Page 12 of 17 FirstFirst ... 28910111213141516 ... LastLast
Results 111 to 120 of 169

Thread: Revive script for ACE2 Wounding system [V1.5]

  1. #111
    Hi there,

    Can you please tell me how I can set up the following (I've tried and failed many times). I want this to happen:

    1. When player is killed, they are able to be revived for 2 minutes (120 seconds).
    2. When they bleed out and die fully after the revive time is up (after 120 seconds), they respawn at marker "respawn_guerrila" in the player base. Player units are side INDEPENDENT.
    3. Players can be knocked down and revived an infinite number of times.
    4. Players can die and respawn an infinite number of times.

    I have done the following:

    1. Revive script is initialized through my init.sqf script.
    2. There is a "boot_hill" marker, along with a "respawn_guerrila" marker. I have also placed "respawn1_GUER", "respawn2_GUER", "respawn3_GUER" and "respawn4_GUER" in the same point as "respawn_guerrila" to be thorough.
    3. I have modified configuration options, but please let me know what options need to be affected. I am confused by this file.

    Thanks!
    Ian

  2. #112
    Quote Originally Posted by Colosseum View Post
    Hi there,

    Can you please tell me how I can set up the following (I've tried and failed many times). I want this to happen:

    1. When player is killed, they are able to be revived for 2 minutes (120 seconds).
    2. When they bleed out and die fully after the revive time is up (after 120 seconds), they respawn at marker "respawn_guerrila" in the player base. Player units are side INDEPENDENT.
    3. Players can be knocked down and revived an infinite number of times.
    4. Players can die and respawn an infinite number of times.

    I have done the following:

    1. Revive script is initialized through my init.sqf script.
    2. There is a "boot_hill" marker, along with a "respawn_guerrila" marker. I have also placed "respawn1_GUER", "respawn2_GUER", "respawn3_GUER" and "respawn4_GUER" in the same point as "respawn_guerrila" to be thorough.
    3. I have modified configuration options, but please let me know what options need to be affected. I am confused by this file.

    Thanks!
    Ian
    Place a marker called respawn_marker where you want the respawn point and use this settings(note, yellow = comments ¬¬):
    PHP Code:
    //infinite lifes
    Colum_revive_Conf_Lifes1000;
    //120 uncons time
    ace_wounds_prevtime 120;
    //enable respawn
    Colum_revive_Respawn=true;
    //not really needed because its not shown
    Colum_revive_RespawnButton_text = ["respawn"];
    //name of the marker
    Colum_revive_RespawnMarkers= ["respawn_marker"];
    //200 seconds to show the respawn buttons, so they will never be shown
    ace_sys_spectator_RevShowButtonTime 200
    Note, players would be able to exploit(instant respawn) the timer by using game respawn(esc menu) button, so you may want to penalize that by enabling:
    Code:
    Colum_revive_RespawnButtonPunish=true;
    But that would make the one that uses the respawn button out of the game forever so warn the players about that if you enable that setting. Also note that the infinite settings its still not finished so under some circustances the lifes may start to go down( not really important due that its almost imposible to use 1000 lifes :P)
    Last edited by columdrum; Jul 19 2012 at 18:15.

  3. #113
    Brilliant! I'll implement it tonight and let you know the results.

    Thanks so much!

    Quick question: when you say "exploit" the timer, does that mean that if they hit Esc -> Respawn, they die and are respawned? Or do they come back into the game?

    I'm not necessarily against players skipping the bleed out time by hitting Respawn if they just respawn at the side base.

    -Ian
    Last edited by Colosseum; Jul 19 2012 at 18:43.

  4. #114
    Quote Originally Posted by Colosseum View Post
    Brilliant! I'll implement it tonight and let you know the results.

    Thanks so much!

    Quick question: when you say "exploit" the timer, does that mean that if they hit Esc -> Respawn, they die and are respawned? Or do they come back into the game?

    I'm not necessarily against players skipping the bleed out time by hitting Respawn if they just respawn at the side base.

    -Ian
    They would respawn in the first spawn point you defined, that should be the base( or where you put "respawn_marker" marker), but without waiting the timer. So if you dont mind that, leave Colum_revive_RespawnButtonPunish=false;.
    Last edited by columdrum; Jul 19 2012 at 20:02.

  5. #115

  6. #116
    Hi dude,

    thanks for your amazing script.

    I have a little question, me and my team playing only in pvp would to use the medevac with 1 Helo medevac by side, but in fact, when a guy call a medevac, this is the nearest who coming...and by example if a US are more near at RU helo than US helo, this is the RU helo who coming, not cool haha
    Have you got the solution for fixed that ? Sorry for my bad english

    Join K-5, one of the only european team with 100% russian stuff !

    RHS Member

  7. #117
    LOL totally true, in PvP we always use human pilots so we never had that issue. I will release a update soon fixing that :P

  8. #118
    Hi

    We have been using your nice script for quite some time now and there have been no problems. I have one question that may not be directly connected with your script but one that you may be able to answer as you know a lot more about the topic than I do.

    A medic carries most of the medical equipment in his ruck. When he gets shot, the ruck becomes "locked" so its contents become inaccessible to other players. Which means that if epi can only be found in the medic's ruck and there are none in the secondary weapon magazine slots, there is no way to revive the medic.

    I guess you use the ACE wounding system quite a lot so how do you get around this? The only thing I that can think of as a solution is to always put at least one epi in the secondary weapon magazine slots if you play as a medic.

    Thank you

  9. #119
    Quote Originally Posted by b1944 View Post
    Hi

    We have been using your nice script for quite some time now and there have been no problems. I have one question that may not be directly connected with your script but one that you may be able to answer as you know a lot more about the topic than I do.

    A medic carries most of the medical equipment in his ruck. When he gets shot, the ruck becomes "locked" so its contents become inaccessible to other players. Which means that if epi can only be found in the medic's ruck and there are none in the secondary weapon magazine slots, there is no way to revive the medic.

    I guess you use the ACE wounding system quite a lot so how do you get around this? The only thing I that can think of as a solution is to always put at least one epi in the secondary weapon magazine slots if you play as a medic.

    Thank you
    We usually play with the "only medics can use morphine and ephi" module, so if your medic its down you are f** unless you call a medevac and return to base(normally we have an AI medic there).
    Allowing access to the ruck/gear of unconcious units would need workarounds i dont want to add( because future ACE updates may broke them), so you may just post that suggestion on the ACE tracker, they may implement it for you , seems a good suggestion since can be useful not only for this issue but also for a lot of other situations(btw are you sure about that? have you tried the ACE interaction key -->acces ruck option? i don't know if unconscious players really need to accept).


    On other news, i im trying to release a final version of the script(meaning that from that point i will only release bugfix releases if any bug comes out) next week but i can't give an exact date yet. So if you have any suggestions about something that can be improved it may be your last chance :P

  10. #120
    Just having an issue with Medivac , it come out no problem hovers , i throw green smoke but it never lands , however i can jump in as it is low but how can i get it to go back to base , as i get no options ?

    Thanks

Page 12 of 17 FirstFirst ... 28910111213141516 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •