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=BTC= Revive


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Thread Starter
giallustio
giallustio

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Posted 07 March 2013 - 09:46 #1

=BTC= Revive


Posted Image




Hey guys! After a bit of work i'm proud to release my new revive!
Remember that is an alpha so there are some bugs.

Features:

- Set who can revive
- Revive timer
- Respawn by action menu (atm)
- Mobile respawn
- Blacksreen or not while unconscious
- Firsaid kit needed for revive
- Drag injured

Installation:

Copy "=BTC=_revive" folder in your mission folder.

Add in the init.sqf:

call compile preprocessFile "=BTC=_revive\=BTC=_revive_init.sqf";

Add in the description.ext:

Respawn = 3;
RespawnDelay = 4;
#include "=BTC=_revive\=BTC=_respawn.h"


About the mobile:
If you don't want to use it, remember to leave the array empty or you'll get an error and the script won't work!
From line 27 to 37:
BTC_objects_actions_west = [];
BTC_objects_actions_east = [];
BTC_objects_actions_guer = [];
BTC_objects_actions_civ = [];
if (isServer) then
{
BTC_vehs_mobile_west = [];//Editable - define mobile west
BTC_vehs_mobile_east = [];//Editable - define mobile east
BTC_vehs_mobile_guer = [];//Editable - define mobile independent
BTC_vehs_mobile_civ = [];//Editable - define mobile civilian
};

If you want to use it:
create a vehicle in map and give it a name. (mobile_west_0 for example)
Create one object per side and call them as you want. (BTC_base_flag_west for example).
Open the "=BTC=_revive_init" and set:
BTC_active_mobile = 1;//Line 21.
BTC_mobile_respawn = 1;//Line 22. if you want to respawn the vehicle when destroyed
BTC_mobile_respawn_time = 30;//Line 23. secs before the vehicle respawn
BTC_objects_actions_west = [BTC_base_flag_west];//Line 27. The objects name wich the action will be assigned
BTC_vehs_mobile_west = [mobile_west_0];//Line 33. the name you gave in the editor for west mobile, leave it empty if you don't want it

Use the video tutorial for more information!




Video Tutorial by Lucky44

http://www.youtube.com/watch?v=WttmpzUPgJg

Video Tutorial by MacScottie
http://www.youtube.com/watch?v=S8yrY2a6zZM

Known issues:


- Some config errors after dead. (It works by the way)

If you have any solution or you find bugs please tell me, so i can improve my work and everybody can enjoy it

Have fun guys! ;)

Versions

0.1:

- Release


0.2:

Added:
- Mobile respawn
- Blacksreen or not while unconscious
- Firsaid kit feature


0.3:

Added:
- BTC_pvp command to avoid enemy "Heal & Kill"

Fixed:
- JIP problem
- magazine loaded in weapons


0.4:

Added:
- marker for injured player
- removed setvehicleinit (i hate it)
- code improved


0.5:

Added:

- You can disable the respawn button
- If you set the black screen on, you can choose between the button and the action (with the action you can throw grenade, open the gear, get in the vehicle.....)
- Respawn time
- The first aid feature has been changed: if the injured doesn't have any first aid kit, the healer's gear will be checked.

Fixed:
- mobile name (to test)


0.6

Added:
- Respawn with same gear optional
- Improved the respawn gear system
- Small fixes


0.8

Added:
- actions to load injured in vehicle and pull them out (very WIP)
- array of objects where the "move to mobile action" will be assigned. (BTC_objects_actions_west,BTC_objects_actions_east ,BTC_objects_actions_guer)
- BTC_loop_check. *

Fixed:
- "move to mobile" action problem

Changed:
- definitions of mobile respawn now are server side.

- Code improved and general fixes.

0.91
- Beta compatibility

0.92
- Added carry option (it has some "view" problems but it works, i think you have to deal with it)
- Added 3d Icons
- Small fixes

0.93

ADDED:

- Respawn dialog
- Spectating
- New advanced wounding system

FIXED:

- mobile respawn
- small fixes

0.95

- Patch compatibility



0.96

- Patch compatibility



0.97

- Patch compatibility
- Removed advanced revive
- Added a lite version



0.98

- Re-uploaded



Credits:
- = BlackTemplarsClan = for testing and feedback
- BIS for Arma 3
- =BTC= Crasso for being killed a lot of times :P
- Jman for helping with the dev version
- Lucky44 for his video tutorial

Download:
http://www.giallusti...BTC=_revive.php



I got a personal message few times ago asking for my donation account. I was opposed at the beginning but i change my mind and i want to leave the freedom of choice to you.
It's not a demand and there are no obligations.
I am grateful for everyone's support and it really helps knowing how many people look forward to my work.
It doesn't matter how small a donation is, it would mean a lot to me.
Thank you for your support!

Posted Image


Edited by Giallustio, 04 April 2014 - 18:44.

=BTC= Col.Giallustio

= BlackTemplarsClan =

Italian Tactical clan

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Lightninguk
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Posted 07 March 2013 - 10:38 #2

ok will add it to my missions Striking Back and see how it goes in version .92
-Reality Gaming-

Thread Starter
giallustio
giallustio

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Posted 07 March 2013 - 11:10 #3

Thank you Lightninguk! Let me know what you think!

I'm working on the mobile respawn!
I'm adding a "black screen version while unconscious" too!

=BTC= Col.Giallustio

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Italian Tactical clan

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Exentenzed
Exentenzed

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Posted 07 March 2013 - 11:16 #4

I'm adding a "black screen version while unconscious" too!


Any chance you can make that optional?

Thread Starter
giallustio
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Posted 07 March 2013 - 11:20 #5

Already did ;)

=BTC= Col.Giallustio

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JackSpyder
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Posted 07 March 2013 - 11:55 #6

Good work man, the lack of revive is a real killer ;)

This is going to make missions almost playable (cmon ACRE, we're looking at you now!)

Thanks a lot!

1para{god-father}
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Posted 07 March 2013 - 12:42 #7

it might be me but when i test the mission and kill myself , I get team switch then respawn is that correct ? any way you can just respawn to "respawn_west" ? and not use the Team Switch

Edited by psvialli, 07 March 2013 - 12:45.


Thread Starter
giallustio
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Posted 07 March 2013 - 14:02 #8

Did you try it in MP? It's not SP compatible and i play without AI, so i don't know how you "team switch"...

=BTC= Col.Giallustio

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1para{god-father}
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Posted 07 March 2013 - 14:10 #9

Loaded it in editor , saved as MP then preview - but it seems like it is in Single player not MP ? as i have set them to Playable but they still show up on the map ?

Thread Starter
giallustio
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Posted 07 March 2013 - 14:13 #10

You can't preview to test the revive...You have to host a game in MP, as always!

=BTC= Col.Giallustio

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1para{god-father}
1para{god-father}

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Posted 07 March 2013 - 14:24 #11

That is strange as you could before I always hit preview to test and it run the MP mission and you could test , i.e Norrin review, ACE revive so you have to now come out of the editor host and test and then come back in ?

---------- Post added at 02:24 PM ---------- Previous post was at 02:19 PM ----------

I Stand corrected it works when i test in game , i forgot i was in SP Editor .. sorry !

Thread Starter
giallustio
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Posted 07 March 2013 - 14:25 #12

[/COLOR]I Stand corrected it works when i test in game , i forgot i was in SP Editor .. sorry !

What i tried to tell you :P
No problem mate!

=BTC= Col.Giallustio

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ShadowEye2099
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Posted 07 March 2013 - 15:11 #13

Absolutely loving the revive script. My outfit is going give it a good testing this weekend, so stay tuned for a 14 man massacre :P

However, I've noticed 2 possible bugs from just a quick test for the Op this weekend, that may be related to the revive or just the fact that this is only alpha. The 1st seems to be on revive that kit seems to move from webbing to ruck or any combination of carrying systems and mags seem to disappear. Not a huge deal, but figured I'd bring it up.

2nd, again isn't a massive deal or script breaker and could be alpha related. When a player is revive the weapon sounds seem to vanish and only come back if weapons are changed or dropped and picked up. Doesn't seem to effect the pistols though.

Anyway Mi dispiace per rompere le palle :P Figured I'd post what I found.

Edited by ShadowEye2099, 07 March 2013 - 15:17.
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Thread Starter
giallustio
giallustio

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Posted 07 March 2013 - 15:28 #14

Thank you ShadowEye2099! I really appreciate your feedback!
The first it's a known iussue:
"- I can't check if an ammo is loaded and the magazines command doesn't return it, so if you get killed and you have an AT you'll respawn without ammo."
I don't know if it's possible to reassign the same gear to the vest, uniform and backpack...Maybe yes, maybe not...
I don't understand very well the 2nd...
Any help is welcome by the way! ;)
Ce ne fossero di piĆ¹ che rompessero le scatole cosi ;)

=BTC= Col.Giallustio

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Italian Tactical clan

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ShadowEye2099
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Posted 07 March 2013 - 19:07 #15

Do not worry, the second point seems to be a "bug" with Arma 3.

I tried with other Respawn/Revive's and the same thing happens, but yours is by far the best and we'll be sticking with this :D.

I'll send you a message after our Op on Sat if we find anything else!

1para{god-father}
1para{god-father}

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Posted 07 March 2013 - 20:09 #16

All working good so far !!!

Is there a way I can set it so Just West can use the Revive , as i so not want East to be able to use it.

Thanks

Thread Starter
giallustio
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Posted 07 March 2013 - 21:48 #17

Use this class:
"B_Soldier_base_F"

An update is coming :)
I fixed a lot of problems ;)

I need an help here:
http://forums.bistud...063#post2320063

=BTC= Col.Giallustio

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Italian Tactical clan

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tonic-_-
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Posted 07 March 2013 - 23:07 #18

Hi,

I know the issue with JIP. You don't wait until the player is not null. When a JIP client comes in he is nulled until he is ready, therefor when you add the eventhandlers, etc. The 'player' variable is null.

Below isDedicated you need to do:
waitUntil{!(isNil "BIS_fnc_init")}; //Wait till BIS function's are initialized
waitUntil {!isNull player};
waitUntil{player == player};

in =BTC=_revive_init.sqf"

Also on the init.sqf you can't use sleep or waitUntil when calling a compiled file so also change your init.sqf to:
_btc_init = compile PreProcessFileLineNumbers "=BTC=_revive\=BTC=_revive_init.sqf";
[] spawn _btc_init;

And your JIP issue will be solved.

Thread Starter
giallustio
giallustio

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Posted 07 March 2013 - 23:14 #19

Yeah i already fixed it! Thank you Tonic! I wanna fix all the things and then release the v 0.2.
The last thing i miss is that:
http://forums.bistud....63#post2320063

or a way to check the ammo in the weapon.

=BTC= Col.Giallustio

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Italian Tactical clan

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RECLUSIVE7
RECLUSIVE7

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Posted 08 March 2013 - 03:40 #20

Using with respawn = 3 works fine, but using respawn = 2 causes the respawn to occur in ocean at SW Corner.
I assume because I'm using respawn = "INSTANT" and have no respawn_west marker(s) that it's placing respawns out in the ocean.

I'll keep trying to figure out what I need to alter. Any help is greatly appreciated though.

-CLU