This repository has been archived by the owner on Jul 17, 2020. It is now read-only.
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathx_revive.sqf
53 lines (40 loc) · 1.9 KB
/
x_revive.sqf
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
#define THIS_FILE "x_revive.sqf"
#include "x_macros.sqf";
// units that can revive, use var name as string like in player entities or empty array so that anybody can revive
// if a unit can't revive another one it can at least enhance the lifetime with CPR menu entry
xr_can_revive = if (d_only_medics_canrevive == 0) then {
if (!d_tt_ver) then {["d_alpha_6", "d_bravo_6", "d_charlie_6", "d_echo_6"]} else {["d_blufor_20","d_blufor_21","d_blufor_22","d_blufor_23","d_blufor_24","d_opfor_20","d_opfor_21","d_opfor_22","d_opfor_23","d_opfor_24"]};
} else {
[]
};
// set max lives to -1 to have unlimited lives
if (isNil "xr_max_lives") then {
xr_max_lives = 30;
};
// show markers on map where unit died
xr_with_marker = true;
// life time once unconscious
if (isNil "xr_lifetime") then {
xr_lifetime = 300;
};
// map click respawn available after x seconds, -1 for immedeate respawn
if (isNil "xr_respawn_available_after") then {
xr_respawn_available_after = 120;
};
// respawn available when no other players in near_player_dist
xr_near_player_dist_respawn = true;
// set the number of bonus lifes a player gets when he revives another player, 0 to disable it
xr_help_bonus = 1;
// if set to false no "x was revived by y" message will show up
xr_revivemsg = true;
// if a player can not revive another unit he can at least use CPR. cpr_time_add gets added to the other units livetime
xr_cpr_time_add = 300;
// selfheals, how often a player can heal himself (0 = disabled)
xr_selfheals = 0;
// if selfheals is enabled then if damage player >= 0.3 and <= 0.7 the action shows up
xr_selfheals_minmaxdam = [0.3, 0.7];
// if xr_spectating is set to true then player can use spectate view when he is unconscious
// if set to false no spectating dialog is shown, camera remains in player view
xr_spectating = d_WithReviveSpectating == 0;
call compile preprocessFileLineNumbers "x_revive\xr_main.sqf";
execVM "x_revive\xr_init.sqf";