Xjiks 10 Posted May 30, 2011 This is absolutely NOT easy to understand how to make the Revive work for other than the BLUFOR.... I'm trying in vain to make it work for the Taki Army but I cannot revive or be revived (it works when I tested with the blufor) Can someone list all the classes we can use in: // UNITS THAT CAN REVIVE/UNITS THAT CAN BE REVIVED _can_revive = "BIS_TK"; //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 = "BIS_TK"; //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 = "SoldierEMedic"; I don't know what to write for the "can revive" and "can be revived" and also for the medic ? Any help appreciated. Share this post Link to post Share on other sites
demonized 20 Posted May 30, 2011 (edited) This is absolutely NOT easy to understand how to make the Revive work for other than the BLUFOR....I'm trying in vain to make it work for the Taki Army but I cannot revive or be revived (it works when I tested with the blufor) Can someone list all the classes we can use in: // UNITS THAT CAN REVIVE/UNITS THAT CAN BE REVIVED _can_revive = "BIS_TK"; //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 = "BIS_TK"; //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 = "SoldierEMedic"; I don't know what to write for the "can revive" and "can be revived" and also for the medic ? Any help appreciated. use "SoldierEB" instead of "BIS_TK" edit: west units: "SoldierWB" east units: "SoldierEB" guerilla units "SoldierGB" civilian units: "Civilian" edit2: also this appears wrong _medic_1 = "SoldierEMedic", should be some classname of the current units medic. Edited May 30, 2011 by Demonized Share this post Link to post Share on other sites
Xjiks 10 Posted May 31, 2011 use "SoldierEB" instead of "BIS_TK"edit: west units: "SoldierWB" east units: "SoldierEB" guerilla units "SoldierGB" civilian units: "Civilian" edit2: also this appears wrong _medic_1 = "SoldierEMedic", should be some classname of the current units medic. Fantastic !!! :yay::yay: SoldierEB works fine for the Taki dudes !!!! I also found the medic class in the meantime which is "TK_Soldier_Medic_EP1" Thanks you for sharing these info, I was desesperate to make it work :bounce3: Share this post Link to post Share on other sites
boris5134 10 Posted June 16, 2011 Ok. I am officially lost. I have basic revive / respawn working for BLUEFOR (US) with the use of a HMMWV Ambulance as a mobile respawn point. I'm having trouble in getting a co-operative faction mission (its a Co-Op mission with both BLUEFOR (US Army - not SF / ODA) and INDEPENDENT PMC units. I've read through all 80 some odd pages and I'm loosing my marbles and going cross eyed. I'd like BLUEFOR and PMC to be able to heal, bandage, and revive each other, but I wanted them on seperate factions so they could each have their own "Base" spawn and their own "Mobile" respawn. I basically coppied the revive_sqf folder, renamed it revive_pmc_sqf, added a revive_pmc_init.sqf (copied of revive_init.sqf), initialized it in the init.sqf, redirected all the files associated to the PMC variant in the revive_pmc_sqf folder, and renamed the PMC mobile vehicle name to g_mobile_respawn_vcl, and both revive_init and revive_pmc_init are using the NORRN_player_units = playableUNits;. I'm currently using version 0.50 of the script (as was provided by the template that I could find at the time) and am running into issues still. - I can "Deploy Mobile Respawn" from the SUV that is the g_mobile_respawn_vcl but when respawning, it spawns next to the r_mobile_spawn_vcl which is not deployed. - When respawning, the kill counter is doubled - ish. When you die, the scoreboard says 1, the "hint" respawn counter is decremented by 2. - One of the PMC's I'm looking to use as a "UAV Operator" for a (US)MQ-9, sincing the module to the craft, the player, and a UAV bacppack, respawning kills the ability to use the UAV. Any chance for any help what so ever? Share this post Link to post Share on other sites
fleepee 10 Posted June 16, 2011 Norrin told me it wasn't possible to have 2 mobile respawn (mash or vehicle) at the same time... You just can spawn at respawn markers positions... For the UAV, you have to resync objects and module by the way of a script launched in the NORRNCustomExec1=""; and NORRNCustomExec3 =""; lines of the revive_init script (line 190) Share this post Link to post Share on other sites
v0rt 10 Posted June 18, 2011 I have looked around and didn't find anything so im asking here. I have implemented the script into my mission with all the folders and stuff, put out markers in the editor etc.. still i get this bugg, when start the mission i get a black screen with white text that says the unit is unconscious and that i need to select another unit (even tho it is not). After i select another unit the black screen is gone and the respawn works but not the revive, anyone knows whats wrong here? Here is my revive_init: // ===================================================================================================================== // THE FOLLOWING CODE CAN BE MODIFIED // ===================================================================================================================== // GENERAL REVIVE OPTIONS (Off = 0, On = 1) _mission_end_function = 0; //array no.0 - mission ends when all players are unconscious _call_out_function = 1; //array no.6 - whether a unit calls out while unconscious _water_dialog = 1; //array no.45 - whether a dialog appears when a unit dies in water so that it can auto wash ashore _unconscious_drag = 1; //array no.39 - whether a unit can drag the bodies of unconscious players _load_wounded = 1; //array no.61 - allows you to load unconscious units on vehicles _altUnc_animation = 0; //array no.54 - use alternate revive animation _JIP_spawn_dialog = 0; //array no.2 - whether a dialog appears when a player JIP so that he can be transported to a spawn point near the action _time_b4_JIP_spawn_dialog = 10000; //array no.17 - time before the respawn dialog appears for JIP players _perpetual_server = 0; //array no.62 - NOT IMPLEMENTED _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 = playableUnits; // ================================================================== // WELCOME SCREEN //titleText ["Joining the Revive Test Mission\n\n(Make sure you check the mission notes for details on how the scripts work\nand the revive_readMe in the attached pdf file for the full notes on implementing \nthe scripts in your own missions and the options available)", "BLACK FADED", 0.6]; // This next line can be commented out or removed if it interferes with intro movies // ================================================================== // REVIVE OPTIONS _max_respawns = (paramsArray select 1); //array no.38 - Number of lives per unit _JIP_respawns = [2,30]; //array no.63 - 0 - off or the number of lives players receive when they join in progress , JIP time after the mission starts _revive_timer = 1; //array no.7 - Whether you want to limit the amount of timer a player has while unconscious _revive_time_limit = 300; //array no.27 - Amount of time a player remains unconscious before respawning or dying _revive_damage = 0; //array no.37 - Unit's level of damage following revive _unconscious_markers = 1; //array no. 4 - Whether a marker appears on the game map at the location of the unconscious unit _caseVAC = [1, ["MASH"]]; //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 = 2; //array no.12 - no of respawn points (Max number 4) _Base_1 = "BASE"; //array no.13 - spawn position names _Base_2 = "Start"; //array no.14 _Base_3 = ""; //array no.15 _Base_4 = ""; //array no.16 _Base_free_respawn = [1,1,0,0]; //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 = 2; //array no.28 - 0 - respawn at base_1; 1 - the closest enemy free respawn point; 2 - players choice; and 3 - dies _respawnAtBaseWait = [0,0]; //array no.68 - Two parameters: 1st if = 1 makes players that respawn at base wait for (parameter 2) seconds before being able to see surroundings _objectiveBasedRP = []; //array no.69 - NOT IMPLEMENTED // Mobile Spawn Settings _mobile_spawn = 1; //array no.51 - set to 1 if you want to use mobile spawn //_mobile_base_start = "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 = s1; //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 = "rb_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 = 1; //array no.80 - Whether you want to give the units a limited number of revive kits 0/1 - no/yes _stabilisation = 0; //array no.81 - NOT IMPLEMENTED _bleeding = 1; //array no.82 - Make units bleed and require bandages _medic_medpacks = 5; //array no.83 - No of medpacks for units specified in the _medic variables - they are required for reviving units _unit_medpacks = 3; //array no.84 - No of medpacks for units specified in the _can_revive variables - they are required for reviving units _medic_bandages = 5; //array no.85 - Bandages stop bleeding _unit_bandages = 3; //array no.86 - _medic_stable = 0; //array no.100 - NOT IMPLEMENTED _unit_stable = 0; //array no.101 - NOT IMPLEMENTED _stabTime_tillDeath = 0; //array no.87 - NOT IMPLEMENTED //Time until death following revive without stabilisation // ================================================================== // ENEMY SIDE TO PLAYABLE UNITS _no_enemy_sides = 1; //array no.22 - No of Enemy sides (0, 1 or 2). _enemy_side_1 = "EAST"; //array no.23 - Enemy sides can be "EAST", "WEST", "GUER" etc _enemy_side_2 = ""; //array no.24 _enemy_side_3 = ""; //array no.88 - NOT IMPLEMENTED _enemy_side_4 = ""; //array no.89 - NOT IMPLEMENTED // ================================================================== // FRIENDLY SIDE TO PLAYABLE UNITS _allied_side_1 = "WEST"; //array no.42 - Friendly sides can be "EAST", "WEST","RESISTANCE" etc. _allied_side_2 = "WEST"; //array no.43 - If all players are from the same side make sure you set the same side for both variables eg "WEST", "WEST" _allied_side_3 = ""; //array no.90 - NOT IMPLEMENTED _allied_side_4 = ""; //array no.91 - NOT IMPLEMENTED // ================================================================== // UNCONSCIOUS CAMERA OPTIONS _follow_cam = 1; //array no.5 - option to allow viewing of friendly units while unconscious _follow_cam_distance = 250; //array no.32 - the range that unconscious players can spectate friendly units _follow_cam_team = 0; //array no.44 - set to 1 if you wish unconscious players only to spectate players within NORRN_player_units array _top_view_height = 70; //array no.55 - allows you to set the top down camera height _visible_timer = 1; //array no.41 - view a cound-down timer while unconscious _unconscious_music = 0; //array no.46 - music must appear as unc_theme in music.hpp // ================================================================== // RESPAWN DIALOG OPTIONS _nearest_teammate_dialog = 0; //array no.3 - whether a respawn dialog appears when there are no players within this distance _all_dead_dialog = 0; //array no.1 - whether a respawn dialog appears when all players are unconscious (_all_dead_player = 1) _respawn_button_timer = 0; //array no.25 - Time until respawn button appears (0 = approx. 12 seconds), NB: Set to a high number like 100000 seconds if you do not want _distance_to_friend = 250; //array no.26 - If the closest friendly unit is further than this distance away trigger respawn dialog _all_dead_player = 0; //array no.56 _all_dead_distance = 10000; //array no.57 - whether a respawn dialog appears when all players within a specified distance are unconscious (_all_dead_player = 1) // ================================================================== // Bonus life for aiding team mates function _reward_function = 1; //array no.96 - specify whether a unit receives bonus lives for reviving other players _revives_required = 1; //array no.97 - Number of revives required before recieving a bonus life // ================================================================== // Team kill function _team_kill_function = 1; //array no.98 - specify whether a unit loses a life for killing team mates _no_team_kills = 1; //array no.99 - Number of teamkills before punishment // ================================================================== // CONFIGURABLE OPTIONS FOR HEAL YOURSELF FUNCTION _heal_yourself = 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) Share this post Link to post Share on other sites
demonized 20 Posted June 18, 2011 same question different post: http://forums.bistudio.com/showpost.php?p=1910848&postcount=816 he found it to be connected to warfare module Share this post Link to post Share on other sites
v0rt 10 Posted June 19, 2011 Im not using any modules so it cant be that. Share this post Link to post Share on other sites
nevo_77 10 Posted June 19, 2011 check to make sure that your respawn marker is not close to your starting units as I had this problem they need to be set a distance apart Also I need some help now I have fixed that problem stated above I am trying to run a mission and allow all players to be able to revive now when I start the mission all runs fine but as soon as soon as someone die's they respawn straight the way no revive timer I am trying to make so all units can revive can anyone spot were I have gone wrong /* 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 = 0; //array no.0 - mission ends when all players are unconscious _call_out_function = 0; //array no.6 - whether a unit calls out while unconscious _water_dialog = 1; //array no.45 - whether a dialog appears when a unit dies in water so that it can auto wash ashore _unconscious_drag = 1; //array no.39 - whether a unit can drag the bodies of unconscious players _load_wounded = 1; //array no.61 - allows you to load unconscious units on vehicles _altUnc_animation = 0; //array no.54 - use alternate revive animation _JIP_spawn_dialog = 0; //array no.2 - whether a dialog appears when a player JIP so that he can be transported to a spawn point near the action _time_b4_JIP_spawn_dialog = 10000; //array no.17 - time before the respawn dialog appears for JIP players _perpetual_server = 0; //array no.62 - NOT IMPLEMENTED _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 = [s1,s2,s3,s4,s5,s6,s7,s8,s9,s10,s11,s12,s13,s14,s15,s16,s17,s18,s19,s20,s21,s22,s23,s24,s25,s26,s27,s28,s29,s30,s31,s32,s33,s34,s35,s36,s37,s38,s39,s40,s41,s42,s43,s44,s45,s46,s47,s48,s49]; // ================================================================== // WELCOME SCREEN //titleText ["Joining the Revive Test Mission\n\n(Make sure you check the mission notes for details on how the scripts work\nand the revive_readMe in the attached pdf file for the full notes on implementing \nthe scripts in your own missions and the options available)", "BLACK FADED", 0.6]; // This next line can be commented out or removed if it interferes with intro movies // ================================================================== // REVIVE OPTIONS _max_respawns = (paramsArray select 0); //array no.38 - Number of lives per unit _JIP_respawns = [10,30]; //array no.63 - 0 - off or the number of lives players receive when they join in progress , JIP time after the mission starts _revive_timer = 1; //array no.7 - Whether you want to limit the amount of timer a player has while unconscious _revive_time_limit = 1200; //array no.27 - Amount of time a player remains unconscious before respawning or dying _revive_damage = 0; //array no.37 - Unit's level of damage following revive _unconscious_markers = 1; //array no. 4 - Whether a marker appears on the game map at the location of the unconscious unit _caseVAC = [1, ["MASH"]]; //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 = 1; //array no.12 - no of respawn points (Max number 4) _Base_1 = "Base"; //array no.13 - spawn position names _Base_2 = ""; //array no.14 _Base_3 = ""; //array no.15 _Base_4 = ""; //array no.16 _Base_free_respawn = [1,0,0,0]; //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 = 2; //array no.28 - 0 - respawn at base_1; 1 - the closest enemy free respawn point; 2 - players choice; and 3 - dies _respawnAtBaseWait = [0,0]; //array no.68 - Two parameters: 1st if = 1 makes players that respawn at base wait for (parameter 2) seconds before being able to see surroundings _objectiveBasedRP = []; //array no.69 - NOT IMPLEMENTED // Mobile Spawn Settings _mobile_spawn = 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 = s1; //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 = "BAF_Soldier_Medic_W"; //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 = "BAF_Soldier_Officer_W"; //array no.20 _can_be_revived_2 = "BAF_Soldier_AT_W"; //array no.21 _can_be_revived_3 = "BAF_Soldier_GL_W"; //array no.74 - NOT IMPLEMENTED _can_be_revived_4 = ""; //array no.75 - NOT IMPLEMENTED _medic_1 = "BAF_Soldier_Medic_W"; //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 = 1; //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 = 20; //array no.83 - No of medpacks for units specified in the _medic variables - they are required for reviving units _unit_medpacks = 20; //array no.84 - No of medpacks for units specified in the _can_revive variables - they are required for reviving units _medic_bandages = 20; //array no.85 - Bandages stop bleeding _unit_bandages = 20; //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 = 400; //array no.25 - Time until respawn button appears (0 = approx. 12 seconds), NB: Set to a high number like 100000 seconds if you do not want _distance_to_friend = 250; //array no.26 - If the closest friendly unit is further than this distance away trigger respawn dialog _all_dead_player = 0; //array no.56 _all_dead_distance = 10000; //array no.57 - whether a respawn dialog appears when all players within a specified distance are unconscious (_all_dead_player = 1) // ================================================================== // Bonus life for aiding team mates function _reward_function = 0; //array no.96 - specify whether a unit receives bonus lives for reviving other players _revives_required = 0; //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 = 0; //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 = 8; //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 = 0; //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'} Share this post Link to post Share on other sites
Skelt 10 Posted June 20, 2011 had the same problem, move your respawn_west marker further than 200meters away from your placed guys in the editor. Share this post Link to post Share on other sites
nevo_77 10 Posted June 20, 2011 (edited) tried that still no revive count down respwan and troops were 500 m apart and I still do not get the revive option could it be the start marker being to close to the staring units? Edited June 20, 2011 by nevo_77 Share this post Link to post Share on other sites
v0rt 10 Posted June 20, 2011 Moving the markers away from the units made it work perfectly, thanks :) Share this post Link to post Share on other sites
boris5134 10 Posted June 22, 2011 (edited) tried that still no revive count down respwan and troops were 500 m apart and I still do not get the revive option could it be the start marker being to close to the staring units? I believe you have to have a space between the unit's names. So it should be like... NORRN_player_units = [s1, s2, s3, s4, s5, s6, s7, s8, s9, s10, s11, s12, s13, s14, s15, s16, s17, s18, s19, s20, s21, s22, s23, s24, s25, s26, s27, s28, s29, s30, s31, s32, s33, s34, s35, s36, s37, s38, s39, s40, s41, s42, s43, s44, s45, s46, s47, s48, s49]; Edited June 22, 2011 by boris5134 Share this post Link to post Share on other sites
nevo_77 10 Posted June 22, 2011 No still having errors going to try and run a debug Share this post Link to post Share on other sites
boris5134 10 Posted June 22, 2011 (edited) Do you have a marker with the name "Base" (without the quotation marks) where you want to respawn? It is case sensitive. Also noted: _mobile_type = 1; _mobile_man = s1; change _mobile_type to 0, and change _mobile_man to objNull. That should fix it. ---------- Post added at 02:26 PM ---------- Previous post was at 02:00 PM ---------- As I am not familiar with programming but am with programming logic - any reason why "Squad Respawn" can't be an easy addition with the use of a mobile vehicle? Instance in case: 4 Squads, 4 revive_init.sqf files. Each file defines the members of its squad, each has 3 "Base" points listed as follows: example: (in the revive_S1_init.sqf) NORRN_player_units = [A1,A2,A3,A4]; Alpha Squad (Using Alpha Mobile) _Base_1 = "Side Mobile"; _Base_2 = "Base"; _Base_3 = "Alpha Mobile"; _Base_4 = ""; (in the revive_S2_init.sqf) NORRN_player_units = [b1,B2,B3,B4]; Bravo Squad (Using Bravo Mobile) _Base_1 = "Side Mobile"; _Base_2 = "Base"; _Base_3 = "Bravo Mobile"; _Base_4 = ""; and on to Charlie and Delta, each squad revive_init file declared in the init.sqf. Someone tell me where I might be shooting wrong? From what I've been looking over in the files, it IS more than likely possible. Each say - Squad Leader have an "addAction" to deploy an object - say an empty backpack heap, have the corresponding "Mobile Squad Marker" attach to the object. Say for instance 4 backpack heaps, name them AlphaMS, BravoMS, CharlieMS, and DeltaMS. When the Squad Leader performs a "Deploy Squad Mobile Spawn" it would move the object to his position and the marker with it? Believe it or not I did in short get dual faction mobile respawn working - not the best workaround but it does the job. I have idea's on how to fix that, but I need someone who is familiar with the actual code to write it as I am as new to coding as it gets. Edited June 22, 2011 by boris5134 Share this post Link to post Share on other sites
1para{god-father} 105 Posted July 1, 2011 Hi Guys, I only want a Medic to be able to Revive is that possible, i presume i change the following but not sure what to ? _can_revive = "soldierWB"; //array no.18 Thanks Share this post Link to post Share on other sites
demonized 20 Posted July 1, 2011 Hi Guys,I only want a Medic to be able to Revive is that possible, i presume i change the following but not sure what to ? _can_revive = "soldierWB"; //array no.18 Thanks "soldierWB" is the superclass of all West units, you can go downwards in classes aswell, limiting who can revive. if you replace "soldierWB"; with "USMC_Soldier_Medic" now this is last in all classes, its a specific unit, so now only the USMC medic can revive, anyone else cannot. Share this post Link to post Share on other sites
Phantom Six 25 Posted July 12, 2011 (edited) Is Revive still working for ARMA 2 Original? I tried my Terrorist Hunt Revive version on ARMA 2 original (the one that works for ARMA 2 Free too) on ARMA 2 original and instead of players having a revive option, they just instantly respawn and can go back into battle. I tried playing the same mission and same version on Combined Operations and revive works, why is this? I tested out Hornet's Nest on ARMA 2 Original and there's still a revive option. (OOPS, sorry. I should have read the front page more carefully) Edited July 15, 2011 by Phantom Six Share this post Link to post Share on other sites
Taxen0 15 Posted July 24, 2011 (edited) Hello, I'm trying to use this with a mission I made for my friends that still use arma 2 free, is this possible? I tried the sample for arma2 original but it did not seem to work (I could not revive / drag), but I could place the healing tent and use bandages. I really want to get this to work so I can convince them to buy the real deal! =) Thanks! Edited July 25, 2011 by Taxen0 Share this post Link to post Share on other sites
Phantom Six 25 Posted July 27, 2011 Are you using the 0.5 version or the 0.42 version. The 0.5 version only works for OA/CO. Try using the older version of the revive script to make it work for ARMA 2 standalone. (Link is on the front page). Share this post Link to post Share on other sites
1para{god-father} 105 Posted July 29, 2011 I am trying to get a vehicle as my Mobile respawn but i just cannot seem to get it to work. _mobile_type = 0; //array no.60 - set as 0 - for vehicle and 1 for man _mobile_man = medirevive; I ahve placed a vehicle on the map and called it "medirevive" is that correct or am I missing something ? Share this post Link to post Share on other sites
fleepee 10 Posted July 30, 2011 You're wrong, read the "read me" file to install correctly these script in your mission and have the revive working fine. Time has been spent to write it, spend a little bit of your time reading it!! :rolleyes: Share this post Link to post Share on other sites
bl2ck dog 80 Posted August 4, 2011 Norrin, thanks for great script, keep up the good work! Is there a way to make revive bit longer? Like 60 seconds, for example? Tried to google for answers - found nothing, except one empty thread. (( Share this post Link to post Share on other sites
bigshotking 11 Posted August 5, 2011 I have the PvP version of the revive script, I got it on the front page of this thread. My question is how to make the game end by using this code: endmission "End1"; When all players on one team are out of lives then the game ends. How can I do this? Thanks in advance -Bigshot Share this post Link to post Share on other sites
SD_BOB 10 Posted August 16, 2011 Has anyone used this script in depth with ACE? I see there is an ACE param, which i'm not sure if its active but i've turned it on. Anyway my question relates to items which are "On Back", it seems fine if you have a rucksack or something in the AT position. When you revive/respawn you have the same gear as when you died. But then if you have something on the ACE "On Back", that vanishes when you are revived. Is this a limitation of the script?, or has anyone found a workaround? Share this post Link to post Share on other sites