Revive Old Post Pro Nulled Script

0 views
Skip to first unread message

Lutero Chaloux

unread,
Jun 28, 2024, 8:59:51 PM6/28/24
to gagetmeser

No, the settings dont work ,the revive only initialises if a single team is comprised of both factions (i.e blufor and independent) of playable units with player as team leader ,not for two seperate teams.

There is also another mission in which there are three factions(west,east & guer) with own revive script,but is multiplayer version,here also revive doesn't work with team switch in singleplayer mode.

We have been using Revive to manage our basic and html ad banners across our sites for quite some time. We also have popup/popunder scripts that we code directly into our html. We now want to move the popunder scripts into Revive and manage them through the admin. I can see some zone options for popups but I just can't get it to work correctly. Does anyone out here have any tips or suggestions on managing popups in Revive? The scripts that we are given use their own source and trigger the popup without the need of any extra attributes or anything. I attached a sample of the scripts to this post.

The last time I was looking at popups/popunders in Revive Adserver (as part of writing documentation), I came to the conclusion that popunders in Revive Adserver don't seem to work any more - it's been a very long time since anyone looked at the functionality.

Building some missions that would become a lot more interesting if you could run the Advanced Revive Module scripts on AI.
Finding casualties that are lying screaming in the battlefield, carrying them to safety etc.

No, AI do not interact, nor are effected by the advanced revive module.
The best bet for the type of mission your trying to make would be to design and make your own system that's created specifically for your intended situation.
You'll probably have a hard time trying to find something that fits all your criteria outside of a complete overhaul system.

You need to modify it to recognize the First Aid Kit class names used by Prairie Fire. The AI does not carry wounded, but it is very effectively at having AI units run to heal and revive downed AI and player teammates. I modified it a bit to also use the Prairie Fire "heal" and "healed" voice files that add a nice immersive touch.

I'm considering taking on adding logic for AI carrying/dragging units, but its just in my brain concept stage. A barrier for me is what logic to use to identify a "safe" position for rescuer unit to drag or carry injured unit to...

Does anyone have a revive script or auto medic script they could share with me? What I'm basically looking for is some way for spawned AI medics to auto heal grouped teammates (and players) when hurt and/or a revive script so my AI teammates don't automatically die when hurt so I could at least have a chance to save them (and they could save me).

I could have sworn @incontinenetia may have shared something a long time back? Having a hard time finding that or if I'm just misremembering. I spawn my AI in-game with Spyder's recruitment so the scripts available on BIS forums for auto medic wouldn't work for me.

There's Bardosy's Automedic script , but it has to have something ran in the units init for it to work. I'm sure somebody who knows what they're looking at could somehow make it to where virtualized/dynamically spawned medic units have the script ran when they spawn in. Davidoss has altered the script to support ACE 3 basic and advanced medical on page three, as well. Speaking of ACE 3, I'm pretty sure they just added support for AI healing with basic medical mode. I'm not sure if medics go around and heal injured units, but I know for sure units heal themselves. I feel like I may have seen a medic revive an unconscious soldier using ACE 3 during a test run on a mission, but I may be mistaken.

Yeah I considered just using ACE for the new auto medic feature, but pretty sure it will open up a whole new world of problems for SP that I'd rather just add what I need rather than get what I need and a whole lot more.

If you just want a recruitable AI medic in your squad for the time being, you can use Davidoss's Recruit Medic script for the Automedic script mentioned earlier. You just have to edit the recruit_medic.sqf with the loadout you want your medic to carry, and voila - an automedic group member appears. Here's one from one of my mission folders (you'll have to tweak it, my medic is suited up with ACE medical equipment and RHS weapons/gear)

Oh no, Bardosy's original script is for vanilla Arma healing. The only ACE things you'd have to change would be the medical items in the script above. Instead of the ACE morphine, bandages, bodybags, etc you would just put "FirstAidKit" or "Medkit" (or whatever the classnames are) and whatever else you want your medic suited up with (weapon, uniform, gear, ammo, etc.)

Yes sir, I use it on a local dedi for single player sessions. It seems to work fine for the most part, may have some trouble after respawn with existing automedic. Nothing that can't be remedied someway or another.

@dev614 Yes sir, I use it on a local dedi for single player sessions. It seems to work fine for the most part, may have some trouble after respawn with existing automedic. Nothing that can't be remedied someway or another.

You can confirm Bardosy's original non-ACE script currently works on a dedicated server the way it sits without any editing? The one in his first post? I can't see any reason why it suddenly would be now, when it wasn't a year ago and hasn't been updated.

If so I'll give it a whirl. I spent quite a bit of time with it last January come to think of it and could never get it working on a dedicated server. I know Davidoss has given it a lot of love but it has the ACE requirement.

Maybe I should just go with ACE and be done chasing this and hope that only adding the medical PBO's won't break other AI functions such as engineers repairing (etc). In the past ACE caused havoc when controlling an AI squad. But the missions I tried used a crap ton of ACE modules.

The ACE medical AI feature only supports basic medical mode, I use Davidoss' script for the advanced mode. I'm not sure if just using the ACE medical is possible, but it's worth a shot. If it does work out, let me know.

I'm curious too if just the medical module only gives me basic medical and auto medic and nothing else. I have a feeling running ACE with just the one (or necessary) module(s) will add ACE interaction and a bunch of other things I don't want but I'll have to test and see.

Since I play the majority of my ALiVE sessions either alone or with just one human buddy, I have looked for the same kind of script like you for pretty much the same reasons: I want to have AI medics doing their job and I want those tense gameplay situations where you yell: "Hold on, buddy, we're going to get you out of this alive!"

Besides ACE systems in conjunction with Bardosy's script+Davidoss improvements which I got to work, I have recently tried out alternatives to ACE because while I really like the realism oriented medical system, I don't want to be dependent on a mod that due to it's complexity and plethora of additional features might break a perfectly well running persistent ALiVE mission after the next update of either framework.

C2 is worth installation already for it's key purpose, the tactical commanding of AI - especially if you play your ALiVE missions alone. And it gets even better: C2 supports also the A3Wounding system from Psychobastard, which IMHO is the best compromise between BIS vanilla Revive and ACE sytems. But you can ofc use A3 Wounding System without/independently of C2.

- It enables you to order them, even without C2, to heal any other wounded soldiers, including such miserable guys that are NOT members of your squad! (Those must've been set to playable units, though, but hey - that is a small chore to do, isn't it?)

- It offers you the possibility to set who and with what equipment is able to do the revive!

- But whatever setting you choose: ALL playable soldiers, first and foremost your AI squadmates, can temporarily stop the bleeding that A3 Wounding includes, by pressing on the wound! And you can even ORDER them to do so on any downed unit while you call in a medic! Remember, in ALiVE you can let some medics be inserted via logistics and have them join your squad temporarily...

- The ONLY real drawback is the fact that with A3Wounding active, your player unit will start to "shiver" when going closer than about 3 meters to an open fire like BIS or CUP campfires and burning metal barrels. In earlier versions of A3 Wounding System you took health damage, but that at least is fixed - just the weird "shivering" remains...

- Also if for some reason or another you are using the code snippet from AliVE WIKI that makes scripts wait for persistence initialization (most likely to be placed in the init.sqf) , you will have to perform the following circle once:

- But after this, it works flawlessly in persistent ALiVE missions. Plus, note that the same cycle is necessary for other player-based (revive) scripts to work in a persistent ALiVE environment like Heros Survive (a primary needs + ambient temperature system for all player units working out of the box + LOTS of other features to pick, set & choose like an alternative repair system or lockable doors+quest items) or Farooq Revive; the two of them I also have tested & used & approved for ALiVE "MILSIM-Style Immersion" thoroughly...

EDIT: it appears after further consultation with the shadow council, that items dropping on death (without the item being set to drop on death) is a bug in the data editor and hopefully will be fixed by release

OK lets assume you have a basic hero, with levels, stats, abilities, and Inventory. What you have most probably not realized has a use yet (I didn't until figuring this out) is under your heroes unit, the "Stats - Death Time" field, this determines how long your hero will be available for revival after it dies.

Most of you probably want the hero to be able to be revived at all times. so set this to -1.0However if you wanted the player only to have 30 seconds to click that revive button, go ahead and make that 30.0

7fc3f7cf58
Reply all
Reply to author
Forward
0 new messages