Hi all.
Here's a quick run-down on how to add Psycho's revive to your missions:
1. Download it from the post below.
2. Unpack the archive, and go to the tcb_ais_xxx.Altis folder
3. Copy ais_injury into your mission folder
4. In your init.sqf, add
The reason I am using spawn here, as opposed to the code in the sample mission, is that the init uses sleep and therefore will delay everything behind it until after the briefing.
3. Modify the description.ext.
This is the most complicated part, since it depends on your layout of description.ext. There are two sections that need to be added to, RscTitles and CfgFunctions. If you don't have either of those already, just copy and paste this part:
If you have either, make sure to move the line #include "ais_injury\dialogs\rscTitlesAIS.hpp" into your own RscTitles and the #include "ais_injury\cfgFunctionsAIS.hpp" into your own CfgFunction.
4. In your mission folder, go and enter ais_injury\ais_setup.sqf.
I typically use these settings:
These are just my preferences, though.
That's it. You are done.
Here's a quick run-down on how to add Psycho's revive to your missions:
1. Download it from the post below.
2. Unpack the archive, and go to the tcb_ais_xxx.Altis folder
3. Copy ais_injury into your mission folder
4. In your init.sqf, add
Code:
if (!isDedicated) then {
 [] spawn {
   TCB_AIS_PATH = "ais_injury\";
   {[_x] call compile preprocessFile (TCB_AIS_PATH+"init_ais.sqf")} forEach (if (isMultiplayer) then {playableUnits} else {switchableUnits});
 };
};
The reason I am using spawn here, as opposed to the code in the sample mission, is that the init uses sleep and therefore will delay everything behind it until after the briefing.
3. Modify the description.ext.
This is the most complicated part, since it depends on your layout of description.ext. There are two sections that need to be added to, RscTitles and CfgFunctions. If you don't have either of those already, just copy and paste this part:
Code:
class RscTitles {
 #include "ais_injury\dialogs\rscTitlesAIS.hpp"
};
class CfgFunctions {
 #include "ais_injury\cfgFunctionsAIS.hpp"
};
If you have either, make sure to move the line #include "ais_injury\dialogs\rscTitlesAIS.hpp" into your own RscTitles and the #include "ais_injury\cfgFunctionsAIS.hpp" into your own CfgFunction.
4. In your mission folder, go and enter ais_injury\ais_setup.sqf.
I typically use these settings:
Code:
tcb_ais_revive_guaranty    = false;
tcb_ais_realistic_mode    = true;
tcb_ais_rambofactor     =  3;
tcb_ais_random_lifetime_factor  =  100;
tcb_ais_show_injury_marker   = 0;
tcb_ais_show_3d_icons    = 0;
tcb_ais_dead_dialog      = 0;
tcb_ais_delTime       = 0;
These are just my preferences, though.
That's it. You are done.
I don't need luck, I have ammo.