SQF Revive ScriptAI_disabled revive script release version 1.0
Version 1.0 is available from
here (23rd July 2007)
DescriptionCreates playable units that fall unconcious when killed which can then be revived – designed for use with AI-disabled CO-OP missions
Features and Options•
max_no_respawns - can specify how many times a player can be revived before he dies outright
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can_revive - can specify what sort of units can revive other players, for instance all ground troops or medics only
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mission_end_function – option of ending the mission when all player units are unconscious or dead.
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reward_function – allows the mission designer to configure the number of revives of other players required to earn the reviving player an extra life.
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team_kill_function – allows the mission designer to specify the number of team kills a player can commit before he is penalised one life.
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Respawn dialogs – from 0 - 4 respawn points can be placed on the map at which unconscious units can respawn
Respawn Dialog sub optionsa. all_dead_dialog - allows the automatic appearance of the respawn dialog if all units are unconscious.
b. JIP_spawn_dialog - the mission maker can now set the amount of time before JIP players can access the respawn dialog when they first join the mission.
c. nearest_teammate_dialog - measures the distance between the unconscious unit and the nearest friendly unit if the set a distance is exceeded the respawn dialog automatically appears
d. Option of specifying up to 2 enemy sides. If units from these enemy sides are within 50 metres of the spawn point the option to spawn at that point is not available
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unconscious_markers – option to create markers on all player’s maps (including JIP players) showing where the unconscious units are.
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unconscious camera – while the player is unconscious it switches to a camera that either (a) focuses on the unconscious player’s body or (b) follows the nearest friendly alive unit within 100 metres, with preference for players over AI.
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call_out function - causes the unconscious player to call out at random intervals (between 15 and 35 seconds) to help you find his body and revive him. Can be used as an alternative to the unconscious markers for locating downed players or in addition for added immersion.
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revive timer option. This option allows mission makers to specify a revive time limit and if the time runs out the player respawns at base or is declared dead.
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heal_yourself_option Adds an action to the player to heal himself if damage is within a range specifiable by the mission maker (eg. damage 0.1 – 0.5). The number of times this option is available per revive is also settable. Designed to allow players to heal minor damage but to still rely on medics for more serious injuries.
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kegetys_spectator_script option for dead players to use kegetys script
• Players are revived with the weapons they died with.
• Can be set up easily for use with any side eg BLUFOR (default), OPFOR and RACS
• No addons needed but is compatible with other addons
Several other sub-options are present but read the notes in the zip file for more info on these.
Changes from previous version• incorporated the heal_yourself function
• incorporated an option to use kegetys spectating script when dead
• ViperMaul’s fix for kegetys spectating script
• Updated the mission end function, now only creates the trigger if this function is used and uses “END6” to reduce the risk of incompatibility with user designed missions
• Option to make it possible to respawn at Base_1 even if enemy forces are within a 50 metre radius.
• incorporated new unconscious follow cam discussed a few posts back.
ImplementationPlease read the latest implementation notes and init.sqf readme in the zip file before using the new scriptsMissions includedAI_disabled_revive_230707 - test mission and version of the script for BLUFOR forces
BugsIf you do not get the joining mission message upon starting the mission then return to the unit selection screen and try again (I’ve only seen this a couple of times in many hours of testing so you may not ever experience it).
Occasionally when using the revive timer option a dead player’s body will disappear
There are potentially some problems with Kegetys script if you use this option but I've hopefully sorted most of them out. For instance, if you are following a unit that is killed your view will change to the ocean and you’ll need to select the next unit in the view menu. Also if using the mission_end_function players will get the message that the mission has failed but will not return to the debriefing screen until they press escape.
TestedOn version 1.08 on both dedicated and local servers. Works with JIP.
ThanksSpecial thanks to HulkingUnicorn for his scripting advice, testing and many suggestions
Many thanks also to satexas69, MCPXXL, SNKMAN and sickboy for all their suggestions, advice and support and to all at the BIS forums
Based on concepts by PRiMe, toadlife and Mongoose_84. Also thanks to Chris'OFP editor.
Some of the voice arrray stuff stolen with the permission of SNKMAN from ArmA Group Link II Plus!
And of course thanks to Kegetys for his amazing spectating script and to ViperMaul for his script fix
Good luck,
norrin
Latest version of the AI_enabled revive beta Here's a long overdue update to the AI_enabled revive scripts (dated 150707).
Here's the changes:1. Removed the addEventhandlers to improve compatibility with other scripts
2. Removed the blackIn from the onConnect script as it has been interrupting some mission makers intro movies.
Also added the following options to the init.sqf
3. The JIP players now get all unconscious markers placed on their maps when they join. Only if the unconscious_markers options is toggled on of course.
4. Camera options so that it can either focus on the unconscious player or the nearest friendly.
5. Call_out function from the AI_disabled script now implemented
6. Option to toggle on or off the markers showing where the unconscious players are located.
7. Revive action only appears when you are within reviving radius of an unconscious player.
Bugs Sometimes the AI units don't revive when sent to unconscious bodies, I'm not sure why this is but sending a second AI-unit to the unconscious unit may trigger the revive action.
If you spawn into an unconscious group leader when you are revived you may be armed with your secondary weapon. However, when you shoot the rifle on your back fires. The only way I've found to resolve this bug is to respawn and be revived.
Most importantly please make sure you check out the implementation notes and init file readMe in the zip file before using these scripts.In action For a short vid of the AI_enabled script in action from different player perspectives click
here