bearbison 10 Posted January 30, 2011 have you got the lines in your init.sqf and description.ext? as it looks about right from what I can see. Share this post Link to post Share on other sites
Guest Posted January 30, 2011 Here is the code I have in both files relating to Norrins revive: Description.ext // description.ext settings for revive#include "revive_sqf\dialogs\config.cpp" #include "revive_sqf\dialogs\define.hpp" #include "revive_sqf\dialogs\rev_cam_dialog.hpp" #include "revive_sqf\dialogs\respawn_button_1.hpp" #include "revive_sqf\dialogs\respawn_button_2.hpp" #include "revive_sqf\dialogs\respawn_button_3.hpp" #include "revive_sqf\dialogs\respawn_button_4.hpp" #include "revive_sqf\dialogs\respawn_button_1b.hpp" #include "revive_sqf\dialogs\respawn_button_1c.hpp" #include "revive_sqf\dialogs\respawn_button_2b.hpp" #include "revive_sqf\dialogs\respawn_button_3b.hpp" #include "revive_sqf\dialogs\respawn_button_4b.hpp" #include "revive_sqf\dialogs\respawn_button_1map.hpp" #include "revive_sqf\dialogs\respawn_button_2map.hpp" #include "revive_sqf\dialogs\respawn_button_3map.hpp" #include "revive_sqf\dialogs\respawn_button_4map.hpp" #include "revive_sqf\dialogs\OK_map.hpp" #include "revive_sqf\dialogs\dead_cam_dialog.hpp" #include "revive_sqf\dialogs\rev_cam_dialog_blank.hpp" Init.sqf server execVM "revive_init.sqf"; Share this post Link to post Share on other sites
bearbison 10 Posted January 30, 2011 Can't see anything that should cause you any issues ,similar settings to my missions that don't allow respawn but use revive. Only other thing I can think of is do you have respawn = 3; in your description.ext? Otherwise only other thing is to wait and see if anyone else can see the problem unless something else is stopping it from working. Share this post Link to post Share on other sites
Guest Posted January 30, 2011 ah, that could be the problem... I took all the respawn stuff out of the description.ext as I thought I didn't need it anymore. So I have to have just respawn = 3; and thats it? Share this post Link to post Share on other sites
bearbison 10 Posted January 30, 2011 Based on the rest of your code posted by adding that one line it should be good to go. Share this post Link to post Share on other sites
carlostex 38 Posted February 1, 2011 I've been trying to do PvP with 3 factions but the dead_spectating script is giving me problems always with one of the factions.When i run out of lives spectator cam kics in, but gives acess to my character so if i press escape the cam will die and i'll be able to control the unit! The mission is pretty much done, so this is the only thing that is killing my head. Sometimes with west, sometimes with resistance etc... If i post my mission here can any of guys give me a hand? I really don't know what to do more... Share this post Link to post Share on other sites
Guest Posted February 4, 2011 Well I added the respawn = 3; and now when someone gets shot, tyhey go unconsious and get the revive interface. BUT nobody has the revive option which is weird... Anyone got any ideas? Share this post Link to post Share on other sites
bearbison 10 Posted February 4, 2011 OK looked again at your configs and missed this bit in the revive_init.sqf _max_respawns = 0; //array no.38 - Number of lives per unit Either change it to _max_respawns = (paramsArray select 1); //array no.38 - Number of lives per unit and add the following in your description.ext /* Specifies any parameters that can be changed by admin for mission */ class Params { class Revive { // paramsArray[1] title = "Number of Revives:"; values[] = {2000,1000,20,10,7,5}; texts[] = {"No Revive","Infinite - Cadet","20 - Easy ","10 - Normal","7 - Hard","5 - Extreme"}; default = 10; }; }; or just change it to a value higher than 0 and it will work Share this post Link to post Share on other sites
Guest Posted February 8, 2011 (edited) I have already changed that setting to 1. Still have the same problem where nobody can revive:o I really appreciate the help you have given so far btw:) EDIT: Here is my updated 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 = 1; //array no.38 - Number of lives per unit _JIP_respawns = [1]; //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 = 0; //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 = "p1,p2,p3,p4,p5,p6,p7,p8,p9,p10,p11,p12,p13,p14,p15,p16"; //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 = "p1,p2,p3,p4,p5,p6,p7,p8,p9,p10,p11,p12,p13,p14,p15,p16"; //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 = 1; //array no.8 - whether a unit can heal damage to itself _no_of_heals = 5; //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'} Edited February 8, 2011 by Guest Share this post Link to post Share on other sites
zigzag 0 Posted February 8, 2011 / UNITS THAT CAN REVIVE/UNITS THAT CAN BE REVIVED _can_revive = "p1,p2,p3,p4,p5,p6,p7,p8,p9,p10,p11,p12,p13,p14,p1 5,p16"; //array no.18 This is wrong, you should set it to. / UNITS THAT CAN REVIVE/UNITS THAT CAN BE REVIVED _can_revive = "soldierWB"; //array no.18 if you are using units on west side and soldierEB for east side. And the same with this. _can_be_revived = "p1,p2,p3,p4,p5,p6,p7,p8,p9,p10,p11,p12,p13,p14,p1 5,p16"; //array no.20 Share this post Link to post Share on other sites
Guest Posted February 8, 2011 ah right, thanks. I'll try it in a lil while and report back if it's working or not. Cheers Share this post Link to post Share on other sites
Guest Posted February 12, 2011 Yup, that seems to of sorted it:) Although for some reason, when a player goes unconsious, it creates another body so there are two different ones... Is that supposed to happen? Anyhow, it doesn't matter too much, at least it's funtioning properly now:) Thanks for the help! Share this post Link to post Share on other sites
Nemorz 11 Posted February 13, 2011 _cadaver = 0; That should remove a second body appearing. Share this post Link to post Share on other sites
Guest Posted February 14, 2011 Ok, one last thing. I have tested the script with AI in my group and it all works fine. By that I mean, AI fall unconsious and call for help etc. Now, when I have an AI join my group, he doesn't have the revive script, he just dies. Is there a way to allow AI to use the script if they were not in your group to start with but join your group later on in the mission? Share this post Link to post Share on other sites
kremator 1065 Posted February 14, 2011 I'm crying out for an MP compatible AI revive script (obviously only required for my side!) Having AI able to call on me (or their mates) to help would be amazing! DAPman has a script that works for ALL AI and players but it's not totally amazing (like norrin's normal work !) Share this post Link to post Share on other sites
Guest Posted February 14, 2011 I just looked at that script and it looks pretty good but its an addon, not a script which is a shame... Share this post Link to post Share on other sites
kremator 1065 Posted February 14, 2011 We just need to ask nicely for the script version :) Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted February 14, 2011 I just looked at that script and it looks pretty good but its an addon, not a script which is a shame... You should be polite and think about the way it had been done. So far the advantages of an addon version are very high for mission creators. Please don't be selfish and at least try to think in greater scales. Norrin has done a very good work for years now. Share this post Link to post Share on other sites
Guest Posted February 14, 2011 (edited) First off, I wasn't saying it in a rude way. I just meant that its a shame for me as I like my missions to require no addons. Secondly, maybe you got mistaken as you refer to Norrins work when I was talking about a completely different script. Cheers:) Edited February 14, 2011 by Guest Share this post Link to post Share on other sites
Guest Posted February 15, 2011 (edited) _cadaver = 0;That should remove a second body appearing. Weird, I already have that set to 0 but I still get two bodies. I have also noticed it says the player died twice as well... Edited February 15, 2011 by Guest Share this post Link to post Share on other sites
norrin 9 Posted February 15, 2011 Try putting a respawn_west marker on your map in the editor Share this post Link to post Share on other sites
Mik. 10 Posted February 15, 2011 Don't mind the dying number you still have one dead :) Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted February 15, 2011 First off, I wasn't saying it in a rude way. I just meant that its a shame for me as I like my missions to require no addons. Secondly, maybe you got mistaken as you refer to Norrins work when I was talking about a completely different script.Cheers:) Okay, no problem. Sorry :) I understand it in the wrong way. Keep up! Share this post Link to post Share on other sites
wintski 10 Posted February 15, 2011 Excellent work norrin mate. A little help if possible on a small TvT mission. My Missions revive config is; No respawn and revive only at field hospital etc etc all working well. Problem is when all players on a side are down (unconscious) the mission wont end as it would in Co-op missions. Also if a side is all down/unconscious how do I make a specific debriefing show via mission end process? If I amend briefing#6 (via briefing.html) it will be the same for both? If it is tweakable then effectively it shows who won the mission. I am not great with editing quite a rookie actually. Any help is appreciated. Share this post Link to post Share on other sites
norrin 9 Posted February 16, 2011 These scripts have now been released under the under the Creative Commons Attribution-Noncommercial-Share Alike License (CC BY-NC-SA), see here: http://forums.bistudio.com/showpost.php?p=1856902&postcount=6 Due to other demands on my time I will no-longer be supporting these scripts or writing new versions - sorry but this is probably well overdue. Copious thanks to everyone who gave me help and advice over the many years that these scripts have been in evolution. norrin Share this post Link to post Share on other sites