However I see the click on a banner is redirected with the script delivery/cl.php and it seems there is a lot of latency with this request. I am not sure wether it is a database issue or a known issue in the revive software. Is there anybody who can help me out with this.
I'm trying to get a script that will stop damage after getting incapacitated and force them out of a vehicle if it explodes. I want bleedout to be exclusively based on time not players getting double tapped. We run without ACE medical and we use default arma revive in the eden editor. If anyone is willing to share a script that does this, i would love the help. I'm not fluent in arma scripting and i run missions with a group of 20+ friends. I want this script for us but I'm struggling to get this the way i want. Thanks.
Just take into account that there was a major rewrite of the revive system in 1.66 from memory, and some of these threads are maybe from before this, but should give you enough information to get you looking in the right place.
Double tap meaning once someone is incapped, with the normal eden revive if they take additional damage while incapped they die.
I tested the script with init and it still kills you when this happens. I also noticed friendly ai will get fatally shot and stand back up as civ faction.
I added a different script to prevent dmg after being incapped in the initplayerlocal but friendly AI seem to get shot, get incapped, then stand back,convert to civ faction, and cant die afterwards. This happens with and without the initplayerlocal script i added.
I don't like how the friendly AI still gets up and starts shooting enemies even after they are incapped and switched to civ faction with the big revive script you linked me to. I am mostly content with the vanilla eden revive but its just the ejecting after vehicle vehicle explosion and being invul during unconscious that i want for my revive settings on my missions. I really appreciate your help btw. Seems like you have helped me with the being invul while incapped but the overall revive script you gave me seems to have a few quirks that im not a fan of.
OOOkay. Yeah my error. I didn't remove the big script. that small script you gave me works perfectly. I've been ever so slowly learning how to do this on my own but i have no coding background. Thank you for your time man. Arma community is the best! More specifically you man. Thanks again.
Hate to bring this up again but when i tested this by myself it worked fine but after further play with this script it seems unreliable. sometimes they instant die and sometimes it works as intended. Running people over seems to perma kill them no matter what. I don't know what to do about this. :(
Any of you guys have a good working revive script for ZGM? I've tried =BTC= and A3 Wounding System but don't seem to get either of those to work properly with Zeus. BTC spawns people outside the map with the respawn menu toggled on, and A3 seemed to work earlier but the revive part has not worked since the last dev branch update.
I don't understand why people use revive scripts in Zeus as there already is the very good respawn system, if Zeus is a little bit careful! I was on a server yesterday that had this system, I really disliked it! Zeus only put one respawn point and didn't care anymore afterwards...
I haven't tried the sideEnemy yet, I'll do that tomorrow. You are a lifesaver. One funny thing though, some of the NPC's have a yellow icon instead of red/green respective. Does that mean the NPC's are using the revive too? Their health/armor slider was all the way down.
2) A proposed solution that is used widely, is below, but I am not sure how to make this work for my site..any help would be appreciated. I'm not even sure, once this is written properly for my situation, where the script would go...the header?
You can go down the path of trying to combine them all if you want, but I don't think it really matters that the same script is called multiple time - it's okay that it does this, really. Where are you seeing the warnings?
Doing this has done several things for my site speed, for example these scripts were causing a render blocking javascript issue on google's page speed tests, which has gone away now. Since the script is only loaded once, it speeds up the loading of each page.
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
Secondly there is "Stats - Revive Delay" and "Stats - Revive Time" The former is how long the revive button is grayed out before you can click it to revive them, and the latter is how long it takes to revive the hero at it's base.
2. Base Info+ : this is the base cost to revive a unit, here you can set how many charges the ability has (if you want a lives system :P ) and the cooldown of the ability. you can also set the static cost of reviving a unit here. for this example set Technology Resource Cost, Minerals, to 20 and the Cooldown:Time Use to 30.0
3. Base Info Cost Factor+: is how much the units cost is multiplied at it's base (level 0) for a revive. for this example my hero costs 2, and I set Minerals (under resource) to 5, 5x2 = 10 :D so. My unit at level 0 costs 30 minerals to revive so far, 20 base revive cost +10 based on the heroes level 0 worth.
4. Command Buttons+: This is where things just seem redundant, but we will play along. here you can see they have 20 fields layed out for you. Revive1-Revive20. Click the first entry and set "Default Button" to Hero1, click the second entry and set it to Hero2.
What this is for will become apparent when we set up the unit that revives our heroes.
5. Level Info+: this is exactly like Base Info+ however this adds it's costs to the units revive with every level of the unit. I did nothing here. (you could for examples sake. change Time Use, however this changes the cooldown of ALL slots of the ability meaning that if a level 5 hero raked up a 60 second revive then your level 0 heroes would have to wait 60 seconds before they could be revived.)
7. Ability Vitals, this is how much or little the hero is revived with when they respawn, there are 3 settings.Ignore: the unit revives on 1 in that field 1/200
Start: the unit revives with the amount it is created with when you first make the hero. eg 123/200
Maximum: the unit revives with that vital maxed eg 200/200
For the example mine are set to ignore.
2. The command card: first of all, if your going to have multiple units reviveable at once, you should probably set up a sub menu.
Create a command button Buttons: Revive Hero, Command Type: Submenu, Commad Card: 2
You see, while you CAN have them all "Hero 1" what will happen is that when your first hero dies both buttons will become the first dead hero meaning first of all that they all show up, and second of all you can't revive any other heros until the first has finished reviving.
What I did was when a unit dies, I look for every unit that is an item in the same exact position as the dieing unit and hide them.Then you wait for the respawn time, revive the unit, recreate every item you found earlier in the same point where the hero died on the hero inventory, then destroy the items on the ground.
Hmm, I seem to have a lil trouble using this. After the hero dies, I can click on my building (it's a pylon) and click the button to revive the hero. But the thing is, when I click it, all i see is a Revived Hero Complete alert, but no revived hero. What could I be doing wrong?
I don't believe it is added to GUI yet. It is not too hard to use the custom script function though; You just have to add the Custom Script action to the trigger, and type UnitRevive(EventUnit()); in the textfield in the bottom of the window.
This is a problem because im making a sort of a hero arena where you revive at a random location on the map. This means i have to pause the unit for 5 seconds before releasing it back to the fight. This gives the opponenets an advantage, as they can aim they're AoEstuns or whatever and fire them as soon as the hero comes back into play. :/
I have two heroes and for some reason when I use this ability it always revives 1 of the 2. I mean, say Hero 1 dies, I press revive and it revives him. Now Hero 2 dies, I press revive and it revives her and Hero 1. Any idea why this would be happening?
What I did was when a unit dies, I look for every unit that is an item in the same exact position as the dieing unit and hide them. Then you wait for the respawn time, revive the unit, recreate every item you found earlier in the same point where the hero died on the hero inventory, then destroy the items on the ground.
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.
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