[AI_enabled_revive and AI_disabled_revive Updates
The latest versions (v0.19) of the AI_enabled scripts are available from here (21st September 2007)
The latest versions (v1.0h) of the AI_disabled scripts are available from here (16th September 2007)
These revised scripts include many improvements, bug fixes and optimisations. Make sure you check out the implementation notes and the init.sqf readme in the zip files for more info on the revive options available and using these scripts.
For the most up-to-date info on these scripts please see:
http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?s=f6ec59a7ec61f653594556c558e2e467&act=ST&f=71&t=58490&st=0&%EF%BF%BDentry101135Player Vs Player AI_disabled revive script alpha (19th September 2007)
Here�s an alpha version of the PvP AI_disabled revive scripts.
Tested
The scripts have been tested in ver 1.08 with 3 players and work well with little strain on cpu resources but I need some one to stress test the PvP scripts with a larger number of players.
In the past we�ve used the normal revive scripts on an average spec server with about 20 co-op players and they seems to run OK beyond that I�m not really sure. The thing to remember is that each player needs an instance of the script running locally on their PC for each other player both friendly and enemy for the scripts to stay in synch � so you can see why I�m worried about how they�ll perform for large PvP battles.
Features
The scripts include almost all of the functions of the co-op AI_disabled scripts including the following:
* revive reward_function
* team_kill_function
* all_dead_dialog
* nearest_teammate_dialog
* unconcious_markers
* follow_cam
* call_out_function
* revive_timer
* heal_yourself
* kegetys_spectator
* unconscious_invincibility
* visible_timer
* anti-water script
The visible timer is new and it allows you to display the revive timer countdown while you�re unconscious. The timer�s not perfect and loses approx 1 sec over the course of a 45 second revive time. Its designed mainly for short revive times that are more appropriate for PvP � dare I say it more like BF2. Once the timers up the mission designer has the choice of allowing you to respawn at your base camp or die outright in which case you can watch the ensuing proceedings using Kegetys Spectating script.
The respawn points are also a little different in the PvP version with the designer only being allowed to define a single point for each side - which really should be placed at the sides start point, however the respawn dialog can be set up to work in the same way as the co-op scripts.
If you decide to use the Unconscious markers they will only appear on the maps of the players on the same side.
The scripts are also set up so you can have two sides eg BLUFOR and Independent as friendlies and one side eg OPFOR as enemies and vice versa. You can also specify if you only want medics to revive.
Bugs
One problem is the heal function doesn�t seem to be working reliably so you may want to disable it other than that haven�t come across any thing other than the occasional glitch that we've seen in the past with the co-op versions of the scripts.
In Future
For the time being if you use the call-out function the unconscious players will call-out in English no matter which side you are on. If the scripts work well with a large number of players I�ll change this so that the BLUFOR call out in English and the OPFORs call out in Russian. I'll also implement more respawn points, but the current version could be used with progressive or mobile respawn points if the mission designers up to it.
Test Mission
In the very simple mission included grab a couple of mates and move towards the smoke and slug it out.