JonyBIgooD - 05 Octobre 2013, 21:38
Introduction
Le systême de Revive Script par Norrin permet la réapparition sur plusieurs points de respawn, il offre la possibilité de se soigner entre coéquipier muni d'une trousse ou d'un medpack de soin, ou par le biais d'une unité dirigée par AI faisant partie du groupe. Vous pouvez changer de vue une fois à terre soit vue fps, soit une vue de desssus, soit une vue 3ême personne, soit une vue libre qui permet de zoomer ou dézoomer. Le personnage blessé à le moyen de sélectionner jusqu'à 3 points de respawn ou d'appeler à l'aide en cliquant Call at help. La séquence d'animation une fois à terre s'active le personnage bouge au sol et appel à l'aide. Animation physique et audio
Configuration
Vous devez créez le nombre d'unité que vous avez indiqués dans le fichier revive_init.sqf
// ================================================================== // LIST OF PLAYABLE UNITS //NORRN_player_units = playableUNits; NORRN_player_units = [s1,s2,s3,s4]; // ==================================================================
Pour que le revive fonctionne il faut créer une logique de serveur nommé server dans votre mission |
_revive_time_limit = 600; //array no.27 -Décompte avant réapparition sur base_1 => "nom correspondant"
_Base_1 = "Nom_1"; //array no.13 - Position du marqueur de base _Base_2 = "Nom_2"; //array no.14 visible dans menu _Base_3 = "Nom_3"; //array no.15 visible dans menu _Base_4 = "Nom_4"; //array no.16 visible dans menu
// GENERAL REVIVE OPTIONS (Off = 0, On = 1) _mission_end_function = 0; //array no.0 - Fin ou non de la mission
/ RESPAWN OPTIONS _no_respawn_points = 4; //array no.12 - active les points de réapparition (Nombre de 1 à 4)
r_mobile_spawn_vcl
this addEventHandler ["GETIN",{if ((_this select 1) == "driver") then {NORRN_landy_script = [_this select 0, _this select 2] execVM "revive_sqf\mobile\mobile_spawn.sqf"}}];this addEventHandler ["GETOUT",{[_this select 0] execVM "revive_sqf\mobile\mobile_remove_spawn.sqf"}]; call{[this, 30] execVM "revive_sqf\mobile\vcl_respawn.sqf"}
author = "JonyBIgooD"; // Author onLoadName = "Revive & Respawn"; // Mission name (temporary solution; actual name set in editor will be used later in the alpha) onLoadMission = "Tutoriel de configuration"; OnLoadMissionTime = false; loadScreen = "image.jpg"; Briefing = 1; debriefing=1; Saving = 1; ShowCompass = 1; ShowMap = 1; ShowGPS = 1; ShowWatch = 1; ShowPad = 1; ShowRadio = 1; respawn = 3; respawndelay = 4; disabledAI = 1; #include "revive_sqf\dialogs\configComments.hpp" #include "revive_sqf\dialogs\define.hpp" #include "revive_sqf\dialogs\rev_cam_dialog.hpp" #include "revive_sqf\dialogs\respawn_button_1.hpp" #include "revive_sqf\dialogs\respawn_button_2.hpp" #include "revive_sqf\dialogs\respawn_button_3.hpp" #include "revive_sqf\dialogs\respawn_button_4.hpp" #include "revive_sqf\dialogs\respawn_button_1b.hpp" #include "revive_sqf\dialogs\respawn_button_1c.hpp" #include "revive_sqf\dialogs\respawn_button_2b.hpp" #include "revive_sqf\dialogs\respawn_button_3b.hpp" #include "revive_sqf\dialogs\respawn_button_4b.hpp" #include "revive_sqf\dialogs\respawn_button_1map.hpp" #include "revive_sqf\dialogs\respawn_button_2map.hpp" #include "revive_sqf\dialogs\respawn_button_3map.hpp" #include "revive_sqf\dialogs\respawn_button_4map.hpp" #include "revive_sqf\dialogs\OK_map.hpp" #include "revive_sqf\dialogs\dead_cam_dialog.hpp" #include "revive_sqf\dialogs\rev_cam_dialog_blank.hpp" /////////////////////////////////////////////////////////////////////////////////////////// class Params { class DayTime { //paramsArray[0] title = "Time Of Day"; values[] = {-6, 0, 8, 13}; texts[] = {"Morning", "Clear day", "Sundown", "Night"}; default = 0; }; class Revive { // paramsArray[1] title = "Nombres de vie:"; values[] = {2000,1000,20,10,7,5}; texts[] = {"No Revive","Infinite - Cadet","20 - Easy ","10 - Normal","7 - Hard","5 - Extreme"}; default = 10; }; }; enableDebugConsole = true; class Header { gameType = COOP; minPlayers = 1; maxPlayers = 4; }; #include "VAS\menu.hpp" class CfgFunctions { #include "VAS\cfgfunctions.hpp" }; class CfgRespawnTemplates { // Class used in respawnTemplates entry class myTag_beacon { // Function or script executed upon death. Parameters passed into it are the same as are passed into onPlayerKilled.sqf file onPlayerKilled = "\myAddon\scripts\respawnBeacon.sqf"; // Function or script executed upon respawn. Parameters passed into it are the same as are passed into onPlayerRespawn.sqf file onPlayerRespawn = "\myAddon\scripts\respawnBeacon.sqf"; // Default respawn delay (can be overwitten by description.ext entry of the same name) respawnDelay = 20; }; class Spectator { onPlayerRespawn = "BIS_fnc_respawnSpectator"; }; }; class CfgNotifications { class Default { title = ""; // Tile displayed as text on black background. Filled by arguments. iconPicture = ""; // Small icon displayed in left part. Colored by "color", filled by arguments. iconText = ""; // Short text displayed over the icon. Colored by "color", filled by arguments. description = ""; // Brief description displayed as structured text. Colored by "color", filled by arguments. color[] = {1,1,1,1}; // Icon and text color duration = 5; // How many seconds will the notification be displayed priority = 0; // Priority; higher number = more important; tasks in queue are selected by priority difficulty[] = {}; // Required difficulty settings. All listed difficulties has to be enabled }; // Examples class TaskSucceeded { title = "Tà¢che Accomplie"; iconPicture = "\A3\ui_f\data\map\mapcontrol\taskIcon_ca.paa"; description = "%1"; color[] = {0,1,0,1}; priority = 2; }; class TaskAssigned { title = "Tà¢che Assignée"; iconPicture = "\A3\ui_f\data\map\mapcontrol\taskIcon_ca.paa"; description = "%1"; priority = 7; }; class TaskCanceled { title = "Tà¢che Annulée"; iconPicture = "\A3\ui_f\data\map\mapcontrol\taskIcon_ca.paa"; description = "%1"; color[] = {0,1,1,1}; priority = 4; }; class TaskFailed { title = "Tà¢che Echec"; iconPicture = "\A3\ui_f\data\map\mapcontrol\taskIcon_ca.paa"; description = "%1"; color[] = {1,0,0,1}; priority = 8; }; class ScoreAdded { title = "Score bonus"; iconText = "+%2"; description = "%1"; color[] = {1,1,.5,1}; priority = 0; difficulty[] = {"netStats"}; }; }; class CfgDebriefingSections { class Loot { title = "Collected weapons"; variable = "BIS_loot"; }; };
server execVM "revive_init.sqf"; //Mission parameters skiptime (paramsArray select 0); sleep 5; _nul = [] execVM "briefing.sqf";
poran - 05 Octobre 2013, 21:59
merci Jony, et si tu as les samples qui vont avec, et qui marche bien sur, fait moi signe...