madbull 19 Posted May 21, 2010 I've currently no time to make, test and upload a sample mission. But send me a link to your mission PBO via PM, then I'll have a look on it. Share this post Link to post Share on other sites
Dasca 0 Posted July 1, 2010 (edited) Hi madbull its possible to decrease the "lives" also when you choose to respawn and not only when you've been revived? THX Dasca Edited July 1, 2010 by Dasca Share this post Link to post Share on other sites
madbull 19 Posted July 1, 2010 Hi, In reapparaitre_camp.sqf, remove the folowing line 61 : R3F_REV_nb_reanimations = R3F_REV_CFG_nb_reanimations; You should also set the config variable R3F_REV_CFG_autoriser_reapparaitre_camp to false to deny the respawn/revive after all the lives were used. Share this post Link to post Share on other sites
lightspeed_aust 681 Posted July 2, 2010 nice work madbull - just one thing im curious about. vanilla arma2 has a medic who can perform revives already - what is the difference with this mod? Share this post Link to post Share on other sites
Nephris1 10 Posted July 2, 2010 This one works properly. This one works on dedicated server. This one even works if shots are lethal. Share this post Link to post Share on other sites
lightspeed_aust 681 Posted July 2, 2010 does the vanilla medic revive not work in coop on dedi server? Share this post Link to post Share on other sites
lightspeed_aust 681 Posted July 4, 2010 one thing i want to know about this - you can set number of revives, lets say 3. you can also turn on respawns. you have the option to revive or respawn. my question then is: if you have used up 3 revives or respawns can you no longer respawn? or if you turn on respawn do you have respawn for the whole mission? what i want to do is give players 3 revives/respawns maximum. They can choose either to be revived or to respawn 3 times but once they have used them up they can only spectate. is this what this script does? Share this post Link to post Share on other sites
Dasca 0 Posted July 6, 2010 Hi,In reapparaitre_camp.sqf, remove the folowing line 61 : R3F_REV_nb_reanimations = R3F_REV_CFG_nb_reanimations; You should also set the config variable R3F_REV_CFG_autoriser_reapparaitre_camp to false to deny the respawn/revive after all the lives were used. Thx Madbull.. I write the wrong word I mean increase but is the same just put -2 :) Cheers Dasca Share this post Link to post Share on other sites
mia389 10 Posted July 6, 2010 Anyone tried this with OA? Im stuck using the first aid module :-( Share this post Link to post Share on other sites
manzilla 1 Posted July 6, 2010 Anyone tried this with OA? Im stuck using the first aid module :-( What do you mean by "Im stuck using the first aid module"? As in that's all you are using? Did you try it with OA yet? I didn't see any troubles at first glance but I only tried it briefly. Share this post Link to post Share on other sites
galzohar 31 Posted July 6, 2010 First aid module in OA seems to be the same as in Arma 2, and it works great most of the time, at least if you don't have respawns in your mission... Share this post Link to post Share on other sites
mia389 10 Posted July 6, 2010 What do you mean by "Im stuck using the first aid module"? As in that's all you are using?Did you try it with OA yet? I didn't see any troubles at first glance but I only tried it briefly. Yes I did try. It works nice, but not for revive. Share this post Link to post Share on other sites
galzohar 31 Posted July 6, 2010 It's not meant to revive, it's supposed to be an alternative first aid system where you can still actually die if you get hit too hard. Share this post Link to post Share on other sites
z_arma 10 Posted July 9, 2010 I try it in OA. The respawn body appears in bottom left map without weapons. I have fix this bug. Madbull can u contact me to send u the fixed version ? Share this post Link to post Share on other sites
madbull 19 Posted July 11, 2010 New version release : v1.3 - Compatibility to Arrowhead (ArmA2 compatibility still guaranted) - The stringtable.csv is replaced by an alternative simpler system - We now need to heal the dead body only once The [R3F] Revive is still lightweight as it is our main goal. Download link in the first message. Thanks to all who sent me feedbacks and reports about the AA:OA compatibility. Share this post Link to post Share on other sites
Sabre=TE= 10 Posted July 12, 2010 Thanks for the new release. Tried the script on a couple of OA missions and it works well. Good job on keeping it lightweight and simple One question - are the controls for the camera view when dead documented anywhere? I couldn't find them. Share this post Link to post Share on other sites
Guest Posted July 12, 2010 Thanks for informing us about the updated release :cool: Release frontpaged on the Armaholic homepage. [R3F] Revive v1.3 Share this post Link to post Share on other sites
madbull 19 Posted July 12, 2010 One question - are the controls for the camera view when dead documented anywhere? I couldn't find them. It's a classic "camera.sqs". The main controls are W, A, S, D, Q, Z, 2, 4, 6, 8, +, - Share this post Link to post Share on other sites
mike-usa 10 Posted July 13, 2010 You should add the possibility of dragging the unconscius player. :) Share this post Link to post Share on other sites
PsychoShade 10 Posted July 14, 2010 Is it possible to use this revive script without having respawn enabled? Share this post Link to post Share on other sites
madbull 19 Posted July 14, 2010 @Mike-USA : I know. You already study this. But the lightweightness needs are the priority. @PsychoShade : Do you speak about the "Respawn" option in the description.ext ? You need to use Respawn = "BASE"; as the installation manual said. If you speak about respawn after all the revive possibilities are used, use the R3F_REV_CFG_autoriser_reapparaitre_camp option in the config.sqf. Share this post Link to post Share on other sites
PsychoShade 10 Posted July 14, 2010 Negative, I want to use the revive script, to the point where the players can be revived, but if they are permanently killed, then they can not respawn, they are dead until a mission restart. Share this post Link to post Share on other sites
kylania 567 Posted July 14, 2010 Negative, I want to use the revive script, to the point where the players can be revived, but if they are permanently killed, then they can not respawn, they are dead until a mission restart. That's how the BIS First Aid system works basically. This, and other revive systems, require the respawn at BASE option since you technically respawn there (your body is moved to a marker put far away) and have your control replaced with a dead body and camera till you're revived and gain control of your body again. Share this post Link to post Share on other sites
madbull 19 Posted July 15, 2010 This revive script revives only dead players, not the injured ones, as the medics can already heal them. If you're looking to an enhanced first aid system, check out the BIS' modules. Share this post Link to post Share on other sites
1212PDMCDMPPM 200 Posted July 19, 2010 madbull, would it be possible to allow non medic to also revive ? Thanks. Share this post Link to post Share on other sites