amx225 1 Posted September 26, 2013 (edited) If i place two playable squads US/blufor(s1 to s4) and UNO/independants (a1 to a4) on a map only the US/blufor squad gets revive options but the other squad (uno or cz) doesn't get revive option,does this revive script only work for a single squad in which the player is team leader ? if so how to make the revive option available to other squad? I have set the following settings // LIST OF PLAYABLE UNITS //NORRN_player_units = playableUNits; NORRN_player_units = [s1,s2,s3,s4]; // 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 = ""; //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 There is also another revive_init_guer.sqf for the second squad- // LIST OF PLAYABLE UNITS //NORRN_player_units = playableUNits; NORRN_player_units = [a1,a2,a3,a4]; // UNITS THAT CAN REVIVE/UNITS THAT CAN BE REVIVED _can_revive = "soldierGB"; //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 = "soldierGB"; //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 = ""; //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 Although both revive inits are initialised in init.sqf, after starting test mission and switching to other team ,there is still no revive option is available to second team. //Initialise revive script if ((side player) == west) then {server execVM "revive_init.sqf"}; if ((side player) == resistance) then {server execVM "revive_init_guer.sqf"}; Edited October 16, 2013 by Amx225 Share this post Link to post Share on other sites
amx225 1 Posted October 16, 2013 (edited) Does anyone know how to run revive script with switchable teams in singleplayer mode? Like if two teams of different factions(e.g blufor and independent) being able to heal ,revive each other in singleplayer mission mode. Edited October 25, 2013 by Amx225 Share this post Link to post Share on other sites
b1944 10 Posted October 24, 2013 Hi everyone Now I think there is still no alternative to Norrin's revive script (at least none that I know of) if you do not want to use the ACE 2 wounding system (which is something that I really like but which is not suitable for every mission). However, I have some problems. If followcam is set to 0, there is no visible timer and there is no respawn button appearing when it is supposed to. If followcam is set to 1, the timer and respawn button work properly but changing camera positions makes the game freeze or causes CTD. Does anyone know how to solve this problem? Share this post Link to post Share on other sites
ios 10 Posted December 2, 2013 Link to download revive script for arma II vanilla version is dead (On first page of this thread) , there are 2 link but both are dead :s anyone have a link working ? that would be great Share this post Link to post Share on other sites
ios 10 Posted December 2, 2013 Already done, but send me back here or on OA version Share this post Link to post Share on other sites
Guest Posted December 2, 2013 (edited) Try now on Armaholic :) [edit] Ow, you want an A2 specific version, not the OA version. Checking some more, hold on! [update] I only found 2 older versions for Arma 2 but to be honest I have no idea if any of those versions is the same as his not working link to the A2 version. The version number does not really look the same. In the readme it states its made for Arma 2 1.02. Anyway, you can try those out if you wantL http://www.armaholic.net/brazil/editing/scripts/Revive_TEST_02h.utes.rar http://www.armaholic.net/brazil/editing/scripts/Revive_TEST_02h.utes.rar Copy the url and paste in your browser, we prevent leeching! ;) Edited December 2, 2013 by Guest Share this post Link to post Share on other sites
ios 10 Posted December 2, 2013 (edited) that's it! i am looking for the A2 specific version! , thanks a lot Fox ! [edit] Perfect it do the trick ! thanks again ^^ Edited December 2, 2013 by Ios Share this post Link to post Share on other sites
aviatormoser 6 Posted December 12, 2013 Seems to work properly even for JIP players, but during some testing I noticed when I would JIP, I would get error(s). I wasn't sure why, after I disabled norrins revive the errors stopped. Is NR known to produce errors upon JIP? If not, why am I receiving errors? I can provide a full mission file if necessary.rpt: ca\missions\MPScenarios\MP_Deathmatch.chernarus: string @str_mpdeathmatch_subname cannot be localized client-side - move to global stringtable Flushing file MPMissions\co_18_Bullet_Tooth.Takistan.pbo not possible - still open ca\missions\MPScenarios\MP_Deathmatch.chernarus: string @str_mpdeathmatch_subname cannot be localized client-side - move to global stringtable Group B 1-1-A (0x3553d300) - network ID 2:1259 - no main subgroup Network simulation, time = 0.139 Group B 1-1-A (0x3553d300) - network ID 2:1259 - no main subgroup Group B 1-1-A (0x3553d300) - network ID 2:1259 - no main subgroup Group B 1-1-A (0x3553d300) - network ID 2:1259 - no main subgroup Group B 1-1-A (0x3553d300) - network ID 2:1259 - no main subgroup Group B 1-1-A (0x3553d300) - network ID 2:1259 - no main subgroup Group B 1-1-A (0x3553d300) - network ID 2:1259 - no main subgroup Group B 1-1-A (0x3553d300) - network ID 2:1259 - no main subgroup Error in expression <<NULL-object>> Error position: <<NULL-object>> Error Invalid number in expression Error in expression <<NULL-object>> Error position: <<NULL-object>> Error Invalid number in expression Error in expression <<NULL-object>> Error position: <<NULL-object>> Error Invalid number in expression Error in expression <<NULL-object>> Error position: <<NULL-object>> Error Invalid number in expression Error in expression <if (!isNull <NULL-object>) then {_revive_units = _re> Error position: <<NULL-object>) then {_revive_units = _re> Error Invalid number in expression Error in expression <if (!isNull <NULL-object>) then {_revive_units = _re> Error position: <<NULL-object>) then {_revive_units = _re> Error Invalid number in expression Error in expression <if(!isNull <NULL-object>) then {_units = _units + [> Error position: <<NULL-object>) then {_units = _units + [> Error Invalid number in expression Error in expression <if(!isNull <NULL-object>) then {_units = _units + [> Error position: <<NULL-object>) then {_units = _units + [> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units> Error position: <<NULL-object> && <NULL-object> in _units> Error Invalid number in expression Just a quick fix to this a problem in case anyone else experiences this. In line 13 of /revive_sqf/functions/createbody.sqf Change: call compile format ["norrn_dead_%1 = nullObj", _name]; to: call compile format ["norrn_dead_%1 = objNull", _name]; Apparently, it was just a syntax issue with nullObj. I don't experience that RPT error anymore. Tested on 103781. Share this post Link to post Share on other sites
foxsch 3 Posted February 22, 2014 Hi, I've been trying to use the script with the Iron Front for Arma conversion tool. If anybody could help out with this I'd be most appreciated. Basically, the tool creates the Iron Front Factions as a mod for ARMA - includes the map's too, it is very cool. Using the Revive script, I have added the 'LIB_US_ARMY' faction, included with the expansion DLC of the conversion to the "can and can be revived" lines but nobody is coming to revive and there are no 'potential revivers available'. My friendly sides - 'RESISTANCE' and enemy sides - 'WEST' all seem to be correct and I have tried all of the factions/unit classnames in the list - nothing. The drop down of my playable team is working great; I can camera with them while I lay after getting 'killed', and the respawn is fine, after the timer wherever I choose that doesn't have enemy units nearby. But after many hours of trying as many different things I can think of still no revivers. Maybe the script is not recognising the 'LIB_US_ARMY' faction for some reason? If anybody else has the run the conversion tool and can replicate a test mission with the DLC Faction and Revive that would be excellent - I may be wrong but I am almost 100% I have everything else in place - game logic 'server', description .hpp entries, correct parramsarray for revive count and all the relevant needed markers - here is the appropriate part of my revive_init: with lines highlighted in red - would be great if somebody could point out where it is going wrong - maybe many missions ahead will depend on it! // ===================================================================================================================== // 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 = 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 = [r1,r2,r3,r4,r5,r6,r7,r8]; // ================================================================== // 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 = 60; //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 = 3; //array no.12 - no of respawn points (Max number 4) _Base_1 = "Base"; //array no.13 - spawn position names _Base_2 = "StLaurent"; //array no.14 _Base_3 = "Ruin"; //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 = 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 = 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 = [color="#FF0000"]["LIB_US_rifleman","LIB_US_FC_rifleman","LIB_US_corporal","LIB_US_smgunner","LIB_US_first_lieutenant","LIB_US_second_lieutenant","LIB_US_captain","LIB_US_sniper","LIB_US_mgunner","LIB_US_AT_soldier","LIB_US_engineer","LIB_US_medic","LIB_US_pilot","LIB_US_tank_crew","LIB_US_tank_sergeant","LIB_US_tank_second_lieutenant"][/color]; //array no.18 _can_revive_2 = "civilian"; //array no.19 _can_revive_3 = ""; //array no.72 - NOT IMPLEMENTED _can_revive_4 = ""; //array no.73 - NOT IMPLEMENTED _can_be_revived = [color="#FF0000"]["LIB_US_rifleman","LIB_US_FC_rifleman","LIB_US_corporal","LIB_US_smgunner","LIB_US_first_lieutenant","LIB_US_second_lieutenant","LIB_US_captain","LIB_US_sniper","LIB_US_mgunner","LIB_US_AT_soldier","LIB_US_engineer","LIB_US_medic","LIB_US_pilot","LIB_US_tank_crew","LIB_US_tank_sergeant","LIB_US_tank_second_lieutenant"][/color]; //array no.20 _can_be_revived_2 = "civilian"; //array no.21 _can_be_revived_3 = ""; //array no.74 - NOT IMPLEMENTED _can_be_revived_4 = ""; //array no.75 - NOT IMPLEMENTED _medic_1 = "[color="#FF0000"]LIB_US_medic[/color]"; //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 = 7; //array no.83 - No of medpacks for units specified in the _medic variables - they are required for reviving units _unit_medpacks = 5; //array no.84 - No of medpacks for units specified in the _can_revive variables - they are required for reviving units _medic_bandages = 7; //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 = [color="#FF0000"]"WEST"[/color]; //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 = [color="#FF0000"]"RESISTANCE"[/color]; //array no.42 - Friendly sides can be "EAST", "WEST","RESISTANCE" etc. _allied_side_2 = [color="#FF0000"]"RESISTANCE"[/color]; //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 = 120; //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 = 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 = 0.03; //array no.30 - The damage level range between which the heal action becomes available _upper_bound_heal = 0.98; //array no.31 // ================================================================== // AI REVIVE BEHAVIOUR OPTIONS _goto_revive = 1; //array no. 9 - closest AI automatically moves to revive a downed team mate _AI_smoke = 1; //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 = 1; //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) // ================================================================== Share this post Link to post Share on other sites
Avgvstvs 10 Posted May 29, 2014 Hello everybody. I tried to read as much as I can, but chatch the right information in the middle of all this discussion is pretty hard. My trouble: -I would like to set my revive_init where only medic is allow to revive people, how can I do that? at the moment every1 is able to revive. -It is working "chance of death when shot, increases dues to hit location and number of times revived..."? the second parameter I tried to set on "1" in init file, but every man that I shot, died. Share this post Link to post Share on other sites
karol_SVK 10 Posted July 22, 2014 Hello, is there a simple way to change the behaviour so when I get shot i dont get a deathcount if i get revived? I loaded the example mission in the script 0.50Beta (using latest A2 OA from steam), and noticed that when i get shot it says "karol was killed", and not "karol is uncouncious" like it should if i understand it right (and killed when i respawn, or timer is up). Or the other way could be to lower the deadcount when somebody revives me. Thanks Share this post Link to post Share on other sites
Schmucke 10 Posted February 24, 2015 I Know its been a long time since any one comments on this post, but I really want to use this revive in Arma3 since I liked it in Arma2. I just need help on something since Im a noob on scripting..... How do I limit the amount of respawns per player in my MP missions? Please help Share this post Link to post Share on other sites
avibird 1 154 Posted August 5, 2016 sorry for this old post but i am working on my own revive script and I really don't think most of the Revive script don't have a load wounded unit into a vechicle like this one. However using this script in ARMA3 the wound unit loads up in to the vehicle buy he is standing up was this a bug or did something happen with ARMA3 updates. I know he updated this script for ARMA3 a while back. Thanks avibird Share this post Link to post Share on other sites