shark-attack 2 Posted September 4, 2010 (edited) Gday mate i was also running v 0.47 of the revive scripts Operation Arrowhead BAF lite UPS was running other than that no other mods or addons 2 x 5 man teams player in command medic only revive will try with v 0.48 best wishes Edited September 4, 2010 by shark-attack Share this post Link to post Share on other sites
jw custom 56 Posted September 5, 2010 It's working great now, thanks for your support :cool: Share this post Link to post Share on other sites
shark-attack 2 Posted September 9, 2010 (edited) Gday Mate. Tested with v 0.48 all seems to be working :)... Had a slight issue with mobile respawn (tent wasnt showing without ARMA 2) Had to change the set up a little in deploy_camo_man.sqf , swapped created vehicle from MASH to MASH_ep1 .. I recall it was possible to create an ammo crate at the mobile respawn point via the deploy_cammo.sqf , but im buggered if i can remember how to do it, the only working example i had was lost when i uninstalled ARMA, any chance anyone can remind me how its done. Best wishes shark-attack! Edited September 9, 2010 by shark-attack Share this post Link to post Share on other sites
vengeance1 50 Posted September 9, 2010 Shark, does this help? /* DEPLOY CAMO SCRIPT © norrin, April 2008 *********************************************************************************************************************************** deploy_camo.sqf */ _vcl = _this select 0; _pos_vcl = getPos _vcl; _dir_vcl = getDir _vcl; switch (playerSide) do { case west: {"USBasicAmmunitionBox" createVehicle [_pos_vcl select 0, (_pos_vcl select 1) - 2, (_pos_vcl select 2) - 4];}; case east: {"RUBasicAmmunitionBox" createVehicle [_pos_vcl select 0, (_pos_vcl select 1) - 2, (_pos_vcl select 2) - 4];}; case resistance: {"GuerillaCacheBox" createVehicle [_pos_vcl select 0, (_pos_vcl select 1) - 2, (_pos_vcl select 2) - 4];}; }; _vcl setFuel 0; _camo = "Land_CamoNetB_NATO" createVehicle _pos_vcl; _camo setDir (_dir_vcl + 90); _camo setPos [(_pos_vcl select 0) + (sqrt (4) * cos (155 - _dir_vcl)), (_pos_vcl select 1) + (sqrt (4) * sin (155 - _dir_vcl)) , 0]; NORRN_camo_net = true; publicVariable "NORRN_camo_net"; _vcl removeAction NORRN_l_spawn_act; if (true) exitWith {}; Share this post Link to post Share on other sites
bigshot 64 Posted September 9, 2010 (edited) 1 quick question (im trying to implement your 048 script into an OA mission v.1.54): Is there anyway to set up the script so that I can limit how many times a player is able to respawn (im using BASE respawn and want to offer param choices of how many times theyll be allowed to respawn (not revived) at base before they stay dead)? Thats the most importnant thing to me...i can live with or without the revive if I have to (although it would be nice to have revive itself work like a healing system where its not counted as a life...and if youre hurt enough youll die and respawn at base instead of being revived or healed. The way its working for me right now seems to be that i only get revived after being killed (not just injured)...and then after my chosen amount of revives has been used ill continue to respawn at BASE forever. Id like to limit how many times i can keep respawning at base if possible. **EDIT - i guess what im really after here is whether or not i can have it set so that being revived by a friendly unit would not count as a "life" being used up. Instead id like the "lives" being counted only if im respawned at BASE (due to a unit not reviving me in time). Thanks for any help! Edited September 9, 2010 by BigShot Share this post Link to post Share on other sites
Jaime 10 Posted September 9, 2010 Hi Norrin If you see on post from page 40 and below y had the ghost bug for arma 2 and you got it solved (thx a lot) with the 0.42 version of the revive. Now if been a few months out and come back for OP Arrowhead and new missions with revive have been coming up and the ghost bug is back. The old fix dosent work anymore so y hope you could give me a hand. I think the version of the mission is this one but dont know exactly were to look for it: © NOVEMBER 2009 - norrin (norrin@iinet.net.au) Version: 0.3g ArmA2 Thx a lot for the help hope its has a simple remedy. Share this post Link to post Share on other sites
pillpopper123 10 Posted September 9, 2010 Hi Ive just replaced the revive in my mission with the new 048 version, one question, do I have to name the unit s1,s2 etc ?, because when I do some of my other scripts dont work and if I dont then revive 048 dont work. Any ideas people ?. Thanks Share this post Link to post Share on other sites
Gnome_AS 10 Posted September 9, 2010 You can define the playableUnit in the revive_init.sqf I believe. Don't have it sitting in front of me, but yeah ... don't imagine it's changed. So if you are using names other than s1, s2, s3 on your playableUnits ... simply replace them in that file with whatever you are using. Applesauce1, BingoAddiction2, whatever3 and so on. Hope it helps. Regards, Gnome Share this post Link to post Share on other sites
pillpopper123 10 Posted September 9, 2010 You can define the playableUnit in the revive_init.sqf I believe. Don't have it sitting in front of me, but yeah ... don't imagine it's changed.So if you are using names other than s1, s2, s3 on your playableUnits ... simply replace them in that file with whatever you are using. Applesauce1, BingoAddiction2, whatever3 and so on. Hope it helps. Regards, Gnome Thanks Gnome But I dont want to name the unit or my heli evac script dosnt work. Any ideas? Thanks Share this post Link to post Share on other sites
Gnome_AS 10 Posted September 9, 2010 Hrmm... if you want revive to work, the units will have to be named. No way around that. The additional thought here is, examine the heli evac script and adjust whatever needs to be done there. Not sure what you're running there, so not sure what direction to point you. Personally I would consider this the real issue. As revive is usually a heavier priority for gameplay purposes. I would be surprised if it took much effort to adjust the evac script, although I've been wrong before. :D All in all, the naming of playableUnits is very common and required by many very good addons/scripts, such as Norrins here. ;) Share this post Link to post Share on other sites
pillpopper123 10 Posted September 10, 2010 Hrmm... if you want revive to work, the units will have to be named. No way around that.The additional thought here is, examine the heli evac script and adjust whatever needs to be done there. Not sure what you're running there, so not sure what direction to point you. Personally I would consider this the real issue. As revive is usually a heavier priority for gameplay purposes. I would be surprised if it took much effort to adjust the evac script, although I've been wrong before. :D All in all, the naming of playableUnits is very common and required by many very good addons/scripts, such as Norrins here. ;) The last 3 revive scripts from norrin ive used has never had units named, well not for me anyway, im using 046 now and ive got 4 soldiers in and not named, i looked into the heli script and nowhere does it say a units name so me not knows wot to do. :) Thansk anyway dude... Share this post Link to post Share on other sites
norrin 9 Posted September 10, 2010 **EDIT -i guess what im really after here is whether or not i can have it set so that being revived by a friendly unit would not count as a "life" being used up. Instead id like the "lives" being counted only if im respawned at BASE (due to a unit not reviving me in time). Thanks for any help! Wow, busy day on the front lines. You need to open up the revive_player.sqf in the revive_sqf sub-folder and comment out line 1047 just put a couple of forward slashes in front of it so it looks like this // Increment respawn counter //if (local _name && _max_respawns != 1000) then {[_name, _max_respawns]call Norrn_LivesRemain}; I think that should do it. @Shark - Hiya mate - yeah I need to add some code so that the scripts work with OA only (will get there eventually :)). @Vengeance - cheers mate @ Jamie - you're going to have to update the revive version in that mission - as the 0.3 version does not include the "ghost who walks" bug fix. @pillpopper123 - no choice you have to name the units in the editor if you want to use the revive version 0.48 - sorry - up until version 0.42 the unit had to be named - not sure about the first couple of revive versions for OA as the unit never really dies but regardless you should always name your unit when using the revive scripts. Oh, you could always use this script for your medivac: http://forums.bistudio.com/showthread.php?t=106653 @Gnome thanks for trying mate Share this post Link to post Share on other sites
Jaime 10 Posted September 10, 2010 (edited) Hi Norrin Thx a lot for the help like always you safe my life y will proceed with the update the mission is a domination but with ffaa mod what version should y update it to the last? If tried to update with your latest version the domination ffaa the revive works fine but what it dosent work are the mobile respawn of the domination y apear in a corner of the map. What I do is modify the revive_init.sqf from the main folder and substitute the revive_sqf folder as you told me in page 38. Dont know were to look or what do y need to modify to make the mobile respawns to work. Thx a lot for the help Edited September 10, 2010 by Jaime Share this post Link to post Share on other sites
pillpopper123 10 Posted September 10, 2010 Oh, you could always use this script for your medivac: http://forums.bistudio.com/showthread.php?t=106653 Nice 1 Norrin. That heli script works perfect and on my dedi server too unlike last 1 I tried. :) How would I take out the "tell heli clear for takeoff" ?, I would like to just get in and set destination if possible?. Thanks matey. Share this post Link to post Share on other sites
shark-attack 2 Posted September 10, 2010 @Vengeance spot on mate thanks ! :) Share this post Link to post Share on other sites
DarkEclip 10 Posted September 11, 2010 (edited) Hi someone try this version on Utes or Chenarus because i don't know why, it does not seem to work.:confused: Forget that, I forgot to put the GameLogic server. :) Edited September 11, 2010 by DarkEclip Share this post Link to post Share on other sites
norrin 9 Posted September 12, 2010 @Jamie - if domination is the culprit then I must tell you that Xeno uses a modified version of the revive (that he branched off from my script some time ago). In addition, he has gone to a lot of trouble to integrate revive into the mission so its not just as easy as swapping the old version for the new and I'm currently too snowed under to help myself -sorry. @PP - mate sorry but I won't change that aspect of the heli Taxi script as its necessary to have it in there so if you get in, you can force the heli to wait on the ground until any AI that is with you get on board. Hopefully will get a new version up tonight that will address a few of the problems people have been having. Share this post Link to post Share on other sites
DarkEclip 10 Posted September 12, 2010 (edited) Norrin can you help me with that: I want load dead AI into vehicle i don't know if i can? I try uncoucious work, but dead i can't drag more that 2', the body detach by itself and if i press quickly on carry, i can put it in vehicle but i have no option to unload it. Atm i use drag/carry option from ACE2 with the right windows button and load into option from your script with IG interaction menu :) Thank you Edited September 12, 2010 by DarkEclip Share this post Link to post Share on other sites
pillpopper123 10 Posted September 12, 2010 (edited) Ok Norrin matey Another thing, I keep getting duplicate commands in my menu for the heli, like "call for extraction" twice, any ideas what ive done ?. Thanks again dude... Edited September 12, 2010 by pillpopper123 Share this post Link to post Share on other sites
norrin 9 Posted September 12, 2010 OA Revive Update 0.49 Download: http://norrin.org/downloads/OA/Revive/revive049OA.rar If you're updating, just replace your existing revive_sqf folder in your mission with the one in the archive Fixes *Units will now fall unconscious where they were hit again - no more appearing on the outside of buildings *The heal function now works again *The scripts by default use the OA structures and ammo boxes with mobile spawn *Fixed some bugs when using the scripts in Single Player missions - so they should be pretty much be SP and MP compatible without needing to make changes to the revive_init.sqf Note: To ensure that they will work in SP and MP you'll need to define the units in the NORRN_player_units array eg. [s1,s2,s3,s4] and you cannot use MP parameters to define the number of revives. Thanks Ghost and MCPXXL for finding and alerting me to the bugs Don't forget these scripts are designed to only work with Operation Arrowhead or Combined Operations @PP - mate will try and take a look over the next couple of days at the taxi script - no promises though. Any further discussion relating to that script could you please post in the chopper taxi thread - thanks. Share this post Link to post Share on other sites
vengeance1 50 Posted September 12, 2010 NORRIN, your continued support is very much appreciated. Thanks for always improving this most valuable script. ;) Share this post Link to post Share on other sites
Ghost 40 Posted September 12, 2010 Thank you for your hard work and quick updating, will try it out soon. Share this post Link to post Share on other sites
McSpuds 10 Posted September 13, 2010 I have searched till my eyes hurt. And can not find a way to search just this thread and it's 65 pages long.... I hope somebody can help me. After setting up Revive, I tried to load the mission in editor several times and my game crashes with the following error code: missio\revive.sqf\dialogs\config.ccp, line 75: .Cfgsounds: Member already defined. I have turned off Mondo Missile as another thread tried that. But that did not help. Share this post Link to post Share on other sites
DarkEclip 10 Posted September 14, 2010 Check in your description.ext if you have class CfgSounds somewhere, This is because revive script use CfgSounds in revive_sqf\dialogs\config.cpp try to put all your cfgsounds in description.ext to this file or otherwise. Sry for my bad english im french Canadian :) And btw i don't receive respond for this: Norrin can you help me with that: I want load dead AI into vehicle i don't know if i can? I try uncoucious work, but dead i can't drag more that 2', the body detach by itself and if i press quickly on carry, i can put it in vehicle but i have no option to unload it. Atm i use drag/carry option from ACE2 with the right windows button and load into option from your script with IG interaction menu Thank you Share this post Link to post Share on other sites
norrin 9 Posted September 14, 2010 @McSpuds - if you can't track down the problem send me a PM with a link to your mission and I'll take a quick look. @DarkEclip - mate no at this stage you can't load dead AI onto vehicles using the current revive but it is something I want to add in the future, its just a matter of finding the time to do it. Share this post Link to post Share on other sites