Revive Old Post Pro Nulled Scrip

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Matt Dreher

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Jul 15, 2024, 8:23:24 PM7/15/24
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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.

Revive Old Post Pro Nulled Scrip


Download File https://vlyyg.com/2yU9Mt



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.

I'm using Revive Ad Server, and I moved the Invocation Code for my ads in divs below my footer, and then used jQuery to append them to where they're supposed to load. How can I delay the loading of the ads so they rest of my scripts can load? For example, I'm using Nivo Slider (which is loaded in head), but the first image won't display until all the ad scripts have loaded, which takes a couple seconds.

I can't speak towards your ToS but I think this would be possible by dynamically creating the ad script after your slider loads instead of hardcoded in the HTML. The ad site may be able to check against this and if they do, it won't work; however I would try the following:

I'm not going to teach you how to lua program in this post.... that's what you need to do yourself, lots of copy and paste... it's fairly straight forward to customise basic stuff using a demo mission template though...

Liger zero, I'm a bit late to this party however so far your short script has helped me a lot. I'm trying to make a training mission where tankers and things like target drones and whatnot can be respawned after killed. I want to use your code from above but I need to expand it for maybe 10 units.

I got this working great for aircraft. it's amazing. however, I can't get it to work on ground units. I removed the engine shutdown check and have it exactly as Hardcard shows above however after the 20 seconds I set before the script is run, the group never spawns. The group I'm testing with is four units with no waypoints. They should just spawn and sit there until killed. Following the destruction of all four, they're supposed to respawn.

In DCS ME I've a Group of units that composes an Air Defense. Within the Group there are different Units to make the Air Defense to work properly. What I would like it happens is that when the Radars for example will be destroyed the entire group will respawn or at least the destroyed Units. I can't find the solution for it with a simple script like usually are those to Spawn Groups.

But lat's say now I want to change this, I want to put a Late Activation, how should I change this script? I tried removing GROUP:FindByName() and used AD1 = SPAWN:New( "AirDefense1" ) and after that I spawned using AD1:Spawn(). The Group spawns but it doesn't Respawn once Radar1 is destroyed. May be I can't use :Respawn() because so far if I understoopd :Respawn() you use for groups are already spawned by DCS.

I think I'm making a bit of confusion but I stared only few days ago to explore MOOSE and LUA. Sometime I'm confused on how to put toghether the script I write and DCS mission or how to put more scripts together or when to use local in front a variable or not. In many example a lot of time has not been used in other yes... If someone can give some clarification about all this would be appreciated.

Badssentials is essentially the most essential script you need. I saw multiple scripts split up and never saw a single script like this. I figured, I might as well make one, so I did. Badssentials includes AOP, PeaceTime, postal waypointing, and configurable placeholder watermarks! The amount of possibilities is endless with this script! Make sure you take a look at Screenshots to see what you can make with this!

I could probably add the priority script in this as well. The whole point of this is to have like all of these scripts together and have placeholders to maximize customization ability. I will try to see if I can add it later today.

First time posting here but I've had this issue with a few missions on Arma 3 MP. I really love ACE and what it brings, but when a mission uses a specific revive script (usually with the heartbeat symbol) the game can't decide which system to use so you end up with a weird hybrid of the two; where you randomly bleed out and often can't scope in after being revived. Is there any way to disable just the medical portion of ACE or perhaps completely disable the mission specific revive script as it is not in vanilla arma?

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.

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.)

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.

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.

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.

- 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...

- 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...

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