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have you got the lines in your init.sqf and description.ext? as it looks about right from what I can see.

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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";

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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.

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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?

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Based on the rest of your code posted by adding that one line it should be good to go.

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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...

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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?

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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

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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 by Guest

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/ 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

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Guest

ah right, thanks. I'll try it in a lil while and report back if it's working or not. Cheers

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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!

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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?

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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 !)

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I just looked at that script and it looks pretty good but its an addon, not a script which is a shame...

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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.

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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 by Guest

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_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 by Guest

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Try putting a respawn_west marker on your map in the editor

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Don't mind the dying number you still have one dead :)

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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!

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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.

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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

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