Page 3 of 13 FirstFirst 1234567 ... LastLast
Results 21 to 30 of 129

Thread: [R3F] Revive : A lightweight and efficient revive

  1. #21
    Did you use opfor (east) or independent? Independent should require their own respawn marker, revive script or not.

  2. #22
    Staff Sergeant madbull's Avatar
    Join Date
    May 3 2009
    Location
    France
    Posts
    218
    Author of the Thread
    @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)

  3. #23
    Staff Sergeant madbull's Avatar
    Join Date
    May 3 2009
    Location
    France
    Posts
    218
    Author of the Thread
    New version release :

    v1.1
    - 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
    The [R3F] Revive is still lightweight as it is our main goal.

    Download link in the first message.
    Last edited by madbull; Jan 18 2010 at 12:19.

  4. #24
    Staff Sergeant Muecke's Avatar
    Join Date
    Aug 26 2006
    Location
    Germany/Croatia
    Posts
    356
    thats an freaking great work !!
    five ***** from me plus an Oscar and a Grammy !!!

    Greetz
    Muecke

  5. #25
    Thanks for informing us about the new version


    Release frontpaged at the Armaholic homepage.


  6. #26
    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)

  7. #27
    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.

  8. #28
    Staff Sergeant madbull's Avatar
    Join Date
    May 3 2009
    Location
    France
    Posts
    218
    Author of the Thread
    @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.

  9. #29
    Quote Originally Posted by madbull View Post
    @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 ?
    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.

  10. #30
    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.
    well Galzohar I get your point

    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...

Page 3 of 13 FirstFirst 1234567 ... 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
  •