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In WICT_MP package I implemented F2 script and activated Norrin's Revive Respawn script.

Here are some additional things I did.

In revive_init.sqf I changed list of playable units, so it is taking names directly from editor.

// LIST OF PLAYABLE UNITS
NORRN_player_units = [];
{NORRN_player_units = NORRN_player_units + [vehicleVarName _x];} forEach playableUnits;

In Description.ext I changed some things to make it work with Artillery script -- I integrated f\revive\dialogs\CONFIG.CPP content in Description.ext.

class CfgSounds
{
	#include "bon_artillery\cfgSounds.sqf"
	
	sounds[] = 
	{
		Brian_Im_hit, Brian_Im_bleeding,Brian_Medic,Brian_Bastards,Brian_Shit_Man_down,Brian_Oh_no,
		Brian_Fuck,Brian_Fuck_it,Brian_Shit,Brian_Need_help,Brian_A_little_help_here
	};

	class Brian_Im_hit
	{
		name="Brian_Im_hit";
		sound[]={"f\revive\sound\UNIV_v05.ogg",0.05,1.0};
		titles[]={};
	};
    .................... etc. etc. etc. f\revive\dialogs\CONFIG.CPP content
};

so everything those scripts need is in class CfgSounds.

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