Did you use opfor (east) or independent? Independent should require their own respawn marker, revive script or not.
Did you use opfor (east) or independent? Independent should require their own respawn marker, revive script or not.
You don't mess with the Zohar!
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@generaldeath :
The current version of the [R3F] Revive has only one respawn position. It was made in the spirit of a coop mission.
The next version of the revive will include the possibility to have one respawn position per side.
EDIT : the next version will coming very soon (in the next days)
Last edited by madbull; Jan 17 2010 at 08:50.
[R3F] Projet Félin : French weapons in high-quality
[R3F] Realism : Realism in managing tiredness and weight
[R3F] Debug : Testing and debugging tools
[R3F] A.C.V. : Live Virtual Studio Creations
[R3F] Artillery and Logistic : Manual artillery and advanced logistic
[R3F] Revive : A lightweight and efficient revive
[R3F] Launcher : Auto-detects addons, many launch options
New version release :
v1.1
The [R3F] Revive is still lightweight as it is our main goal.- The "respawn at camp" is now based on the "respawn_xxx" markers system
- The revive requires now 1 to 4 (random) "heal" actions to make the revive process longer
- There is now a briefing on the demo mission
Download link in the first message.
Last edited by madbull; Jan 18 2010 at 12:19.
thats an freaking great work !!
five ***** from me plus an Oscar and a Grammy !!!
Greetz
Muecke
Thanks for informing us about the new version
Release frontpaged at the Armaholic homepage.
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Public FTP available, just check the Armaholic.com FAQ.
A revive is a major way of increasing coop gameplay :
- dercrease rushing du to respawn
- increased "value" of the medic's actions
- vital need for the rect og the platoon to protect the medic witch should never have to engage fire
- need to be carefull not to isolate a platoon from the others
it has to be light to be easy to set and low the bug's risks.
it is good also to leave an option of respawn in certain condition (to be defined at start)
You get even better coop teamplay if you can't respawn at all, and thus you have to make sure people don't die rather than send someone to see where the bullets are coming from and then revive him later.![]()
@galzohar :
We know that. But there are different levels of "seriousness". Are you sure you want to leave the game until the next day when you're playing on a public server with a Domi-like ?
You can set the number of revives. This is a compromise to define between realism and the gameplay.
> "send someone to see where the bullets are coming from and then revive him later"
I hope nobody does that taking in consideration he could be revived... or he is the worst rusher.
But this is not the debate.
If you find a way to make a dom-like mission that is not impossible to play with no respawns I'll think of an answer to that question. But for not such missions do not exist and nobody seems to be making any so I do not worry myself thinking about that.
Just about any long mission you could possibly make (where the "long" is caused by number of enemies and not by time wasted on traveling around, as anyone can make a "long" mission by making you drive around the whole island first but that's not very useful) ends up being either unrealistic because it has respawns or unrealistic because it's not possible to complete due to no respawns.
So if you want to keep things real, start with no respawns and then think about how to make your mission work well without the respawns. That's also why you can't just play "domination without respawns", as the mission is designed around the fact it has respawns, as are most other missions that have respawns.
Not to show any disrespect for your work, as I respect anything someone does to help the community, but those are my takes on the gameplay aspect of revives and respawns in general.
well Galzohar I get your pointSo if you want to keep things real, start with no respawns and then think about how to make your mission work well without the respawns.
you can also see respawn as "reinforcement" if well organized : depending on the number of ennemy's troups and numbers of player on your side.
for ex : 25 P on your side respawning 1 time can be a 50 member troup driving to a longer mission with combat and logistic.
But once again no respwn is a serious way of plannig missions...