Norrin's Revive Respawn
Contents |
Description
Norrin's Revive Respawn is an extremely popular set of scripts. Norrin's own manual describes it thus:
This package of scripts creates playable units that fall unconscious when killed, which can then be revived. Enabling the ability to revive and heal other players, along with the combination of revive and respawn can really enrich your mission. The scripts can be used to enforce co-operation between players as you'll need to stick together and help one another to successfully complete a mission and they can also be used to limit the number of lives given to each player in respawn missions. These canned scripts take the guess work out of building respawn and revive into your mission and be used with the AI-enabled or disabled in the description.ext or at the mission briefing screen.
Required files
All the code associated with this component is found in:
- description.ext
- init.sqf
- revive_init.sqf
- f\revive\*.*
How to activate
Disable incompatible components
Disable the Kegetys Spectator Script component (see its manual page for instructions).
Next, in the editor, delete all instances of the following pre-placed modules/game logics:
- First Aid: Battlefield Clearance
- First Aid: Simulation
Enable Revive Respawn
Open the file init.sqf and look for the code segment entitled:
// F2 - Norrin's Revive Respawn
Edit the following lines, removing the // at the start of each line:
// server execVM "revive_init.sqf";
Open the file description.ext and look for the code segment entitled:
// F2 - Respawn Settings
Edit the following lines, changing the value of respawn to 3 and respawndelay to 4:
respawn = 1; respawndelay = 3;
Still in the file description.ext look for the code segment entitled:
// F2 - Norrin's Revive Respawn (Part 1)
Edit the following lines, removing the // at the start of each line:
// class f_param_lives
// {
// title = "Number of Lives:";
// values[] = {2000,1000,20,10,7,5};
// texts[] = {"No Revive","Infinite - Cadet","20 - Easy ","10 - Normal","7 - Hard","5 - Extreme"};
// default = 10;
// code = "f_param_lives = %1";
// };
Still in the file description.ext look for the code segment entitled:
// F2 - Norrin's Revive Respawn (Part 2)
Edit the following lines, removing the // at the start of each line:
// disabledAI = 0; // #include "f\revive\dialogs\revive.cpp"
How to use
You will need to perform additional configuration steps which are covered in the Revive Respawn ReadMe file. You can download the file from here:
Open it up and look at section 3. Steps 1, 2, 3 and 8 have already been executed for you. For step 5 when you open the editor you will already find pre-existing markers / game logics for:
- Server (Game Logic)
- Boot Hill
- Center
- Respawn West
- Respawn East
- Respawn Independent
Now follow all other instructions in the Revive Respawn ReadMe file.
Tips
- Remember to follow the instructions about minimum distances between various key markers in step 5 of section 3 in the Revive Respawn ReadMe file.
Credits
- Norrin