KingN 251 Posted September 17, 2009 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. :( Actually it's just an option in case the players like to play the mission the extreme way as it's a long mission. And I believe not everyone likes to have a revival ability so I'd like to have it as one option, then the options please everyone. :) Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted September 18, 2009 Hi, in my mission the revive count is defined by param2. When I choose no revival (param2 = 2000) Aside from your issues make sure to give param2 a value in the init.sqf or you'll have errors in the RPT file. if (isnil "param2") then { param2=2000; }; This way param2 gets a value before the game recognizes it has no value yet (maybe because of long waiting times). I did several tests in the past months to prove that. In ArmA II every single variable needs to be defined or at least given a value. Share this post Link to post Share on other sites
Woodstock21 10 Posted September 20, 2009 Hello everyone, So im pretty new to the whole map making thing. I got a bunch of scripts to work and stuff. and slowly figuering things out on my own and with some tutorials and research that i've done. Now i don't know if i just missed reading somewhere that this can't be done or not. but i will ask anyways So i have a map it has 7 USMC guys init with the revive script working just fine, But i also have a playable Guerila Warlord in the map to play along side the USMC (kinda like a local tour guide but playable). With all the tests i've done solo with AI guys, if im the USMC and i shoot the warlord i cannot revive him and same with vice versa. for my revive_init.sqf i have: i also tried GUE_warlord in lieu of soldierGB. Any help would be wonderful. thanks in advance. / UNITS THAT CAN REVIVE/UNITS THAT CAN BE REVIVED _can_revive = "soldierWB","soldierGB"; //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","soldierGB"; //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 Share this post Link to post Share on other sites
AF-Killer 0 Posted September 20, 2009 @ Woodstock Dont forget to add the name of the warlord unit to the array in the revive_init.sqf looks like this (around line 53)...add all the units names that you wish to be able to revive and be revivable // LIST OF PLAYABLE UNITS NORRN_player_units = ["UnitUSMC_1Plt_PltCo","UnitUSMC_1Plt_PltSgt","UnitUSMC_1Plt_PltM",...etc etc ..;] Share this post Link to post Share on other sites
norrin 9 Posted September 20, 2009 @Woodstock - you need to change the revive_init.sqf to look like this: // UNITS THAT CAN REVIVE/UNITS THAT CAN BE REVIVED _can_revive = "soldierWB"; //array no.18 _can_revive_2 = "soldierGB"; //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 = "soldierGB"; //array no.21 _can_be_revived_3 = ""; //array no.74 - NOT IMPLEMENTED _can_be_revived_4 = ""; //array no.75 - NOT IMPLEMENTED @everyone else - with the help of MCPXXL I'm trying to track down the cause of the mobile spawn marker bug in version 1.04 - no luck so far but we are working on it. I also need to change some code for the AI smoke grenades seeing that they've fixed the smoke grenade bug in the latest patch. Share this post Link to post Share on other sites
mattxr 9 Posted September 20, 2009 did you know the F2 framework has a working 1.03 Kegetys Spectate Script for Arma2 if your interested. Im about to use your revive in a new mission of mine so im gona check everything out that you have! Good Work btw!! :P Share this post Link to post Share on other sites
norrin 9 Posted September 20, 2009 did you know the F2 framework has a working 1.03 Kegetys Spectate Script for Arma2 if your interested. Im about to use your revive in a new mission of mine so im gona check everything out that you have! Good Work btw!! :P Yep mate I did - I'm a member of F2 and I gave ViperMaul a little bit of help in converting Kegs work for ArmA2 - I'll think about adding it to the revive script but I'm not sure I want to give dead players too much info concerning whats going on in the field when they are spectating team mates. Share this post Link to post Share on other sites
vengeance1 50 Posted September 20, 2009 [quote=norrin;1443443 @everyone else - with the help of MCPXXL I'm trying to track down the cause of the mobile spawn marker bug in version 1.04 - no luck so far but we are working on it. I also need to change some code for the AI smoke grenades seeing that they've fixed the smoke grenade bug in the latest patch. NORRIN, Just a note I changed my Mobile to Vehicle and it works for me in my missions anyway which are EVO and Domination. Share this post Link to post Share on other sites
luki 53 Posted September 20, 2009 It hast something todo with the boothill, respawn and center markers. For example when i put them to far away from startpoint, mobile doesent work. If i put all markes enough close togheter then everything is working fine. But this is realy only since a21.04. Share this post Link to post Share on other sites
mattxr 9 Posted September 20, 2009 Your spectate is just fine anyways, forget what i said :P Anyways if you wish norrin i changed a few things for my mission to use the new params with version 1.04 Description.ext /////////////////////////////////////////////////////////////////////////////////////////// class Params { class DayTime { //paramsArray[0] title = "Time"; values[] = {-6, 0, 8, 13}; texts[] = {"Morning", "Day", "Sundown", "Night"}; default = 0; }; class Revive { // paramsArray[1] title = "Number of Revives:"; values[] = {2000,1000,20,10,7,5}; texts[] = {"No Revive","Infinite - Cadet","20 - Easy ","10 - Normal","7 - Hard","5 - Extreme"}; default = 5; }; class Grass { // paramsArray[2] title = "Weather Options"; values[] = {0, 0.3, 0.7, 1}; texts[] = {"Sunny", "Light Overcast", "Heavy Overcast", "Stormy"}; default = 0.3; }; }; Init.sqf //Initialise revive script (this next line is needed for revive script) server execVM "revive_init.sqf"; skiptime (paramsArray select 0); 0 setovercast (paramsArray select 2); (change the old one with this new one: revive_init.sqf _max_respawns = (paramsArray select 1); //array no.38 - Number of lives per unit Share this post Link to post Share on other sites
Woodstock21 10 Posted September 20, 2009 So i changed the init there to add the soilderGB on the secon line, and when i sample the game it now shows that he has 7 lives left, which is great, but the issue i have is that he is the only guerilla Unit on the map all the rest are USMC, and when i choose to use the Warlord, and go off and shot one of the USMC teammates i don't have the option to heal or revive him, and if i use the USMC and shot the warlord same thing no heal or revive option. Is that even possible? i also added RESISTANCE to the FRIENDLY SIDE TO PLAYABLE UNITS. Any and all help is appreciated. and clearly im a nub when it come to this stuff. typically its just all trail and error, untill i get to the point of OMFG i dunno what to do. =) Below is all the changes that i've done to the revive_init.sqf. and still no luck. / LIST OF PLAYABLE UNITS NORRN_player_units = ["s1","s2","s3","s4","s5","s6","s7","s8"]; //warlord is s8 / UNITS THAT CAN REVIVE/UNITS THAT CAN BE REVIVED _can_revive = "soldierWB"; //array no.18 _can_revive_2 = "soldierGB"; //array no.19 _can_revive_3 = ""; //array no.72 _can_revive_4 = ""; //array no.73 _can_be_revived = "soldierWB"; //array no.20 _can_be_revived_2 = "soldierGB"; //array no.21 / FRIENDLY SIDE TO PLAYABLE UNITS _allied_side_1 = "WEST","RESISTANCE"; //array no.42 - Friendly sides can be "EAST", "WEST","RESISTANCE" etc. _allied_side_2 = "WEST","RESISTANCE"; //array no.43 - If all players are from the same side make sure you set the same side for both Share this post Link to post Share on other sites
norrin 9 Posted September 22, 2009 (edited) I've been looking into the mobile player respawn problem in v1.04 and as far as I can tell its related to the SLX_ragdoll.pbo. I've looked through this addon and I can't find a reason why this would be conflicting with the revive scripts so can the people who had this problem please let me know if they are using this addon? Thanks, norrin UPDATE: I think the latest ragdoll addon (v2: http://www.armaholic.com/page.php?id=7501 ) may be OK and is compatible with the revive scripts. Can someone please confirm this? Edited September 22, 2009 by norrin Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted September 22, 2009 I don't think the mobile respawn bug is related to the ragdoll addon. I didn't use it on the client and server, but had those problems mentioned some posts earlier. Share this post Link to post Share on other sites
norrin 9 Posted September 22, 2009 All I can say mate is I don't have the bug on a dedicated server in my own missions that don't use addons and in a version of EVO sent to me, which had the bug and used SLX as well as a lot of other addons, removing the ragdoll.pbo fixed the player mobile respawn bug. What addons were you using? Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted September 22, 2009 I'm using at least no public addons within the mission, only some sound and voice mods and a clanintern script package addon module. But this shouldn't be a problem in theory as it's using own variables. Before 1.04 it was definately compatible to your revive script. I'll send you the mission + the module addon this evening. Maybe you can figure something out. Share this post Link to post Share on other sites
tophe 69 Posted September 23, 2009 Hey... I've been getting some really weird problems in a mission (it's a render of the evo mission). When somebody dies you get two or three Revive, Drag Body and Carry Body in the menu. Also the actions will stay in the revivers list even after reviving the unit, until he has died himself. Every time you revive a unit another Revive, Drag, Drop action will be added to the action menu leaving you with loads of actions after a while. The player with all the actions is somehow tied to the unit it revived... If I choose one of the drag body actions the unit I earlier revived will teleport to my location and freeze as a body being dragged. Any ideas what this problem might be? Share this post Link to post Share on other sites
PeterEyres 0 Posted September 23, 2009 Here's the revive_init.sqf options for a basic set-up for six players (s1,s2,s3,s4,s5,s6). Five minute revive time limit (300 seconds) then the player dies outright and mission ends when all players are unconscious, no respawn points, no welcome screen. /* ARMA2 REVIVE SCRIPT - AI enabled or disabled © AUGUST 2009 - norrin (norrin@iinet.net.au) Version: 0.3 ArmA2 ******************************************************************************************************* See release notes for details on contributors and instructions for incorporating revive scripts into your own missions ************************************************************************************ 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 = ["s1","s2","s3","s4","s5","s6"]; // ================================================================== // 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 = ""; //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 I'm using this as a template for my mission. I have only changed the players names...s1,s2 to accomodate up to 10 players. Most of the time, people are able to revive. I dont want any respawns. The game will end when everyone is unconcious, but occasionally when a player dies they simply respawn straight away at the Respawn_West marker (which i have placed miles away from boot_hill or the combat) (does this have to be in, if I dont want respawns?) Why is this happening? Cheers Share this post Link to post Share on other sites
norrin 9 Posted September 23, 2009 I'm using this as a template for my mission. I have only changed the players names...s1,s2 to accomodate up to 10 players.Most of the time, people are able to revive. I dont want any respawns. The game will end when everyone is unconcious, but occasionally when a player dies they simply respawn straight away at the Respawn_West marker (which i have placed miles away from boot_hill or the combat) (does this have to be in, if I dont want respawns?) Why is this happening? Cheers Mate email me your mission here and I'll take a look. Share this post Link to post Share on other sites
uait 10 Posted September 24, 2009 excuse me norrin...i dont want annoy you... i have this problem... if you have time to answer do it, if you haven't i search solution on my own :) _soldier = ( switch (d_own_side) do { case "EAST": {"soldierEB"}; case "WEST": {"soldierWB"}; case "RACS": {"soldierGB"}; } ); _NORRN_can_revive = "FR_Corpsman"; //array no.19 _NORRN_can_revive_2 = ""; //array no.20 _NORRN_can_be_revived = _soldier; //array no.21 _NORRN_can_be_revived_2 = ""; //array no.22 * in array 21 i try also with soldierWB i have tray some different way but problem still there. i can see in FR_Corpsman revive option and when i click the animation start... but people dont respawn. as i say... thank you anway i love your work! Share this post Link to post Share on other sites
norrin 9 Posted September 24, 2009 @uait - try this mate _soldier = ( switch (d_own_side) do { case EAST: {"soldierEB"}; case WEST: {"soldierWB"}; case resistance: {"soldierGB"}; } ); Share this post Link to post Share on other sites
vengeance1 50 Posted September 24, 2009 NORRIN, I integrated SLX_Ragdoll V2.0 into my SLX directory and have not seen anymore issues with Mobile?? Anyway for me don't see it anymore. Share this post Link to post Share on other sites
uait 10 Posted September 24, 2009 @uait - try this mate _soldier = ( switch (d_own_side) do { case EAST: {"soldierEB"}; case WEST: {"soldierWB"}; case resistance: {"soldierGB"}; } ); sry norrin doesnt work ;) i try another way eheh thank for your time! Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted September 24, 2009 @Norrin: Regarding the mission I sent you, I did some tests :) Camera for independent sides works as well as the mobile respawn marker Share this post Link to post Share on other sites
norrin 9 Posted September 27, 2009 Revive Update 0.3e Download here: http://norrin.org/downloads/ArmA2/revive/AI_enabled/Revive_TEST_03e.utes.rar Just a couple of minor changes for the new patch - includes the new 1.04 parameters, a fix for the smoke grenades and a small change to the cam follow script. There's no real need to update unless you want to. Just replace the revive_sqf in your mission with the one in the archive. I also want to announce that I'm taking a backward step from the community. I'll still be updating the revive script for new patches, I may even add some new features from time to time but I won't be supporting this script or any of my other work to the same extent as previously. This means I won't be answering PMs or emails for help any more - I'm very sorry about this but its been getting a little out of hand recently and I simply can't help everyone who asks for scripting/addon help and advice and maintain my own sanity, which is questionable at the best of times. Share this post Link to post Share on other sites
PeterEyres 0 Posted September 27, 2009 (edited) Hi Norrin, I wont send you my mission if you are taking a step back for a while, I've made a workaround in this mission (teleport flag on the marker) and its still a very rare occurance. Hope you take a rest and come back refreshed Edited September 27, 2009 by PeterEyres Share this post Link to post Share on other sites