Norrin's Revive Script (Installation)

By norrin

Installing the Revive Scripts

NB: Please make sure you use the latest versions of all the files as changes have been made to quite a few of the original scripts

1. Place the following code into the init.sqf so that the revive scripts are activated when players join:

server execVM "revive_init.sqf";

2. Copy across the text from the description.ext files into your description.ext file.

3. Copy the revive_init.sqf file and revive_sqf, spect, and sound folders across to your mission directory.

5. Create respawn markers for the sides your playable units belong to (eg.Respawn_west) and a second marker on the map called Boot_Hill away from the action on an island for the dead units - make sure that the respawn marker and the boot_hill markers are more than 200 m apart. You also need to create a marker on the map called "center". This is the point towards which a player's body will wash ashore when the respawn in water dialog is chosen (best to put this marker somewhere on land within the mission area or near one of the main objectives).

6. Create additional markers eg. "West_spawn_1", "West_spawn_2" etc for any addition respawn points you want to set up for players (upto a maxiumum of 4).

7. Make any changes to the revive_init.sqf to toggle on options or change player revive number, set-up scripts for other side etc.

8. Create a gamelogic called Server

9. If you wish to use custom sounds in your mission a config file, config.cpp, for custom sounds is located in the dialogs subfolder of the revive_sqf folder and this will need to be changed.

TEST MISSION

A simple AI_enabled example mission is included in which all BLUFOR can revive one another.  See mission briefing for more details. NB: This mission is not complete but should give you an opportunity to test the script. It also uses Kronzky's UPS script and Rommel's Suppressive fire scripts in the mission_scripts folder.