This is a great revive script ! I like the progress bar, you can stop the action simply by pressing s. And the possibility to make the Unit more resistant is a big plus too, making the mission less frustrating. Thanks for sharing this. 5/5.
im kinda a noob at using scripts and i dont know if i showd copy the contents in the init that comes with the addon and put it into the existing init.sqf folder in your mission or if i copy the init_ais and put that in the mission folder. Im just very confused and i would like it if you help me! It looks like a great script overall! keep up the great work!
Dude, can you add a option where you and the AI cant get hit and die if they get wounded? :) because my realism unit is not that big so we need the ai really much.
Very nice script, thanks. But at least two options was lost after installing this script.
1. The save modules doesn't work any more.
2. Cannot switch to other playable units in-game.
How can I fix this? Thank you!
Only works for the host in multiplayer. Anyone know why? I can revive AI and be revived by AI but any player who plays with me cannot be revived and cannot revive me or AI.
Description:
This wounding system based on the AIS Wounding Module from BonInf*`s Arma 2 version. Again this one based on the vanilla wounding module from BIS. (but it wasnt MP compatible)
Well, essentially not a completely new stuff. But i think this was one of the best wounding systems we had with Arma. Cause i wont miss it in upcoming Arma 3 missions i rewrite and expand the system for further use.
The greatest advantage i see in the system is that you dont realy die before the unit go in agony. (what happens by any other normal revive system) That fact give the mission designer the possibility to create non-respawn missions with a revive system, too. The second big advantage is the possibility for unconcious players by pressing "W" to roll on their jelly and crawl forward or empty their loaded magazine. The following short video i had made in the early alpha state of the development. (over 8 month ago) The effects are completely reworked since this days. Nevertheless you can watch the core features of the system well.
Features:
Core Features:
- Fully AI compatible revive system
- Fully SP/MP, HC and JIP compatible
- Teamswitch compatible
- Setup file to change easy the behavior of the revive system
- A lot of options to choose between arcade or a more realistically usage of medics
- Option to select a realistic damage handling (die immediately by heavy explosions f.e.)
- Injury state without dying immediately
- Compatible for missions without respawn
- drag, carry, drop and load injury units
- Option to change damage tolerance
- A lot of visual effects and discreet information’s around the gameplay
- Unconscious units are able to roll on their jelly and perform simple actions
- Most time consumption actions are visualized and can be aborted if needed
- Markers and HUD show injury units on the map (if wanted)
Mod version: JCae2798 made a mod version of this script. Please note the author can not support this so use at your own risk!
It isnt a official mod version of this script but use this script packet. Take care of the specific notes/readme of the script version.
Download: A3 Wounding System Mod version by JCae2798
Media:
Armaholic.com has its own Youtube channel where we will try to cover the Community made releases. Make sure to visit our channel and subscribe! Armaholic.com on Youtube
Known issues:
- System will not work if you switch to another AI-unit --> team switch is disabled by default.
- If you start the healing process while holding a launcher, you cannot abort the process until is finished.
Notes:
I hope some people can find the advantage of that system and help them to fill their missions with a usefull feature.
At the moment the draggee animation are not optimized. So i will release minimum one update in the future.
Credits & Thanks:
- BonInf* for the first multiplayer compatible version (Arma 2)
- EightSix for his PatrolOps and the included status bar
- BI for the design idea (Wounding module Arma 2)
- Alwarren for his feedback and fixes
- lukio for his text revisions and better translations
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You are NOT free:
You may not upload this script-pack to Steam Workshop. This includes any derivates of this script-pack or if the scriptpack is changed into an addon.
Excluded is the possibility if it is included in a single- or multiplayer mission that havent a example-mission character.
You are not free to use this script-pack in wholeness or in parts that use the ideas and principles in the 'Make Arma not War' campaign from Bohemia Interactive.
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Changelog:
v3072018:
fixed - initial misssion eventhandler breakdown (can break 3rd party mods)
fixed - "Medic only revive" option have no effect
fixed - animation issue if no primary weapon is selected when starting the carry animation
fixed - TFAR speaching doesnt enabled again after a reivive
fixed - AI soldiers didnt pull out the wounded everytime while they want to help him
fixed - possibility to trigger some actions from any distance
fixed - unconscious driver was able to drive a vehicle
fixed - unbind "wepon on back" (or any other weapon changes) during unconcious state to avoid player can walk around
changed - some minor improvements in all animation handlings
changed - AIS can now work with ACE together as long as ACE_medical isnt present
changed - unconscious markers are only for the same faction visible
added: notification when a player shoot down another player (user wish)
added: simple score system (user wish)
added: option to disable the possiblity that unconcious units can die before the bleedout timer is gone (f.e. by near explosions) (user wish)
v24062017
- documentation added
- fixed: ACRE wasnt enabled again after a revive
- fixed: animation issue without main gun while start carry action
- fixed: medic only option has no effect
- tweaked: some minor improvements in animation handling
Issue with missing scroll down actions after revive:
I cant reproduce this issue. Maybe the player dont know enough about the units around them after a revive. So i added a reveal function which trigger after the revive local. We will see if it will change something.
v15102016
- fixed: players are not able to crawl in agony-mode since patch 1.62
v21022016
- fixed: long initialization delay if you start the script on large number of ai soldiers since patch 1.16 (BIS_fnc_feedback_hitArrayHandler not set)
- fixed: (hopefully!) group leader lost sometime the command after a respawn
- fixed: duplication of medikits after revive (fixed by Alwarren)
- fixed: Since fire starts to "damage" with minimal damage at a large radio, lower damage get filtered out (by Alwarren)
- fixed: damage calculation issue if a unit get healed before fall in agony first time
- changed: stronger code while asking for tcb_is_agony variable in different cases
- changed: attempt at correcting the damage values with getHit (by Alwarren)
- changed: some small code optimizations (usage of new script commands)
- changed: skip initialization in post init area
- changed: completely rewritten damage handling
- changed: text clean up (rewritten by lukio)
- removed: remove tcb_ais_revive_guaranty from setup (it is now included tcb_ais_realistic_mode - easier setup process)
- removed: healReset.fsm no longer needed (caused by new damage handling)
- added: check for wrong player initialization/localization and abbort init AIS if check failed
- added: new setup option to disable TFAR radio for unconscious players
- added: new setup option to disable text chat for unconscious players
- added: random pain screams if a player go unconscious
- added: add score points to the unit who shoot other AIS handled units down (to agony)
- added: new setup option to enable/disable bleedout countdown (tcb_ais_showCountdown)
- added: new setup option to enable/disable AIS diary entries (tcb_ais_showDiaryInfo)
v05042014
- fixed: a medic player was set to auto-first aid if close enough to injured ai
- fixed: action entries are duplicated
- fixed: tcb_ais_show_injury_marker was doubled in the setup file
0v4042014
- fixed: if dragger die or agony the dragged unit dont stock in drag/carry animation
- fixed: error in vehicle/parachute handling
- fixed: broken damage handling for damage from fire
- fixed: in some cases the unit have zero-damage in unconcious state
- fixed: revive chance warranty now bring a 100% warranty
- fixed: sometime the units damage are higher as before the first aid process
- fixed: prevent the zero-time first aid process in some cases
- fixed: a calculation error while try to find a squadmate that help the downed group members
- changed: check for engine-side healing threads to reset parts damage storage
- changed: the healing time depends on the injured damage AND now also if the healer is a medic or not (medics are up to 50% faster)
- changed: injured person stop to bleed out if a helper has start the first aid process
- changed: reduce fatigue-values (caused by the overdosed gay noises since 1.14)
- changed: reduce slighty the distance you have to fall below before you can start a action to wounded bodys
- added: option for "only medics can revive" or "everyone with medical euqipment" or "everybody"
- added: "medical equipment" are generated during a first aid action
- added: random particle blood splatter form the wounded body
- added: action to stop the bleeding by press on the wound (only avalible if not everyone can start a first aid action to any time)
- added: easter egg (experienced players can learn to help much faster) ;-)
- added: option to have everytime you got a hit it also have a impact to your senses
- added: to call for help press "H" button while you are unconcious (AI start immediately to looking for you)
- added: auto-generated diary entry with description and explanation
- added: license text to the readme file
v2026012014
- fixed: animation positioning after the last stable patch
- fixed: AI dont hold a started animation since the last stable patch (work around: freeze the unit in wanted animation)
- changed: you cant carry injured persons if you wear a launcher on your back
20012014
- fixed: healing process stop after few seconds if the healer hasn't a primary weapon
- changed: freeze the wounded unit during healing process (cant longer spin around)
- changed: unlock the head movement of the healer during healing process (able to look around during healing)
- changed: disable debug log
v18012014
- fixed: a animations-bug if you land hard with a parachute
- fixed: tcb_fnc_isMedic interchanged the output value
- fixed: for a short timewindow it was possible to heal the unit by shooting on their
- fixed: every unit with uniform "U_B_CombatUniform_mcam_tshirt" wont handled by the system caused by a strange damage handling (http://feedback.arma3.com/view.php?id=16906)
- changed: damage handling reworked
- changed: make the setup parameter "tcb_ais_revive_guaranty" more powerfull
- changed: more randomization to the lifetime
- changed: not every ai group member try to help - primary the medic look for wounded comrades or the closest squadmate
- added: a random delay before the ai try to help you (prevent the ai to run into enemys fire)
- added: carry action and animations
v11012014
- fixed: two AI's arent longer able to heal mutually if they lie close together
- fixed: animation bug - if a healer die/get unconcious during healing another unit, the healer get stuck sometime in a kneel animation
- fixed: (hopefully) another groupmember get blur-effects if a unit are unconcious
- fixed: if a ex-leader from a strange group join a new group he dont call out as a leader after he was healed
- changed: disable the "commandMove" command for AI healer (maybee this fixed anoying radio chatter)
- changed: a healed AI start to search again for wounded squad members after the unit is concious again
- changed: some small code optimizations
- added: safety barrier to prevent a unit can execute local other units twice
v03012014
- added: drag animations
- added: setup parameter to enable/disable the deadcam and the dead-dialog
- added: some alternative example execution methods in the init.sqf
- added: units fall in agony disable their NVG's for one time
- removed: waypoint markers on map are a little bit confusing
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This is a great revive script ! I like the progress bar, you can stop the action simply by pressing s. And the possibility to make the Unit more resistant is a big plus too, making the mission less frustrating. Thanks for sharing this. 5/5.
You have done a fantastic job! this is fantastic and i will try to get my clan to use this for our ops now. and get you more rates.
lol, roll on there jelly, *belly, But in all seriousness, this is a good script, but when picking someone up to carry, it could be a bit better.
Best revive script. I only miss one option and that is to load wounded soldiers on vehicles.
Love this.
im kinda a noob at using scripts and i dont know if i showd copy the contents in the init that comes with the addon and put it into the existing init.sqf folder in your mission or if i copy the init_ais and put that in the mission folder. Im just very confused and i would like it if you help me! It looks like a great script overall! keep up the great work!
also the friendly AI will just die if shot and not get wounded. btw srry about spamming the comments, it showed that it wasnt posting :)
Dude, can you add a option where you and the AI cant get hit and die if they get wounded? :) because my realism unit is not that big so we need the ai really much.
Very nice script, thanks. But at least two options was lost after installing this script.
1. The save modules doesn't work any more.
2. Cannot switch to other playable units in-game.
How can I fix this? Thank you!
/not working anymore after steam update fix please
Thank you for your hard work!
It would be really nice if you could put an unconcious soldier in a vehicle like a helicopter
After having tested out multiple revive/medical scripts, this is the best for coop & MP
When i put it in the mission folder the script will not work pls help
Only works for the host in multiplayer. Anyone know why? I can revive AI and be revived by AI but any player who plays with me cannot be revived and cannot revive me or AI.
Total comments : 21, displayed on page: 15