Jump to content

FreshStrick

Member
  • Content Count

    3
  • Joined

  • Last visited

  • Medals

Community Reputation

0 Neutral

About FreshStrick

  • Rank
    Rookie
  1. Alright, I think that's about it so far! I'll eventually do some testing myself then and let others know in here if I find something out. Thank you for everything, again! :)
  2. Many thanks for your time and response! I changed the the line and it now seems to work as advertized! (I can revive AI in my group! - other players too?) I didn't know it wouldn't work for just any random AI, but to be fair reviving group members is the only thing I need at the moment, still since I am at it..: - How exactly does the define units mode work? - Can you activate multiple modes at the same time? (e.g. have group AI and playable units be revivable at the same time) Thank you for the hint regarding the recruit-script as well! I just added the line at the end of the "init_newunit.sqf". It says that these are client side regarded setting though? I assume that is just a header without much function and that AI units recruited by other players on the server can be revived by them as well (by me too??) Thank you in advance!
  3. Sorry for digging this up again, but after hours of research and testing I see no other option but to ask for help here. For a small mission featuring (Blufor) players and AI playing together I badly need a revival system/script/mod that allows revival between players as well as between AI and players. I pretty quickly found this script as well as Chessmaster's Wounding system which is based on this script. I use a modded version of the game and run a local dedicated server with the help of TADST; the mods being used are: - CBA_A3 - Arma 3: ALiVE - MCC Sandbox 4 (mod version) - USS Nimitz Mod - FA Maritime Units (complementary to the Nimitz mod) - FA 18 Super Hornet - FA 18X Black Wasp - RHS USA&ussia - Kunduz, Afghanistan (where the mission is taking place) - CWS/Psycho's script - VAS (script) - Bon's AI recruitment (script) The configs, and inits I use are: -when using CWS: description.ext: init.sqf: When using Psycho's Script: description.ext: init.sqf: The respective folders containing the scripts are there too, ofcourse. Now the problem I have: No matter how I set up the game, using Psycho's Script or CWS be it modded or be it unmodded, be it local hosting or local dedicated hosting, be it my mission or Psycho's supplied test mission: The script always seems to work fine for the player characters, but once AI gets killed (I usually shoot my teammates for testing purposes) the script doesn't work for them, they just die as in vanilla, no bleedout state - nothing. I have tried a lot of things, but couldn't figure out the problem. Since so many people were (relatively) recently still reporting this script/the CWS mod as working I figured that I must be doing something wrong? Anyone having an idea on how to fix this? Or does anyone know of any other (simple) mod/script that fulfills my needs?
×