Skagget 11 Posted December 13, 2010 (edited) NVM got the problem myself :) sry for the posting here.. Edited December 13, 2010 by trick99 Share this post Link to post Share on other sites
carlostex 38 Posted May 2, 2011 i need some help. i wanted to use params array on r3f_revive but it does not work. On the config instead of using a number of lives i've put (paramsArray select 5). And then i properly put the params array in description.ext but it does not work. Share this post Link to post Share on other sites
madbull 19 Posted September 28, 2011 New version release v2.0 : The drag body feature is added The revive capacity is no longer restricted to medics but can be gived to classnames and/or slots And other improvements... wISJ87UoilE The revive is still compatible with AA2, AA:OA and AA:CO. Changelog : v2.0- Drag body feature now implemented ! - New method to define who can revive by selecting slots, classnames, ... (no longer restricted to medics) - The unconscious marker is removed when the player disconnects while waiting for being revived - Players are no longer killed involuntarily (wreck explosions, ...) while waiting for being revived - Players can no longer use trick/hack to revive themselves - Miscellaneous improvements Download the [R3F] Revive and its demo. Share this post Link to post Share on other sites
Guest Posted September 28, 2011 Thanks for informing us about the updated version :cool: New version frontpaged on the Armaholic homepage. [R3F] Revive v2.0 Share this post Link to post Share on other sites
zebby5000 13 Posted September 28, 2011 (edited) Thanks Mad, going to start poking around now! Edit: Hey, reckon I can get some help? I want to have everybody on the USMC side the ability to revive/heal. As of right now, it only allows medics to heal/revive, but everybody to drag. The respawn, and everything else works flawlessly. This is my script in the config file. R3F_REV_CFG_list_of_classnames_who_can_revive = [CAManBase]; R3F_REV_CFG_list_of_slots_who_can_revive = []; R3F_REV_CFG_all_medics_can_revive = true; What should I do? Thanks, BeZ Edited September 28, 2011 by zebby5000 Share this post Link to post Share on other sites
madbull 19 Posted September 29, 2011 Add quotes around the classnames : R3F_REV_CFG_list_of_classnames_who_can_revive = ["CAManBase"]; CAManBase is ALL human (and animal) beings. To restrict to USMC side, you should use "USMC_Soldier_Base" (if there are some non USMC players). Share this post Link to post Share on other sites
zebby5000 13 Posted September 29, 2011 R3F_REV_CFG_list_of_classnames_who_can_revive = ["CAManBase"]; Hmmm, tried both with a buddy. But still the same result of only the medics can heal/revive/drag, while everybody can only drag. What I'm thinking is, Not activating R3F_REV_CFG_list_of_classnames_who_can_revive = [CAManBase]; Havn't tested R3F_REV_CFG_list_of_slots_who_can_revive = []; Working R3F_REV_CFG_all_medics_can_revive = true; Now what is causing this to happen, stumbles me. Especially sense the other works. Sorry to be of a bother, but can you take a look at the file if you have the time? Btw, the file is vanilla arma 2 Utes (no mods) http://www.mediafire.com/?jbncz2ip7p6r75c Share this post Link to post Share on other sites
madbull 19 Posted September 30, 2011 As I told in my previous message : you need to add quotes characters ( " ) around the classname : R3F_REV_CFG_list_of_classnames_who_can_revive = ["CAManBase"]; OR R3F_REV_CFG_list_of_classnames_who_can_revive = ["USMC_Soldier_Base"]; OR R3F_REV_CFG_list_of_classnames_who_can_revive = ["USMC_Soldier_Base", "RU_Soldier_Base"]; This is the ArmA SQF syntax. Share this post Link to post Share on other sites
zebby5000 13 Posted September 30, 2011 Ah damn, that explains it. Many thanks my friend. <3 the script Share this post Link to post Share on other sites
Skelt 10 Posted October 13, 2011 (edited) Just starting using this script, and I like it, does what it says, and does it well. Just curious if there is a way to choose the point you spawn at? Or perhaps some steps to take to implement it? thanks, Skelt, aka Bones Edited October 14, 2011 by Skelt Share this post Link to post Share on other sites
brigada_spanish 11 Posted January 24, 2012 Is there any way you can modify the parameters config.sqf from description.ext, to modify from the same mission, as lives and respawn on base. thanks. Share this post Link to post Share on other sites
Ghost 40 Posted February 17, 2012 This revive is not working as mentioned. No matter what combinations I use I can not get the revive system to work for all units. I am using this with ArmA2 with OA. As I told in my previous message : you need to add quotes characters ( " ) around the classname : R3F_REV_CFG_list_of_classnames_who_can_revive = ["CAManBase"]; OR R3F_REV_CFG_list_of_classnames_who_can_revive = ["USMC_Soldier_Base"]; OR R3F_REV_CFG_list_of_classnames_who_can_revive = ["USMC_Soldier_Base", "RU_Soldier_Base"]; This is the ArmA SQF syntax. Share this post Link to post Share on other sites
giallustio 770 Posted February 17, 2012 I edited in the revive_init from line 98 to 110 in this way to get it work: R3F_REV_FNCT_peut_reanimer = { if (R3F_REV_CFG_all_medics_can_revive && getNumber (configFile >> "CfgVehicles" >> (typeOf player) >> "attendant") == 1) then {true} else { if (player in R3F_REV_CFG_list_of_slots_who_can_revive) then {true} else { if (({player isKindOf _x} count R3F_REV_CFG_list_of_classnames_who_can_revive) > 0) then {true} else {false}; }; }; }; Hope it helps :) Share this post Link to post Share on other sites
Ghost 40 Posted February 17, 2012 (edited) Thanks for the reply. So I just fill out all three parameters or do I need to set the medic can revive to false and only use the slots or classname parameter? I edited in the revive_init from line 98 to 110 in this way to get it work: R3F_REV_FNCT_peut_reanimer = { if (R3F_REV_CFG_all_medics_can_revive && getNumber (configFile >> "CfgVehicles" >> (typeOf player) >> "attendant") == 1) then {true} else { if (player in R3F_REV_CFG_list_of_slots_who_can_revive) then {true} else { if (({player isKindOf _x} count R3F_REV_CFG_list_of_classnames_who_can_revive) > 0) then {true} else {false}; }; }; }; Hope it helps :) Edited February 17, 2012 by Ghost Share this post Link to post Share on other sites
giallustio 770 Posted February 17, 2012 No m8...just set it in the config: R3F_REV_CFG_list_of_classnames_who_can_revive = ["CAManBase"]; Share this post Link to post Share on other sites
kylania 568 Posted February 17, 2012 Ahh, so isKindOf vs typeOf. Good catch. Share this post Link to post Share on other sites
gnarly_rider 0 Posted February 19, 2012 I have the same problem as Ghost. Will try Giallustio's code edit and report back. Share this post Link to post Share on other sites
gnarly_rider 0 Posted February 22, 2012 I have the same problem as Ghost. Will try Giallustio's code edit and report back. Giallustio's fix works a treat, thanks champ! Share this post Link to post Share on other sites
terox 316 Posted March 4, 2012 Hi, thanks for the scripts Is there a variable I can use for the following condition "All the players are awaiting revive" So that I can use it to end a mission if there is no one available to revive This is taking into consideration "R3F_REV_CFG_autoriser_reapparaitre_camp = FALSE;" Share this post Link to post Share on other sites
bearbison 10 Posted March 25, 2012 (edited) @Terox Did you manage to find a variable for ending the mission as it would be very useful? Very nice script, just that one thing that seems to be missing. Looks like the variable we might need is R3F_REV_est_inconscient, not sure and don't have the knowledge to figure out a trigger or script to use it in to test. Edited March 29, 2012 by BearBison Share this post Link to post Share on other sites
Zeddy 10 Posted March 31, 2012 Last night I did a mission and discovered that after players were revived (not respawned), the contents of their OA packs vanished. The backpack was listed with loaded weight, but nothing could be accessed from them. We are running V2.0. I've done a quick search of the thread but couldn't find the any post addressing this. Are there any plans to fix this, or are there workarounds? Share this post Link to post Share on other sites
bearbison 10 Posted March 31, 2012 (edited) Try it with the latest beta patch as one of the main changes is [91055] Fixed: Respawn with backpack EDIT: Reread your post and noticed you said not respawned so may not work but then again may as looks like the code respawns a new body. EDIT2: @Terox May be a bit messy but from looking at the scripts when a unit is awaiting revive they are setcaptive, as such a messy fix could be something along the lines of {alive _x} count [w1,w2,w3,w4,w5,w6,w7,w8,w9,w10,w11,w12,w13,w14,w15,w16] <= {captive _x} count allUnits in the condition of your ending trigger where w1-w16 are my unit names. Appears to work. Edited March 31, 2012 by BearBison Share this post Link to post Share on other sites
Zeddy 10 Posted April 2, 2012 Try it with the latest beta patch as one of the main changes is [91055] Fixed: Respawn with backpack EDIT: Reread your post and noticed you said not respawned so may not work but then again may as looks like the code respawns a new body. EDIT2: @Terox May be a bit messy but from looking at the scripts when a unit is awaiting revive they are setcaptive, as such a messy fix could be something along the lines of {alive _x} count [w1,w2,w3,w4,w5,w6,w7,w8,w9,w10,w11,w12,w13,w14,w15,w16] <= {captive _x} count allUnits in the condition of your ending trigger where w1-w16 are my unit names. Appears to work. BearBison Where exactly should this code be inserted? I'm pretty much illiterate in scripting, so I'm kind of hoping to copy-paste your solution if it works well. :) Share this post Link to post Share on other sites
bearbison 10 Posted April 3, 2012 Use the code in the condition of an end mission trigger, note slight error in that version should have been {alive _x} count [w1,w2,w3,w4,w5,w6,w7,w8,w9,w10,w11,w12,w13,w14,w15,w16] == {captive _x} count allUnits; Also a bit tidier since this is for COOP you could try {alive _x} count playableUnits == {captive _x} count playableUnits; They seem to work OK at the moment from the limited testing I have managed to do on our dedi server at the moment. Share this post Link to post Share on other sites
Zeddy 10 Posted April 4, 2012 Use the code in the condition of an end mission trigger, note slight error in that version should have been {alive _x} count [w1,w2,w3,w4,w5,w6,w7,w8,w9,w10,w11,w12,w13,w14,w15,w16] == {captive _x} count allUnits; Also a bit tidier since this is for COOP you could try {alive _x} count playableUnits == {captive _x} count playableUnits; They seem to work OK at the moment from the limited testing I have managed to do on our dedi server at the moment. Sorry, is this a trigger I place in the mission editor, or are you referring to a line of coding in a specific .sqf file? Share this post Link to post Share on other sites