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farooqaaa

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Posts posted by farooqaaa


  1. Sorry guys! I have been busy and haven't played A3 in a while.

    When all of the following conditions are satisfied:

    • I actually get farooq's permission to work on and redistribute this.
    • I work out a way to implement said feature, including the option to turn it on/off in the parameters.
    • It is stable enough that I am okay with releasing it.

    FAR_Revive is open source. Feel free to contribute or fork it:

    https://github.com/farooqaaa/far_revive


  2. Only mod we use is ACRE.

    This is what I use currently but players experience desync when player count reaches above 25.

    language="English";
    MaxMsgSend=64;
    MaxSizeGuaranteed=1024;
    MaxSizeNonguaranteed=256;
    MinBandwidth=11520000;
    MaxBandwidth=102400000;
    MinErrorToSend=0.00199;
    MinErrorToSendNear=0.0199999998;
    MaxCustomFileSize=0;
    
    class sockets{maxPacketSize=2048;};
    

    Server specs: Intel Quad-Core Xeon E3-1230 and 8GB Ram.


  3. Updated to 1.4d.

    New:

    * [NEW] Revive Modes. 0 = Only medics can revive, 1 = All units can revive, 2 = Same as 1 but a Medikit will be required

    * [Fixed] Random black screens

    * [Fixed] People dying randomly

    * Code improvements

    Also it would be nice if medic kit is required to revive somebody if the casual mode is on.

    CasualMode is now replaced with ReviveMode. You can set to 2 to allow all units with a medikit to revive


  4. One thing I quickly noticed is that the script removes ragdolling when people are killed/knocked unconscious.

    It doesn't remove ragdolling but it prevents it from happening so you never die and instead become unconscious. AFAIK, it's not possible to turn a player into a ragdoll while he's still alive.

    It also seem to remove blood etc.

    This can be easily enabled but I disabled it because otherwise players will get a "Treat" option which isn't needed.

    And as other people have mentioned before, it would be nice if being blown up by a satchel or shot in the head was actually fatal.

    I am working on that.


  5. Will the script still work? In testing I just respawned after 20 seconds with no revive timer or anything. See I'm not sure if your script handles the respawn and timer and whether I need to include them in the description.

    Yes, it will work. You can use the default respawn button or the "Suicide" action to respawn.


  6. Nice little script that looks easy to implement for an editor noob like myself. Just to clarify, what do you put in the description for respawn and respawn delay if at all? Not sure if it gets over ridden by the description or works with it, any help would be appreciated.

    respawn=4; is recommended if you want to have respawn disabled.


  7. Updated to version 1.4a.

    New Features:

    * Bleedout. If a timeout is specified and you are not revived within the given time you will bleed out and die. (can be disabled by setting FAR_BleedOut to 0)

    * Death messages. Teamkills are shown as "x was injured by y"

    * Casual mode. If enabled, all units will be able to revive (not just medics)


  8. FAR Revive



    v1.5

    A simple revive script that does not rely on respawning. You can use this script even if you have disabled respawn.

    Features:

    • Revive Modes. 0 = Only medics can revive, 1 = All units can revive, 2 = Same as 1 but a Medikit will be required. 0 is default.
    • Death messages. Teamkills are shown as "x was injured by y"
    • Ability to drag injured units (doesn't require a medic)
    • Suicide option which you can use to respawn (if it's enabled) or just to kill yourself
    • Bleedout. If a timeout is specified and you are not revived within the given time you will bleed out and die. (can be disabled by setting FAR_BleedOut to 0)

    Installation:

    Copy FAR_Revive folder into your mission folder. Add this to the top of your init.sqf:

    call compileFinal preprocessFileLineNumbers "FAR_revive\FAR_revive_init.sqf";

    Check FAR_revive_init.sqf if you want to modify the default parameters.

    Download:

    FAR Revive is now on github.

    Download

    • Like 1

  9. A TvT mission in which Opfor spawns as civilians but there are also AI civilians in the area which makes it harder for Blufor to tell players from AI. Also, Blufor can only kill 3 AI civilians or the mission fails so they'll have to think twice before taking the shot.

    I was playing as Opfor...


  10. A TvT mission in which Opfor spawns as civilians but there are also AI civilians in the area which makes it harder for Blufor to tell players from AI. Also, Blufor can only kill 3 AI civilians or the mission fails so they'll have to think twice before taking the shot.

    I was playing as Opfor...


  11. Server Specs:

    Intel Quad-Core Xeon E3-1230 3.20Ghz

    8GB DDR3 Memory

    100mbit/100mbit dedicated connection

    Current settings:

    language="English";
    adapter=-1;
    viewDistance=3000;
    MaxMsgSend=64;
    MaxSizeGuaranteed=1024;
    MaxSizeNonguaranteed=256;
    MinBandwidth=16400000;
    MaxBandwidth=104857600;
    MinErrorToSend=0.00199;
    MinErrorToSendNear=0.0199999998;
    MaxCustomFileSize=0;
    
    class sockets{maxPacketSize=2048;};

    It starts good but when the server becomes full, fps goes down to 10.

    Is there anything I should change?

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