oldbear 390 Posted July 24, 2011 (edited) [ADO]The-KiLLeR has released his revive_ado_v1.3 script on the ADO site Script ReviveVersion : 1.3 Last modification : 23/07/11 Author : The-KiLLeR Here is the script allowing to revive an unconscious player. It's a light and easy to use revive script. After beeing shot down, the player can be revive by an other player or respawn to base/mobile respawn. * All unit can revive * Once revived the player is still hurt, full healing by a medic is needed * Dragging unconscious body allowed * Can get 0, 1 or 2 mobile respawn * Weapons saved * Can configure respawn area (base) * Can configure number of lifes * Can configure waiting timer before Base spawn allowance How to use it : ADO Wiki ... all in French :cool: For those not having been illuminated by French language knowledge here is an attempt to translate it ... Script Revive Version : 1.3 Dernière modification : 23/07/11 Auteur : The-KiLLeR Here is the script allowing to revive an unconcious player. It's a light and easy to use revive script. After beeing shot down, the player can be revive by an other player or respawn to base/mobile respawn. Files First, an init.sqf and description.ext files must be created in the mission directory as shown below, then add ADO_revive directory. init.sqf T_INIT = false; T_Server = false; T_Client= false; T_JIP = false; T_MP = (if (playersNumber east + playersNumber west + playersNumber resistance + playersNumber civilian > 0) then {true} else {false}); if (isServer) then { T_Server = true; if (!isNull player) then {T_Client = true}; T_INIT = true; } else { T_Client = true; if (isNull player) then { T_JIP = true; [] spawn {waitUntil {!isNull player};T_INIT = true}; } else { T_INIT = true; }; }; waitUntil {T_INIT}; execVM "ADO_revive\revive_init.sqf"; description.ext respawn = 3; respawnDelay = 10; class Params { class paramRevive { title = "Nombre de vie"; values[] = {1,3,5}; texts[] = {"1","3","5"}; default = 3;}; }; #include "ADO_revive\revive_dialog.h" ADO_revive directory Download and copy the ADO_revive directory in your mission directory. At last you must have those files and directory in your mission directory : mission.sqm description.ext init.sqf ADO_revive/ revive_actions.sqf revive_armements.sqf revive_dialog.h revive_init.sqf revive_reapparition.sqf How to use All the playable units must have a name. A "ado_revive_zone_morts" marker must be set anywhere -but not in water- on the map, here will respawn players without any life left. Respawn Marker/s must be set on the map revive_init.sqf set in ADO_revive directory must be edited to configure the revive, here is the editable part, all the rest must be left untouched. /* ==================== CONFIGURATIONS ==================== */ // Nombre de vie //Number of lives ADO_REVIVE_nb_vies = paramsArray select 0; // Temps avant de pouvoir cliquer sur les boutons de réapparition (en seconde) // Time before click on respawn button/s is allowed (in s.) ADO_REVIVE_temps_bp = 150; // Temps avant de réapparaitre à la base quand on est mort dans l'eau (en seconde) //Time before base respawn if killed in water (in s.) ADO_REVIVE_temps_eau = 50; // La personne réanimé ne perd pas de vie (true = Activer, false = Désactiver) // Revived player do not lost a life (true = Activated, false = Désactivated) ADO_REVIVE_reanimer_vie = true; /* ---------- [ BASE ] ---------- ADO_REVIVE_zone : - true : Activer - false : Désactiver ADO_REVIVE_zone_ouest, ADO_REVIVE_zone_est, ADO_REVIVE_zone_independant, ADO_REVIVE_zone_civil : Indiquer le nom du marqueur où les joueurs réapparaitront selon leur camp C'est le respawn à la base Set name of marker for Base respawn */ ADO_REVIVE_zone = true; ADO_REVIVE_zone_ouest = "respawn_west"; ADO_REVIVE_zone_est = "respawn_east"; ADO_REVIVE_zone_independant = "respawn_guerrila"; ADO_REVIVE_zone_civil = "respawn_civilian"; /* ---------- [ MOBILE RESPAWN ] ---------- ADO_REVIVE_mobile_respawn : - true : Activer - false : Désactiver ADO_REVIVE_nb_mobile_respawn : 1 : un mobile respawn nommé OBLIGATOIREMENT ado_mobile_respawn_1 If one mobile respawn is set it MUST BE NAMMED ado_mobile_respawn_1 2 : deux mobiles respawn nommés OBLIGATOIREMENT ado_mobile_respawn_1 ET ado_mobile_respawn_2 If two mobile respawns are set they MUST BE NAMMED ado_mobile_respawn_1 AND do_mobile_respawn_2 */ ADO_REVIVE_mobile_respawn = false; ADO_REVIVE_nb_mobile_respawn = 1; * All unit can revive * Once revived the player is still hurt, full healing by a medic is needed * Dragging unconscious body allowed * Can get 0, 1 ou 2 mobile respawn * Weapons saved * Can configure respawn area (base) * Can configure number of lives * Can configure waiting timer before Base spawn allowance Udpated [ADO]revive v1.31 released : Version : 1.31 *2 Demo missions added : - ADO_REVIVE_demo1 -> Without mobile respawn - ADO_REVIVE_demo2 -> With mobile respawn *Minor scripts tweaking DOWNLOAD : Script Revive v1.31 Edited August 6, 2011 by Old Bear Share this post Link to post Share on other sites
wolf5 13 Posted July 24, 2011 Nice, i'll try in a mission compatible with ACE wound? Share this post Link to post Share on other sites
oldbear 390 Posted July 24, 2011 I don't know, we are not playing ACE. Share this post Link to post Share on other sites
nomadd 66 Posted August 4, 2011 (edited) @Old Bear Would it be possible to get a demo mission with this? Nomadd Edited August 4, 2011 by Nomadd Share this post Link to post Share on other sites
oldbear 390 Posted August 4, 2011 I have asked The_Killer ... he seems to think it's a good idea :cool: Share this post Link to post Share on other sites
oldbear 390 Posted August 6, 2011 (edited) Udpated [ADO]revive v1.31 released : Version : 1.31 *2 Demo missions added : - ADO_REVIVE_demo1 -> Without mobile respawn - ADO_REVIVE_demo2 -> With mobile respawn *Minor scripts tweaking Read-me translation .... SCRIPT REVIVE ADO - v1.31 INFORMATIONS Version : 1.31 Last modification : 06/08/11 Author : The-KiLLeR Two demo missions included : - ADO_REVIVE_demo1 -> without mobile respawn - ADO_REVIVE_demo2 -> with mobile respawn How to use ---------- 1. Copy all files in your mission directory (My documents/[ArmA2|ArmA2 Other Profiles]/YouNick/missions/myMission.*/) 2. Configure the revive script found in "ADO_revive/revive_init.sqf" -You must set a marker "ado_revive_zone_morts" anywhere (but on water) on the map. Here will respawn the player having no more life. - You must set one or more respawn markers (Can be found in "revive_init.sqf" file). - You must give a name to all players in order to make the script works. ---------- Thanks to all ADO members for the tests Merci aux membres ADO pour leurs tests. Thanks to Old Bear for this script translation and publication. CLAN ADO www.clan-ado.fr DOWNLOAD : Script Revive v1.31 Edited August 6, 2011 by Old Bear Share this post Link to post Share on other sites
nomadd 66 Posted August 7, 2011 (edited) @old bear Ok, maybe I am doing something wrong. I have tried the demos,also tried making my own simple test using the instructions. So far I cannot get this to work. I dropped all my mods and am running just vanilla ARMA2+OA. I am testing this in MP not SP. I have not however tried it on a dedicated server. Every time I get killed I just respawn where I died at. No other screens, no other options. This is the same result with the demo(tried both demos) or my own test mission. Guess I was thinking I would just lay on the ground until someone revived me, and get the option to either respawn at base or mobile. Nomadd Edited August 7, 2011 by Nomadd Share this post Link to post Share on other sites
oldbear 390 Posted August 8, 2011 Well, I quite a noob on the script area -all that is Killer works- but as I have already created missions using this script, I assume that it's working, but all the missions were played on our dedicated server, so I believe a dedicated server is needed. Share this post Link to post Share on other sites
nomadd 66 Posted August 8, 2011 @Old Bear That would explain it. I will try in on a dedicated and see what happens. Thanks for the reply. Jason Share this post Link to post Share on other sites