AI Revive Player
Вставка
- Опубліковано 21 сер 2024
- In this video I show my proof of concept script where AI revive players in a COOP game.
Check out the new and improved version that also allows players to revive AI here (MP and SP): • ROS AI revive script
25,000+ hours and the force is still strong with Arma3. I've been gaming and creating content for games since 1987. I'm a computer engineer with a creative background. I still play lots of other fps games - but as you can see I'm an Arma -holic - so to speak. (no reference to the community site by the same name).
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loved the conflict desert storm music in the back!
Check out the new and vastly improved AI revive system which also allows players to revive AI : ua-cam.com/video/SlsOJnD5aNg/v-deo.html
Please click Like and Subscribe if you want more videos like this. If you have suggestions or video requests please leave them here. Personal help with mission making and scripts will only be given to people who subscribe. Please consider supporting my efforts via the Patreon link above. Thank you for your time !
New mission version containing this script will be uploaded to Steam Workshop in a few days - look for The Dogs of War Part II V 1.1
Mission has been updated with this script. V1.1 of The Dogs of War part II.
WOW! judging by your favorite mods on Steam. I am very intrigued. You seem to like the uniqueness of things with realsim, Am I right?
Bruce King yes exactly that - something that's out of the ordinary that opens up new ideas for missions.
Great work! Can you make a module instead of scripts?
Ah yes! Great to see you go this working, looks good! Thoughts on compatibility with ACE3?
Thanks. Worth a try - but not optimistic. If you test it - let me know please. Mission has been updated on SW.
ACE Compatability would be insane!
Bruce King I haven't tested it but as mentioned I'm not optimistic - give it a try and let me know.
RickOShay Hey Rick I did test it a while back and it was a no go. Yours works off of BIS revive - and works great by the way! Took me sec to get it ported correctly, but now easy cheesy.. The only way I've been able to do something similar with ACE is using Davidoss's edited version of Bardosy's automedic script from BI forums.
M_ W_ Ok thanks for feedback - ace medical system is basically a complete replacement for the BIS one afaik. So was a long shot.
Graet work, and thank you again for shareing. Do I understand correct, one could use this script in single player ?
JAY - B yes and no - if you start a LAN server and play as player 1 - ie. one player coop then yes they will follow and respawn and heal you when they get a chance.
thanks Rick
Really? WHY AREN"T more ppl excited about this. This should be in the base game along with at least a dozen other things.
Forgive me, In my excitement! I may have missed.
Multiplayer?
Ace Compatible?
Bruce King Hi Bruce Thanks for the comments. The reason is its very difficult to override default ai behaviour and fsm. Particularly when in combat. Pretty sure BIS could tweak the fsm and add the functionality in SP without too much effort.
Nice work with the script Rick! This is damn near what I've been looking for. I've been trying to find ways to work some kind of AI revive into warfare without entirely nixing BIS Revive. I'm going to see what I can get this working with as is, but I was curious if you had an idea if it's possible to reroute it from being group specific to team specific. IE: Any nearby Bluefor AI being able to revive the incapacitated player rather than only ones currently grouped. Although I suspect I'm going to have a fun time trying to work the system into spawned AI.
Off the top of my head I would try finding a near responder from nearby AI (in player team) using similar process above ie create array of near ai within radius - then select element 0 - store his current group in a variable - then join the unit to grpnull - turn his damage off - then domove him to the player pos - heal player - as above then regrouping him at the end to his original group and switch his damage back on. Should work.
Awesome, appreciated! I'll see how I can make those tweaks
Really appreciate it man! Got the ungrouped AI revive portion to work, so they'll pop over, revive you, and head back off on mission with their previous group. Still have a few tweaks to do, like integrating both the in-group and out-of-group in tandem so they do an either/or. I'll shoot you the script once I get it all dialed down.
Nathan Williams excellent well done. If you get it working maybe post a dropbox link here for others to use.
Yeah definitely.
Steam WorkShop link no longer exists!
Dropbox link has been added to above.
Is there a mod for this
The new version has two primary scripts that are super easy to run. One for player groups and one for the entire player's side. If you need help activating it just message me on the Steam workshop..
Only named AIs?
All AI on a side or just your group. It's configurable. AI are not named or called by variable. It's a distance and behaviour / activity sorted array.
Working like a charm. How to player revive AI?
That's a damn good question! It is possible - well sort of - with some trickery. I will do an demo example very soon. I've been doing some work improving the AI revive player script. I'll also post that here soon. Thanks for the idea.
@@RickOShay, you the man. I look everywhere. I tried to do this on my own but I dont have skills. Found this somewhere, for AI and player:
if (hasInterface) then {
[] spawn {
waitUntil {alive player};
player setVariable ["loadout", getUnitLoadout player];
};
};
if (isServer) then {
addMissionEventHandler ["entityKilled", {
params ["_unit"];
if (isNil {_unit getVariable "loadout"} && !isPlayer _unit) then {
_unit setVariable ["loadout", getUnitLoadout _unit]
};
}];
addMissionEventHandler ["entityRespawned", {
params ["_unit"];
_unit setUnitLoadout (_unit getVariable "loadout")
}]
};
@@spartanRS1 I'll have a look at that - seems quite basic in that it loads inventory when unit respawns etc but not happy with idea of use of eventhandler for managing all AI in group - it's possible it would be the best way not sure yet.
I want a player to literally have to revive AI - using revive animation on AI and AI to wake up just like reviving players. How to trap the immediate respawn of AI is the tricky bit. Would be a new copy of dead AI but who would know! :)