWB"; //array no.18

_can_revive_2 = ""; //array no.19

_can_revive_3 = ""; //array no.72 - NOT IMPLEMENTED

_can_revive_4 = ""; //array no.73 - NOT IMPLEMENTED

_can_be_revived = "soldierWB"; //array no.20

_can_be_revived_2 = ""; //array no.21

_can_be_revived_3 = ""; //array no.74 - NOT IMPLEMENTED

_can_be_revived_4 = ""; //array no.75 - NOT IMPLEMENTED

_medic_1 = "FR_Corpsman"; //array no.76 - Used in conjunction with medpacks and bleeding

_medic_2 = ""; //array no.77 - Used in conjunction with medpacks and bleeding

_medic_3 = ""; //array no.78 - NOT IMPLEMENTED

_medic_4 = ""; //array no.79 - NOT IMPLEMENTED

//========================================================

// MEDPACK AND BLEEDING OPTIONS

_medpacks = 0; //array no.80 - Whether you want to give the units a limited number of revive kits 0/1 - no/yes

_stabilisation = 0; //array no.81 - NOT IMPLEMENTED

_bleeding = 0; //array no.82 - Make units bleed and require bandages

_medic_medpacks = 5; //array no.83 - No of medpacks for units specified in the _medic variables - they are required for reviving units

_unit_medpacks = 5; //array no.84 - No of medpacks for units specified in the _can_revive variables - they are required for reviving units

_medic_bandages = 5; //array no.85 - Bandages stop bleeding

_unit_bandages = 5; //array no.86 -

_medic_stable = 0; //array no.100 - NOT IMPLEMENTED

_unit_stable = 0; //array no.101 - NOT IMPLEMENTED

_stabTime_tillDeath = 0; //array no.87 - NOT IMPLEMENTED //Time until death following revive without stabilisation

// ==================================================================

// ENEMY SIDE TO PLAYABLE UNITS

_no_enemy_sides = 1; //array no.22 - No of Enemy sides (0, 1 or 2).

_enemy_side_1 = "EAST"; //array no.23 - Enemy sides can be "EAST", "WEST", "GUER" etc

_enemy_side_2 = ""; //array no.24

_enemy_side_3 = ""; //array no.88 - NOT IMPLEMENTED

_enemy_side_4 = ""; //array no.89 - NOT IMPLEMENTED

// ==================================================================

// FRIENDLY SIDE TO PLAYABLE UNITS

_allied_side_1 = "WEST"; //array no.42 - Friendly sides can be "EAST", "WEST","RESISTANCE" etc.

_allied_side_2 = "WEST"; //array no.43 - If all players are from the same side make sure you set the same side for both variables eg "WEST", "WEST"

_allied_side_3 = ""; //array no.90 - NOT IMPLEMENTED

_allied_side_4 = ""; //array no.91 - NOT IMPLEMENTED

// ==================================================================

// UNCONSCIOUS CAMERA OPTIONS

_follow_cam = 1; //array no.5 - option to allow viewing of friendly units while unconscious

_follow_cam_distance = 250; //array no.32 - the range that unconscious players can spectate friendly units

_follow_cam_team = 0; //array no.44 - set to 1 if you wish unconscious players only to spectate players within NORRN_player_units array

_top_view_height = 70; //array no.55 - allows you to set the top down camera height

_visible_timer = 1; //array no.41 - view a cound-down timer while unconscious

_unconscious_music = 0; //array no.46 - music must appear as unc_theme in music.hpp

// ==================================================================

// RESPAWN DIALOG OPTIONS

_nearest_teammate_dialog = 0; //array no.3 - whether a respawn dialog appears when there are no players within this distance

_all_dead_dialog = 0; //array no.1 - whether a respawn dialog appears when all players are unconscious (_all_dead_player = 1)

_respawn_button_timer = 10000; //array no.25 - Time until respawn button appears (0 = approx. 12 seconds), NB: Set to a high number like 100000 seconds if you do not want

_distance_to_friend = 10000; //array no.26 - If the closest friendly unit is further than this distance away trigger respawn dialog

_all_dead_player = 0; //array no.56

_all_dead_distance = 10000; //array no.57 - whether a respawn dialog appears when all players within a specified distance are unconscious (_all_dead_player = 1)

// ==================================================================

// Bonus life for aiding team mates function

_reward_function = 0; //array no.96 - specify whether a unit receives bonus lives for reviving other players

_revives_required = 0; //array no.97 - Number of revives required before recieving a bonus life

// ==================================================================

// Team kill function

_team_kill_function = 0; //array no.98 - specify whether a unit loses a life for killing team mates

_no_team_kills = 0; //array no.99 - Number of teamkills before punishment

// ==================================================================

// CONFIGURABLE OPTIONS FOR HEAL YOURSELF FUNCTION

_heal_yourself = 1; //array no.8 - whether a unit can heal damage to itself

_no_of_heals = 2; //array no.29 - Number of heals that each player gets during a mission

_lower_bound_heal = 0.1; //array no.30 - The damage level range between which the heal action becomes available

_upper_bound_heal = 0.8; //array no.31

// ==================================================================

// AI REVIVE BEHAVIOUR OPTIONS

_goto_revive = 0; //array no. 9 - closest AI automatically moves to revive a downed team mate

_AI_smoke = 0; //array no. 40 - if available reviving AI throws smoke on downed AI position

_AI_aware = 0; //array no. 49 - AI will clear an enemy units it is aware of before auto reviving

_AI_cover = 1; //array no. 50 - second AI unit moves with AI reviver to give cover

_AI_dismount = 0; //array no. 58 - toggles ability of reviving AI units to dismount vehicles (1 = dismount)

_call_for_AI_help = 1; //array no. 59 - allows AI units to call for help

_goto_revive_distance = 500; //array no. 33 - distance AI units will move to revive a downed team mate

// ==================================================================

// OPTIONS FOR PLAYER'S DEAD BODIES AND EQUIPMENT - Additional revive functions with many thanks to alef (0 - off, 1 - on except for _bury_timeout)

_drop_weapons = 0; //array no.93 - should the respawned player drop his weapons where he died?

_cadaver = 0; //array no.94 - should the respawned player's body remain there?

_bury_timeout = 0; //array no.95 - if drop weapons OR player body, how long before the body is buried?

// 0=maximum (1200s) , n=seconds up to 1200s (hard coded)

// ==================================================================

// USER CODE - eg. NORRNCustonexec1="execvm ""myscript.sqf"";hint ""myoutput"";"

NORRNCustomExec1 =""; // Exec1 occurs following being revived

NORRNCustomExec2 =""; // Exec2 occurs when you team kill

NORRNCustomExec3 =""; // Exec3 occurs when you spawn at base

NORRNCustomExec4 =""; // Exec4 occurs when you try and spawn at base but it is still occupied

NORRNCustomExec5 =""; // Must use variables: MAP_r_rejoin (false - first time,

// true - rejoining the server, and

// MAP_r_no_lives - number of lives if you rejoin server)

// =====================================================================================================================

// DO NOT MODIFY THE FOLLOWING CODE

// =====================================================================================================================

NORRN_revive_array = [];

NORRN_revive_array = [_mission_end_function,_all_dead_dialog,_JIP_spawn_dialog,_nearest_teammate_dialog,_unconscious_markers,_follow_cam,_call_out_function,_revive_timer,

_heal_yourself,_goto_revive,_unconscious_invincibility,_respawn_at_base_addWeapons,_no_respawn_points,_Base_1,_Base_2,_Base_3,_Base_4,_time_b4_JIP_spawn_dialog,

_can_revive,_can_revive_2,_can_be_revived,_can_be_revived_2,_no_enemy_sides,_enemy_side_1,_enemy_side_2,_respawn_button_timer,_distance_to_friend,

_revive_time_limit,_respawn_position,_no_of_heals,_lower_bound_heal,_upper_bound_heal,_follow_cam_distance,_goto_revive_distance,_respawn_at_base_magazines,

_respawn_at_base_weapons, _Base_free_respawn, _revive_damage, _max_respawns, _unconscious_drag,_AI_smoke,_visible_timer,_allied_side_1,_allied_side_2,_follow_cam_team,

_water_dialog, _unconscious_music, _enemy_units_1, _enemy_units_2, _AI_aware,_AI_cover,_mobile_spawn,_mobile_base_start,_mobile_man,_altUnc_animation,_top_view_height,

_all_dead_player,_all_dead_distance,_AI_dismount,_call_for_AI_help,_mobile_type,_load_wounded,_perpetual_server,_JIP_respawns,_caseVAC,_mediVAC,_chance_ofDeath,_dualTimer,

_respawnAtBaseWait,_objectiveBasedRP,_mobile_base2_start,_mobile_man2,_can_revive_3,_can_revive_4,_can_be_revived_3,_can_be_revived_4,_medic_1,_medic_2,_medic_3,_medic_4,

_medpacks,_stabilisation,_bleeding,_medic_medpacks,_unit_medpacks,_medic_bandages,_unit_bandages,_stabTime_tillDeath,_enemy_side_3,_enemy_side_4,

_allied_side_3,_allied_side_4,_deadSpectator_cam,_drop_weapons,_cadaver,_bury_timeout,_reward_function,_revives_required,_team_kill_function,_no_team_kills,_medic_stable, _unit_stable];

// start related revive functions

[] execVM "revive_sqf\init_related_scripts.sqf";

if (true) exitWith {};

//Last edited 18/08/09

Share this post


Link to post
Share on other sites

King Nothing, make sure that "respawn_west" and "Boot_Hill" markers are well far away from the starting location. The "starting dead" usually means you're within 200m of the "repsawn_west" marker.

"Base" marker should generally be where you start and where you want to respawn.

Share this post


Link to post
Share on other sites
King Nothing, make sure that "respawn_west" and "Boot_Hill" markers are well far away from the starting location. The "starting dead" usually means you're within 200m of the "repsawn_west" marker.

"Base" marker should generally be where you start and where you want to respawn.

Nope, that wasn't it, both markers are far away. Tried moving them to different places to be sure, still the same problem. But thanks for replying. It does work when I set the revive on so I've got 2 or 4 or 6 revives and so on. But when I turn it off by setting it to 2000 the starting dead thing comes in. What could it be?

Edited by King Nothing

Share this post


Link to post
Share on other sites

So you don't want to use revive at all? Seems an odd option really, if you're gonna turn it off might as well remove the scripts. :) I've never actually played like that, so not sure exactly. :(

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×