fleepee 10 Posted December 4, 2010 (edited) Hi norrin! I'm making a TvT mission with two different east and west revive_init files and only one "revive_sqf" folder. in that mission, you have to get documents ("EVmap", called docu). I tried to make that if you have the documents and die, the "EVmap" is put out of your equipment and on the ground on your "waiting for revive" position, allowing team mate/ennemy player to take the documents. I tried several ways, the last one was: if (_name hasweapon "EVmap") then { _pos = getPos _name; _name removeweapon "EVmap"; docu setpos _pos; docu_pris=false; publicVariable "docu_pris"; docu addAction [localize "str_prendre_docu", "prendre.sqf", "showwindow",6]; "marker docu" setMarkerPos _pos; "marker docu" setMarkertype "dot"; }; before line 232 (// Set variables if unit local) of the revive_sqf\revive_player file, but it didn't work and made the revive scripts to stop working... I also tried to put code in the local area, after line 260, condition "if (_name getVariable "NORRN_unconscious")"... "docu_pris" is a variable set to true when you take the documents, allowing then to hint a message with the name of their owner. I wish you could have time to tell me how I could make this work on dedicated servers... Would you need the mission folder? thanks for your response!:cool: Edited December 4, 2010 by fleepee Share this post Link to post Share on other sites
demonized 20 Posted December 4, 2010 how about never let player have item on his body?? when player approaches item and uses action to collect it, simply start a script that will setPos it far away or delete it, and have a loop checking player pos and if player dead or if player reached destination, if dead setpos item to last know position, maybe loop at every 1 second or faster... Now when dead player looses item apparently on ground next to him, and anyone can pick it up and restart the script with their name on it, also maybe when you pickupscript, you activate a loop for if player dead activate action search body, etc.... and item will never be on ground but any hostile or friend need to search player body for it.. ofc need to set players dead body timers to be somethiing that would work with that.. otherwise, respawn and cheating is very easy.. Just spitballing, hope you get something usable from this.:) Share this post Link to post Share on other sites
nomadd 66 Posted December 4, 2010 I think Demonized is on the right path. I am in no way good at scripting. What you want almost sounds like a CTF sort of thing, but instead of a flag it is a map. I would probably unpbo some ctf maps and look at the code. Pretty certain it is an attachto type command. Just my two cents, Nomadd Share this post Link to post Share on other sites
fleepee 10 Posted December 4, 2010 (edited) when player approaches item and uses action to collect it, simply start a script that will setPos it far away That's what I'm doing in the "prendre.sqf" script. The problem with the revive script is that players are never dead; I checked with "lifestate" and unconscious players are always "alive", so I can't use "not alive player", but I'm going to try (player getVariable "NORRN_unconscious") and player hasweapon "EVmap" as a trigger condition instead of adding code in the revive scripts... EDIT: it seems to work in the editor and on a dedicated server! I just have to check it for both sides with 2 teams...:bounce3: Edited December 4, 2010 by fleepee Share this post Link to post Share on other sites
ArmAddict 10 Posted December 5, 2010 Anyone know how to get this to run with ACE? Whenever I try to use it in ACE the players just die and respawn, they don't go unconscious. Share this post Link to post Share on other sites
katipo66 94 Posted December 8, 2010 Is it possible to get a stripped back version? so all you get is the respawn function to one marker with all weapons... I dont need any other function, i just want the unit to fall unconscious and respawn, i suppose the only other function would be to keep weapons. This is for a SP mission and everything else is not needed... Or how can i bypass the dialogs and just have the unit fall unconscious/respawn without having the cam mode/call for help etc. Share this post Link to post Share on other sites
konrad1 10 Posted December 8, 2010 (edited) can i replace the mash with another tent like this one ? ACamp_EP1 NEVER MIND find it out works =) also can use other beject intead of mash Edited December 8, 2010 by Konrad1 Share this post Link to post Share on other sites
norrin 9 Posted December 9, 2010 Is it possible to get a stripped back version? so all you get is the respawn function to one marker with all weapons...I dont need any other function, i just want the unit to fall unconscious and respawn, i suppose the only other function would be to keep weapons. Or how can i bypass the dialogs and just have the unit fall unconscious/respawn without having the cam mode/call for help etc. I think these are the important settings that will allow you to do this _no_respawn_points = 1; //array no.12 - no of respawn points (Max number 4) _Base_1 = "Base"; //array no.13 - spawn position names _respawn_position = 0; //array no.28 - 0 - respawn at base_1; 1 - the closest enemy free respawn point; 2 - players choice; and 3 - dies _follow_cam = 0; //array no.5 - option to allow viewing of friendly units while unconscious _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 _call_for_AI_help = 0; //array no. 59 - allows AI units to call for help Note if you want AI units that can be revived to automatically move to you and heal you then you can set _goto_revive = 0; Share this post Link to post Share on other sites
katipo66 94 Posted December 9, 2010 Well.... that was easy, guess i was being a bit lazy. Cheers Norrin :D Share this post Link to post Share on other sites
bearbison 10 Posted December 30, 2010 Found a small bug with the path to one of the sound files after getting a few Cannot load sound '..\sound\univ_v24.ogg' errors in my RPT file. In revive_sqf\dialogs\config.cpp lines 55-60 has class Brian_Fuck { name="Brian_Fuck"; sound[]={"sound\UNIV_v24.ogg",0.05,1.0}; titles[]={}; }; Should be class Brian_Fuck { name="Brian_Fuck"; sound[]={"revive_sqf\sound\UNIV_v24.ogg",0.05,1.0}; titles[]={}; }; Share this post Link to post Share on other sites
fleepee 10 Posted January 3, 2011 I created a PvP mission including the revive scripts. I created 2 init files (revive_init_west and revive_init_east) but there is only one revive_sqf folder. The problem is with the mobile respawn (the example mission in the first post doesn't use mobile respawn): both sides use the same mobile respawn point depending on who deploys it first... I don't think there's a simple way to have both sides use their own mobile respawn point, as I certainly need to add (in example) a revive_sqf_east folder and then change ALL paths to scripts in each of the revive scripts... Am I wrong? Share this post Link to post Share on other sites
norrin 9 Posted January 4, 2011 Hiya FP, Unfortunately for the time being you're right - you can only define a mobile spawn point for one side. If I get a chance though I'll take a look to see if there is a quick/simple way around this problem. Best wishes, norrin Share this post Link to post Share on other sites
fleepee 10 Posted January 4, 2011 (edited) Thanks for your answer! Do I have to add in the "NORRN_player_units" variable the list of all playable units (east+west) in the revive_init_west and revive_init_east scripts? (I didn't test the mission yet on a dedi with other players...) May the force be with you! :bounce3: FleePee Edited January 4, 2011 by fleepee Share this post Link to post Share on other sites
kremator 1065 Posted January 6, 2011 (edited) Hi norrin, Using your script thatnis built into L'Etranger and Gonza's Virtual Training Space mission, where I would like the AI that I can create (and then join with me), but they are not revivng me when I call. The error message I am getting is that there are no potential revivers. Any idea what I am doing wrong? EDIT for further information...... When I get the AI to join me then have the green diamond around them and start returning to formation. When I kill myself with a grenade they STOP and cannot be summoned with ' Call for Help' Edited January 6, 2011 by Kremator Share this post Link to post Share on other sites
norrin 9 Posted January 6, 2011 (edited) Hi Krem, Haven't looked at those missions for some time so I've got no idea what version of the revive scripts they are using - if they are using an older version then you could ask them to update - it may be just as simple as swapping the old revive_sqf folder with the new one but I'm not sure whether they have customised the scripts in any way to suit their purposes so may be best to check with them. norrin Edited January 6, 2011 by norrin Share this post Link to post Share on other sites
kremator 1065 Posted January 7, 2011 I'm using the latest version of revive (0.50), so it is uptodate. I run on a dedi and local server for testing also. If I uploaded the version I'm working on (it is WIP) could you have a little check over it please? The only difference I can see is that they have a logic called 'serveur' (instead of 'server'). I will also check to see if L'Etranger can fix it at their end. Share this post Link to post Share on other sites
vengeance1 50 Posted January 12, 2011 Hello NORRIN, I am working on a WWII Mission and would like to implement PVP, the download on the 1st post does not seem to be working AND I was wondering if anyone has a sample mission using the latest Revive Version? Thanks Vengeance Share this post Link to post Share on other sites
norrin 9 Posted January 12, 2011 Hiya Vengeance, Happy New Year mate :) I've started working on a new PVP revive script with mobile spawn for each side with fleepee but with work and family commitments (its summer school holidays here and its very hard to prise my kids off the computer) I'm not getting very far with it (sorry fleepee :blush:). Hopefully next week I'll have some more time and I'll get the last of the issues sorted then. norrin Share this post Link to post Share on other sites
r.flagg 11 Posted January 14, 2011 (edited) When in listen server, we've had a weird glitch or two pop up lately with revive, and I'm not sure yet if it's something I've done, or something else... like maybe one of the latest betas from BI (we always grab the betas as soon as they come out) or maybe a conflict with one of the other scripts I'm using... I seem to get killed, and then killed again as I'm laying there, and revive GUI doesn't come on right away, the GUI acts funny, and then finally comes around. I'm still trying to ponder it, in case it's just me, double checking everything, gonna roll back a beta or two, etc... but I'm posting here just in case someone else is seeing something similar. Please disregard. I think I see the problem. I have 'west' instead of 'respawn_west'. I was using 3 grouped spawn points to randomly spawn on the north side, south side, or ya know, the west side.. and , well, ... Sorry for making a mess all over your otherwise lovely thread. :o Edited January 14, 2011 by R.Flagg Share this post Link to post Share on other sites
EBass 0 Posted January 14, 2011 Hi, thanks for the great script but I'm having some problems. A) If a unit dies in the water is there a way to just let him revive at the standard points? At the moment its either tell him to wash ashore and nothing happens or removing that dialogue option and just sitting there with a black screen. B) I've used this code that a friend gave me to make a MHQ this addEventHandler ["GETIN",{if ((_this select 1) == "driver") then {NORRN_landy_script = [_this select 0, _this select 2] execVM "revive_sqf\mobile\mobile_spawn.sqf"}}];this addEventHandler ["GETOUT",{[_this select 0] execVM "revive_sqf\mobile\mobile_remove_spawn.sqf"}]; call{[this, 30] execVM "revive_sqf\mobile\vcl_respawn.sqf"} When I deploy the MHQ a spawn pops up called mobile, but if I try to spawn there it EITHER, spawns me at another respawn point (if available) or if not it drops me in midair at 0,0, any help? Cheers. Share this post Link to post Share on other sites
vengeance1 50 Posted January 19, 2011 Hiya Vengeance, Happy New Year mate :) I've started working on a new PVP revive script with mobile spawn for each side with fleepee but with work and family commitments (its summer school holidays here and its very hard to prise my kids off the computer) I'm not getting very far with it (sorry fleepee :blush:). Hopefully next week I'll have some more time and I'll get the last of the issues sorted then. norrin Hi Norrin, No problem when you get around to it, The WWII Mod isn't updated yet anyway so just getting my mission setup so it can do PVP for when it does. Thanks Have Fun with the Family! Share this post Link to post Share on other sites
Guest Posted January 23, 2011 (edited) Hi, In my mission there are no respawns, only revive. It all seems to work fine when testing in the editor but when I try in multiplayer and a player dies, they just get a black screen with no unconsious text etc. If I press escape, I have the option to respawn... Although it doesn't work. Also when I press escape, the black screen dissapears and I can see a spectating bird... un-escape back to game and it's still a black screen. Whats wrong? Here is my revive_init.sqf /* CO & OA REVIVE SCRIPT © OCTOBER 2010 - norrin (simonnsl@iprimus.com.au) Version: 0.50 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 = 0; //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 = 0; //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 _ACE_mod = 0; //array no.102 - NOT IMPLEMENTED - Currently a place holder for possible future functionality // ================================================================== // LIST OF PLAYABLE UNITS //NORRN_player_units = playableUNits; NORRN_player_units = [p1,p2,p3,p4,p5,p6,p7,p8,p9,p10,p11,p12,p13,p14,p15,p16]; // ================================================================== // 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 = 0; //array no.38 - Number of lives per unit _JIP_respawns = [1,0]; //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 = 180; //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 = [0,0,0,0]; //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 = 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 = 3; //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 = 0; //array no.51 - set to 1 if you want to use mobile spawn //_mobile_base_start = "Insertion"; //array no.52 - NO LONGER NEEDED, REDUNDANT VARIABLE _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 = "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 = 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 = 1; //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 = 1; //array no.99 - Number of teamkills before punishment // ================================================================== // CONFIGURABLE OPTIONS FOR HEAL YOURSELF FUNCTION _heal_yourself = 0; //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 = 0; //array no. 40 - if available reviving AI throws smoke on downed AI position _AI_aware = 1; //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, _ACE_mod]; // start related revive functions [] execVM "revive_sqf\init_related_scripts.sqf"; if (true) exitWith {}; //Last edited 17/08/09 //if (_name == player) then {[_name] execVM 'revive_sqf\rPrn.sqf'} EDIT: I am using ver 050 OA. Edited January 24, 2011 by Guest Share this post Link to post Share on other sites
bearbison 10 Posted January 29, 2011 _max_respawns = 0; //array no.38 - Number of lives per unit From the line above you have set it so you cannot revive as you only have the one life, change this to the number of times you want the ability to revive. Works fine in all of my missions as long as you have the following line set so they can't respawn anywhere else. _no_respawn_points = 0; Share this post Link to post Share on other sites
r.flagg 11 Posted January 29, 2011 Hiya Vengeance, Happy New Year mate :) I've started working on a new PVP revive script with mobile spawn for each side with fleepee but with work and family commitments (its summer school holidays here and its very hard to prise my kids off the computer) I'm not getting very far with it (sorry fleepee :blush:). Hopefully next week I'll have some more time and I'll get the last of the issues sorted then. norrin What about possibility of two mobile spawn tents, both for the same side? So if I'm leading a squad, and my buddy has his own squad, and we each go a different way on the map. Is that possible? Share this post Link to post Share on other sites
Guest Posted January 30, 2011 Code:_max_respawns = 0; //array no.38 - Number of lives per unit From the line above you have set it so you cannot revive as you only have the one life, change this to the number of times you want the ability to revive. Works fine in all of my missions as long as you have the following line set so they can't respawn anywhere else. Code: _no_respawn_points = 0; I tried changing it to a number above 0 and I still have the same problem... I also have _no_respawn_points set to 0. These is so annoying as I would really like to use Norrins revive in the mission... Share this post Link to post Share on other sites