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 Post subject: The revive script
PostPosted: Mon Jan 06, 2014 10:05 pm 
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Joined: Mon Apr 08, 2013 3:04 pm
Posts: 302
Location: Derry, N.Ireland
The revive script is an essential requirement for all missions, without it we cannot use medics to revive teammates. The revive script also allows you to place a a respawn marker anywhere on the map. Files found here

The script needs to be included in your mission folder before you save it as a multiplayer mission. Your mission folder is normally found here:

Documents/Arma 3 ÔÇô Other Profiles/yourname/missions/your_mission_name

The folder should look like this when everything is present:

Image

To place a custom respawn location, place a marker in the editor called respawn_west.

Image


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 Post subject: Re: The revive script
PostPosted: Mon Jan 06, 2014 10:49 pm 
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Joined: Sun Oct 06, 2013 10:18 am
Posts: 339
Location: North Shields
Keeno - Having a go at a mission with yours/plores/craps info. Opened the mission folder Keeno31@Chem_Warfare_[HC]MK7.Altis) that you kindly sorted for me before xmas and there is a folder in it called taw_vd. Do I need this ?.


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 Post subject: Re: The revive script
PostPosted: Mon Jan 06, 2014 11:04 pm 
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Joined: Mon Apr 08, 2013 3:04 pm
Posts: 302
Location: Derry, N.Ireland
Keep that in m8, That's the view distance script that is operated with the scroll wheel. If you have anymore questions fire away.


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 Post subject: Re: The revive script
PostPosted: Tue Jan 07, 2014 7:40 am 
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Joined: Sun Feb 26, 2012 3:31 pm
Posts: 427
We need a link to the official, official of officialness script we use, some old ones have bugs don't they?


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 Post subject: Re: The revive script
PostPosted: Tue Jan 07, 2014 8:45 am 
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Joined: Sat Apr 13, 2013 12:03 am
Posts: 323
I tried to use norrins revive script. and it is shit. I has too much other stuff that e don't use and it is clunky as hell to use. I hope norrin dies in a fire.


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 Post subject: Re: The revive script
PostPosted: Tue Jan 07, 2014 9:18 am 
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Joined: Wed Feb 15, 2012 2:03 pm
Posts: 1076
Location: Derby, United Kingdom
Norrins is the best by far (tried and tested for years), but IMO we don't need a revive script. I'm against its usage.

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 Post subject: Re: The revive script
PostPosted: Tue Jan 07, 2014 10:13 am 
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Joined: Mon Apr 08, 2013 3:04 pm
Posts: 302
Location: Derry, N.Ireland
You would rather just respawn? I do think reviving is too simplistic at the minute, however there are mods that we could look at.


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 Post subject: Re: The revive script
PostPosted: Tue Jan 07, 2014 11:20 am 
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Joined: Wed Feb 15, 2012 2:03 pm
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Location: Derby, United Kingdom
Well it depends on the mission. See, if we're playing a mission where it doesn't make sense to have a base - so we're escaping or something, having a static respawn point is detrimental. Having revive and/or rally point makes sense here.

However, take Sunday for example. We had transport helicopters and revive. The whole reviving thing makes the transport helicopters pointless. In missions like that, I don't think revive is appropriate.

Obviously it is down to the mission maker's judgement, but using revive/rally all of the time is daft, IMO.

Another reason I am against its use is that it simplifies the tactical situation. When everybody can be revived where they died, you always have 100% potential strength and can easily maintain momentum. When players respawn at a rally point or at a base, the effect of casualties is amplified. This adds another aspect to mission execution and also allows for the possibility of a failure. In short, revive allows death leapfrogging towards the objective. It makes it too easy and there is no real consequence to death.

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