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Found 33 results

  1. 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, ~30% Complete); ETA: November - December 3. ADDON #3 (WIP, ~60% Complete); ETA: ? 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: v1.1.9-Beta (Nov. 30, 2019) 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: Notes (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 Google Drive Armaholic Installation: 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 donate on PayPal, or even better, become a Patron! Requirements: Community Base Addons (CBA)
  2. 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!
  3. 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.
  4. https://github.com/HAPPY3N1GMA/Enigma_Exile_Revive
  5. 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:
  6. 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
  7. 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
  8. 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.
  9. 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.
  10. 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.
  11. 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
  12. 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
  13. 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.
  14. 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.
  15. 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
  16. 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!
  17. 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.
  18. 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
  19. 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.
  20. 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.
  21. 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.
  22. 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:
  23. 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.
  24. 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.
  25. 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.
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