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Found 30 results

  1. A3 Wounding System _________________________________________________by Psychobastard Hello, this wounding system based on the AIS Wounding Module from BonInf*`s Arma 2 version. Again this one based on the vanilla wounding module from BIS. (but it wasnt MP compatible) Well, essentially not a completely new stuff. But i think this was one of the best wounding systems we had with Arma. Cause i wont miss it in upcoming Arma 3 missions i rewrite and expand the system for further use. The greatest advantage i see in the system is that you dont realy die before the unit go in agony. (what happens by any other normal revive system) That fact give the mission designer the possibility to create non-respawn missions with a revive system, too. The second big advantage is the possibility for unconcious players by pressing "W" to roll on their jelly and crawl forward or empty their loaded magazine. The following short video i had made in the early alpha state of the development. (over 8 month ago) The effects are completely reworked since this days. Nevertheless you can watch the core features of the system well. Core Features: - Fully AI compatible revive system - Fully SP/MP, HC and JIP compatible - Teamswitch compatible - Setup file to change easy the behavior of the revive system - A lot of options to choose between arcade or a more realistically usage of medics - Option to select a realistic damage handling (die immediately by heavy explosions f.e.) - Injury state without dying immediately - Compatible for missions without respawn - drag, carry, drop and load injury units - Option to change damage tolerance - A lot of visual effects and discreet information’s around the gameplay - Unconscious units are able to roll on their jelly and perform simple actions - Most time consumption actions are visualized and can be aborted if needed - Markers and HUD show injury units on the map (if wanted) Attention! - Update from 24.06.2017 or later - If you are a mission designer who already use this revive system and want to update your mission: Newest version is a complete rewrite with new setup file and new functions. I recommend to test the mission before you release a update with the new AIS revive script package. Screenshoots: ais_setup.sqf: Readme and Documentation: Download sources: Armaholic Steam GDrive Have fun!
  2. 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
  3. 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:
  4. 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.
  5. 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.
  6. 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.
  7. 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
  8. 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
  9. 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
  10. 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.
  11. 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.
  12. 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
  13. 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!
  14. 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.
  15. Hello All, Today I come to you as a dedicated Zeus player, moderator, admin and Zeus from official servers. Most of you may know me as simply Andrew, I am around on Arma on a daily basis. I come to you to ask for your help in restoring the official Zeus servers to there former glory by asking Bohemia Interactive to remove the nonsense respawn option added in the last update. Before I start, I want to acknowledge the positive side of the revive mode as yes, there are occasionally bonuses from it. It shows that there is a lot of flexibility for Arma and that the options are always there. For the odd mission here and there without respawns if all the settings are set to cruel times, it can partly work to generate a good mission. It has many options and provides players with an alternative to the main death system. Despite this however, I believe all the cons far out way the pros. Arma 3 is advertised as a military simulator, the most realistic one in the world in fact, yet last update with Malden they added the option for revive. Reviving does not exist in military combat. There is no first aid or medic kit that can deal with a fatal or even light bullet would enough for a soldier to continue in battle without issue. Never has a person taken a sniper bullet through the brain and been able to stand up and carry on fighting after first aid. So why do we have to endure this on Arma? I appreciate that Bohemia are trying to show off the possibilities of Arma and that server hosting is an option, but the official servers are meant to represent Arma and do we really want Arma represented in this manner to new players? Those of us who are unable to host a server due to costings or other technical restrictions have to use official servers, and as the main player base if we can come together I believe we can fix this problem. The other option told to us is that the admin can remove the option in parameters, or the Zeus can request the admin turn it off. This will just encourage people to vote out Zeus's and admins just to disable revive mode and in fact it is happening right now. A number of communities will join servers with the ultimatum of remove revive mode or lose admin/Zeus. We don't want to generate a toxic player base for a game that has such a positive and supportive community. Overall, we the community, have a job to make sure the Dev's know when they have made a mistake or that they have done things we don't like so they can understand the fans views even if nothing changes. Lets join up and see if we can help the Dev's realise how much better Zeus is without revive mode. Thank you for reading. Andrew/Bubbles
  16. I have been using the standard revive system for most of my missions for Arma 3. The problem I am running into recently for a mission is that once revived you no longer can be picked up again if downed. I understand that for realism that is awesome but for a less realistic and more forgiving mission multiple pickups in one run would be nice. I searched for a function that can set this but no luck. Anyone have an answer, besides using a different revive system? Thanks in advance.
  17. I have been using the standard revive system for most of my missions for Arma 3. The problem I am running into recently for a mission is that once revived you no longer can be picked up again if downed. I understand that for realism that is awesome but for a less realistic and more forgiving mission multiple pickups in one run would be nice. I searched for a function that can set this but no luck. Anyone have an answer, besides using a different revive system? Thanks in advance. Accidental Double Post. Please remove.
  18. since patch 1.68 users of my CTI mission Cold War do claim errors with revive/respawn. If they use my mission on a dedicated server and enter admin command #missions the server crashes with an error message "a3/fuctions/param_revive" ... yadda, yadda I do use parameters/settings for revive/respawn following the official wiki. I really loose soon my temper with a3 and BI developers, literally every patch they manage to fuck something up that previous did work flaweless.
  19. The default ArmA 3 revive system used to work fine for me a few patches ago and I decided to go back to it, but for some reason I'm not getting incapacitated when I get gunned down. When I check the player units' attributes box, the "enable revive" checkbox is greyed out. I've defined everything in the description.ext AND in the editor's "Multiplayer" attributes interface: My Description.ext Revive Settings: My Revive Settings in the Editor:
  20. When i start creating an scenario and export to multiplayer. I can't change the attributes -> multiplayer so in other words. Can't place down a respawn point (interface also), can't toggle on the revive. the checkboxes are greyed out. Things that i do: - I verified allready. - Reinstall the game. - I send my mission file to a friend and he can change the attributes.
  21. The Mastermind Season 1 Episode 1/7 Link: http://www.mediafire.com/file/a7999rm09m5emq9/! The+Mastermind+1.Eden.pbo You're the leader of a squad (callsign Alpha 1) and you are in one of the best and the most talented squads in USA army and and you have been given a mission to seize 2 villages. Revive: Yes Playable units: 12 Version: 1.5 Difficulty: Easy (AI = Min), Balanced, Hardcore (AI = Max) - You can change it before you play in pool The main thing in this project is to have something new. Not like the most of the multiplayer mission where you have to go capture a city and then you win. It has a complex story even my friends couldn't figure it out. But you can still read spoilers in notes (only for the current episode) if you don't wanna figure it out (ONLY READ THE NOTES IF YOU'RE ALMOST DONE WITH THE MISSION). You also need to figure out who is the mastermind and come up with a good theory. If you have a good theory please message me I wanna know. And no i didn't write the name of the mastermind or something like that. The singleplayer campaign will come out after I'm done with the multiplayer version BUT it will be different than multiplayer missions. I will make more after I'm done with entrance exams and with S.T.O.O.W. (Survive the outbreak of war) Cheers -Godfree Ps.: I never wanted it to be a revive mission but alot of people wanted it so i added it.
  22. Having been using ACE for some time I am entirely unaware of what the defacto standard is for revive/drag/carry script. I've brought in a bunch of new players lately and they are all way to green to expose to ACE and the default revive system is just fine but the ability to drag or carry a wounded teammate to cover is missing (which is crazy because we had it in A2OA). Advice appreciated because I am not getting warm fuzzy's about what I have found and the best one I know of right now is locked in to Quiksilvers personal I&A server code.
  23. Hello So I want to use the arma 3 revive system but i do not like the feature of when you are unconscious you can receive damage thus killing you. So I was wondering how to go about disabling this feature because I don't see any options in the parameters of being able to do so
  24. Description This package of scripts creates playable units that fall unconcious when killed, which can then be revived. Enabling the ability to revive and heal other players, along with the combination of revive and respawn can really enrich your mission. The scripts can be used to enforce co-operation between players as you'll need to stick together and help one another to successfully complete a mission and they can also be used to limit the number of lives given to each player in respawn missions. These canned scripts take the guess work out of building respawn and revive into your mission. Download http://home.iprimus.com.au/simonnsl/revive/revive050_OA.rar (Version 0.50 - Can be used in SP or MP missions with AI enabled or disabled for Operation Arrowhead or Combined Operations) If by contrast you are using vanilla ArmA2 then you'll need this version of the revive scripts:http://norrin.org/downloads/ArmA2/revive/AI_enabled/Revive_TEST_042.utes.rar Implementation notes and credits are now contained in the PDF file in the download. Simple Revive Mission: http://www.norrin.org/downloads/ArmA2/revive/AI_enabled/missions/Deep_in_the_Woods_02h.Chernarus.pbo (so you can see what these scripts do in a combat situation - uses a much older version of the revive scripts - to be updated). There's also a PvP template for 2 sides that was kindly posted by Le Culto available here: http://norrin.org/downloads/ArmA2/revive/pvp/test_revive_pvp.Chernarus.rar - this also uses an older version of the script (0.3f) but it can be used as a guide on how to set up PvP revive missions using the latest version (to be updated) What does the revive script do? In its most basic form the revive script offers an alternative to the built in respawn function provided by BIS - it only works in MP missions. Essentially when a player is killed rather than dying and respawning at base he falls unconscious where he was shot and then he can be revived by another player and start from where he was killed, with the same weapons and ammo he was carrying. While the player is lying unconscious waiting to be revived he can spectate any of the other units in his team using a range of cameras. The script is designed to enforce team play as the only way you 're going to respawn is if some one comes to you aid. You can see an old video showing (from 2 and a half years ago) showing this basic functionality here: - mind you it’s a lot more refined than this now eg. additional camera functionality amongst other things.Now that's the script in its simplest form but there are a myriad of additional options. These include but are not limited to: * Can enforce a set number of lives per player before he is declared dead outright * Enable a revive time which if it elapses results in (your choice of) player death, automatic respawn at base or the players choice of multiple respawn points * You can limit who can revive, for instance may specify that only medics can revive. * Unconscious bodies can be dragged and carried, loaded onto vehicles and taken to specified CASEVAC points to be revived. * Bleeding and bandages can be enabled - when damage reaches a certain level a unit starts bleeding - this can be stopped with bandages, if bandaging does not occur bleeding can cause unconsciousness - it also causes temporary black-outs * You can also designate the number of revive packs a player carries so that he may only be able to revive lets say 3 players before he has to restock at a MASH tent * Possiblity of a mobile respawn point, either player or vehicle based * The scripts are playable AI compatible and there are options so that playable AI automatically move to and revive unconscious team mates or only come to the aid of a player if he calls for help (an option to the player while unconscious) - or if sent by the team leader to help another player or unit. * If using AI you can specify that the AI throw smoke when attempting to revive as well as have a second AI unit provide cover while the other revives. etc etc. * Revived units can be given damage so that they are not a full health once the regain consciousness. Using these options, the basic game play of ArmA2 can be made easier or a hell of a lot harder - most importantly they will hopefully enforce team play in the MP environment. Possible fixes * Updated for ArmA 2 v1.04 parameters * Multiple fixes for alternate unconscious animations * AI not reviving units * Serialisation errors which occurred while trying to respawn at occupied bases * Dialog report errors * Multiple appearance of drag and revive options * Drag action not working when using a secondary item - note if you attempt to drag while using a launcher (eg M136) you'll assume the drag position but won't be able to move until you switch to your primary weapon * When all lives are expended the scripts now deal with death properly - for the time being you can't use Kegetys' Spectator cam as it causes a crash to desktop so make sure you leave _kegetys_spectator set to 0 - I'll start work on my own simpler spectator cam for death. * Respawn at base without weapons - added a 2 second wait before these are defined so if you are giving units an alternate load-out at mission start please make sure it occurs quickly after mission initialisation * Fixed the “You’re dead†dialog zooming on respawn points * Hopefully, fixed lag when many players are unconscious * Fixed loading wounded action on a dedicated server * The long unconscious camera panning that was causing crashes has been removed Known Issues * Report error relating to name of dead unit - you'll have to live with this I'm afraid as I haven't found another solution for this yet * Reported problem with the mobile respawn tent disappearing - I haven't been able to replicate this bug yet so please let me know if you come across it and let me know what happened prior to it occurring Please let me know if you are still having issues with any of the proposed fixes New Features * New animations * Respawn on the carrier or in a chopper * Turn revive off as a parameter in missions * Limit the number of lives for players who JIP * Chance of death - risk based on the number of times you've been revived and the location of the hit * Make units wait if they respawn at base * You can now drag unconscious units to vehicles with empty cargo spaces and load them onboard, once they are loaded you can unload them - as this is new if you try it let me know how you get on - units can only be loaded if they are being dragged (not carried) * PDF file containing implementation notes, credits and explanation of features * Players can drag and carry the bodies of unconscious players and playable AI - units must be dragged before the carry action appears * CASEVAC system so that units can be taken to a hospital etc to be revived, needs to be an array eg. [0] not used or [1, ["MASH"]]; the second internal array ["MASH"] represents the type of object at which you'd like the units to automatically revive, note: you can put a list of objects here. * Spectator_cam after death - now there's an option so that the screen turns black or a unit can spectate other friendly units when it has run out of lives - currently using a simple spectator script (see readMe for more details). * You can specify an additional class which can have more medpacks or bandages than the standard unit - Can only be used in conjunction with medpacks and bleeding. * Can limit the number of revive kits per unit * Can make units bleed and require bandages * Medical items can be obtained by players by going up to a MASH tent and using the "Take medical supplies" action. Playable AI are automatically resupplied if they are within 5 metres of a MASH tent. Also for the time being playable AI do not bandage themselves so you'll have to take care of them * reward_function - Bonus lives for reviving other units * team kill function - Lose lives for killing team mates Future plans Here's what I'm planning on adding above and beyond the original scripts: 1. Additional side support - units that can revive, can be revived, enemy sides etc 2. Option to disable revive in missions and use normal base spawning instead 3. Ability to rejoin perpetual server missions at the position and with the same gear etc you left the mission with 4. MEDIVAC system Finally, many thanks to all of you for testing :)
  25. If you have Arma 3 Apex and are either incapable or can't bother to be making some missions and content I made one myself. It's an open sandbox with every Apex vehicle, gun, and gear piece available. It features a firing range, respawn and revive system, vehicle respawns, toggle-able missions, and a fully stocked virtual arsenal. Linked below is the 16 player Multiplayer version and Singleplayer version: Multiplayer version: https://steamcommunity.com/sharedfiles/filedetails/?id=704886710&searchtext=peacemakers Singleplayer version: https://steamcommunity.com/sharedfiles/filedetails/?id=704884013&searchtext=peacemakers The singleplayer version has some different features. No player respawns, but you can switch between several playable characters and recruit as many or as little as you would like into your squad. You could also just go completely solo.