norrin 9 Posted October 9, 2009 Geez I'm feeling hung this morning. :803: @Gnarls - check this post here mate: http://forums.bistudio.com/showpost.php?p=1431479&postcount=209 @jmkkk - didn't you send me a mission that I fixed and sent back - I guess that was someone else - anyway try _ammo = objNull; switch (playerSide) do { case west: {_ammo = "USSpecialWeaponsBox" createVehicle [(_pos_vcl select 0) + (4 * sin (_dir_vcl - 90)), (_pos_vcl select 1) + (4 * cos (_dir_vcl - 90)) , 0];}; case east: {_ammo = "RUBasicAmmunitionBox" createVehicle [(_pos_vcl select 0) + (4 * sin (_dir_vcl - 90)), (_pos_vcl select 1) + (4 * cos (_dir_vcl - 90)) , 0];}; case resistance: {_ammo = "GuerillaCacheBox" createVehicle [(_pos_vcl select 0) + (4 * sin (_dir_vcl - 90)), (_pos_vcl select 1) + (4 * cos (_dir_vcl - 90)) , 0];}; }; _ammo setVehicleInit "nul = [this] execVM 'ammo.sqf'"; processInitCommands; Then make sure in your ammo.sqf that the first line says something like _crate = _this select 0; and then add your ammo to _crate in this script. Share this post Link to post Share on other sites
gnarly_rider 0 Posted October 10, 2009 Geez I'm feeling hung this morning. :803:@Gnarls - check this post here mate: http://forums.bistudio.com/showpost.php?p=1431479&postcount=209 You're not alone there Norrin, 3:30am I think a little bunch of ZSU guys finished... And I thought you were taking a break from directly supporting your script??? :) Cheers mate for that! Share this post Link to post Share on other sites
jw custom 56 Posted October 10, 2009 Can anyone tell me howto configure revive script so when revive timer runs out you die wether you have lives left or not? I have tried many settings but i can't seem to get it right :( Share this post Link to post Share on other sites
vengeance1 50 Posted October 10, 2009 Can anyone tell me howto configure revive script so when revive timer runs out you die wether you have lives left or not?I have tried many settings but i can't seem to get it right :( Check these parameters _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 _respawn_position = 2; //array no.28 - 0 - respawn at base_1; 1 - the closest enemy free respawn point; 2 - players choice; and 3 - dies Share this post Link to post Share on other sites
jw custom 56 Posted October 10, 2009 Check these parameters_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 _respawn_position = 2; //array no.28 - 0 - respawn at base_1; 1 - the closest enemy free respawn point; 2 - players choice; and 3 - dies Thanks m8, actually just got it working by: _respawn_position = 3; Should it be 2 instead ? Share this post Link to post Share on other sites
vengeance1 50 Posted October 10, 2009 No I was just pointing you in the direction of parameters. Share this post Link to post Share on other sites
jw custom 56 Posted October 10, 2009 No I was just pointing you in the direction of parameters. Rgr, thanks appreciated :) Share this post Link to post Share on other sites
norrin 9 Posted October 12, 2009 These are the planned bug fixes for the next version. 1. Enemy AI shooting at unconscious units 2. Fix for having call-out voices disabled and correct unconscious animations 3. Fix for base marker dependency when using the mobile spawn scripts Note at this point I'm not interested in new feature requests but are there any other bugs I've forgotten? Share this post Link to post Share on other sites
vengeance1 50 Posted October 13, 2009 Thanks NORRIN for finishing it up. Share this post Link to post Share on other sites
PeterEyres 0 Posted October 16, 2009 Hi guys, How would I go about configuring the script so you can only revive someone once they are inside the Warfare Field Hospital. I see the option in the script, i have turned that on, i see you also have to define something after turning it on, is this simply a name for the field hospital, or does it have to be the name of a marker over the field hospital. Also how would I go about making that the ONLY way to revive someone. Share this post Link to post Share on other sites
matte54 10 Posted October 18, 2009 Hi guys,How would I go about configuring the script so you can only revive someone once they are inside the Warfare Field Hospital. I see the option in the script, i have turned that on, i see you also have to define something after turning it on, is this simply a name for the field hospital, or does it have to be the name of a marker over the field hospital. Also how would I go about making that the ONLY way to revive someone. It is put on as stanard that u can revive people by putting them in the MASH tent, though you can just add the warfare hospital in the array and it should work the same way. as for only having tents and such for revive just remove "soldierWB" in array18 (can_revive) Share this post Link to post Share on other sites
norrin 9 Posted October 20, 2009 Revive Script 0.3f Update Download http://norrin.org/downloads/ArmA2/revive/AI_enabled/Revive_TEST_03f.utes.rar - if you're updating just replace the revive_sqf folder with the one in the test mission Fixes There's very little change really just attempted fixes for a couple of lingering bugs: 1. AI no longer target unconscious units 2. Animations work correctly now if call-out is disabled 3. When using the mobile spawn option the script automatically uses _base_2 as the starting point for the mobile spawn marker - there is no longer a need to create a "base" marker on the map for mobile spawn. - Note: updated the readMe to reflect this change If you get a chance to try it let me know if you run into any problems. Many thanks, norrin Share this post Link to post Share on other sites
vengeance1 50 Posted October 21, 2009 Thanks so much for continuing the updates. Question: If you now don't need "base" marker when using Mobile Spawn and we update missions do we need to make any changes. Share this post Link to post Share on other sites
PeterEyres 0 Posted October 21, 2009 It is put on as stanard that u can revive people by putting them in the MASH tent, though you can just add the warfare hospital in the array and it should work the same way.as for only having tents and such for revive just remove "soldierWB" in array18 (can_revive) ah sounds logical, I will try it out:) Share this post Link to post Share on other sites
norrin 9 Posted October 21, 2009 (edited) Thanks so much for continuing the updates. Question: If you now don't need "base" marker when using Mobile Spawn and we update missions do we need to make any changes. The short answer is no - as long as you have 2 markers in your mission set-up in the revive_init.sqf then it should work fine eg. _base_1 = "mobile"; _base_2 = "mission_start"; There's also no need to delete the "base marker", just replace the revive_sqf folder with the new one and you should be good to go - but let me know if you run into any problems when you try this vengeance. Revive 0.3f: http://norrin.org/downloads/ArmA2/revive/AI_enabled/Revive_TEST_03f.utes.rar XDF DESCAM units: http://www.armaholic.com/page.php?id=7793 Edited October 21, 2009 by norrin Share this post Link to post Share on other sites
mcpxxl 2 Posted October 22, 2009 Mobile bug stays ... Mission in MP Editor local all is fine including Mobile Dedicated Server fails mostly Where is the differnece between local mp and dedicated ? Share this post Link to post Share on other sites
norrin 9 Posted October 22, 2009 Hi MC, There really hasn't been much of a change in the mobile spawn code since the previous version so I'm not surprised if you were having it before that the problem is still occurring. Thing is I'm having a great deal of trouble replicating this error. The only times I have been able to do so is when using addons that use extended eventhandlers (apparently these are incompatible with version 1.04 and Sickboy is working on a fix: http://forums.bistudio.com/showthread.php?t=78622&page=13 ) and when there was a problem with an older version of SLX's ragdoll addon. In my own missions on a dedicated server I've never had a problem nor do a couple of groups that I know of who routinely use the mobile spawn revive in their missions since the release of 1.04 (I'll check again and make sure though) - that doesn't mean there isn't a problem just that I'm having trouble narrowing down. Anyway you'll see my PM. norrin Share this post Link to post Share on other sites
Dasca 0 Posted October 23, 2009 (edited) Hi Norrin I'm using your superb revive script in my MP mission I've found just a little problem which I try to fix with no luck. It's possibile to leave the GEAR action while the "deadbody" is waiting to be revived? I really need this feature because in MP mission sometimes BLUEs need to take some object back to base but if some REDs shot at the BLUE soldier who is carring the object after that the RED soldier couldnt take it. One more info... we use only revive no respawn :) thank you Dasca Edited October 23, 2009 by Dasca Share this post Link to post Share on other sites
AndresCL 10 Posted October 25, 2009 Thanks for the script norrin, its awesome. Now, im having a bit of a trouble when implementing the revive to my mission. Im not sure what the problem is. Anyway, im using US Army 2009 units as the playable units, named them and all that stuff, and gave the option only to the medic to revive, but instead of going unconcious they just respawn to base. Im a bit new to using your script, so if you could help me out a bit, it would be great. Share this post Link to post Share on other sites
norrin 9 Posted October 25, 2009 I'm sorry guys, I'm busy working on other projects at the moment so I won't be adding any new features to the revive scripts or doing one off modifications - so there's no point in asking. However, I will be fixing bugs, optimising the existing code (just got a new one today from barmyarmy) and also updating the scripts to make them compatible with new ArmA patches. Some time in the future I will come back to this as there is a lot I'd like to add (a more sophisticated wound system for instance) but its going to have to wait for now. Once again my apologies, norrin Share this post Link to post Share on other sites
Chaostika7-17th 10 Posted October 25, 2009 (edited) Revive Script 0.3f UpdateDownload http://norrin.org/downloads/ArmA2/re...T_03f.utes.rar - if you're updating just replace the revive_sqf folder with the one in the test mission thx alot norrin, for your great work and 4 continuing in updating the script to make it compatible with new arma patches in the future! your the man, good luck and all the best 4 your other projects!! Edited October 25, 2009 by Chaostika7-17th Share this post Link to post Share on other sites
fer 21 Posted November 2, 2009 FYI the latest version of Norrin's Revive Script (0.3f) is now integrated with the latest build of F2 (v2-1-2). Norrin dropped me the updated files a few days ago, apologies I was not able to upload the new build earlier. Share this post Link to post Share on other sites
bartkusa 10 Posted November 2, 2009 I have a stupid question: What does this script do, and why would I want to use it instead of the built-in First Aid Modules? Assume I'm not interested in any respawn functionality, just revive. I wasn't able to find a feature list on the first page of this thread, in the F2 docs, or in this PDF file: http://www.ferstaberinde.com/f2/downloads/revive_readMe.pdf. Share this post Link to post Share on other sites
Lightninguk 0 Posted November 3, 2009 not sure if it been ask but here goes at thestart of a mult player mission i get s1/s2 player is unconscious please return to start of missions and pick again but if i pick s3 it work any ideai why i get this error thanks for your time in this matter Share this post Link to post Share on other sites
kampfgeist 0 Posted November 3, 2009 Not sure if I get you right.. but have you double checked the unit names in the editor and the script itselfs... I think I had that error once I didn't name the units right... example.. in the sript you called your units P1,P2 and P3.. but in the editor you named them S1,S2 and P3.. so if you play with S1 or S2 the script can't find them and say the are unconscious... Not totally sure, but I'd double check that.. Share this post Link to post Share on other sites