Grimes’ Simple Revive Scriptby
Created with user-friendliness and quality assurance in mind, Grimes Simple Revive is a Revive script for Arma 3 that sets itself apart from other Revive Scripts due to the fact that it is exceptionally organized and simplified for ease-of-use by mission editors of all levels, while still offering unique features. Although this script contains a variety of features on top of its original action-based Revive System, all features, in addition to already having default values set, are organized by relevancy in a simple way that allows editors to adapt this script to their mission, including enabling/disabling features as desired.
* Singleplayer (SP), Multiplayer (MP), PvP/TvT/COOP, Save/Load, Dedicated Server, & Join-In-Progress (JIP) Support
* For SP, consider running your SP mission as an MP Host. This allows for the use of parameters anyway, allowing you to make your mission more diverse!
* Minimal setup required; quick and easy installation
* Integrated parameter validation system to ensure the script is being utilized effectively
* Revive your teammates, whether they are players or AI, including in water
* Secure incapacitated enemies to take them out of the fight
* Drag & Carry players and AI, whether they are your teammates or not
* Load incapacitated teammates into vehicles, and Unload them at your destination
* AI will operate in a guard-rescuer pair to realistically navigate to and revive teammates (even when vehicles are involved)
* AI inclusion is by side and requires no extra work, and individual exclusions from the script can be made by name
* Integrate with your respawn settings: works with all respawn types, including the highly recommended Respawn Menu for respawn point selection
* The BIS Revive Mode must be Disabled
* Available Mobile Respawn Vehicle (MRV) and Squad Leader Respawn systems which include optional markers
* Utilization of BI functions and dialogs wherever possible to be as stock and fast as possible
* Available immersive options such as black screen and muting ACRE2/TFAR while incapacitated
* Available “unit tags” that mark friendly players and AI on your HUD
* Available Spectator Mode for use when lives run out
* Available pre-placed custom execution lines to run your own scripts within this one
* Loads of other large and small features! Check out the parameters for more details.
This package includes an application of the script as part of an example mission.
The purpose of this script is to provide a way for the mission maker to easily implement the revive and spawning abilities into gameplay in order to make their mission unique.
Installation / Usage:
For usage instructions and information of how to use the Grimes’ Simple Revive Script please refer to the included documentation and/or example mission.
Link to Full Sample Mission
COOP 5 First Light
[url=https://www.twitch.tv/videos/49316876Grimes Simple Revive Script Overview on twitch.tv[/url] - Note: This video is from v0.5, and may include/not include certain features. The gist is there though.
At this time, there is no “installer” for the script, and it is instead a simple series of actions and file moves.
1. Obtain the script files
Steam Workshop: You are here!
2. Extract the “Grimes_Simple_Revive.stratis” folder and place it somewhere on your computer that is easily accessible, such as Desktop or your MP Missions folder.
3. In the folder that contains your mission.sqm (ie, “my_mission.stratis”), do the following:
a. If you haven’t already created a description.ext file, simply copy the provided one into your mission folder. If you already have your own description.ext, simply copy and paste the following line into it. Note: If you already have a defines.hpp or similarly purposed file, you may need to check for conflicts.
b. If you haven’t already created an init.sqf file, simply copy the provided one into your mission folder. If you already have your own init.sqf, simply copy and paste the following line into it. Note: This line must go towards the top, specifically before any suspension statements (waitUntil, sleep, etc.).
 execVM "G_Revive_init.sqf";
c. Copy and Paste the G_Revive_init.sqf file and the G_Revive folder into your mission folder.
4. That is all that is required for the file implementation! Depending on your settings, you will still need make some edits in the in-game editor.
a. If using respawn, adjust the editor-based respawn settings as you desire, and remember to create markers named “respawn_west_0”, “respawn_west_1”, etc. for the desired side if necessary.
b. If using the Mobile Respawn Vehicle (MRV), be sure to name your vehicle in the Name field when you double-click on the vehicle in the editor.
Credits & Thanks:
I would like to extend a big thanks to the following individuals and groups, in no particular order, for their direct or indirect assistance and contribution to this project. Thank you for choosing Grimes’ Simple Revive Script!
Bohemia Interactive Studio – For providing an amazing game and location for a fan base, in addition to provided assistance.
BIS Forum Users – For providing an active location for anyone to receive assistance and education about ArmA.
Honorable Mention: norrin, brians200, Das Attorney, PtPau, Imperator_Pete, csk222, maximumvmo, pathfinder2, marcatore, Zio Sam, and any whom I have failed to mention.
3rd Infantry Division – For providing everything that is indescribable in a single mention, but specifically for testing assistance.
Honorable Mention: Taylor, Ski, Foondle, Robertson, Townsend, and any whom I have failed to mention.
Armaholic.com – For their logistical support in the past, present, and future.
Honorable Mention: Foxhound, Big, and any behind the scenes folks I’ve yet met.
Many Artificial Intelligence units were harmed in the making of this script.
Copyright (c) 2013-2018 Kent "KC" Grimes. All Rights Reserved.
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
re-released to include hotfixes, most important being for G_fnc_initNewAI.
This update contains a few bug fixes primarily relating to loading/saving/otherwise rejoining a mission. Additionally, a scripted mission-end has been added as an option for when all friendly units are incapacitated and unable to respawn. Also, the integrated briefing is now dynamic, outputting based on settings chosen by the mission maker. Various other changes are included.
This update contains significant optimizations and some features, specifically with AI rescuer behavior and a complete rework of the Unit Tags system. The AI will now operate more "as expected", including increased utilization of vehicles as appropriate. Additionally, players can now "Secure" an incapacitated enemy, taking them out of the fight. Other new features and optimizations are also included.
This update includes the addition of significant features, the most popular being full AI integration. The AI will now operate in a guard-rescuer pair in order to realistically navigate to and revive incapacitated teammates, even if vehicles are involved. Additionally, faction relations are now respected, meaning that, for example, BLUFOR-friendly Independents can be revived by BLUFOR and vice versa. Many more features and bug fixes are also included. As well, the script has been largely restructured to be much more efficient in order to allow for use of a large number of AI with their newly integrated abilities. Please review the installation instructions when upgrading as they have changed in the mission maker's favor!
Bug #74545: Vehicle Death Support - Player killed in vehicle can still drive, gun, exit, etc
Bug #74599: Death & Flying - Revive system disrupted when heli explodes
Bug #74602: Sides & Revive - Not working with IND
Bug #74603: FAK Req - Issue forcing revive abort
Bug #74612: Unit Tag Height - Tag height set to specific height over land
Bug #74618: FAK/Medikit Requirements - Didn't return if too low, didn't always respect Medikit
Feature #74506: Option to limit "downs" per life
Feature #74507: MRV Deployability – Allow Deploy/Undeploy when in motion if the Moveable Mobile feature is enabled
Feature #74604: Lock Enemy MRV - Option to lock enemy MRV
Feature #74615: Revive Dialog Content - Add information to Revive Dialog
Feature #74617: Killed in Vehicle - Param option to eject
Inconsistent inability to move upon use of Drag
Bug #74499: Server Player kills other plays in MP environment
Bug #74513: Revive System - Upon revive, unit observed as in DeadState animation
Bug #74514: Locality - Dedicated Server incompatibilities
Bug #74523: Unconscious Animation - Unit has awkward animations when shot while Unconscious
Bug #74524: Load/Unload Animations - Lack of visuals corresponding to functions
Bug #74525: JIP spawn on Start - No group leader, forcing MRV spawn?
Bug #74535: Revive Actions - Duplication/Failure to remove
Bug #74537: Group Leader Spawn - Doesn't detect leader change
Bug #74539: JIP and Deploy/Undeploy - Action persistence issues
Bug #74540: Revive Actions Persistence - JIP unable to interact with player that went unconscious before join
Bug #74547: Unit Tag on Respawn - G_Unit_Tag_Display = 0 results in tag on respawn until key press
Bug #74557: MRV Marker Failing - Marker not created if unit dead
Bug #74558: Revive Actions - Unconscious people could revive unconscious people
Bug #74561: Unconscious by vehicle - Body inconsistently disappears upon action
Bug #74562: Drag/Carry Rescuer - Support for rescuer dying
Bug #74572: Unit Tag JIP - When JIP to Unconscious/dead unit, no unit tags
Bug #74588: JIP & Variable s
Feature #74508: Unit Tag Improvements – Group members will have special color, editor option to change color
Feature #74509: Colored actions
Feature #74536: Respawn Options - Ability to start mission with editor init commands
Feature #74542: Killed in Vehicle - Unit must be unloaded if killed in vehicle
Feature #74554: G_Revive_System - Ability to enable/disable revive system
Task #74515: Credits - Add Armaholic
Task #74527: GL to SL - Convert all Group Leader related variables/names to SL
Task #74548: Changelog - Removed details, linked to here
Task #74549: Added empty arguments  to execVM
- Initial release of Grimes’ Simple Revive Script[/url]
- BI forums
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