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daimyo21

Increasing revive time in Norrins Revive Script

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I cant believe this hasnt been brought up but Ive found that when reviving a player, its just waaay too fast.. whats the point in dragging/loading a player up in a vehicle if it literally revives them in 3-4 seconds..

I tried to put sleep 10-20; After the playmove animations but the second

_name playMove "AinvPknlMstpSlayWrflDnon_medic";

is executed the player is revived instantly within a couple seconds... If I put sleep 15 before it all, it just sits there for 15 seconds than runs the script with no animation... Thoughts?

/*
 HEAL_ACTION SCRIPT

 Causes the unit to execute the medic animation when the revive action is chosen

 © OCTOBER 2010 - norrin 

***********************************************************************************************************************
begin heal.sqf
*/
_array				= _this select 3;
_name				= _array select 0;
_wounded			= _array select 1;				
_QG_animation		= NORRN_revive_array select 54;
_medpacks			= NORRN_revive_array select 80;
_reward_function 	= NORRN_revive_array select 96;

_wounded setVariable ["NORRN_unit_dragged", true, true];
if (_QG_animation == 1) then {_wounded playMoveNow "ainjppnemstpsnonwrfldnon"};
sleep 1;

if (!isplayer _name) then
{
_name playMove "AinvPknlMstpSlayWrflDnon_medic";

} else {
if (_QG_animation == 1) then 
{
	_wounded attachTo [_name,[0,1.1,0]];
	sleep 0.02;
	_wounded setVehicleInit "this setDir 170;";
	processInitCommands;
	_name playMoveNow "ainvpknlmstpsnonwnondr_medic3";
} else {
	_name playMove "AinvPknlMstpSlayWrflDnon_medic";
};		
};
if (_medpacks == 1) then
{
_var = _name getVariable "Norrn_medpacks";
_name setVariable ["Norrn_medpacks", (_var - 1), true];	
if (_name == player) then
{
	_med_supplies = format ["Medpacks Remaining: %1\nBandages  Remaining: %2", _name getVariable "Norrn_medpacks", _name getVariable "Norrn_bandages"];
	hint _med_supplies;
};
};
sleep 9;
if (_reward_function == 1) then
{
_var = _name getVariable "NORRN_bonus_life";
_name setVariable ["NORRN_bonus_life", _var + 1, false];
};
if (_QG_animation == 1 && isplayer _name) then
{
sleep 2;
_name playMoveNow "ainvpknlmstpsnonwnondr_medic0";
sleep 9;
_name playMoveNow "ainvpknlmstpslaywrfldnon_1";
detach _wounded;
};
_name SetVariable ["Norrn_heyImBusy", false, true];
if (true) exitWith {};

//020709

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