Einzelnen Beitrag anzeigen
Alt 19.09.2010, 17:05   #15 (permalink)
Jekko
50 Beiträge100 Beiträge250 Beiträge
 
Registriert seit: 08.08.2009
Ort: Niedersachsen
Alter: 58
Beiträge: 426
Standard

Man Psychobastard nun beruhig dich mal wieder, du hast auf meine Frage mit einer Unterstellung von Faulheit meinerseits geantwortet, konntest aber weder beurteilen, ob ich die Anleitung gelesen habe oder nicht.
Du weißt auch nicht, wie lange ich bereits in verschiedenen Quellen nach einer Lösung gesucht habe, wieviele Missionen ich entpackt habe um mir die revive_intit.sqf derer anzusehen... usw.

Es wäre netter gewesen, würdest du nicht immer negativ über andere denken, vielmehr einen Lösungshinweis geben oder gar nichts sagen.

"SoldierWB" steht übrigens in mehreren Inits, die ich mir angesehen habe.
Also müßte es doch funktionieren, oder?

Noch eine komische Sache, beim Sani funktioniert es ja - bis ich das zweite mal respawne, dann kann ich mir keinen Marker zum respawnen mehr aussuchen, sondern lande in der Pampa beim "Respawn_west".

Die Marker, an denen der Respawn sein soll habe ich anders benannt.
Diese Punkte aus der gelesenen Anleitung habe ich auch befolgt:

Code:
  5. Create respawn markers for each of the sides your playable units belong to (eg.Respawn_west) and a second marker on the map called Boot_Hill away from the action on an island for the dead units - make sure that the respawn marker and the boot_hill markers are more than 100 m apart and are at least that far from where the units start on the map. You also need to create a marker on the map called "center". This is the point towards which a player's body will wash ashore when the respawn in water dialog is chosen (best to put this marker
  6. Create additional markers eg. "West_spawn_1", "West_spawn_2" etc for any addition respawn points you want to set up for players (upto a maxiumum of 4). 
  7. Make any changes to the revive_init.sqf to toggle on options or change player revive number, set-up scripts for other side etc.
  8. Create a gamelogic called Server
Da mir viel an einer Lösung liegt, ich bereits diverse Parameter testweise verändert habe, hänge ich die komplette revive_init.sqf nochmals an:

Code:
/*
  CO & OA REVIVE SCRIPT

  © SEPTEMBER 2010 - norrin (simonnsl@iprimus.com.au)

  Version:  0.49 ArmA2    
*******************************************************************************************************
  See release notes for details on contributors and instructions for incorporating revive scripts into your  own missions
************************************************************************************
 Start revive_init.sqf
*/
// =====================================================================================================================
// DO NOT MODIFY THIS CODE
// =====================================================================================================================
// sickboy's code modified by _xeno
T_INIT     = false;
T_Server     = false; 
T_Client     = false; 
T_JIP     = false;

T_MP = (if (playersNumber east + playersNumber west + playersNumber resistance + playersNumber civilian > 0) then {true} else {false});

if (isServer) then 
{
    T_Server = true;
    if (!isNull player) then {T_Client = true};
    T_INIT = true;
} else {
    T_Client = true;
    if (isNull player) then 
    {
        T_JIP = true;
        [] spawn {waitUntil {!isNull player};T_INIT = true};
    } else {
        T_INIT = true;
    };
};
waitUntil {T_INIT};
// =====================================================================================================================
// THE FOLLOWING CODE CAN BE MODIFIED
// =====================================================================================================================
// GENERAL REVIVE OPTIONS  (Off = 0, On = 1)
_mission_end_function                 = 0;                //array no.0  - mission ends when all players are unconscious
_call_out_function                 = 1;                //array no.6  - whether a unit calls out while unconscious
_water_dialog                     = 1;                //array no.45 - whether a dialog appears when a unit dies in water so that it can auto wash ashore 
_unconscious_drag                 = 1;                //array no.39 - whether a unit can drag the bodies of unconscious players 
_load_wounded                    = 1;                //array no.61 - allows you to load unconscious units on vehicles
_altUnc_animation                 = 1;                //array no.54 - use alternate revive animation
_JIP_spawn_dialog                 = 0;                //array no.2  - whether a dialog appears when a player JIP so that he can be transported to a spawn point near the action 
_time_b4_JIP_spawn_dialog             = 10000;            //array no.17 - time before the respawn dialog appears for JIP players 
_perpetual_server                = 0;                //array no.62 - NOT IMPLEMENTED
_ACE_mod                    = 0;                //array no.102 - NOT IMPLEMENTED - Currently a place holder for possible future functionality 
// ==================================================================
// LIST OF PLAYABLE UNITS
//NORRN_player_units = playableUNits;
NORRN_player_units = [S1,S2,S3,S4,S5,S6,S7,S8,S9,S10,S11,S12];
// ==================================================================
// WELCOME SCREEN
//titleText ["Joining the Revive Test Mission\n\n(Make sure you check the mission notes for details on how the scripts work\nand the revive_readMe in the attached pdf file for the full notes on implementing \nthe scripts in your own missions and the options available)", "BLACK FADED", 0.6];     // This next line can be commented out or removed if it interferes with intro movies  
// ==================================================================
// REVIVE OPTIONS
_max_respawns                     = (paramsArray select 1);    //array no.38 - Number of lives per unit
_JIP_respawns                    = [2,30];            //array no.63 - 0 - off or the number of lives players receive when they join in progress , JIP time after the mission starts 
_revive_timer                     = 1;                 //array no.7  - Whether you want to limit the amount of timer a player has while unconscious
_revive_time_limit                 = 300;                //array no.27 - Amount of time a player remains unconscious before respawning or dying
_revive_damage                     = 0;                //array no.37 - Unit's level of damage following revive
_unconscious_markers                 = 1;                //array no. 4 - Whether a marker appears on the game map at the location of the unconscious unit
_caseVAC                    = [1, ["MASH","HMMWV_Base"]];    //array no.64 - Allows units to be taken to a hospital etc to be revived
_mediVAC                    = [];                //array no.65 - NOT IMPLEMENTED
_chance_ofDeath                    = [0,0];            //array no.66 - Two parameters in the array the first switches off/on (0/1) chance of death when shot, increases dues to hit location and number of times revived and the second parameter switches on/off the decreasing respawn timer based on how many times you have been revived, if using set respawn-time to at least 300 seconds.
_dualTimer                    = 0;                //array no.67 - NOT IMPLEMENTED - normal units can only revive for eg 30 seconds whereas medics can heal players up to 120 secs - array - [0/1 - off/on, revive timer for normal unit, timer for medic] 
_deadSpectator_cam                 = 1;                //array no.92 - leave as 0 - whether a unit can spectate other friendly units when it has run out of lives
// ==================================================================
// RESPAWN OPTIONS
_no_respawn_points                 = 2;                //array no.12 - no of respawn points (Max number 4)  
_Base_1                     = "Basis";            //array no.13 - spawn position names  
_Base_2                     = "Khushab";                //array no.14
_Base_3                     = "";                //array no.15
_Base_4                     = "";                //array no.16 
_Base_free_respawn                 = [1,0,0,0];            //array no.36 - select whether to allow respawning at spawn points even if enemy troops are present (options OFF = 0, ON = 1) 
_respawn_at_base_addWeapons             = 0;                //array no.11 - unit respawns with weapons it commenced the mission with  
_respawn_at_base_magazines             = [];                //array no.34 - If using the respawn_at_base_addWeapons option then place the magazine and weapon 
_respawn_at_base_weapons             = [];                //array no.35   types in the following arrays, if left blank respawns with weapons from mission start
_respawn_position                 = 2;                //array no.28 - 0 - respawn at base_1; 1 -  the closest enemy free respawn point; 2 - players choice; and 3 -  dies
_respawnAtBaseWait                = [0,0];            //array no.68 - Two parameters: 1st if = 1 makes players that respawn at base wait for (parameter 2) seconds before being able to see surroundings   
_objectiveBasedRP                = [];                 //array no.69 - NOT IMPLEMENTED
// Mobile Spawn Settings
_mobile_spawn                     = 0;                //array no.51 - set to 1 if you want to use mobile spawn    
//_mobile_base_start                 = "";            //array no.52 - NO LONGER NEEDED, REDUNDANT VARIABLE
_mobile_base2_start                 = "";                //array no.70 - NOT IMPLEMENTED
_mobile_type                     = 0;                //array no.60 - set as 0 - for vehicle and 1 for man
_mobile_man                     = objNull;              //array no.53 - place name of unit here or if not used make sure set as objNull
_mobile_man2                    = objNull;            //array no.71 - NOT IMPLEMENTED
// ==================================================================
// UNITS THAT CAN REVIVE/UNITS THAT CAN BE REVIVED
_can_revive                     = "soldierWB";            //array no.18 
_can_revive_2                     = "";                //array no.19
_can_revive_3                    = "";                //array no.72 - NOT IMPLEMENTED
_can_revive_4                    = "";                //array no.73 - NOT IMPLEMENTED
_can_be_revived                 = "soldierWB";            //array no.20  
_can_be_revived_2                 = "";                //array no.21 
_can_be_revived_3                = "";                //array no.74 - NOT IMPLEMENTED 
_can_be_revived_4                 = "";                //array no.75 - NOT IMPLEMENTED
_medic_1                    = "GER_Soldier_Medic_EP1";    //array no.76 - Used in conjunction with medpacks and bleeding    
_medic_2                    = "BAF_Soldier_base_EP1";    //array no.77 - Used in conjunction with medpacks and bleeding
_medic_3                    = "";                //array no.78 - NOT IMPLEMENTED    
_medic_4                    = "";                //array no.79 - NOT IMPLEMENTED    
//========================================================
// MEDPACK AND BLEEDING OPTIONS
_medpacks                    = 1;                //array no.80 - Whether you want to give the units a limited number of revive kits 0/1 - no/yes
_stabilisation                    = 0;                //array no.81 - NOT IMPLEMENTED
_bleeding                     = 1;                //array no.82 - Make units bleed and require bandages
_medic_medpacks                 = 5;                //array no.83 - No of medpacks for units specified in the _medic variables - they are required for reviving units        
_unit_medpacks                     = 3;                //array no.84 - No of medpacks for units specified in the _can_revive variables - they are required for reviving units            
_medic_bandages                 = 5;                //array no.85 - Bandages stop bleeding        
_unit_bandages                     = 3;                //array no.86 - 
_medic_stable                    = 0;                //array no.100 - NOT IMPLEMENTED
_unit_stable                    = 0;                //array no.101 - NOT IMPLEMENTED
_stabTime_tillDeath                = 0;                //array no.87 - NOT IMPLEMENTED //Time until death following revive without stabilisation
// ==================================================================
// ENEMY SIDE TO PLAYABLE UNITS
_no_enemy_sides                 = 1;                //array no.22 - No of Enemy sides (0, 1 or 2). 
_enemy_side_1                     = "EAST";            //array no.23 - Enemy sides can be "EAST", "WEST", "GUER" etc  
_enemy_side_2                     = "";                //array no.24 
_enemy_side_3                     = "";                //array no.88 - NOT IMPLEMENTED
_enemy_side_4                     = "";                //array no.89 - NOT IMPLEMENTED
// ==================================================================
// FRIENDLY SIDE TO PLAYABLE UNITS
_allied_side_1                     = "WEST";            //array no.42 - Friendly sides can be "EAST", "WEST","RESISTANCE" etc.  
_allied_side_2                     = "WEST";            //array no.43 - If all players are from the same side make sure you set the same side for both variables eg "WEST", "WEST"
_allied_side_3                     = "";                //array no.90 - NOT IMPLEMENTED
_allied_side_4                     = "";                //array no.91 - NOT IMPLEMENTED
// ==================================================================
// UNCONSCIOUS CAMERA OPTIONS
_follow_cam                     = 1;                //array no.5  - option to allow viewing of friendly units while unconscious
_follow_cam_distance                = 250;                //array no.32 - the range that unconscious players can spectate friendly units
_follow_cam_team                   = 0;                //array no.44 - set to 1 if you wish unconscious players only to spectate players within NORRN_player_units array
_top_view_height                    = 70;                //array no.55 - allows you to set the top down camera height 
_visible_timer                     = 1;                //array no.41 - view a cound-down timer while unconscious
_unconscious_music                 = 0;                //array no.46 - music must appear as unc_theme in music.hpp
// ==================================================================
// RESPAWN DIALOG OPTIONS
_nearest_teammate_dialog             = 1;                //array no.3  - whether a respawn dialog appears when there are no players within this distance  
_all_dead_dialog                 = 1;                //array no.1  - whether a respawn dialog appears when all players are unconscious (_all_dead_player = 1)  
_respawn_button_timer                 = 15;                //array no.25 - Time until respawn button appears (0 = approx. 12 seconds), NB: Set to a high number like 100000 seconds if you do not want
_distance_to_friend                 = 250;                //array no.26 - If the closest friendly unit is further than this distance away trigger respawn dialog 
_all_dead_player                 = 0;                //array no.56
_all_dead_distance                 = 10000;            //array no.57 - whether a respawn dialog appears when all players within a specified distance are unconscious (_all_dead_player = 1)
// ==================================================================
// Bonus life for aiding team mates function
_reward_function                 = 1;                 //array no.96 - specify whether a unit receives bonus lives for reviving other players
_revives_required                 = 1;                //array no.97 - Number of revives required before recieving a bonus life
// ==================================================================
// Team kill function
_team_kill_function                 = 1;                //array no.98 - specify whether a unit loses a life for killing team mates
_no_team_kills                     = 1;                //array no.99 - Number of teamkills before punishment
// ==================================================================
// CONFIGURABLE OPTIONS FOR HEAL YOURSELF FUNCTION
_heal_yourself                     = 1;                //array no.8  - whether a unit can heal damage to itself
_no_of_heals                     = 3;                //array no.29 - Number of heals that each player gets during a mission  
_lower_bound_heal                 = 0.1;                //array no.30 - The damage level range between which the heal action becomes available 
_upper_bound_heal                 = 0.8;                //array no.31
// ==================================================================
// AI REVIVE BEHAVIOUR OPTIONS
_goto_revive                     = 1;                //array no. 9  - closest AI automatically moves to revive a downed team mate
_AI_smoke                     = 0;                //array no. 40 - if available reviving AI throws smoke on downed AI position
_AI_aware                     = 1;                //array no. 49 - AI will clear an enemy units it is aware of before auto reviving
_AI_cover                     = 1;                //array no. 50 - second AI unit moves with AI reviver to give cover
_AI_dismount                     = 1;                //array no. 58 - toggles ability of reviving AI units to dismount vehicles (1 = dismount)
_call_for_AI_help                 = 1;                //array no. 59 - allows AI units to call for help 
_goto_revive_distance                 = 300;                //array no. 33 - distance AI units will move to revive a downed team mate


// ==================================================================
// OPTIONS FOR PLAYER'S DEAD BODIES AND EQUIPMENT - Additional revive functions with many thanks to alef (0 - off, 1 - on except for _bury_timeout)
_drop_weapons                     = 0;                 //array no.93  - should the respawned player drop his weapons where he died?
_cadaver                     = 0;                 //array no.94 - should the respawned player's body remain there?
_bury_timeout                     = 12;                //array no.95 - if drop weapons OR player body, how long before the body is buried?
                                                    // 0=maximum (1200s) , n=seconds up to 1200s (hard coded)
// ==================================================================
// USER CODE - eg. NORRNCustonexec1="execvm ""myscript.sqf"";hint ""myoutput"";"
NORRNCustomExec1                ="";                 // Exec1 occurs following being revived
NORRNCustomExec2                ="";                  // Exec2 occurs when you team kill
NORRNCustomExec3                ="";                  // Exec3 occurs when you spawn at base
NORRNCustomExec4                ="";                  // Exec4 occurs when you try and spawn at base but it is still occupied
NORRNCustomExec5                ="";                  // Must use variables: MAP_r_rejoin (false - first time, 
                                                    // true - rejoining the server, and 
                                                    // MAP_r_no_lives - number of lives if you rejoin server) 
// =====================================================================================================================
// DO NOT MODIFY THE FOLLOWING CODE
// =====================================================================================================================
NORRN_revive_array = [];
NORRN_revive_array = [_mission_end_function,_all_dead_dialog,_JIP_spawn_dialog,_nearest_teammate_dialog,_unconscious_markers,_follow_cam,_call_out_function,_revive_timer,
_heal_yourself,_goto_revive,_unconscious_invincibility,_respawn_at_base_addWeapons,_no_respawn_points,_Base_1,_Base_2,_Base_3,_Base_4,_time_b4_JIP_spawn_dialog,
_can_revive,_can_revive_2,_can_be_revived,_can_be_revived_2,_no_enemy_sides,_enemy_side_1,_enemy_side_2,_respawn_button_timer,_distance_to_friend,
_revive_time_limit,_respawn_position,_no_of_heals,_lower_bound_heal,_upper_bound_heal,_follow_cam_distance,_goto_revive_distance,_respawn_at_base_magazines,
_respawn_at_base_weapons, _Base_free_respawn, _revive_damage, _max_respawns, _unconscious_drag,_AI_smoke,_visible_timer,_allied_side_1,_allied_side_2,_follow_cam_team,
_water_dialog, _unconscious_music, _enemy_units_1, _enemy_units_2, _AI_aware,_AI_cover,_mobile_spawn,_mobile_base_start,_mobile_man,_altUnc_animation,_top_view_height,
_all_dead_player,_all_dead_distance,_AI_dismount,_call_for_AI_help,_mobile_type,_load_wounded,_perpetual_server,_JIP_respawns,_caseVAC,_mediVAC,_chance_ofDeath,_dualTimer,
_respawnAtBaseWait,_objectiveBasedRP,_mobile_base2_start,_mobile_man2,_can_revive_3,_can_revive_4,_can_be_revived_3,_can_be_revived_4,_medic_1,_medic_2,_medic_3,_medic_4,
_medpacks,_stabilisation,_bleeding,_medic_medpacks,_unit_medpacks,_medic_bandages,_unit_bandages,_stabTime_tillDeath,_enemy_side_3,_enemy_side_4,
_allied_side_3,_allied_side_4,_deadSpectator_cam,_drop_weapons,_cadaver,_bury_timeout,_reward_function,_revives_required,_team_kill_function,_no_team_kills,_medic_stable, _unit_stable,
_ACE_mod];

// start related revive functions
[] execVM "revive_sqf\init_related_scripts.sqf";

if (true) exitWith {};    
//Last edited 17/08/09

//if (_name == player) then {[_name] execVM 'revive_sqf\rPrn.sqf'}
Vielen Dank für eure Tips.
__________________
Panzergrenadiere - Dran! Drauf! Drüber!
Jekko ist offline