ReviveRespawn v1.57
- UPDATE
Original by Doolittle
Modified by PRiME
Some code by Gnat
Dowload it
HERE

Features
-:
Vehicle Spectate works now
-: No longer need to press esc to update player list (live
players are in white)
-: AI will getout of a vehicle to revive you, thought this
might not work if the AI unit is server side
controled.
-: When pressing ESC it will show a MAP screen and focus on
your body location (in GREEN) for 12seconds
-: AI will return to formation after reviving someone.
-: You will be told which player (ai) revived you. (only
players get this message localy)
-: Non existing unit check in init.sqs
-: All adjustments now possible in init.sqs, editing of other
files should not be needed
-: Death over water can result in body being moved to nearest
land (anti-water).
TUTORIAL
v1.1
How to use it in
your OFP Missions - EDITOR
1.
PlayerAlive
Playeralive trigger, this is the core trigger and must
not be named anything other then "playeralive". This
trigger can be set to the correct side but for this
example we only want it to see WEST units so set it up
as below.
Now place this trigger over the mission area and make
sure its far away from the respawn_marker (see below).


2.
Respawn
Units respawn is simply the respawn_west or
respawn_east or respawn_civilian or respawn_GUERRILA,
these are the MARKER names of each sides if you wish
to use this revive respawn method.
Placing the respawn marker is simple, just select
MARKER in the editor and double click were you wish
the units to temp respawn to (the units/player will
not be interacting at this location), once done select
empty as the icon/marker type then in the name field
put in the name respawn_(side) so for this example it
will be respawn_west, now press OK and thats it!.
Important
Make sure the respawn marker is placed far
from/outside of the "playeralive" trigger. Recommended
that it be placed on a remote island.

3.
Unit Setup
Each playable unit that you want ReviveRespawn to work
on must have a NAME assigned. In the example mission
the west units are named S1 through to S12
4.
Deathmarkers & Deathtriggers
The deathmarkers & deathtriggers, these are the next
important part to the revive process.
The deathtriggers determine when a unit has died, you
must make a trigger for EACH unit. Example below.


The next part is the deathmarkers, this is much like
placing a respawn_marker but insted of calling it
"respawn_(side)" we are gonna call it the same name as
one of the units, in this case "S1", each unit you
have placed with a name and revivetrigger will need a
marker with the same name. Be sure to set the marker
to empty and pick a color of your choosing. Example
below.

5.
Gamelogice
Don't forget to place the GAMELOGIC trigger on the
map, called "Server". No other trigger parameters need
be ajusted for this trigger.

How to use it in
your OFP Missions - SCRIPTS
To enable ReviveRespawn in your mission copy
the follow files into your mission direcory;
AICONTROL.SQS
CAM.SQS
NEXTCAM.SQS
RESPAWN.SQS
RESPAWNDIA1.SQS
RESPAWNDIA2.SQS
Only parts of the text supplied in the example
INIT.SQS and
DESCRIPTION.EXT need to
be pasted to YOUR init.sqs and Description.ext
6.
INIT.SQS
Depending on the content of your
init.sqs (if you have one already) you will
likely need all but the first couple of lines in the
file. If you don't already have an
init.sqs, use this supplied one.
Depending on the number and names assigned to your
player units, you will need to modify the following
line;
ReviveList =
["S1","S2","S3","S4","S5","S6","S7","S8","S9","S10","S11","S12"]
Change the "S#" to match whatever you have named
your units.
Same applies to lines;
respawnS1 = 0
respawnS2 = 0
respawnS3 = 0
respawnS4 = 0
respawnS5 = 0
.......... etc etc
Ensure the word "respawn" is placed infront of all
your player names for this section.
Other lines that can be changed but need not;
Deathmap = 1
;0 or 1 for MAP appearing when ESC is pressed when you
are dead
CustomControl = 12 ;Time
in seconds that is used when ESC is pressed when you
are dead
7.
DESCRIPTION.EXT
All text in
Description.ext
needs to be in your file of the same name, if you do
not have one, use the supplied example as is.
Otherwise all sections from have to be included into
your
Description.ext
but ensure that all CLASS and DEFINE declarations are
not
already defined in yours. Any double-ups
will likely case errors.
Change the mission startup screen message;
onloadmission =
"ReviveRespawnV1.57"
to suit your mission.
NOTE: If you have been using an old version of
this Revive/Respawn you will have to
change it. The main differences are that Classes
RscReviveTITLE
and DlgReviveDisplay
have been added.
How to use it in your OFP Missions - OPERATING
8.
WORKING
Obviously upon running your mission you should receive
no error messages and once a player is killed a "Death
Blanket" should appear near to where they died.

Two things can happen at this point, after a short
delay one or more of the nearby, same team, AI will
attempt to move to blanket location, or another human
player will move to the blanket (if they choose !).
If either a same side and/or same team AI or player
stands for a short time close by (~ 3 meters), the
dead AI/player will be revived (blanket disappears,
body appears) and after another short delay the
revived AI/player will have full control again.
If you are the dead player you will see a screen
similar to the top-most picture
on this web page. This page can be used to either look
at your environment near to your body or spectate on
other AI or players who may still be alive.
Pressing ESC while you are dead with bring up the Map
breifly so as you may be able to determine where your
body lays. Upon the Map being removed the spectate
feature will return your view to your Death Blanket.
There is no Seagull feature in this scripting,
pressing ESC more than once will either exit you from
your game or bring up the game exit menus.
AI in vehicles can also revive players/AI. They can do
this but either staying in or leaving the vehicle. AI
players will drive nearby and leave a vehicle in an
attempt to revive others.
9.
OTHER
STUFF
ANTI-WATER:
If for any reason you are having trouble with the
anti-water feature then there is one extra parameter
that can be adjusted.
In RESPAWN.SQS there
is;
_HLimit = 2.4
This is the Height tolerance in meters for the
detection of a "Death Blanket" being on water. This
tolerance is required because of OFP's constantly
moving water and is in part the reason why sometime
"Death Blankets" will still appear in the water.
Increasing or decreasing this number MAY help but can
cause unwanted "Blanket shifting" on low laying land
like beaches or reduced "on water" detection ability.
LANGUAGE:
Sorry, haven't put any effort into making this work
with all typical OFP implemeted languages (other than
english !) ...... maybe soon.
Thanks to PRiME for his original tutorial material.
What further info or want to ask some questions?
Try these locations;
IPGN Forum
or maybe
BI Official Forums
Best of luck,
Gnat
Last Update: 5 Feb 2005