Solarghost 10 Posted January 25, 2010 does anyone know? Share this post Link to post Share on other sites
norrin 9 Posted January 25, 2010 (edited) @Solar - mate you can only have one type of unit listed in the _can_be_revived and _can_be_revived_2 variables ie. _can_be_revived = "SoldierWB"; not _can_be_revived = "ACE_SF_FR_Assault","ACE_SF_FR_Corpsman","ACE_ usar my_sniper"; Don't quote me on this (as I haven't looked at the config.cpp of the ACE SF units) but you'll probably find that soldierWB will work for them as well so you could just try: _can_be_revived = "soldierWB"; //array no.20 _can_be_revived_2 = ""; //array no.21 and see if that fixes the problem. @Legis - did you get the 2nd PM re your mission as I accidentally deleted it after I sent it so I'm not sure if you'll ever get it. Edited January 25, 2010 by norrin Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted January 25, 2010 Yes, I got 'em :) You'll have an answer. Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted January 26, 2010 Hi Norrin, I've located the problem! Once again Community Base Addon caused the issue. Here's what I did to verify it: 1. I set up ArmA II dedicated server + clients without CBA and without any mods that use extended eventhandler - the mobile respawn worked, in every mission, no matter what revive script version! 2. I set up ArmA II dedicated server + clients with my old CBA version (prior 0.3.0) and nothing worked! 3. I set up ArmA II dedicated server + clients with CBA 0.3.0 and my extended eventhandler using addons and the mobile respawn worked again. So upgrading CBA helped in that case. However you have a look into it anyway. I only took care of the trigger not of the source of the problem. Maybe the problem occurs again in future versions again. Share this post Link to post Share on other sites
exall 0 Posted January 27, 2010 I also have a problem with mobile respawn. Half of a mission it works fine. But then no matter where you place a tent the marker keeps standing at previous position and doesn't get deleted furthermore. And then you can keep moving the tent but players will be respawned at the same wrong position and it won't change anymore. Share this post Link to post Share on other sites
tobmic 10 Posted January 27, 2010 any good news about the ghost mode bug when you respawn ? Share this post Link to post Share on other sites
norrin 9 Posted January 27, 2010 I also have a problem with mobile respawn. Half of a mission it works fine. But then no matter where you place a tent the marker keeps standing at previous position and doesn't get deleted furthermore. And then you can keep moving the tent but players will be respawned at the same wrong position and it won't change anymore. Just got a few questions for you *Are you using the latest version of the revive script? *If you are using the CBA addon is it up to date as Legislator believes that the mobile respawn bug he was getting was related to an out of date addon? *Are you using any other addons that may be causing a conflict? *Is there a script run half way through the mission or a new addon used at this point that might be conflicting with the revive script. @tobmic - as far as I know the 0.42 version of the revive script seems to have fixed the "invisible man" bug: http://forums.bistudio.com/showpost.php?p=1540798&postcount=374 Share this post Link to post Share on other sites
exall 0 Posted January 28, 2010 Are you using the latest version of the revive script? It's a good question. I don't know exact version. It is 0.4 but after the 4 there're no numbers. The ACE compatibility was just enabled in this version If you are using the CBA addon is it up to date as Legislator believes that the mobile respawn bug he was getting was related to an out of date addon? Last time it was happened on tuesday and my CBA was from weekend. Yesterday i've upgraded via six updater but i didn't test the tent yet. Are you using any other addons that may be causing a conflict? Only desert mercenaries. Is there a script run half way through the mission or a new addon used at this point that might be conflicting with the revive script. No. Inspite of all those my problems I find your script one of a few arma community diamonds. I use it in almost all of my missions. By the way, do you plan to localize Revive in different languages? If so, I can help you to make a translation of it into Russian. Furthermore, I've already done this but in code without stringtables. Share this post Link to post Share on other sites
Nemorz 11 Posted January 28, 2010 Is there any way to restore the medics ability to revive when he runs out? Ideally I'd like to be able to have Medics RTB and when at or near a Hospital/MASH they can restock and continue about their Medic duties. Thanks in advance. Share this post Link to post Share on other sites
norrin 9 Posted January 29, 2010 Is there any way to restore the medics ability to revive when he runs out? Ideally I'd like to be able to have Medics RTB and when at or near a Hospital/MASH they can restock and continue about their Medic duties.Thanks in advance. Are you talking about running out of bandages and revive/medpacks? If you are then a resupply of medical items can be obtained by players by going up to a MASH tent and using the "Take medical supplies" action. Playable AI are automatically resupplied if they are within 5 metres of a MASH tent. Share this post Link to post Share on other sites
Nemorz 11 Posted January 29, 2010 Aaah ok brilliant thanks. Share this post Link to post Share on other sites
Derty 10 Posted February 9, 2010 (edited) What do I put in the _can_revive line to make it so only USMC Corpsman can revive players? I have tried soldierWMedic, soldierWCopsman, USMC_Soldier_Medic. None of these work. Thanks, Derty Edited February 9, 2010 by Derty Share this post Link to post Share on other sites
SouthSaturnDelta 1 Posted February 9, 2010 Hi all. How do I add say 2 points to the reviver each tijme they save someone? My mission is rank based you see. I tried using player addscore2; to heal.sqf ... if (_reward_function == 1) then { _var = _name getVariable "NORRN_bonus_life"; _name setVariable ["NORRN_bonus_life", _var + 1, false]; _name addscore 2; player addscore 2; }; if (_QG_animation == 1) then { sleep 9; player playMoveNow "ainvpknlmstpsnonwnondr_medic0"; sleep 9; player playMoveNow "ainvpknlmstpslaywrfldnon_1"; detach _wounded; _name addscore 2; player addscore 2; But on mp server this dosnt work. Cheers, Skiddy Share this post Link to post Share on other sites
kiptanoi 10 Posted February 19, 2010 Should this revive script work to respawn with my weapons, magazine and my ace2 backpack? When I try "Revive_TEST_042.utes" I dont respawn with anything else but my magazines.... Share this post Link to post Share on other sites
norrin 9 Posted February 19, 2010 (edited) I just checked with the latest version of ACE v.272 (just in case they recently added something that would stuff-up the existing revive functionality) and it seems to be working fine. Following both respawn and revive you should have the weapons and the ruck sack you died with and the ruck should be packed with the weapons and ammo that were previously in there. Have you changed the revive_init.sqf in any way? As there are some settings in there that will change this behaviour. Maybe PM me a copy and I'll take a look. @skiddy - according to the biki addscore "works only on server (dedicated or hosted) and has global effect, when used on client it has no effect in ArmA 2 (ver. 1.2)." So in the heal script you're going to need to put something like player setVehicleInit "if (isServer) then {this addScore 2}"; processInitCommands; Note this is untested and I'm feeling pretty crusty this morning so no promises it will work. Edited February 19, 2010 by norrin Share this post Link to post Share on other sites
d3lta 10 Posted February 21, 2010 Hi masters of Revive, I'm using last version of F2 FrameWork with Revive 0.3e, during the preview mode in editor, with ten AI soldiers , I dont have problemas in script log error. But, When I play the mission in MP dedicated server, with 1 player only, using AI disabled, I get this message on log error file: Error in expression < _max_respawns = (paramsArray select 3); _JIP_respawns = [2,30]> Error position: <select 3); _JIP_respawns = [2,30]> Error Zero divisor File mpmissions\__CUR_MP.Chernarus\revive_init.sqf, line 60 My revive_init.sqf is: /* ARMA2 REVIVE SCRIPT - AI enabled or disabled © SEPTEMBER 2009 - norrin (norrin@iinet.net.au) Version: 0.3e 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 = 0; //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 = 0; //array no.54 - use alternate revive 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 = ["alpha_1","alpha_2","alpha_3","alpha_4","alpha_5","bravo_1","bravo_2","bravo_3","bravo_4","bravo_5"]; // ================================================================== // WELCOME SCREEN //titleText ["Joining the Revive Test Mission\n\n(Make sure you check the mission notes for details on how the scripts work\nand the revive_readMe in the attached pdf file for the full notes on implementing \nthe scripts in your own missions and the options available)", "BLACK FADED", 0.6]; // This next line can be commented out or removed if it interferes with intro movies // ================================================================== // REVIVE OPTIONS _max_respawns = (paramsArray select 3); //array no.38 - Number of lives per unit _JIP_respawns = [2,30]; //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 = [1, ["MASH","HMMWV_Base"]]; //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 = 4; //array no.12 - no of respawn points (Max number 4) _Base_1 = "Mobile"; //array no.13 - spawn position names _Base_2 = "BaseBravo"; //array no.14 _Base_3 = "BaseAvancada"; //array no.15 _Base_4 = "BaseInicial"; //array no.16 _Base_free_respawn = [1,1,0,1]; //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 = 0; //array no.11 - unit respawns with weapons 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 = 2; //array no.28 - 0 - respawn at base_1; 1 - the closest enemy free respawn point; 2 - players choice; and 3 - dies _respawnAtBaseWait = [0,0]; //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 = 1; //array no.51 - set to 1 if you want to use mobile spawn _mobile_base_start = "Base"; //array no.52 _mobile_base2_start = ""; //array no.70 - NOT IMPLEMENTED _mobile_type = 0; //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 = "USMC_Soldier_Medic"; //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 = 1; //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 = 3; //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 = 3; //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 = 0; //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 = 250; //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 = 1; //array no.96 - specify whether a unit receives bonus lives for reviving other players _revives_required = 1; //array no.97 - Number of revives required before recieving a bonus life // ================================================================== // Team kill function _team_kill_function = 1; //array no.98 - specify whether a unit loses a life for killing team mates _no_team_kills = 1; //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 = 1; //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 = 1; //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 = 1; //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 = 12; //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 "f\revive\init_related_scripts.sqf"; if (true) exitWith {}; //Last edited 17/08/09 //if (_name == player) then {[_name] execVM 'f\revive\rPrn.sqf'} How I Fix this problem? Best Regards!! Share this post Link to post Share on other sites
norrin 9 Posted February 22, 2010 @D3lta - it sounds to me like something is missing from your description.ext - specifically the definition of the paramsArray 3. Check your description.ext and make sure that the required code is not commented out in this file. If you're not sure how how to do this then PM me your mission's description.ext file or post it here. norrin Share this post Link to post Share on other sites
d3lta 10 Posted February 22, 2010 @D3lta - it sounds to me like something is missing from your description.ext - specifically the definition of the paramsArray 3. Check your description.ext and make sure that the required code is not commented out in this file. If you're not sure how how to do this then PM me your mission's description.ext file or post it here.norrin OK master Norrin, this is my description.ext: #include "R3F_ARTY_AND_LOG\desc_include.h" // ============================================================================================ // F2 - Mission Header // Credits: Please see the F2 online manual (http://www.ferstaberinde.com/f2/en/) class Header { gameType = Coop; minPlayers = 1; maxPlayers = 10; }; // ============================================================================================ // F2 - Respawn Settings // Credits: Please see the F2 online manual (http://www.ferstaberinde.com/f2/en/) respawn = 3; respawndelay = 4; // ============================================================================================ class Params { // ============================================================================================ // F2 - Debug Mode // Credits: Please see the F2 online manual (http://www.ferstaberinde.com/f2/en/) // WARNING: DO NOT DISABLE THIS COMPONENT class f_param_debugMode { title = "$STR_f_param_debugMode"; values[] = {0,1}; texts[] = {"Off","On"}; default = 0; code = "f_var_debugMode = %1"; }; // ============================================================================================ // F2 - Mission Conditions Selector // Credits: Please see the F2 online manual (http://www.ferstaberinde.com/f2/en/) // class f_param_timeOfDay // { // title = "$STR_f_param_timeOfDay"; // values[] = {0,1,2,3,4,5,6,7}; // texts[] = {$STR_f_param_timeOfDay_Option0,$STR_f_param_timeOfDay_Option1,$STR_f_param_timeOfDay_Option2,$STR_f_param_timeOfDay_Option3,$STR_f_param_timeOfDay_Option4,$STR_f_param_timeOfDay_Option5,$STR_f_param_timeOfDay_Option6,$STR_f_param_timeOfDay_Option7}; // default = 3; // code = "f_param_timeOfDay = %1"; // }; // class f_param_weather // { // title = "$STR_f_param_weather"; // values[] = {0,1,2,3,4}; // texts[] = {$STR_f_param_weather_Option0,$STR_f_param_weather_Option1,$STR_f_param_weather_Option2,$STR_f_param_weather_Option3,$STR_f_param_weather_Option4}; // default = 0; // code = "f_param_weather = %1"; // }; // ============================================================================================ // F2 - AI Skill Selector (coop) // Credits: Please see the F2 online manual (http://www.ferstaberinde.com/f2/en/) // class f_param_AISkill_Friendly // { // title = "$STR_f_param_AISkill_Friendly"; // values[] = {0,1,2,3}; // texts[] = {$STR_f_param_AISkill_Option0,$STR_f_param_AISkill_Option1,$STR_f_param_AISkill_Option2,$STR_f_param_AISkill_Option3}; // default = 2; // code = "f_param_AISkill_Friendly = %1"; // }; // class f_param_AISkill_Enemy // { // title = "$STR_f_param_AISkill_Enemy"; // values[] = {0,1,2,3}; // texts[] = {$STR_f_param_AISkill_Option0,$STR_f_param_AISkill_Option1,$STR_f_param_AISkill_Option2,$STR_f_param_AISkill_Option3}; // default = 2; // code = "f_param_AISkill_Enemy = %1"; // }; // ============================================================================================ // F2 - AI Skill Selector (A&D) // Credits: Please see the F2 online manual (http://www.ferstaberinde.com/f2/en/) // class f_param_AISkill_BLUFOR // { // title = "$STR_f_param_AISkill_BLUFOR"; // values[] = {0,1,2,3}; // texts[] = {$STR_f_param_AISkill_Option0,$STR_f_param_AISkill_Option1,$STR_f_param_AISkill_Option2,$STR_f_param_AISkill_Option3}; // default = 2; // code = "f_param_AISkill_BLUFOR = %1"; // }; // class f_param_AISkill_OPFOR // { // title = "$STR_f_param_AISkill_OPFOR"; // values[] = {0,1,2,3}; // texts[] = {$STR_f_param_AISkill_Option0,$STR_f_param_AISkill_Option1,$STR_f_param_AISkill_Option2,$STR_f_param_AISkill_Option3}; // default = 2; // code = "f_param_AISkill_OPFOR = %1"; // }; // ============================================================================================ // F2 - Norrin's Revive Respawn (Part 1) // Credits: Please see the F2 online manual (http://www.ferstaberinde.com/f2/en/) class f_param_lives { title = "Number of Lives:"; values[] = {2000,1000,20,10,7,5}; texts[] = {"No Revive","Infinite - Cadet","20 - Easy ","10 - Normal","7 - Hard","5 - Extreme"}; default = 10; code = "f_param_lives = %1"; }; // ============================================================================================ }; // ============================================================================================ // F2 - Kegetys Spectator Script // Credits: Please see the F2 online manual (http://www.ferstaberinde.com/f2/en/) #include "f\common\f_spect\spectating.hpp" // ============================================================================================ // F2 - Norrin's Revive Respawn (Part 2) // Credits: Please see the F2 online manual (http://www.ferstaberinde.com/f2/en/) disabledAI = 1; #include "f\revive\dialogs\revive.cpp" // ============================================================================================ // F2 - Gear Snippets // Credits: Please see the F2 online manual (http://www.ferstaberinde.com/f2/en/) // #include "f\common\f_gearSnippets.hpp" // ============================================================================================ class RscTitles { #include "R3F_ARTY_AND_LOG\desc_rsct_include.h" // ============================================================================================ // F2 - Name Tags // Credits: Please see the F2 online manual (http://www.ferstaberinde.com/f2/en/) // #include "f\common\f_recog\recogOverlay.hpp" // ============================================================================================ }; // ============================================================================================ and this in my init.sqf: // F2 - Norrin's Revive Respawn // Credits: Please see the F2 online manual (http://www.ferstaberinde.com/f2/en/) server execVM "revive_init.sqf"; Share this post Link to post Share on other sites
norrin 9 Posted February 22, 2010 @D3lta - Ok thanks for posting that. It looks like you only have 2 parameters defined in your paramsArray (f_param_debugMode and f_param_lives) in the description.ext, therefore you'll need to change the line in the revive_init.sqf that currently reads _max_respawns = (paramsArray select 3); to _max_respawns = (paramsArray select 1); as f_param_debugMode is paramsArray select 0 and f_param_lives is paramsArray select 1. Hope this works, norrin Share this post Link to post Share on other sites
d3lta 10 Posted February 22, 2010 @D3lta - Ok thanks for posting that. It looks like you only have 2 parameters defined in your paramsArray (f_param_debugMode and f_param_lives) in the description.ext, therefore you'll need to change the line in the revive_init.sqf that currently reads _max_respawns = (paramsArray select 3); to _max_respawns = (paramsArray select 1); as f_param_debugMode is paramsArray select 0 and f_param_lives is paramsArray select 1. Hope this works, norrin WOW!!! It's Ok now!!! Very Very Thanks!!!!! Continue the excellent work!!! Best Regards!! :) Share this post Link to post Share on other sites
joeanorak 1 Posted February 24, 2010 I realise the Revive Script is, as it 'says on the tin', for Multi-Player only but is there any way of enabling some of the features in single player missions? Obviously the spawn side of the Script isn't really applicable but I dearly love to get some of the functionality of unconsciousness, bleeding, bandaging, loading onto vehicles and the abilities of the Playable AI into my Missions. I've tried the BIS First Aid modules and ACE2 but this script really hits the mark in what i'd like to achieve. Share this post Link to post Share on other sites
norrin 9 Posted February 25, 2010 I realise the Revive Script is, as it 'says on the tin', for Multi-Player only but is there any way of enabling some of the features in single player missions?Obviously the spawn side of the Script isn't really applicable but I dearly love to get some of the functionality of unconsciousness, bleeding, bandaging, loading onto vehicles and the abilities of the Playable AI into my Missions. I've tried the BIS First Aid modules and ACE2 but this script really hits the mark in what i'd like to achieve. Its quite possible with the new scripting commands in ArmA2 to make a single player revive system - so exactly the same functionality as already exists in the MP version - and its been on my to-do list for some time - unfortunately towards the bottom of the list, if i get a chance I might revisit it over the next couple of weeks. Share this post Link to post Share on other sites
manzilla 1 Posted February 25, 2010 Its quite possible with the new scripting commands in ArmA2 to make a single player revive system - so exactly the same functionality as already exists in the MP version - and its been on my to-do list for some time - unfortunately towards the bottom of the list, if i get a chance I might revisit it over the next couple of weeks. Please do. An SP revive system would be great. Share this post Link to post Share on other sites
joeanorak 1 Posted February 25, 2010 Its quite possible with the new scripting commands in ArmA2 to make a single player revive system - so exactly the same functionality as already exists in the MP version - and its been on my to-do list for some time - unfortunately towards the bottom of the list, if i get a chance I might revisit it over the next couple of weeks. Thanks norrin, fantastic that your considering it at the very least. I think it could really add a lot to the single player experience, especially for those that find 'magic healing' and bullet wound casualties carrying on as normal a bit of an immersion breaker but equally don't like the outlandishly high and wholly unrealistic mortality rate imposed if its not used. It would be great for the player and the AI to only be able to 'stabilise' a dying or wounded team member in the field then have to call in a MERT / IRT and get them transported back to a location in order to prevent their death. Given ARMA2 delivers such a realistic experience elsewhere I find it a little strange that when playing in SP we're quite happy to leave the bodies of our team-mates face down in the field where they fell! The Revive Script would certainly develop an area of the SP experience which is currently a bit lacking in my opinion. It may even inject a bit more of an attachment to our AI team members and a bit of urgency in trying and save them when they're hit. Failure conditions based on friendly casualties would then be a bit more interesting, forcing the player to make a genuine effort to effectively deal with casualties. Share this post Link to post Share on other sites
norrin 9 Posted February 26, 2010 Well you asked for it. Here's a pretty straight port of the revive scripts for SP. There's quite a few other code optimisations that could be done for the SP version but everything I've tried seems to be working so this will do for now. Eventually using this method it would be possible to make a one size fits all script that works in both single player and multiplayer. Download http://norrin.org/downloads/ArmA2/revive/SP/Revive_SP_TEST.utes.rar The readMe containing instructions for using the script in your missions is in the archived mission folder. Oh, if want to use the parameter option for selecting the number of revives then comment out or delete the line in the revive_init.sqf that looks like this _max_respawns = 10; and use the line that appears above this line without the comments, it should look like this _max_respawns = (paramsArray select 1); I've done this so you can preview in the editor without the associated description.ext problems. One final thing, I've tried to make it more difficult to die from damage to your arms and legs so let me know if I need to tweak this aspect of the scripts further, whereas, head and body shots should hopefully work in an identical fashion to the way they work in vanilla ArmA2. norrin Share this post Link to post Share on other sites