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Very nice norrin! My prayer were heard. :)

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Hey norrin,

just a thought...

Why don't you make the revive AddOn based?

With the commands we have in ArmA 2 this really should be possible with only a few changes. ;)

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Hey guys I need your help, lately I've been playing in U.S SOCOM ACE2 Server with Revive, and the funny thing is every time I get revived my gear gets reset. When I join, first thing I do is to gear up, grab my M4 RCO drop NVGs if it's day time, grab the earplugs and shades, get an AT4 and a bagpack. When someone revives me all that gear is gone and when I check in the Ammo box I can't find them in there(To pick them again) My question is, is it this a new feature of ACE2 or Revive Script? or something is wrong, which I think it might be my case. Please help.

Thanks

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Norrin, a huge thankyou for doing this simply off the back of a couple of us showing an interest. Im going to dive in and have a play immediately!

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Hey norrin,

just a thought...

Why don't you make the revive AddOn based?

With the commands we have in ArmA 2 this really should be possible with only a few changes. ;)

Noes. Not another addon to enable thanks. :D The stack is getting higher and higher. :j:

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Ey guys sorry guys but i dont understand the 3rd step in ur description how to use ur script.

"3. Copy the revive_init.sqf file and revive_sqf, spect, and sound folders across to your

mission directory"

Sorry but i really dont know what i have to do by this step, could u explane it easier?

Would be really nice, greets scout

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Ey guys sorry guys but i dont understand the 3rd step in ur description how to use ur script.

"3. Copy the revive_init.sqf file and revive_sqf, spect, and sound folders across to your

mission directory"

Sorry but i really dont know what i have to do by this step, could u explane it easier?

Would be really nice, greets scout

Scout what version of the revive are you using as for sometime the spectator and sound folders have been contained in the revive_sqf folder? So the first thing I recommend is to go here and download the latest version of the revive for ArmA2: http://forums.bistudio.com/showpost.php?p=1307463&postcount=1 (you want version 0.42).

Once you've got your hands on that, check out the new readMe and all it means is to open up the revive test mission and copy the revive_sqf folder from the test mission into your mission folder.

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Hello Norrin!

I´ve been using your revive script a long time now and i cant say anything negative about it. Its absolutely great!

But now i got a problem. I want to use in a new mission the GL4-System. But everytime i use GL4 the revive script won´t work anymore. I guess the problem is on the GL4-side, so i asked SNKMAN about it. I think he is very busy at the moment and not so often in the forum. So i thought i ask you. Maybe you heard about that in the past and still know what to do to use your revive-script and the GL4-system too.

Thx, MadMike.48th

Edited by MadMike[Brig2010]

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@Madmike

Not sure if this will help but I have found in mission making that putting certain things before "server execVM "revive_init.sqf";" in your Init.sqf will cause the revive not to work. I have no idea why this is ,but I try to keep "server execVM "revive_init.sqf";" near the top of the init.sqf.

If you are trying to run GL4.sqfs (the userconfig sqfs) from inside your mission folder and you put the

waitUntil { !(isNil "GL4_Global") };

[] execVM "GL4_Settings\GL4_Global.sqf";

like Snkman says , before the server execVM "revive_init.sqf"; Revive will not work. I have tried it.

Hope this helps.

Nomadd

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Hello Norrin!

I´ve been using your revive script a long time now and i cant say anything negative about it. Its absolutely great!

But now i got a problem. I want to use in a new mission the GL4-System. But everytime i use GL4 the revive script won´t work anymore. I guess the problem is on the GL4-side, so i asked SNKMAN about it. I think he is very busy at the moment and not so often in the forum. So i thought i ask you. Maybe you heard about that in the past and still know what to do to use your revive-script and the GL4-system too.

Thx, MadMike.48th

I've got to admit mate I've downloaded the latest GL4 but I haven't had a chance to try it yet, just too busy with other ARMA2 stuff, so I'm not sure what could be causing this - sorry. I know in the past SNK has tried to keep the GL stuff compatible with the revive scripts but this may have changed - keep trying to contact him as he's probably the best person to answer this question. If I get a chance, its unlikely in the forseeable future though, I'll take a look myself.

norrin

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@Norrin

I fixed the problem for myself. I had to execute the revive-script way more earlier in the init.sqf. So i think you can put your focus on other ARMA2-stuff again... :)

By the way: A big thanks to Nomadd for giving me the info that solved the problem!

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like Snkman says , before the server execVM "revive_init.sqf"; Revive will not work. I have tried it.

I don't know that I'd say it won't work. Revive works just fine for me, here is sample of a wip init.sqf I have up right now:

enablesaving [false, false];
player globalChat format["Initializing: Please Standby"];

waituntil {isServer or not isNull player};
player setvariable ["BIS_noCoreConversations", true];

setViewDistance 1750;
setTerrainGrid 25;

if(isNil "mission_init") then {
mission_init = false;
publicVariable "mission_init";
};

if (isServer) then
{
waitUntil { !(isNil "GL4_Global") };
#include "scripts\GL4_Settings\GL4_Global.sqf";
};

[[
 ["USMC","Kill",["Clear the airfield. Kill all enemies.","Remove enemy forces","Clear airfield"],enemyDude]
],[
 ["true",["Note1","Note 1 text field"]]
]] execvm "briefing.sqf";

processInitCommands;

f_processParamsArray = [] execVM "f\common\f_processParamsArray.sqf";

f_script_setLocalVars = [] execVM "f\common\f_setLocalVars.sqf";

[] execVM "f\common\f_setMissionConditions.sqf";

server execVM "revive_init.sqf";

waituntil {!isnil "bis_fnc_init"};

waitUntil {!isNil "mando_missile_init_done"};
waitUntil {mando_missile_init_done};
mando_show_hint_global = false;
mando_rearm_sources_classes = ["TowingTractor"];
mando_minairalt = 50;
mando_weapon_master = true;

HW_Arti_CannonNumber = 4;			// Number cannons
HW_number_artilleryshells_per_hour = 1000;	// Number rounds per hour

[] execVM "bon_artillery\bon_arti_init.sqf";

[] execvm "RMM_Core.sqf";

finishMissionInit;

if (isServer) then {
mission_init = true;
publicVariable "mission_init";
};
waitUntil{mission_init};
player globalChat format["Mission Initialization Complete"];

if(true) exitWith {};

Should have probably posted a cleaner example... but meh, it all works ;)

That being said though, I have no doubt "order of things" may have been an issue for others, I've not had that problem between GL4 & Norrins Revive. GL4 settings in fact need to be at the top somewhere anyway.

Norrins vehicle/respawn/pathing scripts & GL4 on the other hand ... well, just PM me if you ever need a workaround for those. :D

Regards,

Gnome

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Since Norrin released the SP version of the revive script I've been playing with it pretty much non-stop and its really added a whole new dimension to many of my missions just as I thought it would. There's a couple of things I was wondering if it was possible to tweak however to enhance the SP experience even further.

Firstly is it possible to get the 'Protect' rather than the 'Revive' unit to throw smoke on the casualties position? I dug around in AIBehaviour and AI_throwsmoke and experimented a bit but its unfortunately beyond my rather limited scripting skill or understanding of how the functions interact with each other. My reason for asking is that I don't actually want a Medic (revive) unit in my squad hence no-one to throw the smoke. The player is forced to extract unconscious units from combat and load them onto a MEDEVAC vehicle bound for a location where there is a medic / MASH present to revive them. Its often quite difficult to locate the casualty though so marking its position with smoke (or Chem Lights at night) is a great help (and really adds immersion).

Secondly, and I would hazard a guess that this is a much bigger ask; Is it possible to apply the scripts to AI groups that are not led by a player? I'd like to expand the mission I'm working on up to Platoon level using HC and it would be great if the player was forced to respond to a puff of red smoke knowing one of their other sections had a man-down!

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It seems there´s a problem with Recognize System here http://dev-heaven.net/issues/7476, I got that issue at arma.rpt when player dies 1st time

Error in expression <g_marker", _marker];

;

} else {

_marker setMarkerPosLocal (getPosASL _leader);

i>

Error position: <setMarkerPosLocal (getPosASL _leader);

i>

Error setmarkerposlocal: Tipo Script, esperado Cadena

File x\ace\addons\sys_tracking\loop_markers.sqf, line 76

may be serialization...

thank u very much for that great work

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Well you asked for it. Here's a pretty straight port of the revive scripts for SP.

WOW, perfect, norrin!! Many thanks!

---------- Post added at 11:51 PM ---------- Previous post was at 10:31 PM ----------

It isn't possible to drag a unconscious person without having a rifle (talking about the SP version).

When the unarmed player opts to drag the person, the guy is attached to the player but the player can't move. The same happens when the player presses the carry option: The "lifting" animation is played but when the wounded one is on the shoulders, the player can't move.

Is there a way to fix this so that unarmed players (e.g. pacifistic and helpful Civilians ;)) can also drag and carry unconscious people? That's exactly what I would need for the mission I'm editing...

Thank you very much, norrin for your work!

Edited by Undeceived

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Can anyone tell if there is anything wrong with the way i have this script setup?

/*
 ARMA2 REVIVE SCRIPT - AI enabled or disabled

 © JANUARY 2010 - norrin (norrin@iinet.net.au)

 Version:  0.42 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 				= 1;				//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 = ["s1","s2","s3","s4","s5","s6","s7","s8","s9","s10","s11","s12"];
// ==================================================================
// 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","HMMWV_Base"]];	//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 				= 3;				//array no.12 - no of respawn points (Max number 4)  
_Base_1 						= "Mobile";			//array no.13 - spawn position names  
_Base_2 						= "Insertion";		//array no.14
_Base_3 						= "Medvac";		//array no.15
_Base_4 						= "Chopper";	//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					= "soldierWB";	//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 				= 10;				//array no.83 - No of medpacks for units specified in the _medic variables - they are required for reviving units		
_unit_medpacks 					= 10;				//array no.84 - No of medpacks for units specified in the _can_revive variables - they are required for reviving units			
_medic_bandages 				= 10;				//array no.85 - Bandages stop bleeding		
_unit_bandages 					= 10;				//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 					= 1;				//array no.8  - whether a unit can heal damage to itself
_no_of_heals 					= 10;				//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				="[_name,'Medvac1','chopper']execVm 'respawnSpecial\respawnSpecial.sqf';";  // 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'}

if not can anyone tell me why its not working, i have the insertion, respawn_west, center, and boot_hill markers in place, it ran just fine when i first put it in, but since monday when i updated ace it no longer is working, the only other scripts that i have in place is the evidence collection script and a ammo box script. For the units im using the Mercernaires addon.

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@woodstock

first thing I see is

// RESPAWN OPTIONS

_no_respawn_points = 3;

_Base_1 = "Mobile";

_Base_2 = "Insertion";

_Base_3 = "Medvac";

_Base_4 = "Chopper";

"_no_respawn_points" should be 4 not 3 , since you are using all 4

there maybe other problems but I am heading out the door and out of time to look.

Nomadd

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Hey nomadd, ya i know what you mean about that i just didn't what the chopper one to show up in the buttons, so i changed it from 4 to 3, to techinally im not using the chopper as a repawn point. and its all good man about just leaving, thanks for the suggestion though, any are helpful

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Hey nomadd, ya i know what you mean about that i just didn't what the chopper one to show up in the buttons, so i changed it from 4 to 3, to techinally im not using the chopper as a repawn point. and its all good man about just leaving, thanks for the suggestion though, any are helpful

Have you name your playable units to s1,s2,s3....?

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Yes i do have my units named s1 up to s12, When i first started the map i put in the revive script and a ammo box one, to test it out and it worked just fine, as i continued to edit the map mainly just placing baddies over the area setting up triggers i add in a breifing, and the collect evidence script. then last monday i updated ACE and blam revive doesn't work anymore and neither does the ace backpack and on back feature. so i have no clue

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@woodstock

Hey, if revive stopped working it maybe something in your init.sqf. I have found somethings block the

"server execVM "revive_init.sqf";"
in the init.sqf if they are processed before it. Try moving the "server execVM "revive_init.sqf";"closer to the top. I don't know why it happens but I have seen it happen in my missions.

Also make sure your markers in the editor match the ones in the revive_init.sqf.

If you are not using all four then be sure to remember and clear the name in the revive_init.sqf.

Hope this helps

Nomadd

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For my init all i got the the revive exec and teh brieifing exec, which i copied directly from the test mission that came with norrins revive script

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Hi Norrin,

I've located the problem! Once again Community Base Addon caused the issue. Here's what I did to verify it:

1. I set up ArmA II dedicated server + clients without CBA and without any mods that use extended eventhandler - the mobile respawn worked, in every mission, no matter what revive script version!

2. I set up ArmA II dedicated server + clients with my old CBA version (prior 0.3.0) and nothing worked!

3. I set up ArmA II dedicated server + clients with CBA 0.3.0 and my extended eventhandler using addons and the mobile respawn worked again.

So upgrading CBA helped in that case. However you have a look into it anyway. I only took care of the trigger not of the source of the problem. Maybe the problem occurs again in future versions again.

The mobile respawn still doesn't work :( I've updated CBA to 0.3.1.84 on client and server, but somehow the mobile respawn is only working on the first mission loaded. If I switch missions and return to the working mission, everything remains broken. Here's my RPT for those tests:

http://arma.pastebin.com/kzJPYFMY

Edit:

I did a second test ... and again, only the first mission loaded works. This time I've tried your revive test mission: http://arma.pastebin.com/gfwPa8m1

The first the revive test mission worked, the second time not. Tent is gonna be created, action menu entries changed, respawn button appears ... however there's no mobile respawn marker and the player doesn't respawn at the mobile tent but at the starting point.

What would happen if I set CBA as a required addon by placing the CBA game logic? Would this fix something?

Edited by [GLT] Legislator

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