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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 by Amx225

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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 by Amx225

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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?

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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

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Already done, but send me back here or on OA version

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Guest

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 by Guest

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that's it! i am looking for the A2 specific version! , thanks a lot Fox !

[edit]

Perfect it do the trick ! thanks again ^^

Edited by Ios

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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.

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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)
// ==================================================================

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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.

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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

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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

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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

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