Men of War: Assault Squad features a completely new cooperative skirmish game mode with access to five different nations (Russia, Germany, USA, Commonwealth and, for the first time ever in the Men of War series, Japan) as well as increased realism and accessibility.

Post tutorial Report RSS Sonne2's Revival Script 5/18(Switch Sides Edition!)

This enables saving infantry life before they run out of time, in the process they will emit quotes of agony on the battlefield to make your battles more real, the default game settings require morphine to revive, however I will show you to replace morphine with health bandages. Spent a lot of time on this code, many people could use it. make a backup of your human.inc please, paste it over die_with_blood and die_without_blood in human.inc.

Posted by on - Basic Other

Works for MOW/AS/AS2/Vie-All of them.


Its like the default revival system, but 5x Better, regular units CAN be revived with this script and given a bleedout timer in which they either die by running out of time and bleed out, or die by getting hit while they are down and near death which is called shot_death in this script lol. whilst units who have personage on already will be revived the default way.

To get it to work with newer versions of AS2 if your cursor never turns into a health sign while highlighting the wounded. Moddb.com

There is a menu in the script for you to tweak.

Made some tweaks myself to make the script a little more playable and less frustrating.


search for switch_sides to find it and change it from {set "switch_sides" 0} to {set "switch_sides" 1}

they will go to player 0's side.

7/10/15

updated the mod.info and added mingame version and maxgame version which is over 9000 so it will work forever.

increased chances of having a longer bleedout time.

turned calculated_quotes to 0, no more "I have 15 seconds to live" its annoying -_-

changed near death animations to 80% chance of happening, instead of 25%, so you know who is wounded and who is dead most of the time.

changed chance of shot_death to 80% down from 100%, so units who are down have a small chance of surviving a shot, instead of dying every time.


Whats Revival Script? - Mod DB

Video

5/18
Added near death animations that occur 80% of the time, if they run out of time, the animation stops

5/12,
Added option for the revived to switch player sides, set it by searching for switch_sides in human.inc,
Added self_recover(discovered this by accident and implemented it into the script) ability to AI to survive the death process by themselves if not revived, 4% chance by default, so if they are able to get up by themselves before they run out of time, they survive, which is rare, unless you change the knockdown time and chance of self recover which is at 4% in the menu in human.inc . I added a lot of functions to this script since it's launch so enjoy.


5/11, added main menu to enable/disable mini-mods.
Notable Changes include, Units who are revived say and actually speak Jubilation Quotes, and sometimes Things_Look_Blue, and Retreat Quotes to signify the low morale of someone who got hit, or the high morale of someone who got revived.
Added bounce on death, disabled by default
Added explosion on death, disabled by default
Added player 0 helper squad, disable by default
Added Quote Options, to turn on/off certain quotes.

Free to use with or without credit.

if you know what you are doing and are an elite modder(lol) you can just skip steps 1,2, do step 3, copy the code to your own human.inc overwriting die_with_blood and die_without_blood. and go onto step 4

There are Four steps to getting it installed,
1.Copying the Human.inc file to your mod directory(skippable if you already have it.)
2.Overwriting "Die_with_blood" and "Die_without_blood" with this code in human.inc
3.Setting up your mod and activating it.(Skippable if your pasting it into an existing mod)
4.Replacing Morphine with Bandages for the mod.

1. Copying the Human.inc file to your mod directory(skippable if you already have it.)

Installation: If you don't have a human.inc go to men of war/game.pak or gamelogic.pak set/interaction_entity/human.inc

make this directory men of war/mods/yourmod/resource/set/interaction_entity/
or men of war assault squad/mods/yourmod/resource/set/interaction_entity/

and drag human.inc to the interaction_entity folder you just created.

right-click the Human.inc you dragged and uncheck the read-only checkbox so it can be edited.

2.Overwriting "Die_with_blood" and "Die_without_blood" with this code in human.inc

Now lets open up human.inc

search for on "die_with_blood" and you will see this.

{on "die_with_blood"
{if not senseless
{spawn "blood"}
}
{call "die_without_blood"}
}
{on "die_without_blood"
; {con "die"}
{view pause "swim"}
{call "die_scream"}
{if not kill_flags blast
{kill_flags piercing}
}
{die}
; {able collect 1}
{delay 3
{volumes enable contact}
}
; {delay 30 {delete}}
}

select all of the above and replace it with the revival script code below this tutorial.

3.Setting up your mod and activating it.(Skippable if your pasting it into an existing mod)

now to finish creating your mod go to men of war/mods/yourmod/
create a file call it mod.info

paste this into mod.info


AS1/MOW:

{mod
{name "yourmod"} ;Must be the same name as folder name.
{desc "revival script"}
}


AS2:

{mod
{name "yourmod"} ;Must be the same name as folder name.
{desc "revival script"}

{minGameVersion "3.001"}

{maxGameVersion "3.201.1"}
}

start up men of war and activate the mod, exit, and move on to step 4.

4.Replacing Morphine with Bandages for the mod.

this will give you the ability to revive personage units without morphine, all you need is a bandage

make this directory in your men of war game

Men of War\mods\yourmod\resource\interface\action

make a file name it injection.set
open it, and paste this into it.

{action
{cursor "medkit"}
{fx "flashgreen"}
{item "bandage"} ;used to be morphine
{item_in_box}
{button}
{ShowCount}
{instructions
{take_item}
{bind hand}
{disable_action_restart}
{take_item}
{reserve_hands}
{fsm_request "ground-drop"} ;animation "stand_pick_small_begin"
{unreserve_hands}
{injection}
{fsm_request nocheck "hold-nothing"} ;{animation nocheck "stand_pick_small_end"}
}
}

save and exit

now morphine has been replaced with health bandages, so you can revive fallen comrades, and heal yourself with health bandages, two functions with one item!

Now start up your game and fight a battle and you'll notice that people who die emit quotes like !!!!
and it is up to you to heal them before they either get shot or run out of time, with the self_recover function I added, they sometimes (4% chance) bring themselves back to life(if they don't get shot while fallen).

If you want to switch back to vanilla death(lol), take:
{set "revival_script_enabled" 1} ; 1 Enables, 0 Disables the ENTIRE Revival Script giving units the vanilla default death, another function I added.

and set it to this

{set "revival_script_enabled" 0}

Free to use with or without credit!

Bugs fixed so far: fixed very rare units from becoming personage and unkillable.

CODE:

  ; {SONNE2 START
 ;#############################
 ;##############################
 ;###########################
 ;##########################
 ;############################
 
 
 
 
 
 
 
 ;Sonne 2 Start at die_with_blood, this entire code will overwrite die_with_blood and die_without_blood
 {on "die_with_blood" 
 {if not senseless
 {spawn "blood"}
 }
 {if not able "personage" 
{call "main_menu"} {able select 0} 
} 

{if "revival_script_enabled" {call "die_without_blood"} }
{if not "revival_script_enabled" {call "die_without_blood_vanilla"} }
 

}
 {on "die_without_blood_vanilla"
; {con "die"}
 {view pause "swim"}
 {call "die_scream"}
 {if not kill_flags blast
 {kill_flags piercing}
 }
 {die}
; {able collect 1}
 {delay 3
 {volumes enable contact}
 }
; {delay 30 {delete}}
 } 
{on "last_shot" ; this is for the people who have the jamming tutorial

{if tagged "riflew" {if "last_shot" {view show "flashbarrel"}{view start "flashbarrel"}{start_sound "weapon/shot/rifle"} {delay 0.5{view pause "flashbarrel"}{view stop "flashbarrel"} }}}
{if tagged "smgw" {if "last_shot" {view show "flashbarrel"}{view start "flashbarrel"}{start_sound "weapon/shot/smg/type2smg_burst"} {delay 0.5{view pause "flashbarrel"}{view stop "flashbarrel"} }}}
{if tagged "pistolw" {if "last_shot" {view show "flashbarrel"}{view start "flashbarrel"}{start_sound "weapon/shot/pistol"} {delay 0.5{view pause "flashbarrel"}{view stop "flashbarrel"} }}}
{if tagged "mgunw" {if "last_shot" {view show "flashbarrel"}{view start "flashbarrel"}{start_sound "weapon/shot/mgun/bar_burst"} {delay 0.5{view pause "flashbarrel"}{view stop "flashbarrel"} }}}
}
{on "main_menu" ;#MENU, TO TURN ON AND TURN OFF THE SCRIPT OR MINIMODS LIKE SWITCH_SIDES -Sonne2 
;change the sets to enable or disable minimods, and change the if rand to numbers from 0.0 - 1.0 ex. if rand 0.25 = 25% chance of that thing happening
{if rand 1.0 ;100% chance if revival_script_enabled is enabled lol.
 {set "revival_script_enabled" 1} ; 1 Enables, 0 Disables the ENTIRE Revival Script giving units the vanilla default death.
}
 ;MINI-MODS 
;Switch Sides {player 0}, {player 1}
{if rand 0.35 ;35% chance
{set "last_shot" 1} ; 1 Enables, 0 Disables units who die try to shoot but fail, like in a scarface movie, or ghostdog.
}
{if rand 1.0
{set "switch_sides" 0} ;The Revived will switch sides.
} ;SWITCH_MENU SWITCH_SIDES switch sides
;When they switch sides, which side do you want them to choose!? Must have switch_sides enabled
{if rand 1.0 {set "player 0" 1}} ;If revived, they will choose Player 0.
{if rand 1.0 {set "player 1" 0}} ;If revived, they will choose Player 1.
{if rand 1.0 {set "player 2" 0}} ;If revived, they will choose Player 2.
{if rand 1.0 {set "player 3" 0}} ;If revived, they will choose Player 3.
{if rand 1.0 {set "player 4" 0}} ;If revived, they will choose Player 4.
{if rand 1.0 {set "player 5" 0}} ;If revived, they will choose Player 5.
{if rand 1.0 {set "player 6" 0}} ;If revived, they will choose Player 6.
{if rand 1.0 {set "player 7" 0}} ;If revived, they will choose Player 7.
{if rand 1.0 {set "player 8" 0}} ;If revived, they will choose Player 8.
{if rand 1.0 {set "player 9" 0}} ;If revived, they will choose Player 9. 
 ;Quote Options!
 {set "quotes_enabled" 1} ; 1 Enables, 0 Disables All Quotes including X_x. If you want X_x by itself, just disable near_death_quotes_enabled, and revived_quotes_enabled

 ;Quote Options p2. If quotes_enabled is enabled.
 {set "near_death_quotes_enabled" 1} ; 1 Enables, 0 Disables Near Death Quotes, ex. the text such as !!!!, ouch, or HELP.
 {set "revived_quotes_enabled" 1} ; 1 Enables, 0 Disables Revived Quotes, ex. the text such as "Thank You" or "You revived me!".
 {set "recover_quotes_enabled" 1} ; 1 Enables, 0 Disables Recover quotes, ex. the text such as "I survived" or "I am invincible".
 {set "X_x_face_enabled" 1} ; 1 Enables, 0 Disables X_x faces, ex. the text such as "-_-" or "X|".

 ;Near Death Quotes
 {set "calculated_quotes" 0} ; 1 Enables, 0 Disables All Calculated Quotes, ex. the text such as "15 seconds to live".
 {set "religious_quotes" 1} ; 1 Enables, 0 Disables Religious Quotes, ex. the text such as God Help Me!, or For the love of God someone heal me!.
 {set "akward_quotes" 1} ; 1 Enables, 0 Disables All Akward Quotes, ex. the text such as Should have learned how to do the matrix!, or I need to find a time machine! Or my Favorite THIS IS SPARTA.
 {set "profanity_quotes" 1} ; 1 Enables, 0 Disables All Profanity Quotes, ex. the text such as "Damn My Leg", or "Damnit", or just plain old "Damn", and "Sup, Bitches" X-x.
 

 ;Revived Speech search for speech
 {set "revived_speech" 1} ; 1 Enables, 0 Disables Revived_Speech, ex. When you revive a comrade, the revived will actually sound happy, or desperate and say something like "get ready for medals! -usa soldier", or "I want to be a hero but I don't want to die! -eng soldier."
 ;They talk now.
{if rand 0.80 {set "near_death_animation" 1}} ; 1 Enables, 0 Disables Near_Death Animations.

 ;Chances of Getting back up as long as they don't get shot ;You can't heal them as their wounds are too much(BS I know XD.), their survival is all up to their will to get up.
{if rand 0.04 {set "self_recover" 1}} ; 1 Enables, 0 Disables the random chance of Fallen Units getting back up, ex. If the unit gets up quicker than death_wait can kill it, it will survive the death proccess on its own, as long as its not shot.
 ;They can randomly recover from death as long as they're not shot while down, or too late to get up before death_wait kills them.

{if "self_recover" ;they are not healable in the process, their survivability relies on their own strength.
{if rand 0.5 {knockdown 32 1} else {knockdown 300 1}} ;maximum 32 - minimum 4 seconds before they can get up before death_wait timer kills them. 2nd option ensures very slim chance of survival.
{tags add "self_recover"}
{if "near_death_animation" {if rand 0.75 {ani_play "lie_sleep_idle_2" 1.0 loop} else {ani_play "lie_sleep_idle_1" 1.0 loop}}} 
{tags remove "revived"}
{tags add "near_death"}
{able select 0}}
;{if not "self_recover" ;they are not healable in the process, their survivability relies on their own strength.
;{tags add "no_self_recover"} 
;}
; if they don't get up before the below timers, they die.
;"die_processlong"} ;Long Death 10% Chance 40 seconds before death_wait kills them
;"die_process"} ;Normal Death 10% chance 20 seconds before death_wait kills them
;"die_processvlong"} ;Very Long Death 10% chance 139 seconds before death_wait kills them
;"die_processvlong2"} ;Very Very Long Death 10% chance 239 seconds before death_wait kills them 
;"die_processshort"} ;Short Death 10% chance 10 seconds before death_wait kills them
;"die_processveryshort"} ;Very Short Death 10% chance 5 seconds before death_wait kills them


 ;DEATH BOUNCE. people who die, fly through the air 
{if rand 1.0 ;100% chance of death bounce if epic_pwn enabled
 {set "epic_pwn" 0} ; 1 Enables, 0 Disables Bounce Death, ex. people who die, fly through the air.
 {set "epic_pwn_shot_death" 0} ;if shot for a second time.
 {set "pwn_animations" 1} ; 1 Enables, 0 Disables Tumble Animations for epic_pwn.
 ;lol 
}

 ;DEM XPLOSIONS. people who die, Explode on impact 
{if rand 0.25 ;25% Chance of explosionz if epic_xplosion enabled
 {set "epic_xplosion" 0} ; 1 Enables, 0 Disables Explosive Death, ex. people who die, Explode on impact.
 {set "epic_xplosion_shot_death" 0} ;if shot for a second time.
 {set "harmful_explosion" 1} ;Explosion Damage Type, 1 explosion, 0 harmless and invisible. ; if 1, explosions occur, killing everyone near him, if 0 its invisible and harmless, but still blows the fallen comrade into smithereens, only him.
}

;should AI dodge these explosions?
{if rand 0.75 ;How Often? ; 0.5 = 50% Chance of Dodging. if enabled
 {set "ai_dodge_explosion" 1} ; if 1, ai duck for cover, turn it to 0 if it gets annoying, they will only duck if the explosion is harmful.
}
;Explosion Types, Can have more than one. MUST HAVE EPIC_XPLOSION and HARMFUL_EXPLOSION ENABLED
 {set "explosion" 1} ; Regular Explosion.
 {set "instant_outburst" 0} ; Outburst Explosion.
 {set "air_strike_outburst" 0};OVERRIDES OTHER EXPLOSIONS ; Explosion after Delay of 2.

 ;Large Explosion
 {set "large_explosion" 0} ; if 1, explosion will be large instead of small, if 0 then they will be small.
 ;for laughs,WARNING: LARGE_EXPLOSION IS VERY UNBALANCED. 

;Explosions End


 ;Clear Inventory. ;{clear_inventory} ;makes the game extra hard and not needed at all. -_-', only useful if you like a challenge. 
{if rand 100.0 ;100% chance if enabled
 {set "epic_clear_inventory" 0} ; 1 Enables, 0 Disables Clearing Inventory on Death, ex. people who die, lose every single item in their inventory.
 {set "epic_clear_inventory_shot_death" 0} ;if shot for a second time.
} 


;AS2 ONLY MOW AND AS1 COMING SOON ;Helper Squad for Player 0 
{if rand 0.25 ;25% how often squads will be spawned
 {set "helper_squad_enabled" 0} ; 1 Enables, 0 Disables Helpers, ex. When you revive a comrade, 25% chance of random squads of player 0 infantry are spawned near you.
} ;Just for fun! 
} ;MENU END


 {on "die_without_blood" 
 {view pause "swim"}
 {call "die_scream"}
 
{tags remove "revived"}

{if tagged "riflew" ;last_shot scarface
{if rand 0.3 {delay 0.1 {call "last_shot"}}
else rand 0.3 {delay 0.4 {call "last_shot"}}
else {delay 0.8 {call "last_shot"}}}}

{if tagged "pistolw" 
{if rand 0.3 {delay 0.1 {call "last_shot"}}
else rand 0.3 {delay 0.4 {call "last_shot"}}
else {delay 0.8 {call "last_shot"}}}}

{if tagged "smgw" 
{if rand 0.3 {delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}}}}}}}}
else rand 0.3 {delay 0.4 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}}}}}}}}
else {delay 0.8 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}}}}}}}}
}}}

{if tagged "mgunw" 
{if rand 0.3 {delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}}}}}}}}
else rand 0.3 {delay 0.4 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}}}}}}}}
else {delay 0.8 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}}}}}}}}
}}}
 
;SHOT_DEATH 
;Shot while in death process will result in immediate death , in short kill them while their near death. BRUTALITY O_o, inglorius bastards the movie with brad pitt style....bleh
 {delay 0.2

{if rand 0.8
 {if tagged "disablerandom"
 {if tagged "die_processset" 
 {tags add "near_death"} ;if the unit still has this tag by the end of the countdown, death_wait will kill it.
 {able select 0} ;unit cant be selected
 {tags add "shot_death"} ;nvm it is needed.
 {call "death_wait"} }} }
}

;Ensures at the very beginning that heroes will not enter death sequence. 
 {if not able "personage" ;if personage was enabled beforehand, then it is a hero.
 {if not tagged "disablerandom"
 {call "randomgenerator"}}} ;calls on random death
 

 
 
 ; {con "die"}
 {if not kill_flags blast
 {kill_flags piercing}
 }
 {if not "self_recover"
 {die} ;X_x
 }
 {delay 3
 {volumes enable contact}
 }
 }
 ;RANDOM



{on "randomgenerator"
;NON HERO CHECK
{if "near_death_animation" {if not "self_recover" {if rand 0.75 {ani_play "lie_sleep_idle_2" 1.0 loop} else {ani_play "lie_sleep_idle_1" 1.0 loop}}}} 

 ;stops the non-hero unit from dying indefinitely
 {if not tagged "dead"
 {if not able "personage"
 {able personage 1}
 
 {able select 0} ;stops the unit from being selected
 {tags remove "revived"}}} ;calc_die is re-enabled if it has been called again, for calc_die relies on revived tag not being enabled 

 
;if shot for the first time, they will go into death process
 {if not tagged "dead"
 {if not tagged "disablerandom"
 {if not tagged "shot_death"
 {delay 1.0 
 {tags add "die_processset"} ;Bleedout_timers
 {if rand 0.1 ;Random Dying Timers
 {call "die_processlong"} ;Long Death 10% Chance 40 seconds
 else rand 0.05
 {call "die_process"} ;Normal Death 10% chance 20 seconds
 else rand 0.1
 {call "die_processvlong"} ;Very Long Death 10% chance 139 seconds
 else rand 0.3
 {call "die_processvlong2"} ;Very Very Long Death 10% chance 239 seconds
 else rand 0.05 
 {call "die_processshort"} ;Short Death 10% chance 10 seconds
 else rand 0.05
 {call "die_processveryshort"} ;Very Short Death 10% chance 5 seconds
 else
 
 {tags remove "revived"} {tags add "near_death"}{able select 0}{call "death_wait"} ;Instant Pwnage X_x if all else fails% chance :\ 0 seconds XD

 } } };disablerandom check end 
 
 }}} ;end of randomgenerator
 
 ;Can Unit be revived? Just for revive quotes, I have yet to find the command that wakes the revived and gives them health, its probably hardcoded X_X, then I could be wrong, as two years ago I thought the revival function was hardcoded, look at the situation now :P.
 {on "cdie_calc" ;call on die_calc
 {if not tagged "revived" {if not able "select" {delay 1{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 2{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 3{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 4{call "die_calc"}}}}
{if not tagged "revived" {if not able "select" {delay 5{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 6{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 7{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 8{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 9{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 10{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 11{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 12{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 13{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 14{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 15{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 16{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 17{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 18{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 19{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 20{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 21{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 22{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 23{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 24{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 25{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 26{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 27{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 28{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 29{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 30{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 31{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 32{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 33{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 34{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 35{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 36{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 37{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 38{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 39{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 40{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 41{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 42{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 43{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 44{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 45{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 46{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 47{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 48{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 49{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 50{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 60{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 70{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 80{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 90{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 100{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 110{call "die_calc"}}}} 
 {if not tagged "revived" {if not able "select" {delay 120{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 130{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 140{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 150{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 160{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 170{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 180{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 190{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 200{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 210{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 220{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 230{call "die_calc"}}}}
 {if not tagged "revived" {if not able "select" {delay 240{call "die_calc"}}}}
 }
 
 ;Die Proccess Quote CHECK Begin
 {on "die_processquotecheck"
{if "near_death_quotes_enabled"
 {if rand 0.4 {delay 0.005 {if not tagged "revived" {if not able "select" {delay 1{call "die_processq1"}}}}}}
 {if rand 0.4 {delay 0.01 {if not tagged "revived" {if not able "select" {delay 2{call "die_processq2"}}}}} }
 {if rand 0.4 {delay 0.02 {if not tagged "revived" {if not able "select" {delay 5{call "die_processq3"}}}}} }
 {if rand 0.4 {delay 0.03 {if not tagged "revived" {if not able "select" {delay 9{call "die_processq4"}}}}} }
 {if rand 0.4 {delay 0.04 {if not tagged "revived" {if not able "select" {delay 12{call "die_processq5"}}}}} }
} }
 
 {on "die_processshortquotecheck"
{if "near_death_quotes_enabled"
 {if rand 0.4 {delay 0.005 {if not tagged "revived" {if not able "select" {delay 0.2{call "die_processshortq1"}}}}} }
 {if rand 0.4 {delay 0.01 {if not tagged "revived" {if not able "select" {delay 1{call "die_processshortq2"}}}}}}
 {if rand 0.4 {delay 0.02 {if not tagged "revived" {if not able "select" {delay 2{call "die_processshortq3"}}}}} }
 {if rand 0.4 {delay 0.03 {if not tagged "revived" {if not able "select" {delay 3{call "die_processshortq4"}}}}} }
 {if rand 0.4 {delay 0.04 {if not tagged "revived" {if not able "select" {delay 4{call "die_processshortq5"}}}}} }
} }
 
 {on "die_processveryshortquotecheck"
{if "near_death_quotes_enabled"
 {if rand 0.4 {delay 0.005 {if not tagged "revived" {if not able "select" {delay 0.2{call "die_processveryshortq1"}}}}} }
 {if rand 0.4 {delay 0.01 {if not tagged "revived" {if not able "select" {delay 1{call "die_processveryshortq2"}}}}} }
 {if rand 0.4 {delay 0.02 {if not tagged "revived" {if not able "select" {delay 1.5{call "die_processveryshortq3"}}}}} }
 {if rand 0.4 {delay 0.03 {if not tagged "revived" {if not able "select" {delay 2{call "die_processveryshortq4"}}}}} }
 {if rand 0.4 {delay 0.04 {if not tagged "revived" {if not able "select" {delay 2.5{call "die_processveryshortq5"}}}}} }
} }
 
 {on "die_processlongquotecheck"
{if "near_death_quotes_enabled"
 {if rand 0.4 {delay 0.05 {if not tagged "revived" {if not able "select" {delay 0.02{call "die_processlongq1"}}}}} }
 {if rand 0.4 {delay 0.01 {if not tagged "revived" {if not able "select" {delay 1{call "die_processlongq2"}}}}} }
 {if rand 0.4 {delay 0.02 {if not tagged "revived" {if not able "select" {delay 15{call "die_processlongq3"}}}}} }
 {if rand 0.4 {delay 0.03 {if not tagged "revived" {if not able "select" {delay 25{call "die_processlongq4"}}}}} }
 {if rand 0.4 {delay 0.04 {if not tagged "revived" {if not able "select" {delay 33.5{call "die_processlongq5"}}}}} }
} }
 
 ;#############################################################################
 ;##########################DIE PROCESS QUOTES STARTO###################################################
 ;#############################################################################
 
 
 
 ;#############################################################################
 ;#########################DIE PROCESS NORMAL BEGIN##############################################
 ;#############################################################################
 ;Die Process Normal Quotes 
 {on "die_processq1"
 {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
 {if not dead
{damage_report "body" "<s(0.2)c(ff0000)>!!!!!"}}}}

 {on "die_processq2" 
 {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
 {if not dead 
{damage_report "body" "<s(0.2)c(ff0000)>!!!!"}}}}

 {on "die_processq3"
 {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
 {if not dead 
{damage_report "body" "<s(0.2)c(ff4949)>!!!"}}}}

 {on "die_processq4" 
 {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
 {if not dead 
{damage_report "body" "<s(0.2)c(ff7e7e)>!!"}}}}

 {on "die_processq5" 
 {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
 {if not dead 
{damage_report "body" "<s(0.2)c(ffa9a9)>!..."}}}}
 ;#############################################################################
 ;##########################DIE PROCESS END###################################################
 ;#############################################################################
 
 ;#############################################################################
 ;#########################DIE PROCESS SHORT BEGIN####################################################
 ;#############################################################################
 ;Die Process Short Quotes 
 {on "die_processshortq1"
 {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
 {if not dead
{damage_report "body" "<s(0.2)c(ff0000)>HELP"}}}}

 {on "die_processshortq2" 
 {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
 {if not dead 
{damage_report "body" "<s(0.2)c(ff5c5c)>HELP!"}}}}

 {on "die_processshortq3"
 {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
 {if not dead 
{if rand 0.1
 {damage_report "body" "<s(0.2)c(ff6161)>I SAID HELP!!"} ;zik 
 else rand 0.1 ;Random Dying Timers
 {damage_report "body" "<s(0.2)c(ff6161)>GONNA DIE!"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff6161)>!!!!"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff6161)>!!"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff6161)>why"}
 else rand 0.1 ;Random Dying Timers
 {damage_report "body" "<s(0.2)c(ff6161)>!"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff6161)>NO!"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff6161)>ergh"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff6161)>ARGHH"}
 else
 {damage_report "body" "<s(0.2)c(ff6161)>OUCH"}}}}}

 {on "die_processshortq4" 
 {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
 {if not dead 
{if rand 0.1
 {damage_report "body" "<s(0.2)c(ff9393)>HELP ME"} ;zik 
 else rand 0.1 ;Random Dying Timers
 {damage_report "body" "<s(0.2)c(ff9393)>DAMNIT"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff9393)>HELP"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff9393)>NO"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff9393)>NO WAY"}
 else rand 0.1 ;Random Dying Timers
 {damage_report "body" "<s(0.2)c(ff9393)>!"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff9393)>NO!"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff9393)>ergh"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff9393)>ARGHH"}
 else
 {damage_report "body" "<s(0.2)c(ff9393)>THE PAIN"}}}}}

 {on "die_processshortq5" 
 {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
 {if not dead 
{damage_report "body" "<s(0.2)c(ff9393)>..."}}}}
 ;#############################################################################
 ;##########################DIE PROCESS SHORT END###################################################
 ;#############################################################################
 
 ;#############################################################################
 ;##########################DIE PROCESS VERY SHORT BEGIN###################################################
 ;#############################################################################
 ;Die Process VeryShort Quotes 
 {on "die_processveryshortq1"
 {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
 {if not dead
{damage_report "body" "<s(0.2)c(ff0c00)>HELP"}}}}

 {on "die_processveryshortq2" 
 {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
 {if not dead 
{damage_report "body" "<s(0.2)c(ff2020)>."}}}}

 {on "die_processveryshortq3"
 {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
 {if not dead 
{damage_report "body" "<s(0.2)c(ff4242)>.."}}}}

 {on "die_processveryshortq4" 
 {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
 {if not dead 
{damage_report "body" "<s(0.2)c(ff6666)>..."}}}}

 {on "die_processveryshortq5" 
 {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
 {if not dead 
{damage_report "body" "<s(0.2)c(ffaeae)>HELP :("}}}}

 ;#############################################################################
 ;##########################DIE PROCESS VERY SHORT END###################################################
 ;#############################################################################

 ;#############################################################################
 ;#############################################################################
 ;#############################################################################
 ;Die Process Long Quotes 
 {on "die_processlongq1"
 {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
 {if not dead
{damage_report "body" "<s(0.2)c(ff0000)>!!!!!!"}}}}

 {on "die_processlongq2" 
 {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
 {if not dead 
{if rand 0.1
{if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff0000)>Damn My LEG!!"}} ;zik 
 else rand 0.1 ;Random Dying Timers
 {damage_report "body" "<s(0.2)c(ff0000)>I thought I could make it!"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff0000)>Theres no way... I could lose!"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff0000)>..."}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff0000)>why"}
 else rand 0.1 ;Random Dying Timers
{if "calculated_quotes" {damage_report "body" "<s(0.2)c(ff0000)>40 seconds to live!"} }
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff0000)>NO!"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff0000)>I Cant believe this"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff0000)>This can't be"}
 else rand 0.1 ;Random Dying Timers
{if "akward_quotes" {damage_report "body" "<s(0.2)c(ff0000)>adfasdf!"} }
 else rand 0.1
{if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff0000)>Damn!"} }
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff0000)>..."}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff0000)>what happened!?"}
 else rand 0.1 ;Random Dying Timers
 {damage_report "body" "<s(0.2)c(ff0000)>I can't move!"}
 else rand 0.1
{if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff0000)>Ergh..Damnit...ergh"} }
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff0000)>is this it?"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff0000)>really?"}
 else rand 0.1 ;Random Dying Timers
 {damage_report "body" "<s(0.2)c(ff0000)>I can't die here!"}
 else rand 0.1
{if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff0000)>damn, I promised my family that I would be back"}}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff0000)>So this is it huh"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff0000)>No need to worry, I'll be patched up in no time."}
 else rand 0.1 ;Random Dying Timers
{if "akward_quotes" {damage_report "body" "<s(0.2)c(ff0000)>Should have learned how to do the matrix!"} }
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff0000)>Almost dodged that one"}
 else rand 0.1
{if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff0000)>Ach Du Sheisse"}}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff0000)>ARGHH"}
 else
{if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff0000)>WTF"}}
;add your own or replace all these
}

}}}

 {on "die_processlongq3"
 {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
 {if not dead 
{if rand 0.1
{if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff2727)>Don't Just stand there! heal me goddamnit >:("}} ;zik 
 else rand 0.1 ;Random Dying Timers
{if "akward_quotes" {damage_report "body" "<s(0.2)c(ff2727)>now that I think about it that actually hurt"} }
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff2727)>Noooo!"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff2727)>I'll get up, and when I do, you guys will be sorry"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff2727)>if I could see my family one more time."}
 else rand 0.1
{if "calculated_quotes" {damage_report "body" "<s(0.2)c(ff2727)>its been 15 seconds, I have 25 seconds left"} }
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff2727)>I don't even..."}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff2727)>ERGH"}
 else rand 0.1 ;Random Dying Timers
 {damage_report "body" "<s(0.2)c(ff2727)>theres no way out of this fight, is there?"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff2727)>how could I be so stupid!"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff2727)>I should have known better!!!"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff2727)>ERGh, I can take the pain!"}
 else rand 0.1 ;Random Dying Timers
{if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff2727)>Keep fighting lads, I'll be fine, I just have to *cough* *cough*, damnnit"} }
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff2727)>Am I really going to die!?"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff2727)>what is the point of this war?"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff2727)>darn"}
 else rand 0.1 ;Random Dying Timers
 {damage_report "body" "<s(0.2)c(ff2727)>is this really happening?"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff2727)>a little more and I'll bleed out"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff2727)>someone save me!"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff2727)>I'm about to die."}
 else rand 0.1 ;Random Dying Timers
{if "religious_quotes" {damage_report "body" "<s(0.2)c(ff2727)>god, please save me!"} }
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff2727)>ERGH, well I guess this is how its gonna end for me"}
 else rand 0.1
{if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff2727)>damn this hurts!"} }
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff2727)>I though he said this would be a short campaign!"}
 else
 {damage_report "body" "<s(0.2)c(ff2727)>..."}}}}}

 {on "die_processlongq4" 
 {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
 {if not dead 
{if rand 0.1
 {damage_report "body" "<s(0.2)c(ff5353)>I will die for my country!!"} ;zik 
 else rand 0.1 ;Random Dying Timers
{if "calculated_quotes" {damage_report "body" "<s(0.2)c(ff5353)>15 seconds to live!"} }
 else rand 0.1
{if "religious_quotes" {damage_report "body" "<s(0.2)c(ff5353)>I see bright light!"} }
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff5353)>..."}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff5353)>got to get up!"}
 else rand 0.1 ;Random Dying Timers
 {damage_report "body" "<s(0.2)c(ff5353)>I can't die, not like this!!"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff5353)>Get out of here guys! Or you'll end up like me! I'm serious!"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff5353)>This is it"}
 else rand 0.1
{if "profanity_quotes" {if "religious_quotes" {damage_report "body" "<s(0.2)c(ff5353)>Damn you all to hell"}}}
 else rand 0.1 ;Random Dying Timers
{if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff5353)>You Bastards!"}}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff5353)>can't just die like this"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff5353)>!...darn it!"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff5353)>I'm running out of time!"}
 else rand 0.1 ;Random Dying Timers
 {damage_report "body" "<s(0.2)c(ff5353)>this is ridiculous"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff5353)>no...."}
 else rand 0.1
{if "akward_quotes" {damage_report "body" "<s(0.2)c(ff5353)>I just need to find a timemachine"} }
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff5353)>I'm gonna get through this"}
 else rand 0.1 ;Random Dying Timers
 {damage_report "body" "<s(0.2)c(ff5353)>everything's gonna be alright, just gotta hang in there"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff5353)>will I live through this?"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff5353)>Of all ways to die..."}
 else rand 0.1
{if "religious_quotes" {damage_report "body" "<s(0.2)c(ff5353)>For the love of god, SOMEONE HEAL ME."} }
 else rand 0.1 ;Random Dying Timers
 {damage_report "body" "<s(0.2)c(ff5353)>?"}
 else rand 0.1
{if "religious_quotes" {damage_report "body" "<s(0.2)c(ff5353)>wonder what its like on the other side"} }
 else rand 0.1
{if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff5353)>no fucking way!"}}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff5353)>HELP"}
 else
 {damage_report "body" "<s(0.2)c(ff5353)>..."}}}}}

 {on "die_processlongq5" 
 {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
 {if not dead
 {if rand 0.1 
{if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff8585)>Damn, it was a trap!..."} };zik 
 else rand 0.1 ;Random Dying Timers
 {damage_report "body" "<s(0.2)c(ff8585)>goodbye everyone..."}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff8585)>just gotta...reload..."}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff8585)>..."}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff8585)>what an unfortunate end..."}
 else rand 0.1 ;Random Dying Timers
 {damage_report "body" "<s(0.2)c(ff8585)>its over... its all ove...."}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff8585)>NOOOooo...."}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff8585)>!!!!!!..."}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff8585)>!!!!!..."}
 else rand 0.1 ;Random Dying Timers
{if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff8585)>DAmn...."} }
 else rand 0.1
{if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff8585)>Waht the f...."} }
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff8585)>this can't b..."}
 else rand 0.1
{if "religious_quotes" {damage_report "body" "<s(0.2)c(ff8585)>FOR THE LOVE OF GOD SOMEONE H...."} }}
 else rand 0.1 ;Random Dying Timers
 {damage_report "body" "<s(0.2)c(ff8585)>this is just ridi...."}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff8585)>er...."}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff8585)>is this it? I guess it i......"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff8585)>reall...."}
 else rand 0.1 ;Random Dying Timers
 {damage_report "body" "<s(0.2)c(ff8585)>I can't d...."}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff8585)>I'm losing consc...."}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff8585)>So this is it hughghj....."}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff8585)>No need to worry, I'll be patc....."}
 else rand 0.1 ;Random Dying Timers
{if "akward_quotes" {damage_report "body" "<s(0.2)c(ff8585)>Should have learned how to do the matri...."}}
 else rand 0.1
{if "religious_quotes" {damage_report "body" "<s(0.2)c(ff8585)>BRight Light!!"}}
 else rand 0.1
{if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff8585)>Damnit.Damnit.Damni....."}}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ff8585)>ARghhh......"}
 else
{if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff8585)>WT.....f...."}}}}}
 ;#############################################################################
 ;##########################DIE PROCESS LONG END###################################################
 ;#############################################################################
 ;#############################################################################
 ;##########################DIE PROCESS QUOTES FINISH###################################################
 ;#############################################################################
 
 
 
 ;#############################################################################
 ;##########################DIE PROCESS FUNCTIONS STARTO###################################################
 ;#############################################################################
 ;#############################################################################
 ;##########################DIE PROCESS KNOCKOUT BEGIN###################################################
 ;#############################################################################
 
 
 ;Called on by Random Generator
 {on "die_processknockout"
 {tags add "in_die_process_normal"} 
 {tags add "near_death"} ;ensures death_wait will kill it
 {tags add "disablerandom"} ;Disables the random process from being fired again if the unit were hit by a bullet
 {if "quotes_enabled"
 {call "die_processquotecheck"}
 }
 {call "cdie_calc"}
 {if tagged "die_processset" 
 {delay 19 {call "death_wait"} } 
 
 
 }
 } ;#############################################################################
 ;##########################DIE PROCESS KNOCKOUT END###################################################
 ;#############################################################################
 
 ;#############################################################################
 ;##########################DIE PROCESS NORMAL BEGIN###################################################
 ;#############################################################################
 
 
 ;Called on by Random Generator
 {on "die_process"
 {able select 0} {tags add "in_die_process_normal"} 
 {tags add "near_death"} ;ensures death_wait will kill it
 {tags add "disablerandom"} ;Disables the random process from being fired again if the unit were hit by a bullet
 {if "quotes_enabled"
 {call "die_processquotecheck"}
 }
 {call "cdie_calc"}
 {if tagged "die_processset" 
 {delay 19 {call "death_wait"} } 
 
 
 }
 } ;#############################################################################
 ;##########################DIE PROCESS NORMAL END###################################################
 ;#############################################################################
 ;#############################################################################
 ;##########################DIE PROCESS SHORT BEGIN###################################################
 ;#############################################################################
 
 ;Called on by Random Generator
 {on "die_processshort"
 {able select 0} {tags add "in_die_process_short"} 
 {tags add "near_death"} ;ensures death_wait will kill it
 {tags add "disablerandom"} ;Disables the random process from being fired again if the unit were hit by a bullet
 {if "quotes_enabled"
 {call "die_processshortquotecheck"}
 }
 {call "cdie_calc"} 
 {if tagged "die_processset" 
 {delay 9 {call "death_wait"} } 
 
 
 }
 } ;#############################################################################
 ;##########################DIE PROCESS SHORT END###################################################
 ;#############################################################################
 ;#############################################################################
 ;##########################DIE PROCESS VERY SHORT BEGIN###################################################
 ;#############################################################################

 ;Called on by Random Generator
 {on "die_processveryshort"
 {able select 0} {tags add "in_die_process_veryshort"} 
 {tags add "near_death"} ;ensures death_wait will kill it
 {tags add "disablerandom"} ;Disables the random process from being fired again if the unit were hit by a bullet
 {if "quotes_enabled"
 {call "die_processveryshortquotecheck"} 
 }
 {call "cdie_calc"}
 {if tagged "die_processset" 
 {delay 4.5 {call "death_wait"} } 
 
 
 }
 } ;#############################################################################
 ;##########################DIE PROCESS VERY SHORT END###################################################
 ;#############################################################################
 ;#############################################################################
 ;##########################DIE PROCESS LONG BEGIN###################################################
 ;#############################################################################
 
 ;Called on by Random Generator
 {on "die_processlong"
 {able select 0} {tags add "in_die_process_long"} 
 {tags add "near_death"} ;ensures death_wait will kill it
 {tags add "disablerandom"} ;Disables the random process from being fired again if the unit were hit by a bullet
 {if "quotes_enabled"
 {call "die_processlongquotecheck"}
 }
 {call "cdie_calc"}
 {if tagged "die_processset" 
 {delay 39 {call "death_wait"} } 
 
 
 }
 } ;#############################################################################
 ;##########################DIE PROCESS LONG END###################################################
 ;#############################################################################
 ;#############################################################################
 ;##########################DIE PROCESSES FINISH###################################################
 ;#############################################################################
 ;#############################################################################
 ;##########################DIE PROCESS vLONG BEGIN###################################################
 ;#############################################################################
 
 ;Called on by Random Generator
 {on "die_processvlong"
 {able select 0} {tags add "in_die_process_long"} 
 {tags add "near_death"} ;ensures death_wait will kill it
 {tags add "disablerandom"} ;Disables the random process from being fired again if the unit were hit by a bullet
 {if "quotes_enabled"
 {call "die_processlongquotecheck"}
 }
 {call "cdie_calc"}
 {if tagged "die_processset" 
 {delay 139 {call "death_wait"} } 
 
 
 }
 }
 
 ;#############################################################################
 ;##########################DIE PROCESS vLONG END###################################################
 ;############################################################################# 
 ;#############################################################################
 ;##########################DIE PROCESS vLONG2 BEGIN###################################################
 ;#############################################################################
 ;Called on by Random Generator
 {on "die_processvlong2"
 {able select 0} {tags add "in_die_process_long"} 
 {tags add "near_death"} ;ensures death_wait will kill it
 {tags add "disablerandom"} ;Disables the random process from being fired again if the unit were hit by a bullet
 {if "quotes_enabled"
 {call "die_processlongquotecheck"}
 }
 {call "cdie_calc"}
 {if tagged "die_processset" 
 {delay 239 {call "death_wait"} } 
 
 
 }
 } ;#############################################################################
 ;##########################DIE PROCESS vLONG2 END###################################################
 ;#############################################################################
 ;#############################################################################
 ;##########################DIE PROCESSES FINISH###################################################
 ;############################################################################# 
;#############################################################################
 ;##########################DIE_CALC REVIVAL! BEGIN###################################################
 ;#############################################################################
 
 
 ;TIMER OF LIFE ;The Saviour lol
 {on "die_calc" ;Calculates whether or not the unit has been morphined or not.
 {if not able "select" {if not senseless ;senseless means knocked out(just not to confuse it with orders senseless)
 {if not dead
 {tags remove "near_death"} ;reenables random death engine and disable the current death process
 {tags remove "die_processset"}
 {able select 1}
{delay 0.001 {if "near_death_animation" {ani_stop "lie_sleep_idle_2"}{ani_stop "lie_sleep_idle_1"} {tags remove "near_death_anim"}}}

{delay 0.1
 {tags remove "death_wait"}
 {tags remove "randomdisabled"}
 
}
{delay 0.2
{if not tagged "revived"
 {if not senseless {if not dead
 {if tagged "self_recover"
 {if "quotes_enabled"
 {if "recover_quotes_enabled"
 {if rand 0.1
 {damage_report "body" "<s(0.2)c(00ff2a)>I'm back in business!"} 
 else rand 0.1
 {damage_report "body" "<s(0.2)c(00ff2a)>!?"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(00ff2a)>yes"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(00ff2a)>I survived this!"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(00ff2a)>theres no way I would die from that!"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(00ff2a)>I'm more stronger than I expected"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(00ff2a)>hmph"}
 else rand 0.1
{if "akward_quotes" {damage_report "body" "<s(0.2)c(00ff2a)>MLG"} }
 else rand 0.1
 {damage_report "body" "<s(0.2)c(00ff2a)>well well well"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(00ff2a)>I'm a Survivor"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(00ff2a)>This fight is gonna get interesting"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(00ff2a)>I'm still alive"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(00ff2a)>It ain't over yet!"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(00ff2a)>C'mon! You can't kill me!!!"}
 else rand 0.1
{if "religious_quotes" {damage_report "body" "<s(0.2)c(00ff2a)>God is on my side!"}}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(00ff2a)>hahahahahaha"}
 else rand 0.1
{if "akward_quotes" {damage_report "body" "<s(0.2)c(00ff2a)>THIS IS SPARTA"} }
 else rand 0.1
{if "akward_quotes" {damage_report "body" "<s(0.2)c(00ff2a)>I am the boss!"} }
 else rand 0.1
 {damage_report "body" "<s(0.2)c(00ff2a)>Bwahahahahaha"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(00ff2a)>Your gonna have to do alot more than that to kill me."}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(00ff2a)>I am unbeatable!"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(00ff2a)>I am invincible"}
 else rand 0.1
{if "akward_quotes" {if "profanity_quotes" {damage_report "body" "<s(0.2)c(00ff2a)>Sup, Bitches"} } }
 else rand 0.1
 {damage_report "body" "<s(0.2)c(00ff2a)>Awesome"}
 else rand 0.1
{if "religious_quotes" {damage_report "body" "<s(0.2)c(00ff2a)>Guess its not my time to go"} }
 else rand 0.1
 {damage_report "body" "<s(0.2)c(00ff2a)>Yes, now I have a chance at seeing my family again"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(00ff2a)>looks like I'm going home, not in a bodybag"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(00ff2a)>You can't defeat me!!!"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(00ff2a)>You are weak!"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(00ff2a)>Hey, there"}
 else
 {damage_report "body" "<s(0.2)c(00ff2a)>...!?"} 
 ;what the units say to you when they are revived
 }}}

;revived_speech
{if "revived_speech"
{delay 1.0
{if rand 0.8 
{if not "talk_revived"
 {set "talk_revived" 1}
 ; {if rand 1.0
 {talk "jubilation"}
 {signal mandie 5}
 {delay 18
 {set "idle" 0}
 {set "talk_revived" 0}
 }
 else
 {delay 25
 {set "jubilation" 0}
 {set "talk_revived" 0}
 }
 ; }
 }
else rand 0.5
{if not "talk_revived"
 {set "talk_revived" 1}
 ; {if rand 1.0
 {talk "retreat"}
 {signal mandie 5}
 {delay 18
 {set "idle" 0}
 {set "talk_revived" 0}
 }
 else
 {delay 25
 {set "retreat" 0}
 {set "talk_revived" 0}
 }
 ; }
 }
else
{if not "talk_revived"
 {set "talk_revived" 1}
 ; {if rand 1.0
 {talk "things_look_blue"}
 {signal mandie 5}
 {delay 18
 {set "idle" 0}
 {set "talk_revived" 0}
 }
 else
 {delay 25
 {set "things_look_blue" 0}
 {set "talk_revived" 0}
 }
 ; }
 }
 } } } 
 {tags add "revived"}
 {tags remove "dead"} 
 {tags remove "disablerandom"}
 {tags remove "in_die_process_normal"} 
 {tags remove "in_die_process_short"} 
 {tags remove "in_die_process_veryshort"} 
 {tags remove "in_die_process_long"}
 {tags remove "self_recover"} 
 {tags add "successfully_revived"}
 ; {start_sound "human/heal"} 
 {able personage 0}}}}}}
;pt2 
{delay 0.1
{if not tagged "revived"
 {if not senseless {if not dead 
{if not tagged "self_recover" 
{delay 0.001 {if "near_death_animation" {ani_stop "lie_sleep_idle_2"}{ani_stop "lie_sleep_idle_1"}{ani_stop "squat_reload_piat"}{ani_stop "lie_reload_piat"}}}


 ; talk begin what the units say to you when they are revived
 {if "quotes_enabled"
 {if "revived_quotes_enabled"
 {if rand 0.1
 {damage_report "body" "<s(0.2)c(0057fc)>Thanks"} 
 else rand 0.1
 {damage_report "body" "<s(0.2)c(0057fc)>Thank You"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(0057fc)>You are my hero"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(0057fc)>lets go!"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(0057fc)>I should have died"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(0057fc)>today is not the last after all"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(0057fc)>ALRIGHT"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(0057fc)>YES"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(0057fc)>you ought to be promoted!"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(0057fc)>Wow, thanks"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(0057fc)>Now lets take the fight to them!"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(0057fc)>Hopefully I can change the tide!"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(0057fc)>It ain't over yet!"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(0057fc)>Thanks so much, I dont know how to repay you"}
 else rand 0.1
{if "religious_quotes" {damage_report "body" "<s(0.2)c(0057fc)>I don't believe it, you answered my prayers"}}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(0057fc)>This is the best day of my life!"}
 else rand 0.1
{if "akward_quotes" {damage_report "body" "<s(0.2)c(0057fc)>THIS IS SPARTA"} }
 else rand 0.1
{if "akward_quotes" {damage_report "body" "<s(0.2)c(0057fc)>Like a boss"} }
 else rand 0.1
 {damage_report "body" "<s(0.2)c(0057fc)>alright, lets go"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(0057fc)>yes sir!"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(0057fc)>lets end this once and for all!"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(0057fc)>This is great"}
 else rand 0.1
{if "akward_quotes" {damage_report "body" "<s(0.2)c(0057fc)>Who do you think I am? Lt. Dan!?"} }
 else rand 0.1
 {damage_report "body" "<s(0.2)c(0057fc)>Awesome"}
 else rand 0.1
{if "religious_quotes" {damage_report "body" "<s(0.2)c(0057fc)>hey! I was about to go to heaven!"} }
 else rand 0.1
 {damage_report "body" "<s(0.2)c(0057fc)>Yes, now I have a chance at seeing my family again"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(0057fc)>looks like I'm going home, not in a bodybag"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(0057fc)>lets do this"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(0057fc)>I can move!"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(0057fc)>Okay, whats next?"}
 else
 {damage_report "body" "<s(0.2)c(0057fc)>:D"} 
 ;what the units say to you when they are revived
 }}} ;talk end
{if "switch_sides" ;DO NOT CHANGE GO TO SWITCH_MENU INSTEAD

{if "player 0" {player 0}}{if "player 1" {player 1}}{if "player 2" {player 2}}{if "player 3" {player 3}}{if "player 4" {player 4}}{if "player 5" {player 5}}{if "player 6" {player 6}}{if "player 7" {player 7}}{if "player 8" {player 8}}{if "player 9" {player 9}}

{if not "player 0" {if not "player 1" {if not "player 2" {if not "player 3" {if not "player 4" {if not "player 5" {if not "player 6" {if not "player 7" {if not "player 8" {if not "player 9" 
{damage_report "body" "<s(8)c(00ff00)>No Player Team Selected!!!"} ;Squad Title
}
}}}}}}}}}}
;revived_speech
{if "revived_speech"
{delay 1.0
{if rand 0.8 
{if not "talk_revived"
 {set "talk_revived" 1}
 ; {if rand 1.0
 {talk "jubilation"}
 {signal mandie 5}
 {delay 18
 {set "idle" 0}
 {set "talk_revived" 0}
 }
 else
 {delay 25
 {set "jubilation" 0}
 {set "talk_revived" 0}
 }
 ; }
 }
else rand 0.5
{if not "talk_revived"
 {set "talk_revived" 1}
 ; {if rand 1.0
 {talk "retreat"}
 {signal mandie 5}
 {delay 18
 {set "idle" 0}
 {set "talk_revived" 0}
 }
 else
 {delay 25
 {set "retreat" 0}
 {set "talk_revived" 0}
 }
 ; }
 }
else
{if not "talk_revived"
 {set "talk_revived" 1}
 ; {if rand 1.0
 {talk "things_look_blue"}
 {signal mandie 5}
 {delay 18
 {set "idle" 0}
 {set "talk_revived" 0}
 }
 else
 {delay 25
 {set "things_look_blue" 0}
 {set "talk_revived" 0}
 }
 ; }
 }
 } } } 

 
 
 
 ;Helper Squad for Player 0
 {if "helper_squad_enabled"
{start_sound "world/ambient/bomber_flyby.wav"}

{delay 0.2 ;parachute effect
{spawn "paradrop_ammo"}
}


{if rand 0.3 ;squad rifle random
{damage_report "body" "<s(8)c(00ff00)>Player 0, 8 man Rifle Squad!!!"} ;Squad Title
;eng rifle squad 
{if rand 0.2 ;rand faction
{spawn_human "mp/eng/rifle"} 
{spawn_human "mp/eng/rifle"} 
{spawn_human "mp/eng/rifle"} 
{spawn_human "mp/eng/rifle"}
{spawn_human "mp/eng/rifle"} 
{spawn_human "mp/eng/rifle"} 
{spawn_human "mp/eng/rifle"} 
{spawn_human "mp/eng/mgun"} ;eng end 
 else rand 0.2 
 
;ger rifle squad
{spawn_human "mp/ger/rifle"} 
{spawn_human "mp/ger/rifle"} 
{spawn_human "mp/ger/rifle"} 
{spawn_human "mp/ger/rifle"}
{spawn_human "mp/ger/rifle"} 
{spawn_human "mp/ger/rifle"} 
{spawn_human "mp/ger/rifle"} 
{spawn_human "mp/ger/mgun"} ;ger end 
 else rand 0.2 
 
;jap rifle squad
{spawn_human "mp/jap/rifle"} 
{spawn_human "mp/jap/rifle"} 
{spawn_human "mp/jap/rifle"} 
{spawn_human "mp/jap/rifle"}
{spawn_human "mp/jap/rifle"} 
{spawn_human "mp/jap/rifle"} 
{spawn_human "mp/jap/rifle"} 
{spawn_human "mp/jap/mgun"} ;jap end 
 else rand 0.2 
 
;rus rifle squad
{spawn_human "mp/rus/rifle"} 
{spawn_human "mp/rus/rifle"} 
{spawn_human "mp/rus/rifle"} 
{spawn_human "mp/rus/rifle"}
{spawn_human "mp/rus/rifle"} 
{spawn_human "mp/rus/rifle"} 
{spawn_human "mp/rus/rifle"} 
{spawn_human "mp/rus/mgun"} ;rus end 
 else 
 
 ;usa rifle squad
{spawn_human "mp/usa/rifle"} 
{spawn_human "mp/usa/rifle"} 
{spawn_human "mp/usa/rifle"} 
{spawn_human "mp/usa/rifle"}
{spawn_human "mp/usa/rifle"} 
{spawn_human "mp/usa/rifle"} 
{spawn_human "mp/usa/rifle"} 
{spawn_human "mp/usa/mgun"} ;usa end 
} 
 
 

 else rand 0.2
 {damage_report "body" "<s(0.2)c(00ff00)>Player 0 4 man AT Squad!!"}
;eng rifle squad 
{if rand 0.2 
{spawn_human "mp/eng/bazooker"} 
{spawn_human "mp/eng/bazooker2"} 
{spawn_human "mp/eng/bazooker2"} 
{spawn_human "mp/eng/at_rifle"} ;eng end 
 else rand 0.2 
 
;ger rifle squad
{spawn_human "mp/ger/bazooker"} 
{spawn_human "mp/ger/bazooker2"} 
{spawn_human "mp/ger/bazooker2"} 
{spawn_human "mp/ger/at_rifle"} ;ger end else rand 0.1 
 
;jap rifle squad
{spawn_human "mp/jap/bazooker"} 
{spawn_human "mp/jap/bazooker2"} 
{spawn_human "mp/jap/bazooker2"} 
{spawn_human "mp/jap/at_rifle"} ;jap end 
 else rand 0.2 
 
;rus rifle squad
{spawn_human "mp/rus/bazooker"} 
{spawn_human "mp/rus/bazooker2"} 
{spawn_human "mp/rus/bazooker2"} 
{spawn_human "mp/rus/at_rifle"};rus end 
 else 
 
 ;usa rifle squad
{spawn_human "mp/usa/rifle"} 
{spawn_human "mp/usa/rifle"} 
{spawn_human "mp/usa/rifle"} 
{spawn_human "mp/usa/rifle"} ;usa end 
} 

 else rand 0.2
 {damage_report "body" "<s(0.2)c(00ff00)>Player 0 Sniper Squad!!"}
;eng rifle squad 
{if rand 0.2 
{spawn_human "mp/eng/sniper"} 
{spawn_human "mp/eng/oficer"};eng end 
 else rand 0.2 
 
;ger rifle squad
{spawn_human "mp/ger/sniper"} 
{spawn_human "mp/ger/oficer"} ;ger end 
 else rand 0.2 
 
;jap rifle squad
{spawn_human "mp/jap/sniper"} 
{spawn_human "mp/jap/oficer"} ;jap end 
 else rand 0.2
 
;rus rifle squad
{spawn_human "mp/rus/sniper"} 
{spawn_human "mp/rus/oficer"} ;rus end 
 else 
 
 ;usa rifle squad
{spawn_human "mp/usa/sniper"} 
{spawn_human "mp/usa/oficer"};usa end 
} 
 else rand 0.2
 {damage_report "body" "<s(0.2)c(00ff00)>Player 0 6 man SMG Squad!!"}
;eng rifle squad 
{if rand 0.2 
{spawn_human "mp/eng/rifle"} 
{spawn_human "mp/eng/rifle"} 
{spawn_human "mp/eng/rifle"} 
{spawn_human "mp/eng/smg"}
{spawn_human "mp/eng/smg"} 
{spawn_human "mp/eng/smg"} ;eng end 
 else rand 0.2 
 
;ger rifle squad
{spawn_human "mp/ger/rifle"} 
{spawn_human "mp/ger/rifle"} 
{spawn_human "mp/ger/rifle"} 
{spawn_human "mp/ger/smg"}
{spawn_human "mp/ger/smg"} 
{spawn_human "mp/ger/smg"} ;ger end 
 else rand 0.2 
 
;jap rifle squad
{spawn_human "mp/jap/rifle"} 
{spawn_human "mp/jap/rifle"} 
{spawn_human "mp/jap/rifle"} 
{spawn_human "mp/jap/smg"}
{spawn_human "mp/jap/smg"} 
{spawn_human "mp/jap/smg"} ;jap end 
 else rand 0.2 
 
;rus rifle squad
{spawn_human "mp/rus/rifle"} 
{spawn_human "mp/rus/rifle"} 
{spawn_human "mp/rus/rifle"} 
{spawn_human "mp/rus/smg"}
{spawn_human "mp/rus/smg"} 
{spawn_human "mp/rus/smg"} ;rus end 
 else 
 
 ;usa rifle squad
{spawn_human "mp/usa/rifle"} 
{spawn_human "mp/usa/rifle"} 
{spawn_human "mp/usa/rifle"} 
{spawn_human "mp/usa/smg"}
{spawn_human "mp/usa/smg"} 
{spawn_human "mp/usa/smg"} ;usa end 
} 
 else rand 0.2
 {damage_report "body" "<s(0.2)c(00ff00)>Player 0 Assault Infantry!!"}
;eng rifle squad 
{if rand 0.2 
{spawn_human "mp/eng/sturmovik"} 
{spawn_human "mp/eng/sturmovik2"} 
{spawn_human "mp/eng/sturmovik3"} 
{spawn_human "mp/eng/sturmovik4"}
{spawn_human "mp/eng/sturmovik4b"} 
{spawn_human "mp/eng/sturmovik5"} 
{spawn_human "mp/eng/sturmovik5b"} 
{spawn_human "mp/eng/sturmovik6"}
{spawn_human "mp/eng/sturmovik6b"} ;eng end 
 else rand 0.2
 
;ger rifle squad
{spawn_human "mp/ger/sturmovik"} 
{spawn_human "mp/ger/sturmovik2"} 
{spawn_human "mp/ger/sturmovik3"} 
{spawn_human "mp/ger/sturmovik4"}
{spawn_human "mp/ger/sturmovik4b"} 
{spawn_human "mp/ger/sturmovik5"} 
{spawn_human "mp/ger/sturmovik5b"} 
{spawn_human "mp/ger/sturmovik6"}
{spawn_human "mp/ger/sturmovik6b"} ;ger end 
 else rand 0.2
 
;jap rifle squad
{spawn_human "mp/jap/sturmovik"} 
{spawn_human "mp/jap/sturmovik2"} 
{spawn_human "mp/jap/sturmovik3"} 
{spawn_human "mp/jap/sturmovik4"}
{spawn_human "mp/jap/sturmovik4b"} 
{spawn_human "mp/jap/sturmovik5"} 
{spawn_human "mp/jap/sturmovik5b"} 
{spawn_human "mp/jap/sturmovik6"}
{spawn_human "mp/jap/sturmovik6b"} ;jap end 
 else rand 0.2
 
;rus rifle squad
{spawn_human "mp/rus/sturmovik"} 
{spawn_human "mp/rus/sturmovik2"} 
{spawn_human "mp/rus/sturmovik3"} 
{spawn_human "mp/rus/sturmovik4"}
{spawn_human "mp/rus/sturmovik4b"} 
{spawn_human "mp/rus/sturmovik5"} 
{spawn_human "mp/rus/sturmovik5b"} 
{spawn_human "mp/rus/sturmovik6"}
{spawn_human "mp/rus/sturmovik6b"} ;rus end 
 else 
 
 ;usa rifle squad
{spawn_human "mp/usa/sturmovik"} 
{spawn_human "mp/usa/sturmovik2"} 
{spawn_human "mp/usa/sturmovik3"} 
{spawn_human "mp/usa/sturmovik4"}
{spawn_human "mp/usa/sturmovik4b"} 
{spawn_human "mp/usa/sturmovik5"} 
{spawn_human "mp/usa/sturmovik5b"} 
{spawn_human "mp/usa/sturmovik6"}
{spawn_human "mp/usa/sturmovik6b"} ;usa end 
} 
 else
 {damage_report "body" "<s(0.2)c(00ff00)>Player 0 Paratrooper Squad!!"}
;eng rifle squad 
{if rand 0.2 
{spawn_human "mp/eng/elite"} 
{spawn_human "mp/eng/elite2"} 
{spawn_human "mp/eng/elite3"} 
{spawn_human "mp/eng/elite4"}
{spawn_human "mp/eng/elite_at"};eng end 
 else rand 0.2 
 
;ger rifle squad
{spawn_human "mp/ger/elite"} 
{spawn_human "mp/ger/elite2"} 
{spawn_human "mp/ger/elite3"} 
{spawn_human "mp/ger/elite4"}
{spawn_human "mp/ger/elite_at"} ;ger end 
 else rand 0.2 
 
;jap rifle squad
{spawn_human "mp/jap/elite"} 
{spawn_human "mp/jap/elite2"} 
{spawn_human "mp/jap/elite3"} 
{spawn_human "mp/jap/elite4"}
{spawn_human "mp/jap/elite_at"} ;jap end 
 else rand 0.2 
 
;rus rifle squad
{spawn_human "mp/rus/elite"} 
{spawn_human "mp/rus/elite2"} 
{spawn_human "mp/rus/elite3"} 
{spawn_human "mp/rus/elite4"}
{spawn_human "mp/rus/elite_at"} ;rus end 
 else 
 
 ;usa rifle squad
{spawn_human "mp/usa/elite"} 
{spawn_human "mp/usa/elite2"} 
{spawn_human "mp/usa/elite3"} 
{spawn_human "mp/usa/elite4"}
{spawn_human "mp/usa/elite_at"} ;usa end 
} 

 } ;talk end 
 };helper_squad_enabled check 
 {tags add "revived"} 
 {tags remove "disablerandom"}
 {tags remove "in_die_process_normal"} 
 {tags remove "in_die_process_short"} 
 {tags remove "in_die_process_veryshort"} 
 {tags remove "in_die_process_long"} 
 {tags add "successfully_revived"}
 {tags remove "self_recover"} 
 {start_sound "human/heal"} 
 {able personage 0} }}}}}
 
}}}} 
 
 
 ;#############################################################################
 ;##########################DIE_CALC END###################################################
 ;#############################################################################
; Timer of life end(LOL)
 
 

;#############################################################################
 ;##########################DEATH_WAIT BEGIN###################################################
 ;#############################################################################
 
 
 ;TIMER OF DEATH
 {on "death_wait"
{delay 0.05 {ani_stop "lie_sleep_idle_2"}}
{delay 0.06 {ani_stop "lie_sleep_idle_1"}{ani_stop "squat_reload_piat"}{ani_stop "lie_reload_piat"}}
{delay 0.07 {ani_play "lie_die"}}
 {delay 0.1
 {able personage 0} ;Gets rid of personage protection
 {if not able "select" ;TIMER OF DEATH
 {if senseless

 {call "die_scream"} ;NoooooO!
 {able personage 0} ;Gets rid of personage protection
 {tags remove "die_processset"}
 {tags remove "near_death"} ;Disables the dying processes
 {if not tagged "shot_death"
 {if "quotes_enabled"
 {if "X_x_face_enabled" 
 {if rand 0.1
 {damage_report "body" "<s(0.2)c(ffffff)>X_x"} ;zik ;Self Explanatory O_o
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ffffff)>x_X"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ffffff)>X_X"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ffffff)>x_x"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ffffff)>x-x"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ffffff)>X-X"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ffffff)>X|"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ffffff)>X-x"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ffffff)>x-X"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ffffff)>XP"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ffffff)>@_@"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ffffff)>O_O"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(ffffff)>o_o"}
 else
 {damage_report "body" "<s(0.2)c(ffffff)>-_-"}}}}{die}}

{if not tagged "shot_death"

{delay 0.6

;DEATH BOUNCE. 
{if "epic_pwn"
{if rand 1.0 ;how often will pple be pwned?
{if rand 0.9 ;zik
{if "pwn_animations"{ani_play "stand_fly_tumble_back_far"} {delay 1 {ani_play "lie_die"} }} ;callback} lie_sleep_idle_2 stand_fly_tumble_forward.. lie_die
{throw_off up 1.3 0.5 dir 5.5 2 forward 4 turn 0 360 die force} ;leap
else rand 0.3
{if "pwn_animations"{ani_play "stand_fly_tumble_forward_far"} {delay 1 {ani_play "lie_die"} }}
{throw_off up 25.3 0.5 dir 5.5 2 forward 4 turn 0 360 die force} ;large medium leap
else
{if "pwn_animations"{ani_play "stand_fly_tumble_forward_far"} {delay 1 {ani_play "lie_die"} }}
{throw_off up 1.3 99.5 dir 5.5 2 forward 4 turn 0 360 die force} ;slide or mega leap
;{throw_off up 5.3 0.5 dir 360 0 forward 4 turn 0 360 die force} ;sent to outer space
;else rand 0.1
;else
}}}}


;DEM XPLOSIONS. 
{if "epic_xplosion"

;AI Dodge
{if "ai_dodge_explosion"
{if "harmful_explosion"
{explosive}
}}
{delay 0.8
{if not "air_strike_outburst"
{stuff_detonate} }

;LARGE AIRSTRIKE OVERWRITES OTHER EXPLOSIONS
{if "air_strike_outburst"
{if "harmful_explosion"
{if "large_explosion"
{spawn "outburst_nc"}
{delay 2
{stuff_detonate}}
}}}


;SMALL AIRSTRIKE OVERWRITES OTHER EXPLOSIONS{if not "large_explosion"
{if "air_strike_outburst"
{if "harmful_explosion"
{if not "large_explosion"
{spawn "outburst_small_nc"}
{delay 2
{stuff_detonate}}
}}}


{if not "air_strike_outburst"
{if "harmful_explosion"
;NORMAL
{if "epic_xplosion"
{if "large_explosion"
{if "artillery"
{spawn "artillery_explosion"}
}
{if "explosion"
{spawn "explosion"}
}

{if "instant_outburst"
{spawn "outburst_instant_nc"}
}
}}}}

;SMALL
{if "epic_xplosion"
{if not "air_strike_outburst"
{if "harmful_explosion"
{if not "large_explosion"
{if "artillery"
{spawn "artillery_explosion_small"}
}
{if "explosion"
{spawn "explosion_small"}
}

{if "instant_outburst"
{spawn "outburst_instant_small_nc"}
}

}

}
{start_sound "detonation/handgrenade/"}
}}}} 

;CLEAR INVENTORY. 
{delay 0.6
{if "epic_clear_inventory"
{clear_inventory}
}} 

} ;if not tagged shot_death end

{if tagged "shot_death" 
 {call "shot_death"}}
 } {tags remove "disablerandom"} 
 {tags remove "in_die_process_normal"} 
 {tags remove "in_die_process_short"} 
 {tags remove "in_die_process_veryshort"} 
 {tags remove "in_die_process_long"} 
 {tags remove "in_die_processset"}
 {tags remove "self_recover"}
 {tags remove "successfully_revived"}
 {tags remove "texmod_set"}
 {tags remove "revived"} 
 {tags add "dead"} } }} ;Ergh
; {able collect 1}
 ;#############################################################################
 ;##########################DEATH_WAIT END###################################################
 ;#############################################################################

;#############################################################################
 ;##########################SHOT WHILE IN DEATH PROCCESS BEGIN###################################################
 ;#############################################################################
 
 
 ;TIMER OF DEATH
 {on "shot_death" ;quotes
{delay 0.05 {ani_stop "lie_sleep_idle_2"}}
{delay 0.06 {ani_stop "lie_sleep_idle_1"}{ani_stop "squat_reload_piat"}{ani_stop "lie_reload_piat"}}
{delay 0.07 {ani_play "lie_die"}}

 {delay 0.1
 {if "quotes_enabled"
 {if "X_x_face_enabled"
 {if rand 0.1
 {damage_report "body" "<s(0.2)c(f9d800)>X_x"} ;zik ;Self Explanatory O_o
 else rand 0.1
 {damage_report "body" "<s(0.2)c(f9d800)>x_X"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(f9d800)>X_X"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(f9d800)>x_x"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(f9d800)>x-x"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(f9d800)>X-X"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(f9d800)>X|"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(f9d800)>X-x"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(f9d800)>x-X"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(f9d800)>XP"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(f9d800)>@_@"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(f9d800)>O_O"}
 else rand 0.1
 {damage_report "body" "<s(0.2)c(f9d800)>o_o"}
 else
 {damage_report "body" "<s(0.2)c(f9d800)>-_-"}}}}{die}

{delay 0.2 
{if not "talk"
 {set "talk" 1}
 {talk "death_cry"}
 {delay 10 2
 {set "talk" 0}
 }
 } 
}
{if not "epic_pwn"
{throw_off up 0.5 forward 0.01 force} ;fidget
}
 ;{throw_off up 1.3 0.5velocity dir 5.5 2 forward 4 turn 0 360 die force}
{delay 0.6 
;DEATH BOUNCE shot death. 
{if "epic_pwn_shot_death"
{if rand 1.0 ;how often will pple be pwned?
{if rand 0.9 ;zik 
{if "pwn_animations"{ani_play "stand_fly_tumble_back_far"} {delay 1 {ani_play "lie_die"} }} ;callback} stand_fly_tumble_forward.. lie_die
{throw_off up 1.3 0.5 dir 5.5 2 forward 4 turn 0 360 die force} ;leap
else rand 0.3
{if "pwn_animations"{ani_play "stand_fly_tumble_forward_far"} {delay 1 {ani_play "lie_die"} }}
{throw_off up 25.3 0.5 dir 5.5 2 forward 4 turn 0 360 die force} ;large medium leap
else
{if "pwn_animations"{ani_play "stand_fly_tumble_forward_far"} {delay 1 {ani_play "lie_die"} }}
{throw_off up 1.3 99.5 dir 5.5 2 forward 4 turn 0 360 die force} ;slide or mega leap
;{throw_off up 5.3 0.5 dir 360 0 forward 4 turn 0 360 die force} ;sent to outer space
;else rand 0.1
;else
}}}}

;DEM XPLOSIONS shot death
{if "epic_xplosion_shot_death"

;AI Dodge
{if "ai_dodge_explosion"
{if "harmful_explosion"
{explosive}
}}
{delay 0.8
{if not "air_strike_outburst"
{stuff_detonate} }

;LARGE AIRSTRIKE OVERWRITES OTHER EXPLOSIONS
{if "air_strike_outburst"
{if "large_explosion"
{spawn "outburst_nc"}
{delay 2
{stuff_detonate}}
}}


;SMALL AIRSTRIKE OVERWRITES OTHER EXPLOSIONS{if not "large_explosion"
{if "air_strike_outburst"
{if not "large_explosion"
{spawn "outburst_small_nc"}
{delay 2
{stuff_detonate}
}}}


{if not "air_strike_outburst"
{if "harmful_explosion"
;NORMAL
{if "large_explosion"

{if "explosion"
{spawn "explosion"}
}

{if "instant_outburst"
{spawn "outburst_instant_nc"}
}
}}}

;SMALL
{if not "air_strike_outburst"
{if "harmful_explosion"
{if not "large_explosion"

{if "explosion"
{spawn "explosion_small"}
}

{if "instant_outburst"
{spawn "outburst_instant_small_nc"}
}

}

}
{start_sound "detonation/handgrenade/"}
}}} 

;CLEAR INVENTORY shot death. 
{delay 0.7
{if "epic_clear_inventory_shot_death"
{clear_inventory}
}}


 {tags remove "disablerandom"} 
 {tags remove "in_die_process_normal"} 
 {tags remove "in_die_process_short"} 
 {tags remove "in_die_process_veryshort"} 
 {tags remove "in_die_process_long"} 
 {tags remove "in_die_processset"}
 {tags remove "self_recover"} 
 {tags remove "successfully_revived"}
 {tags remove "texmod_set"}
 {tags remove "revived"}
 }} 
; {able collect 1}
 ;#############################################################################
 ;##########################SHOT WHILE IN DEATH PROCCESS END###################################################
 ;#############################################################################
 ;#############################################################################
 ;#############################################################################
 ;#############################################################################
 ;#############################################################################
 ;#############################################################################
 ;#############################################################################
 ;#############################################################################
 ;#############################################################################
 ;#############################################################################
 ;#############################################################################
 ;#############################################################################


;}SONNE2 Finish


Comments
Sundiata Author
Sundiata

Pastebin.com

Shorter Version: More chance of Revival, No Quotes, Longer Revival Time, The people who are near death WILL ALWAYS have animations. Many minimods have been removed, to save flag space.

Moddb implemented a text limit X_x.

Reply Good karma+1 vote
Sundiata Author
Sundiata

Replacing Morphine with Bandages for the mod.

this will give you the ability to revive personage units without morphine, all you need is a bandage

make this directory in your men of war game

Men of War\mods\yourmod\resource\interface\action

make a file name it injection.set
open it, and paste this into it.

{action
{cursor "medkit"}
{fx "flashgreen"}
{item "bandage"} ;used to be morphine
{item_in_box}
{button}
{ShowCount}
{instructions
{take_item}
{bind hand}
{disable_action_restart}
{take_item}
{reserve_hands}
{fsm_request "ground-drop"} ;animation "stand_pick_small_begin"
{unreserve_hands}
{injection}
{fsm_request nocheck "hold-nothing"} ;{animation nocheck "stand_pick_small_end"}
}
}

save and exit, pasted this for people who may have overlooked it.

Reply Good karma+1 vote
Guest
Guest

Sonne2 I want to thank you very much for the enlightening articles and tutorials that you made possible and shared with the community. I got the Mortar sounds, the Revive script and the shell casings all working first time. then I got an error in my set and had to redo my mod and lost some functions ! "forgot to save my personal files that I adapted" Anyway now I have redone this one but I noticed the "switching" part that never did earlier, Can you help explain this, I played with it but no luck.
I pretty much just skirmish single player, and would like to revive "allys" dead to my own, so player 2 convert to player 0

Thanks very much

Reply Good karma Bad karma0 votes
Sundiata Author
Sundiata

copy and paste your human.inc to Pastebin.com and link it here, I may have messed something up by accident lol.

Reply Good karma+2 votes
Xamot
Xamot

I forgot to grab link, but think I found it, just hope it makes sence to you

Pastebin.com

Reply Good karma Bad karma+1 vote
Sundiata Author
Sundiata

uh oh, you had to change the code in "main_menu", like this. Its at the very top of the script. I'm gonna add a comment to the section you edited so people won't run into the same problem, sorry if this ruined your game time lol.

{if rand 1.0
{set "switch_sides" 0} ;The Revived will switch sides.
} ;SWITCH_MENU
;When they switch sides, which side do you want them to choose!? Must have switch_sides enabled
{if rand 1.0 {set "player 0" 1}} ;If revived, they will choose Player 0.
{if rand 1.0 {set "player 1" 0}} ;If revived, they will choose Player 1.
{if rand 1.0 {set "player 2" 0}} ;If revived, they will choose Player 2.
{if rand 1.0 {set "player 3" 0}} ;If revived, they will choose Player 3.
{if rand 1.0 {set "player 4" 0}} ;If revived, they will choose Player 4.
{if rand 1.0 {set "player 5" 0}} ;If revived, they will choose Player 5.
{if rand 1.0 {set "player 6" 0}} ;If revived, they will choose Player 6.
{if rand 1.0 {set "player 7" 0}} ;If revived, they will choose Player 7.
{if rand 1.0 {set "player 8" 0}} ;If revived, they will choose Player 8.
{if rand 1.0 {set "player 9" 0}} ;If revived, they will choose Player 9.

Reply Good karma+1 vote
Xamot
Xamot

Thanks Sonne2, no it didn't ruin anything for me, so don't worry about that, I know the risks of modding, and certainly wouldn't hold anyone else to blame but myself for bad code. But I am still not 100% sure where this works.
1)What do you mean by "main menu" ?
If you mean the revival script what part, very top doesn't look right there, at least where I am looking.
2)On line 422, it says "{on "main_menu" ;#MENU, TO TURN ON AND TURN OFF THE SCRIPT OR MINIMODS -Sonne2

So I placed it further down below "{if rand 0.85 {set "near_death_animation" 1}} ; 1 Enables, 0 Disables Near_Death Animations."

if it works it works if it don't back to the drawing board

Reply Good karma Bad karma+1 vote
Sundiata Author
Sundiata

did it for you, here you go Pastebin.com

Reply Good karma+1 vote
Xamot
Xamot

Thanks again Sonne2, I almost did it right, good thing you did it for me, "that" might have ruined my game : )

Reply Good karma Bad karma+2 votes
Xamot
Xamot

I can't believe this is so hard. The script works, but It only revives my enemies to my side. My ally stays as is.

In the game I am usually {player 0}, and my ally is {player 2} and so is any units that I can buy or spawn before they enter the game. When they cross over the border and into the map they switch to {player 0} and I can use them.

At first the revival part worked great, but nobody switched sides. Then I noticed a German enemy who had been revived had joined me, that's when I noticed the change. Usually of course when they revived one of their wounded they then shot him again, so it took awhile to see this first hand. Since I have tinkered with the script and changed numbers willy nilly, I have turned switch off, or the enemy continues to switch, but have not once got my allys to join me, what am I doing wrong??

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Sundiata Author
Sundiata

post a pastebin link again and lets see whats going on O_o

Reply Good karma+1 vote
Xamot
Xamot

Here it is enabled and reviving Enemies wounded {player 1} to mine {player 0}

Pastebin.com

currently I have the script disabled ingame

Reply Good karma Bad karma+1 vote
Sundiata Author
Sundiata

so you have turned the script off but the enemies continue to switch?

Reply Good karma+1 vote
Xamot
Xamot

no, that's stops all switching. But when I tried different number combinations to change it, it always seemed to switch enemy units never ally so I gave up after awhile and disabled the script. What you are looking at, from pastebin was when it was last enabled and player 1 was the only one switching!

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Sundiata Author
Sundiata

hmmm, thats odd, on my game every side switches to the side I pick in the mod menu. You may have to keep the script disabled by setting {set "revival_script_enabled" 1} to {set "revival_script_enabled" 0}, or delete it as I have no idea what is going on here lol.

Reply Good karma+1 vote
Xamot
Xamot

Now remember this is "skirmish" play I use. Based on "terminator mod" so I play as "0" my ally is "2" and my Enemy is "1" but he also has an ally or enemy two but I never see any player 3 or above it always seems to be player 1 in the mission file.

So you're saying that there is no way to script the file to switch player 2 dead to mine. I thought all those lines

"{if rand 1.0 {set "player 0" 1}} ;If revived, they will choose Player 0.
{if rand 1.0 {set "player 1" 0}} ;If revived, they will choose Player 1.
{if rand 1.0 {set "player 2" 0}} ;If revived, they will choose Player 2.
{if rand 1.0 {set "player 3" 0}} ;If revived, they will choose Player 3.
{if rand 1.0 {set "player 4" 0}} ;If revived, they will choose Player 4.
{if rand 1.0 {set "player 5" 0}} ;If revived, they will choose Player 5.
{if rand 1.0 {set "player 6" 0}} ;If revived, they will choose Player 6.
{if rand 1.0 {set "player 7" 0}} ;If revived, they will choose Player 7.
{if rand 1.0 {set "player 8" 0}} ;If revived, they will choose Player 8.
{if rand 1.0 {set "player 9" 0}} ;If revived, they will choose Player 9. " were to set the players you wanted to switch. WoW i'm way off baseline here

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Sundiata Author
Sundiata

It's nothing, I was just baffled as I've never witnessed sides refusing to switch, is there a specific mission script that changes sides running on the map? Does this happen in other maps non-skirmish?

What happens when you try to revive your ally?
Press F3 and see if the revived unit's color has changed, if it has and they are not selectable, then the problem might lie in the "ables", click on the ables dropdown menu and see if "select" is checked.

Reply Good karma+1 vote
Xamot
Xamot

Thanks Sonne2 I really appreciate the work or help that you do, and I want to help you "if I can" explore new areas of this as well !

ok ! forgive me the "wall of text" coming your way please

1) specific mission script; I am not 100% sure how to answer this, this is my best guess. The missions of course all follow the settings laid down and not sure where all the strands come from, but I do know that the "mission.scn" file in a games "save" file allows me {the modder} to change things the way I want to, like what ammo or gear my trucks hold, or what to give my soldiers. I have created entirely new units from nothing. I learned a lot, about the game just by trial and error.

The one thing I do know is that this file holds all the units in a save game, and I can change anything from one player to another. When a game first starts, first thing to do is save! There are now units in the "mission.scn" file that have spawned for you, that are scripted for the enemy, and ones specifically for you to buy as the game progresses. These last ones are the ones in question. Normally they start out as {player 2} units, with the line {SpawnedInFog}. So they are there at the edge of the map so to speak waiting to enter if you buy them. once purchased and they roll into the map they change from {player 2} to {player 0} and they revert to your control.

I can go into this file and resurrect the dead literally and bring them back into the game. Find a dead guy, delete the lines referring to death and change him from 2 to 0 and bang he is mine now. The hardest part is getting him from where he was killed under fire to somewhere safe so I can equip him again before they shoot him dead the second time. I have done this to dozens at a time, hundred maybe ?? "this I call FUN" and spend hours doing it. So your script allowed me to do this with out using the "mission.scn" file, at least it did !

Now before leaving this answer there are exceptions ! Sir Hinkels maps and missions seemed to use {player 2} as the user, why I do not know. so there is some where else where this is determined before the map mission starts I have to be aware when I change things in the file.

2) Does this happen in other maps non-skirmish?; not that I am aware, first because the only other maps I have played were co-op skirmish in lan play before I started really modding this game, and have not played others.

3) What happens when you try to revive your ally?; last off using your script the ally wounded would recover and continue on as normal, but still under my ai allys control NOT mine ! (here is where I hoped to use this script of yours) So I have to use the "mission.scn" file to bring these guys under my command. why ?? good question, funny you should ask! I take the "wounded" back to starting area, most of them lost their guns and helmets when they got shot, and I recreate units from the survivors, this is realistic, and like playing with my army soldiers when I was a kid. Units (allys) getting torn up in battle, some being helped with my medics and surviving the return to starting area or my lines, or my "first-aid" posts what ever you wish to name them is harder then the actual mission. these guys died under enemy fire, and medics run the guantlet of fire to help them, sometimes the medics join them, Truth is a lot of medics get resurrected either way! Same with recovering wrecked vehicles, A lot of the "excitement" is the journey to these units and bringing them back, safe to fight again, mostly my allies destroyed stuff.

4) Press F3; not sure where you want me to press F3, in game?, in editor?, and I have never played in the "ables" tables.... ha a poor attempt at a joke. Anyway thats all for now sorry hope it all helps

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Sundiata Author
Sundiata

for 4, oops lol I meant in the editor haha.

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Xamot
Xamot

I'm sorry Sonne2, I tried, but got no wheres fast. I have never used the editor before, and although I used F3, it didn't do much. Create a map doesn't seemed to be the place.
How to load a mission?
how to load a saved game? (all my work with this script up to now was on one map, in bonus maps, called River Bend.
How do I check the revived players colors? how to check the "ables" and where are they , never found them?

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Sundiata Author
Sundiata

press f3,then press esc, click on load, and you will see map names, click on any map folder, then click on 0.mi in that folder, wait for it to load, start the game then click f3, look at the units on both sides while your in f3 mode, you will see circles above the units, the color of those circles defines what side they are on, grey is player 0, red is player 1, green is player 2

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Sundiata Author
Sundiata

Attention Everyone! Revival Script VERY VERY VERY ENTIRELY SHORT, and relies on the bleedout timer from AS2.

And it works like the ARMA SERIES

Pastebin.com

Units take some time to be revived like real life! Be sure to build sandbag fortifications around the recovering unit!

go to and open mods\ yourmod\ resource\ set\ difficulty\ difficulty_generic.inc

if you don't have it then take it from resource\ gamelogic.pak\ set\ difficulty\difficulty_generic.inc

add these two lines to the bottom so it looks like this:

{death_delay_min 30} ; min bleeding out time in seconds
{death_delay_max 90} ; max bleeding out time in seconds
}

save and close. Now the bleedout timer is back again for this particular script to work.

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Sundiata Author
Sundiata

if your using this script and playing on the new version of as2, and you can't kill infantry who are down, please put:

{if rand 0.8
{if tagged "disablerandom"
{if tagged "die_processset"
{tags add "near_death"} ;if the unit still has this tag by the end of the countdown, death_wait will kill it.
{able select 0} ;unit cant be selected
{tags add "shot_death"} ;nvm it is needed.
{call "death_wait"} }}
}

into
"on bullet_hit" section of human.inc, this is a 80% chance they will die.

Man, can't beleive its been so long. Time is flying.

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Sundiata Author
Sundiata

also under "{on blast_hit"

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Sundiata Author
Sundiata

updated the tutorial on getting the revival script to work again with the fixes in the script as a link:
Moddb.com

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Men of War: Assault Squad
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1C Company
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