Revive Script Update Version 0.42Downloadhttp://www.norrin.org/downloads/ArmA2/revive/AI_enabled/Revive_TEST_042.utes.rarFixes
* The "C" key press while dragging bug
* The invisible man bug - thanks to [KH]JMan and [KH]Cross at Kelly's Heroes
* Removed dependency for _ACE_mod param in revive_init.sqf - ammo respawn now works for both ACE2 and v1.05 without need for this parameter switch - thank you Xeno
* Updated ReadMe Other Notes
This revive_sqf folder should work with the revive_init.sqf from any missions made with revive versions 0.3+ so if you need to update your mission because of the "invisible man" bug just swap the revive_sqf folder in your mission with the one in the archive.The "invisible man" bug
Wow this was a hard one - here's what I think may have been happening but remember I'm only guessing now.
The previous versions of the script generated a global variable that was transferred across the network that contained a list of the weapons and the magazines that a player was carrying when he fell unconscious as well as a couple of other parameters.
_body setVariable ["NORRN_unc_array", [_dir, _offset, _magazines, _weapons, _revive_damage], true];
As you can imagine this array list of magazines and weapons would be quite large (as it lists each mag etc by name) and therefore a huge variable (containing an enormous amount of information) was being transferred across the server network.
In the mission that Jman found that worked the lists of magazines and weapons in the NORRN_unc_array variable were empty as some other code added by the mission maker was taking care of weapon respawn, therefore, the NORRN_unc_array variable was quite small.
So why was this a problem, now be warned the rest is just guess work, depending on certain internet connection conditions, such as your bandwidth, speed of connection and line quality (any combination of these factors) it appears that sending this huge variable across the network was causing desynch between the client's PC and the server, which in turned caused the "invisible man" bug. This desynch problem seems to only occur for a very small number of revive users and whatever was changed in ArmA2 v1.05 seems to have exacerbated this problem.
So the moral of this story is do not send enormous variables (especially ones that contain lots of strings) across the network.