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Found 42 results

  1. Hey guys, me again, running my head against a wall. I want an addaction on a laptop where all dead players get revived when it is used. I was going for something like {_x setDamage 0;} forEach _humanPlayers; BUT, we are using ACE and it seems like I am way to lost on my way to find what I would need to heal the players with ACE. Anyone who could point me in the direction or has an idea how it should work? Cheers, Jan
  2. I have made several changes from the original post. You will always be able to get the latest updates from Github. The post below will still serve as a learning tool, but if you intend on using this system in your missions, you should get the updated version Hello! I am back again with something pretty fun today. First, the setup. I have been playing a lot of Arma lately and, naturally, with how involved I was in scripting and this forum years ago I eventually found my way back here. So I've been playing various scenarios that the community has made and, while generally really good, something that always bothers me is the lack of a revive system, or a bad one. So let's make one; and give it away to the community as a nice base to work with. The goal here is simple; provide an easy, low-code, feature-rich system that can be customized and/or expanded upon. Simply put, if the code wasn't required, it's not here(with some tolerance to fun stuff that I actually did add anyway). For those of you that like to "try before you buy" so to speak, I have recorded and uploaded a video to show you what you're about to be getting into: Stop. Here is your only warning: This ain't your grandaddy's forum post. It's definitely the longest I've ever posted here, possibly the longest forum post I've ever made, on top of that, I'd even expect some of the highly-knowledgeable among us to sit with this for some time and digest it. So go refill your drink, take those last bites of dinner, and buckle in Initially I was going to just do a code snippet, like I used to do way back when, with BIS_fnc_holdActionAdd, a command that I had not known about before and might not have known about were it not for my bad habit of trying to answer every question on this forum. It has a really nice effect in my opinion, and is featured heavily in the "Old Man" scenario. Anyway, I should begin To start, we have 2 options for the actual reviving part of the revive system, which I call a "holding" type or a "click-and-wait" type. I am a much bigger fan of the "holding" revive, so I will quickly go over the "click-and-wait" type so we can move on. This might be obvious, but this type uses a basic addAction for functionality: To use this, just pass the unit via call or spawn. For example, let's give all players in a particular mission the ability to revive each other: { _x call addPlayerClickRevive } forEach allPlayers; Don't worry about unitSetReviveState, because I'm going to go over that in just a bit. But look, our "click-and-wait" revive system is done! Letsmoveonplease Next up, the pièce de résistance, the "holding" type revive. I like this one much more because of the effect. Either way, we're starting the same, create a function that will just add a revive action to units: And look, there's that unitSetReviveState again. I guess I should post that before anyone gets their pitchforks out. It is just a wrapper for a few commands that give the effect of a unit being dead because I got tired of typing the same commands over and over: Now, those eagle-eyed among you probably noticed that none of this works unless the unit is in a particular lifeState. But how do you get into the "incapacitated" life state? Whenever I shoot something it just dies?? Well, ironically because this post gained some popularity recently, we are going to use the exact same thing, the "HandleDamage" event handler. By the way, I started working on this just days before that post got necro'd 😉. I'll let you read the documentation and the previously mentioned post on your own time, so for now just trust me that this does work: "Now wait just a minute, Dread, I don't have any friends to play Arma with and it's just me and my AI squad all the time" Well don't you worry because that is up next. This is a full-featured revive system after all. Here is a function that will order a supplied unit to revive a supplied body; the unit will run over to the dying unit, perform the same animations the player does, and the unit will rise again to continue being cannon fodder to Opfor (looking at you, player). The second code block is simply a wrapper for "addAction" syntax so I didn't need to mangle the first function due to weird arguments from addAction: So there you have it, I have now given you all the pieces you need for a revive system. How you script them together is up to you...Alright, look, since I am a really nice guy, I'll also give you some sample stuff that will just work right out of the box. This bit of code will add revive icons to all dying units, and even switch it to a healing icon when someone is reviving: Look I know I said: But I also said: And this is one of those things Next up, this piece of code will add a revive action for each nearby (50 meters by default) dying guy to all AI squadmates. If the unit goes further than 50 meters away, the action is also cleaned up (removed). This is a safeguard, because one of the biggest annoyances I've found so far with existing revive systems is that while it is possible to order AI squadmates to use actions (6 in the command menu), like reviving, it is actually kind of finnicky to get the option to show up, you basically have to order the unit to stand right next to/on top of whatever to use the action and by the time you get it working you might as well have just done it yourself. Bonus tip, there is a sleep 0.01 that is strictly there to allow the thread to suspend so any other scripts you have can run, because I'm a really nice guy, remember? So yeah here it is: Normally I hate nesting so many scopes, but in this case I'll allow it because it's so dang useful Lastly, here's some example stuff (in order). How to "kill" a unit without actually killing a unit (shoutout to the discord #scripting for giving me a simple solution). Make AI go from unit to unit reviving everybody (from the video)(hardcoded...figure it out yourself). How to actually add the revive system to a unit (literally just call addRevive and pass in the unit). And the coup de grace, a loop that will automatically order the squadmate to revive the player should he "die"(also hardcoded) : Well now, if you've made it this far then you must be really interested, here's the whole script (+ GitHub mirror) : Enjoy! I truly can't wait to see what you make with this, please send me a link or pm
  3. WarfareThai System Mod is a mod which aimed to turn ArmA 3 into a Semi-Arcade Shooter game and make the game easier for new players. Also, this mod can provide players to play a little aggressive toward AIs. WarfareThai System Mod IS NOT compatible with WarfareThai EX Mod. https://steamcommunity.com/sharedfiles/filedetails/?id=2654384601 Recommend to play on WarfareThai Veteran difficulty (a custom difficulty preset from this mod). Features: - Arcade-ish body armor system which can absorb many hits before it breaks and will refill overtime until full. This feature only available for BI Revive and VN Revive. - Unconscious player can do self-gaining consciousness (self-revive) if Medikit type items or First Aid Kit type items are available in player's inventory. This feature only available for BI Revive and VN Revive. - Player can activate Isekai's Arsenal Loadout which provide an ability to use any Arsenal loadout without the restriction from BIS Arsenal (for example using modern-futuristic loadout on S.O.G. Prairie Fire CDLC's official missions). - Custom Vcom AI that AI can call for mortar strike or drone support. Need to manually activate from WarfareThai settings. - The AIs are little bit harder to be killed unless got shot to the head. This feature only available for BI Revive and VN Revive. This feature will be disabled if native/original Vcom AI with VCM_RAGDOLL is active (due to the AIs will be nearly impossible to be killed). - Player can drag an unconscious player (still WIP) - Player can pull out an unconscious player from vehicle (still WIP). - Player can do a self-healing when the Medikit is available in player's inventory. - Player can do jump when pressing SHIFT + V. - Player can do sliding down from the steep angle terrain when pressing SHIFT + V. - Player can climb over walls/fences. - Player can do a simple take down enemy (still WIP). - Player can do a simple repair vehicle when has Toolkit inside player's inventory. - Player can reserve a primary weapon to the back. - Player can do an arcade-ish target spotting (do the ADS then press Reveal Target button -default is T). - Player can convert any frag-type grenade into Booby trap. - Player can deploy either mini recon drone or mini autonomous turret from Drone Case item. - Player can deploy parachute while being dive down from the sky. - Player can perform a self-blowing up during unconscious state, if player has any mine inside inventory. Player will be able to attach Western Sahara CDLC's Portable Shields to UGV_01, UGV_01_rcws, and UGV_02. New Items: - Hydra Revolver (require Kart DLC), a revolver which can fire 12 Gauge shotgun shells, .45 ACP, and 20mm Flares. - Concussion Grenade, a low damage grenade which can knock out AI (no effect on player). This item will do effect only when WarfareThai System Mod is active. - Improvised Booby Trap, a trap which are converted from the frag grenade. - Drone Case, an item which can be deployed into either Mini Recon Drone, or Mini Autonomous Turret (this turret can be rearmed with any vanilla and CDLCs 5.56 magazine). - Rally Point (Portable), a portable rallypoint which player can use for teleporting to other teammates. - Some cosmetic headgears and goggles. Note: - You can manually activate BIS Revive system (if there is no other revive system presented) from clicking on WarfareThai system settings icon inside player's inventory. With this, you can use BI Revive system on Global Mobilization CDLC's official MP missions and official Escape missions. Version:
  4. Hello everybody, I wanted to share a small mission i did for the fun of it. Nothing spectacular, a coop mission for up to 4 players. story: A coalition including Russia just invaded Agia Marina surprising the blufor military presence. A Russian satellite made pictures of a blufor convoy moving to reinforce a position west of the stratis Air station. A team of four russian soldiers from the special forces are ordered to stop this convoy thanks to a blufor captured hummingbird: 1 Fly to the Air station and kill all blufor soldiers there 2 Plant bombs on the road nearby and destroy part of the convoy (the two tanks and the fuel truck) 3 Escape and extract by a waiting chopper north-east of the Air station. credits: BangaBob, JohnnyBoy, Genesis92x, Moerderhoschi, Feuerex, RueLight, White Raven, Pumpkin (jackfrench) and all persons who i forget sharing their time and passion Thanks to Flav for the music he made. (Thanks also to the armaholic site.) (Any review and advice would be helpful 😃, it's only my third mission) Revive & respawn (in the ai mates) no mod needed co04ElementOfSurprise V1 https://mega.nz/file/NRhkVKTQ#9C-T_b_IOM1pbJI7PLCUej0qcR4FcALN-Xej_DoqdIk https://steamcommunity.com/sharedfiles/filedetails/?id=2564145256
  5. How do you make a timer that only displays to the incapacitated players showing them how much time they have left until they bleed out? I tried using hints but ran in to too many problems
  6. Is it possible to be able to get the mission revive settings for use in a script? I guess an ability to to get/read the description.ext file is what I am looking for. So I can do something like this: if ( reviveMode == 1 ) then { hint "Any player can revive."; }; Thanks in advance S
  7. I have a vanilla mission though I am running a few client side mods. The mission revive is set: Revive Mode: Enabled for all players Required Trait: None Required Items: Medikit Incapacity Mode: Basic I thought this would allow any player with a Medikit to revive another player but that does not seem to be the case. Only the medic can revive and they don't need a Medikit. Am I doing anything wrong? S
  8. INVASION SCENARIO: AI are meant to be left ENABLED!!! This scenario was born out of my desire for a fun sandbox-like game mode that me and a/few friends could setup quickly and replay. Essentially an entertaining "classic" for me and my buddies to fall-back on. What i ended up with was a procedurally - generated, PVE, Sector Control mission. With that being said, let’s go over some of what I think are the more interesting features (all of them DUH!😆). Combined arms style combat Whole map, or hemispherical sector placement of Enemy Sectors and objectives Heavily modified variants of EOS and COS to create a more believable and varied world while minimizing CPU demand Randomized civilian and enemy ground and air traffic Custom revive system accompanied by a custom “auto-medic” system Command Points scoring system & stores Randomized and changing weather and randomized or selectable time of day 1-8 player co-op multiplayer up to two squads of 4 people Fully works with vanilla save system ONLY MOD REQUIRED - CBA_A3 The scenario essentially plays out like this: You can have one to so many Enemy Sectors (amount of sectors based on the map) spread out over the whole map randomly, or in a more collected randomly chosen hemisphere (to keep travel times and logistics to a minimum (When you ain't got time for that ****!)). You start at HQ or base (DUH!) and plop down a Forward Operating Position. The FOP will function as a re-spawn point for you and KIA squad mates (AI or otherwise), as well as a Command Point (CP) store and arsenal. The objective is to occupy all Enemy Sectors and hold them all simultaneously. The enemy will continuously send reinforcements to replenish the ranks (as you do) unless you locate and destroy the enemy Forward Command Center. Doing so will halt all future reinforcements (although this isn't necessary for victory). All of this will be handled by the vanilla tasks system. New side task possibilities will be added as discovered on the battlefield. There may even be some prerequisite tasks to complete before you can take on the Enemy Sectors for victory. All tasks will of course reward the completing squad with CP to be spent at the Command Point Store. How to earn Command Points: You earn CP by killing enemies and completing tasks, as well as holding sectors. Killing civilians however, loses you 5 CP. “What the f*** do command points buy?” The Command Store and Support Stores can be accessed by the squad leader and will allow you to deploy vehicles for your squad as well as commendable units (using High Command mode (Left Ctrl + Space)) and supports (i.e. artillery strikes, various air support, and supply drops ). Steam Workshop 3rd party credits: COS: EOS: Original EOS & COS of course belong to bangabob! Dynamic Weather 2 by tortuosit http://www.armaholic.com/page.php?id=28563 REQUIRED MOD: https://steamcommunity.com/workshop/filedetails/?id=450814997 Sorry this is primarily a Steam Workshop release. It's easier for me to manage updates and the like that way. Also if the description seems a little passé, please forgive me ...it's...well it's a different crowd over there. 🙄 Questions & Comments are good! Try to keep the negative constructive, if you would please. Thanks for any love or support!
  9. Hello, I'm working on a upcoming mission in which the player should be injured (Limping in the beginning until you find a FAK). The limping works by itself if I reduce health to 50%. The mission is cooperative and I must include revive. I enabled revive to all players in the attributes, but suddenly after adding revive; then the limping is non-existent. I'd be more than happy to hear a solution for this. Thanks in advance! 🙂
  10. First of all I have to say that I've spend many hours searching and reading things about my "problem" on forum ... no success so far. Now, my story ... I have a coop mission and I need the following conditions to work together: Players that have medikit are the only who can revive (no need to have medic class) Players must have ONLY ONE Respawn ticket (each - not per side) and on their death position (instant respawn), when, there is no enemy on a given distance (they have to wait until area is safe) For all players, when the one Respawn limit have been reached, they will continue as Spectators till all rest (alive) players will be dead (end of the mission - lose) When all players will be dead, mission is fail and ends Please don't point me to read WiKi links as I've already read them, but I can't combine them all together to achieve my goals. Thanks in advance for any help.
  11. All-in-One Single-Player Project by Leopard20 Short description: All-in-one Single-Player project is (at this time, will be) a collection of 3 separate addons that work in tandem to create the ultimate single-player experience. _____________________________________________________________________________________________ Long description: Hello guys. I'm sure everyone agrees that the current state of ARMA single-player is not really playable (unless you're alone!). The AI are always a burden and hard to manage. Well, in this project, my goal is to change that. Check out the latest development videos on Superior Intelligence (aka Super AI) in the next post! This project will consist of 3 addons: 1. All-in-one Command Menu (Deluxe ver.): The improved and enhanced version of my old , dusty mod, All-in-one Command Menu which itself was basically an improved version of WW AI Menu by Windwalking. 2. Superior Intelligence (WIP) 3. ADDON #3 (WIP) The other two addons are not "command menus" but something entirely different and crucial to the single-player game, and interaction with them will primarily be through All-in-one Command Menu. I will update this thread about the latest development status. Stay tuned! All-in-One Command Menu (Deluxe Version) Current version: v1.5.0 (Jul. 12, 2023) Some of you may have used, seen, or at least heard of my All-in-one Command Menu mod, which added many new capabilities to the vanilla AI. When I started working on that mod, I was completely inexperienced in scripting, and the mod, despite its great feature roster, became a poorly optimized and buggy mess over time. So I decided to rewrite the mod from the scratch; updated the visuals, rewrote most features and added many new stuff. Without further ado, let's jump into the feature list! Release Trailer: Additional Screenshots: Feature Overview: What's new since All-in-one Command Menu classic: This is a complete rewrite of the classic mod, so obviously there's so many changes. Here is some of the most important ones: Manual (MUST READ): Some of this stuff might be a little hard to grasp at first (but once you learn them you realize how easy and intuitive they were!). I'm very busy right now so I'll add a video tutorial later. For now, try to make do with these! Download: Steam Workshop GitHub Dropbox (Outdated) Google Drive (Outdated) Armaholic Installation (non-Steam): Note: The name of the mod folder has changed! Please delete the old "@AIO_AIMENU" folder if you have the classic version. F.A.Q: Donation and Support: If you like my mod and would like to support it, or you just want to buy me a drink, etc., you can become a Patron! Requirements: Community Base Addons (CBA)
  12. https://github.com/HAPPY3N1GMA/Enigma_Exile_Revive
  13. Steam workshop link - https://steamcommunity.com/sharedfiles/filedetails/?id=1652839680 BACKGROUND: The U.S. has sent our team to assist U.N. humanitarian aid forces in Chernarus. Rebels forces have been attacking the U.N. and stealing supplies. There is a blizzard moving through Chernarus, and the rebels are using it to cover their attacks on the U.N. OPERATION SNOWMAN: The rebels attacked Hope Station at 03:00 this morning under their mission name 'Operation Snowman.' Their next target is Salvation Station, where your team is stationed. Defend the location, eliminate the rebel presence in the area, and get Hope back!! FEATURES: Close-Quarter Combat Revive Virtual Arsenal Dynamic Civilians & Traffic Mobile Respawn Snow Storm! (You can disable it from mission parameters) REQUIREMENTS: CUP Terrains RHS GREF RHS USAF RHS AFRF CREDITS: Civilian scripts by Enigma Snowstorm script by ALIAScartoons Settings button by nEXaus A few scripts from Occupation by BangaBob Thanks to Yumsum, Porte and Phil for all their patience in testing.
  14. Steam workshop link - https://steamcommunity.com/sharedfiles/filedetails/?id=1618325439 MISSION Russians have invaded the small peaceful island of Malden, and are holding it's citizens captive! Execute missions to weaken the russian presence on the island and set it's citizens free! A randomly generated campaign, execute missions and lead the United States Armed Forces to capture the island of Malden and win the war against the Russian Federation. FEATURES Random AO - One of Malden's cities, the main airport, or the military island base will be selected to attack. Finish one and another is generated. Random Selectable Side Missions - If you want a bit more excitement, you can choose a side mission from the mapboard at base. It will open the map and show you all available missions. Side missions range from diffusing a bomb on your officer, to stealing an enemy supply truck, to finding and rescuing a downed pilot, plus much more. Every time you open the side mission map, there will be different missions at different locations, so if you don't like what's available, just close it and reopen it. Civilian Population and Traffic - There is a heavy civilian presence on Malden, its citizens populate most of the island and are driving cars (shocking!), and walking around everywhere. They aren't hostile to our forces. In fact the reason we are on malden is for them, as the russians have invaded and are making their life a living hell. Recruitable AI - You can recruit AI units from the officer at base. Please allow them a few seconds to get deployed and join your group. If you wish to dismiss a unit, simply walk up to him and select 'Dismiss.' Mobile Respawn - There are 3 mobile respawn vehicles, a 4 door Humvee, an unarmed M113, and an unarmed MRAP. They should have green letters above them saying M.H.Q. 1, 2, or 3. When you die, simply choose which M.H.Q. you wish to respawn on, or just choose to spawn at base. If a M.H.Q. is destroyed, it will respawn at base. Revive - You can be revived by your teammates if you are incapacitated. There is a 5 minute window to be revived before you die. Players can only revive other players, A.I. units do not revive or become incapacitated, they simply die. HALO Jumping - You can HALO Jump by choosing H.A.L.O. Jump from the mapboard at base. You can also choose H.A.L.O. Group to jump with your squad members. CAUTION: if you have joined another players group, it will force ALL GROUP MEMBERS to jump as well! Dynamic Group System - Press the Teamswitch key (Default "U") to open the group menu. Here you can create/disband your own group, invite other players, join or leave another players group. Virtual Arsenal - There is an ammobox at base with virtual arsenal, and all MHQ vehicles are virtual arsenal enabled. You may also call in a supply drop which has virtual arsenal. AVAILABLE SUPPORT (Called with 0-8 on Radio) Supply Drop - An ammobox will drop near you and be marked with green smoke. This box will have virtual arsenal. UAV Recon - Click a location on the map and after the data from the UAV comes in, all hostile and friendly units will be marked for 3 minutes. These markers will not be updated, so be aware units may move around. Artillery, Mortars, Carpet Bomb - Choose one of the 3 from the support menu and click on the map to rain down some good ol' american pop rocks on the enemies. Caution when using in cities, as it may result in lots of civilian casualties, our mission is to protect the civilians, not kill them. Laser Designated Missile - If you have a laser designator, you can call in laser designated missile strikes. You must keep your laser designator on the target until the missile strikes. (There might currently be a bug that removes the missile if you turn the designator off). Fast Travel Transport Helis - A UH-60 and MH-9 are available to transport you around Malden. When you select the heli you want, it will mark an LZ near your location and head that way. Green smoke will automatically be popped at the LZ when the Heli is near. Once you get in, choose "Give a LZ to the Pilot" and it will head to that location. After a few seconds, the screen will go black and you will fast travel to the location. If at any moment the heli becomes bugged out, choose "Detonate Heli Transport' from your action menu to destroy the heli and make the support available again. Paratroop Reinforcements - Click on the map and a squad will paradrop on your location. After the squad has landed, they will fall under your command (Or your group leader's, if you are in another player's squad). Requires both RHS USAF and AFRF. Credits: DUWS by Kibot. Modified Version by BigShot. EOS script & Occupation mission by BangaBob Civilian scripts by Enigma ATM Airdrop HALO script by PokerTour. Defuse Bomb script by Cobra4v320. Thanks to Kempco for the mapsize script. Thanks to FrankHH for correcting the typos. Thanks to Yumsum, Porte and Phil for all their patience in testing.
  15. Hey guys, I've spent the last hour pouring over the vanilla revive systems functions and .inc files trying (and failing) to figure out how to trigger a revive through a function call instead of the boring old hold action. What I'm looking for is something akin to this player call fnc_reviveUnit which I can call or remoteExec from the server and/or client (I'm not picky) and it will handle all player states "automagically". The problem here being of course the contents of fnc_reviveUnit and that it needs to play nicely with the rest of the revive system. I haven't found any inbuilt functionality and I'm too tired to wrap my head around the rest of it tonight. If someone has some tips or something similar already set up I'd cherish your help. Otherwise I will give it another crack when my brain consists of something other than mush. P.S. Yes, I'm aware there are other revive scripts out there that can do this. No, I'm not changing to one of those. Why? Polish, consistency, ease-of-use, I'm grumpy and stubborn... take your pick.
  16. Hi all, Here is a new mission for Iron Front AIO at Omaha Colleville (CUP terrains). The SP / MP revive heal should work fine! Have fun! https://steamcommunity.com/sharedfiles/filedetails/?id=1537586400
  17. Hi all, Mission coop for 9 max at SHAPUR, but can be accomplished in SP. SP or MP with HEAL & REVIVE feature for AIs and player(s)! Yes! In SP, you don't die. AIs fellows can heal you as you're unconscious. If not, you'll respawn after 2 minute bleed out. You can save them as well. Your mission is to hold the factory as Alamo point. You can enable/disable Arsenal crates for players. See on Steam for all required mods (R3F except bugged R3F objects, RHS, CUP terrain for Shapur, EricJ talibans for uniforms) . Have fun! https://steamcommunity.com/sharedfiles/filedetails/?id=539562506
  18. THE KUNDUZ INSURGENCY AIS [SP/MP Coop-14] by 1-506Ranger STEAM LINK: The Kunduz Insurgency AIS ACE version utilizing ADV - Medical available here: The Kunduz Insurgency ACE The Kunduz Insurgency AIS is optimized for SP with Psycho's AIS revive system. This mission is MP coop ready, but instead of ACE, a number of immersion scripts and AIS make this a much more tolerable Single Player ALiVE insurgency experience as AI will heal the player (if AI teammates are not in direct contact) when you are down. READ THE MAP BRIEFING AND DIARY SECTIONS IN-GAME Features: AIS revive - nothing needed to stabilize and revive , first aid kit/medkit needed to heal smaller injuries. F/A 18 - 25 CAS sorties (JDAM and CBU only) available to Leaders only. FOB West - Independent 81mm mortars will fire at will in support of operations. If you see red smoke in an area of contact, withdraw to a safe distance. ALiVE Combat Support - Transport, CAS, and 1 x 105mm howitzer available for indirect fire support. BAF Ground and Air Service available at both FOBs for rearm and refuel ZLT field repair in effect, toolkit needed after 5 repairs. Troop recruitment available at both FOBs and US OP. SEE STEAM PAGE FOR REQUIRED AND RECOMMENDED CLIENT SIDE MODS Script Credits: *AIS Revive - Psycho *ArmaPhronk - CRS, Earplugs and IR Strobe *johnnyboy - JBOY Combat Up Down *JW Custom - Close Air Support Field System *Neko-Arrow - Mortars *Pokertour - ATM Airdrop *Psycho - AIS Revive *zealot111 - Realistic Field Repair *Quicksilver - QS icons ***Thanks to HeroesandvillainsOS for use of the core content of his ALiVE diaries (edited) - see map in-game for more information
  19. I'm trying to get a script that will stop damage after getting incapacitated and force them out of a vehicle if it explodes. I want bleedout to be exclusively based on time not players getting double tapped. We run without ACE medical and we use default arma revive in the eden editor. If anyone is willing to share a script that does this, i would love the help. I'm not fluent in arma scripting and i run missions with a group of 20+ friends. I want this script for us but I'm struggling to get this the way i want. Thanks.
  20. Hello I was wondering if someone who possibly knows more about the revive system than me could help me with somethings, I'm trying to make a vehicle force revive players in an area preferably with a left click while operating said vehicle, I've only managed to find one snippet of code from another thread that an awesome user posted, I can't recall who did it now but they posted this, ["",1,player] call BIS_fnc_reviveOnState; player setVariable ["#rev", 1]; which seemingly was the results I was looking for. I'm trying to hook said revive script into an existing project I have which is a ghost recon wildlands styled drone system which will launch in a mission I'm finishing up.
  21. Here the talking is about a script originally used in Dynamic Combat Ops missions by Dear mr. mbrdmn Dear scripters please help) I've took some folders with scripts from original DRO mission with sunday revive system, but faced another problem.. ma.ybe I took something wrong or run it not at proper manner, I've already broke my head 😞 Script only works fine at singleplayer/editor and only for me in multiplayer as I am a host, my friends cant revive anybody (not AI not me), but I can revive everyone, even friends. so I get stucked...... The problem is how to run this script properly when I host game with my friends so the script sohuld work perfect for everybody. so both my test mission and original from wehere I got the script is here in google drive Any help will be appreciated, thanks guys update 12.03.19 Our current version is here: https://ufile.io/8s845 Current problem faced: Me(host) and joined internet/lan players: all die at the first time after first kill-shot, then have a respawn and after respawn bacome revivable. (script starts working correctly for live players after death) We can revive each other. About AI: AIs die if not after first shot but after second same as players, but after they got respawned they die too and after their death they lost ability to revive anyone or be revivable, they just die as regular unit and don't care about incapacitated units, seems like script stops working for them after they die. it is important that playing alone even in MP as in SP the script works just fine BEFORE someone joins!! Joined player "ruins" the script. Video of the tests:
  22. 1 - Mission been running for month never had any trouble 2- but since last two day , been having some crazy bug ( where the client get this " 10:04:59 Error in expression <} do { _unitsEvaluated = []; if (count bis_revive3d_unitsToProcess == 0) then {> 10:04:59 Error position: <bis_revive3d_unitsToProcess == 0) then {> 10:04:59 Error Undefined variable in expression: bis_revive3d_unitstoprocess 10:04:59 File a3\functions_f_mp_mark\revive\fn_reviveInit.sqf [BIS_fnc_reviveInit], line 617 Then any player inside the server will see this error with more data (if only scripterror set to 1). as soon this happen all script and eventhandler stop working " 10:04:59 Error in expression <} do { _unitsEvaluated = []; if (count bis_revive3d_unitsToProcess == 0) then {> 10:04:59 Error position: <bis_revive3d_unitsToProcess == 0) then {> 10:04:59 Error Undefined variable in expression: bis_revive3d_unitstoprocess 10:04:59 File a3\functions_f_mp_mark\revive\fn_reviveInit.sqf [BIS_fnc_reviveInit], line 617 3. if a player try to join the server , the client game will crash giving this error Error in expression <!isnull player && BIS_fnc_feedback_allowPP> 10:12:40 Error position: <BIS_fnc_feedback_allowPP> 10:12:40 Error Undefined variable in expression: bis_fnc_feedback_allowpp 10:12:40 Attempt to override final function - bis_fnc_uniqueclasses 10:12:40 Attempt to override final function - bis_fnc_removecuratoricon 10:12:40 Attempt to override final function - bis_fnc_locweaponinfo 10:12:40 Attempt to override final function - bis_fnc_exp_camp_playtimelinevideo 10:12:40 Error in expression <!isnull player && BIS_fnc_feedback_allowPP> 10:12:40 Error position: <BIS_fnc_feedback_allowPP> 4. step i took : -Verify game integrity ( server and client) - check the mission file for any integrity (no error) - debug each step to find if any irregularity during the mission nothing - server rtp don't show any error related to that bug 5. revive setting inside description //--- Respawn respawn = 3; // 0 = NONE. 1 = BIRD. 2 = INSTANT. 3 = BASE. 4 = GROUP. 5 = SIDE. respawnDelay = 15; RespawnDialog = 1; // default = 1. show respawn timer and scoreboard when killed. respawnTemplates[] = {"MenuInventory", "MenuPosition"}; // "Seagull", "f_spectator", "f_JIP", "MenuInventory", "MenuPosition", "Tickets", "EndMission", "Counter", "Wave" respawnButton = 1; respawnOnStart = -1; //--- Revive ReviveMode = 1; //0: disabled, 1: enabled, 2: controlled by player attributes ReviveUnconsciousStateMode = 0; //0: basic, 1: advanced, 2: realistic ReviveRequiredTrait = 0; //0: none, 1: medic trait is required ReviveRequiredItems = 0; //0: none, 1: medkit, 2: medkit or first aid kit ReviveRequiredItemsFakConsumed = 0; //0: first aid kit is not consumed upon revive, 1: first aid kit is consumed ReviveDelay = 6; //time needed to revive someone (in secs) ReviveMedicSpeedMultiplier = 2; //speed multiplier for revive performed by medic ReviveForceRespawnDelay = 3; //time needed to perform force respawn (in secs) ReviveBleedOutDelay = 600; //unconscious state duration (in secs 6- bug happen rarely and affect all client connected also happen after restart time./. logs attached https://1drv.ms/u/s!Ali3CqUW9fqqgcMfOkj-nJwgOOS3GQ
  23. NO MORE SINGLE DEATH (SP/MP) - PLAYER CAN AUTO-REVIVE Hi all, Did you play some "ESCAPE MALDEN" in MP while single player and get the frustration of "lost mission on death"? Sure, you're alone and nobody will revive you. Respawn kills you and the game is over! Same for some SP session of complex mission. If you don't have the switch units possibility, game is over at first death. The script overrides this fate. Just choose (or not) the two parameters set at the first line. parameters: REVIVE DELAY / CLEAR AREA Revive delay: Simply change the first value in first line. This value is also a delay for captive status. i hard-coded a minimum: (min set to 20 sec. for cinematic if MP revive allowed, 10 sec. min if not). Clear area: the enemy infantry will be killed within this radius. That's useful for reviving inside a hornet's nest. Can be set to 0. Recommended value: 20 m. Usage: Copy/ paste the code in one of these places: running script for player(s) / trigger set to true / init.sqf / initPlayerLocal.sqf / console Example, for ESCAPE MALDEN, enable debug console in parameters and copy /paste the code, exec local. NOTES: - in MP, this script will work as long as there is an unique player. If some JIP, the script will be stopped. - Not compatible with other damage event handlers. If you want, you can try to make it work along with some other damage EHs, just removing the 6th line: player removeAllEventHandlers "handleDamage"; [5,50] call { params [["_delay",20,[0]],["_clear",0,[0]]]; if (count (call bis_fnc_listPlayers) != 1) exitwith {}; MGI_ReviveDelay = [_delay max 10,_delay max 20] select (player call BIS_fnc_reviveEnabled); MGI_clearArea = _clear; player removeAllEventHandlers "handleDamage"; MGI_fn_revive = compileFinal " params ['_unit']; waituntil {lifeState _unit == 'incapacitated' or !alive _unit or (!(_unit call BIS_fnc_reviveEnabled) && damage _unit >=0.86)}; if (!(_unit call BIS_fnc_reviveEnabled)) then { _unit setUnconscious true }; if (lifeState _unit == 'incapacitated') then { _unit setCaptive true; _unit allowdamage false; _unit setVariable ['inc',false]; {_x setDamage 1} forEach (( _unit nearEntities ['CAManBase', MGI_clearArea]) select {side _x getFriend playerSide < 0.6 && side _x != civilian}) - [_unit]; uisleep 3; _unit allowDamage true; if (_unit call BIS_fnc_reviveEnabled) then { ['#rev',1,_unit] call BIS_fnc_reviveOnState; _unit setCaptive true; _unit allowdamage false; } else { _unit setDamage 0; _unit setUnconscious false; }; }; uiSleep MGI_reviveDelay; _unit allowdamage true; _unit setCaptive false; "; player addEventHandler ["handleDamage", { params ["_unit","","_dam"]; if (count allplayers !=1) exitWith { player removeEventHandler ["handleDamage",_thiseventHandler] }; _veh = objectParent _unit; if (!isnull _veh && isNil {_veh getVariable ["incVeh",nil]} && (damage _veh > 0.7 or (!canfire _veh && !canMove _veh) or _dam > 0.3)) then { _veh setVariable ["incVeh",true]; _unit allowdamage false; _unit setCaptive true; [_unit,_veh] spawn { params ["_unit","_veh"]; _unit action ["GetOut", _veh]; _tim = diag_tickTime; waitUntil {isnull objectParent _unit or diag_tickTime > _tim + 3}; uiSleep 2; _veh setVariable ["incVeh",nil]; _unit allowdamage true; _unit setCaptive false; }; }; if (!(_unit getVariable ["inc",false]) && isNull objectParent _unit) then { _unit setVariable ["inc",true]; _unit spawn MGI_fn_revive; }; _dam min 0.86 }]; }; Enjoy!
  24. AI REVIVE/HEAL SP/MP Last update 26th/11/2018 Hi all, Here is a script to allow AIs reviving and healing bros, according to parameters. This works in SP or MP. Compatible so far with AI RESPAWN script (see tag) Don't override the respawn system (MP) Incapacitation: This script relies on incapacitated status for players or AIs. This status is created when not existing (SP, or MP Ais) to allow revive scenario. parameters: REACT / HEAL DELAY / AI CAN REVIVE / KIT NEEDED / NEED MEDIC / AI CAN HEAL EXTRA GRP / BROS / WHITE FLAG ON MEDIC IN ACTION Parameters can be added to description.ext, class Params, just add what you want in classes: "react" "bleedOut" "noReviveForAI" "AiKit" "AiMedic" "bros" "whiteflag". So you can choose them while in lobby. Anyway, if you pass parameters calling the function, these params will override the lobby ones (except for bros class, see below). Code must run on all PCs. So, init.sqf, (trigger, non-repeatable, condition true)... Totally reworked (see below). EDITED: version with added parameter (see spoiler above. Should work fine in MP. Feedback welcome. Added possibility for multiple call lines. Last version with waypoints instead of domove + added parameter "white flag". Added one check more for distance form medic to wounded. What's a bro? - A bro is a unit (AI or player) who can be revived while unconscious, if some conditions are met (hard coded like within 200 m of another bro, or configured). In case of several healer candidates, the closer is elected. - That's also a unit able to heal unconscious unit (SP/MP) under the same conditions. But here, player(s) are not engaged in the process. They can heal but if an AI meet the conditions, this one will start the process. So, healer/healed is the same family: Bros. In which, the players are free to heal or not. How bros work (7th param or description.ext param class: bro ) - in SP, bros are switchable units by default. You can override this, passing a 7th param when calling MGI_fn_Revive, as shown in example (last code line). - in MP, * if bros class is present in description.ext, you can't override it; You have to choose one of the two settings: playable units or side player. Your description.ext should look like this (specifically for bros class): Bros = all players as default parameter means you can have different side and bros can heal anywhere.. if conditions are met. Keep on mind that disabled AI (slots) in lobby don't have existence and playableUnits = allPlayers (all playing guys), and not all playable units as in editor. So, each time you can let the slot as AI enabled, it's better. The list is updated anyway. The other possible parameter is set as WEST here. * if these parameters are not fine for your scenario, you can modify the bros class but you have to change the working line referring to your values: In the main function MGI_fn_Revive, look for: if (MGI_bros isEqualType 0) then { MGI_bros = [switchableUnits+playableUnits, WEST] select ("bros" call BIS_fnc_getParamValue); <<<<< THIS LINE CAN BE MODIFIED: [<your default array of bros>,<another choice>] select ("bros" call BIS_fnc_getParamValue) } else { MGI_bros = _MGI_bros }; * You can also delete the bros class in description.ext, and sets the 7th parameter as shown in the following example: [nil,nil,nil,nil,nil,nil,east] call MGI_fn_Revive; This way, here EAST will take place of the missing (and non over-writable) bros class. The other parameters are set to nil, for not overriding the other existing classes. * Don't forget, there is nothing mandatory, neither description.ext parameters, nor function parameters (See default above). You can add any unit in "bros" team, just setting a variable: yourUnit (or cursorTarget) setVariable ["passedBros",true,true]; Extra Examples: call MGI_fn_Revive // parameters are default ones, or defined by your description.ext: standard usage in MP (allowing parameters in description.ext) [nil,nil,nil,nil,nil,nil,east] call MGI_fn_Revive; // MP reworked/added side , class bros removed, other classes in description.ext [30,60,true,0,false,1,independent] call MGI_fn_Revive; // this will override the mission MP parameters in lobby, except the independent if bros class exist! Better usage for SP or even, in MP: [nil,nil,nil,nil,nil,nil,west,false] call MGI_fn_Revive; sleep 2; [nil,nil,nil,nil,nil,nil,east,false] call MGI_fn_Revive; Don't forget! bros class must be inactive/deleted in description.ext
  25. I utilize ARMA 3's default revive system in my missions. It is often obviated by rapid fire weapons, because the first hit incapacitates the player, then the second hit kills them for good. I think a solution to this would be a script that prevents the player from being damaged while incapacitated. Is this possible? If so, can someone write this script (assuming it is not a pain)? I have no scripting experience and would be extremely grateful.
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