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usmc123
Jun 2 2009, 08:42
How do these modules work? Do you simply place them on the editor? I have tried that but there does not seem to be any effect. I have been trying the "Simulation" module because I assume that is the module used in the Campaign.

DaveP
Jun 2 2009, 09:12
Create the three first aid GL's, and then sync them to the group leaders of any groups you want to have the effects. Simple!

As far as I can tell, simulation is the 'base', needed for the others, the battlefield clearance one handles drag/carry commands, and I'm not sure what action does.

Dr.Pulp
Jun 2 2009, 09:20
first aid simulation: team can get wounded and use the animation when they get hit
first aid action: team gets the option to use first aid on somneone who got the simulation linked

MechaStalin
Jun 2 2009, 09:25
I find the first aid system works fine without the action module and just the simulation and evac modules.

EiZei_
Jun 2 2009, 11:22
So, how do you make some unit enter a wounded state? Setdammage 0.9 does'nt seem to cut it..

St!gar
Jun 2 2009, 11:54
Can you make those GLs work with the Ambient Combat Manager?

usmc123
Jun 2 2009, 16:50
Alright, thanks guys. I am an idiot at this sort of thing.

Tehewok
Jun 2 2009, 21:06
After synching the three First Aid modules to the squad leader, I can Drag/ Carry injured mates, so that works fine.

However, how do I go about healing them? How do I command a nearby ambulance (Air or Ground) to heal them? Can they do this or do they just pick them up? I cannot recall how it worked in Arma 1

DaveP
Jun 2 2009, 21:24
After synching the three First Aid modules to the squad leader, I can Drag/ Carry injured mates, so that works fine.

However, how do I go about healing them? How do I command a nearby ambulance (Air or Ground) to heal them? Can they do this or do they just pick them up? I cannot recall how it worked in Arma 1


The german for first aid is "erste hilfe", should come up while you're looking at them and close by

TiGGa
Jun 2 2009, 22:09
How can you use the modules with newly created groups of soldiers? I tried synchronizing them via script, but it does'nt have any effect. Creating new soldiers in my own group doesn't give them the ability to squirm around either...

Wiggum
Jun 17 2009, 19:13
Hi,

I placed all three First Aid Modules and sync them with the group leader.
But the First aid only works if i am a medic, if i play Coops the "first aid animation" is shown but the wounded soldier is still wounded...

Is there any special trick to use first aid with every unit i want ??

Maddmatt
Jun 17 2009, 23:54
Don't use the "Action" module. Just use the other two.
Don't know how correct that is but it works for me.

Hopefully we get some documentation on it sometime.

Wiggum
Jun 26 2009, 10:15
Dont works for me...
I just cant get soldiers to heal others...only medics do so.

Nasder9
Jun 26 2009, 10:26
Test this

Create a group of 3.

Put the player as groupleader (highest rank in the group)

Place a First Aid - simulation and synchronize (not group) it to the player (groupleader)

Now preview the mission and shoot one of you teammates (setdamage doesn't work), a M16 round to the chest will do the trick, now press the number of the teammate still alive, and aim at the downed soldier and you should have the fast command to "heal".

They won't be healed, but they will be able to fight again. You still need a medic to actually heal them.

TurokGMT
Jun 26 2009, 10:36
To emphasise the above point:

FIRST AID merely allows non medics to treat bleeding and allow battlefield clearance (dragging and carrying).

Soldiers wounded by gunfire (as opposed to falling damage or impact damage from crashing light vehicles) will be bleeding, and if not given first aid or healed by a medic will bleed to death.

Only medics, MASH tents and ambulances can heal. This returns a soldier to full health.

Wounded soldiers will show the wounded animation if the modules are being used and are unable to fight until treated.

An interesting (perhaps bug) is that if a wounded soldier is dragged and then released, he returns to prone position and is able to move and shoot, although continues to bleed.

IndeedPete
Jun 26 2009, 17:08
When I got hit, fell down, then died after a minute or so, and then I respawned I'm invincible - is there any way to fix this bug or do I have to wait for the next patch?

Duke49th
Jun 27 2009, 09:33
An interesting (perhaps bug) is that if a wounded soldier is dragged and then released, he returns to prone position and is able to move and shoot, although continues to bleed.

When I am heavily wounded, I sometimes can move proned and shoot(only 3rd person view without haircross and it won't let me switch to 1st person view).
But then, I think, I'm bleeding more and die faster than lying without moving. Not sure. And also not sure if it is a bug or a feature:confused:



When I got hit, fell down, then died after a minute or so, and then I respawned I'm invincible - is there any way to fix this bug or do I have to wait for the next patch?

Bug. Wait for a patch;)

Brute
Jun 28 2009, 19:22
If you want the enemy AIs to be able to use the first aid features should you create new modules for the enemies or use the exisiting ones that USMC forces are using?

Bleh131
Jul 6 2009, 02:07
I am getting a bizarre bug with the first aid module:

If a man is injured and the units begin healing him, they will call "ready" just before they start the healing animation, and then get stuck in the healing animation forever, and their patient remains incapped.

HOWEVER. If i press escape, go to vid mem settings, and press done (occasionally I have to make it go 'receiving' but not always) then all characters that were trapped in the healing animation immediately heal their man and get unstuck. Wtf? I have to do this every time a unit gets stuck in the healing animation, which is around 90% of the time.

I have 2 first aid modules (sim and clearance) linked to all groups, I had several triplets before (sim, clearance, and action) linked to each 'cluster' of units, but it also had this bizarre bug.

I don't understand why going to vid mem (edit: I meant Video Options) settings would fix it, other than that the game reloads and refreshes everything, including the first aid mod (maybe there is a way to make the first aid mod automatically refresh every x seconds to keep this from happening?)

Edit: Entering the map and exiting (m), fixes any infinite heals as well.

Tekhne
Jul 6 2009, 20:33
I ran into a weird bug, or maybe just me doing this wrong...

I placed the three first aid modules down and synced them to the leaders of each squad. Respawn is also enabled in the description file. After any player is killed and respawns, he becomes invincible and cannot be killed by anything. What gives?

IndeedPete
Jul 6 2009, 22:46
I ran into a weird bug, or maybe just me doing this wrong...

I placed the three first aid modules down and synced them to the leaders of each squad. Respawn is also enabled in the description file. After any player is killed and respawns, he becomes invincible and cannot be killed by anything. What gives?

I know that; got the same problem. BIS, please patch. :rolleyes:

Rexxenexx
Jul 13 2009, 11:41
It would be nice to have modules with switches rather than separate modules for the same theme. I had to delete the First Aid Module because of the invincible bug, before that I had to delete the Drag Module because of another bug (http://www.youtube.com/watch?v=YuSmGS5rGy0). Which I think both are related to respawn missions.

galzohar
Jul 13 2009, 14:25
It's interesting there are all these "bugs" that may very well be caused simply because we have no idea how those modules are supposed to work. Can't wait for some usable documentation...

Big Dawg KS
Jul 13 2009, 14:43
It's interesting there are all these "bugs" that may very well be caused simply because we have no idea how those modules are supposed to work. Can't wait for some usable documentation...

I looked at the code. It's not very robust. First Aid module could use a complete recode IMO. There is some documentation in the code, but not very helpful (and often confusing).

MortenL
Jul 18 2009, 19:15
So yea, how can i use the init box to activate the firstaid module on a specific unit?

I'm respawning a unit which needs to have its firstaid module reactivated, how can i do this with an init command? The bohemia wiki says nothing about the firstaidmodules.

norm6669
Jul 19 2009, 22:18
So yea, how can i use the init box to activate the firstaid module on a specific unit?

I'm respawning a unit which needs to have its firstaid module reactivated, how can i do this with an init command? The bohemia wiki says nothing about the firstaidmodules.

I don't know but I would like to know. Synchronizing "on the fly" with synchronizeObjectsAdd doesn't seem to work. I've read that once the module is initialized, we can't play with it's synchronization list anymore.

A work around would be to be able to delete the first aid module and recreate it when you respawn your unit. We would need to know the module name and the command to use (createunit or createvehicle?)

Anyone got infos on this?

tom_48_97
Jul 19 2009, 22:40
The FA module is a game logic called FirstAidSystem (vehicleClass = Modules), you can try with that.

BelgarionNL
Jul 20 2009, 15:56
when you die with all of the first aid modules on or without the "action" my view is still red after respawn!

how do i fix that? i have a spawn 3 if that might help

Himmelsfeuer
Jul 20 2009, 16:14
Im pretty sure thats also a bug...Noticed that in the campaign and own created stuff...BI got a lot of work to do,i personally dont use the First Aid System for now cause its just too annoying with all that bugs..

norm6669
Jul 21 2009, 00:39
I've got some interesting results.

To create the modules:


FAcenter = createCenter sideLogic;
FAgroup = createGroup FAcenter;

faais = FAgroup createUnit ["AlternativeInjurySimulation", [0, 0, 0], [], 0, ""];
faais synchronizeObjectsAdd [_this];

fabc = FAgroup createUnit ["BattleFieldClearance", [0, 0, 0], [], 0, ""];
fabc synchronizeObjectsAdd [_this];

Then, every time I create a new unit, I must reinitialize everything. There was two actions from the battlefield clearance module that were left on everybody: drag and carry. So I remove the last two actions (without having the action index) from everyone and it worked well.


deleteVehicle faais;
deleteVehicle fabc;

{ _tempID = _x addAction ["ToBeRemovedImmediately", "initlead.sqf"]; _x removeAction _tempID; _x removeAction (_tempID - 1); _x removeAction (_tempID - 2) } forEach units group player;

_return = if ( count units group player < 4 ) then { (_this select 0) createUnit [position player, group player, "_return = this execVM ""initbot.sqf"""] } else { hint "Group full!" };

faais = FAgroup createUnit ["AlternativeInjurySimulation", [0, 0, 0], [], 0, ""];
faais synchronizeObjectsAdd [player];

fabc = FAgroup createUnit ["BattleFieldClearance", [0, 0, 0], [], 0, ""];
fabc synchronizeObjectsAdd [player];

I've got a nice map working in single player. I will test it in multiplayer when my friend buy the game with the respawn too. I think I will be able to work around the first aid bug with respawn. I think I will have bugs with the dedicated server because "createunit" logic have a known bug with dedicated server.

BelgarionNL
Jul 21 2009, 10:41
WAUW how can you just add units into the world! that awesome! you shut put that on the download section of armaholic for instance!

it rules! can i use it for my mission?

norm6669
Jul 21 2009, 21:12
It's not robust enough yet.

And most importantly, it's not multiplayer ready. This is a single player proof of concept.

When it's ready, I might release something more officially.

I've reworked the code allready. I create unit in a separate group, init the first aid on them, then join them to the main group. This way I don't need to mess with the actions blindly.

I created a respawnable multiplayer map and fixed the red screen bug AND invulnerability bugs. The trick is to reinitialize the variable and restart the agony.fsm and damaging.fsm. Maybe it's possible to do it with less variable but why take chance when it's logical and it work.


player setVariable ["head_hit",0,true];
player setVariable ["body",0,true];
player setVariable ["hands",0,true];
player setVariable ["legs",0,true];
player setVariable ["bloodlossPerSecond",0,true];
player setVariable ["bloodloss",0,true]; //blood loss in liters, 3+ is fatal
player setVariable ["",0,true]; //empty name variable works - accumulates structural dammage

player setVariable ["BIS_IS_agonyDam",BIS_IS_agonyDam,true]; //_x will be in agony if it has damage of BIS_FA_agonyDam or more
player setVariable ["BIS_IS_inAgony",false,true]; //not in agony at start

player setVariable ["injured", false];
player setVariable ["BIS_IS_Dead", false];

_nic = [player] execFSM "\ca\Modules\AIS\data\fsms\agony.fsm";
_nic = [player] execFSM "\ca\Modules\AIS\data\fsms\damaging.fsm";

Here ya go. Probably not bug free yet but good enough to start a thread just for it. Will be easier to post update and discuss various stuff.
http://forums.bistudio.com/showthread.php?p=1376254#post1376254 (http://forums.bistudio.com/showthread.php?p=1376254#post1376254)

Manzilla
Jul 23 2009, 01:26
I am getting a bizarre bug with the first aid module:

If a man is injured and the units begin healing him, they will call "ready" just before they start the healing animation, and then get stuck in the healing animation forever, and their patient remains incapped.

HOWEVER. If i press escape, go to vid mem settings, and press done (occasionally I have to make it go 'receiving' but not always) then all characters that were trapped in the healing animation immediately heal their man and get unstuck. Wtf? I have to do this every time a unit gets stuck in the healing animation, which is around 90% of the time.

I have 2 first aid modules (sim and clearance) linked to all groups, I had several triplets before (sim, clearance, and action) linked to each 'cluster' of units, but it also had this bizarre bug.

I don't understand why going to vid mem (edit: I meant Video Options) settings would fix it, other than that the game reloads and refreshes everything, including the first aid mod (maybe there is a way to make the first aid mod automatically refresh every x seconds to keep this from happening?)

Edit: Entering the map and exiting (m), fixes any infinite heals as well.

I still have this happen sometimes. I'm using AIS and BC sync'd to group leader. If one of my team mates gets incap and I try to use "first aid" the animation gets stuck.

norm6669
Jul 23 2009, 01:41
Never ever had this bug.

If you can find a way to recreate it, we can find a way to fix it.

Just to be sure here are the basic (that much people know by now):


ONE Alternative Injury Simulation module synched to ONE guy in the group.
ONE Battlefield Clearance module synched to ONE guy in the group.

Because otherwise it could double start some stuff. I experienced a lot with this module and I can confirm that when it initialize, it process everyone from the group.

Also, it would be interesting to study if synching two group to a module is really supported. I use a module for each group. I haven't checked if the module can pass an array of group.

chappy
Jul 24 2009, 04:41
norm , are you using the multiplayer framework at all with that code (or generally when making MP missions for that matter)

where did you execute those lines of code on respawn? seperate script?

norm6669
Jul 24 2009, 11:54
no multiplayer framework. I runned the mission for the first time in MP yesterday and saw the mess.

am working on a new version.

=SF=Hyrax
Jul 31 2009, 08:02
now what do we do to get the option to do drag and first aid after you have respawned???

norm6669
Jul 31 2009, 21:13
The option to drag and carry are added via this line:

_nic = [_unit] execVM "\ca\Modules\BC\data\scripts\BC_addActions.sqf";

For the first aid itself, I never had to reinitialize it.

LJF
Aug 1 2009, 03:27
Is there a way of using the script globally on every unit in a mission? If it could work on respawning units that would be great too.

norm6669
Aug 1 2009, 19:28
If you run the code again on a new member of your group, you might end up with some people with 2-3 "drag" options.

You need to reinitialise the first aid very carefully and not over do it. So to do it at large on a big group would be risky.

takealready
Sep 12 2009, 14:57
Hi,

I placed all three First Aid Modules and sync them with the group leader.
But the First aid only works if i am a medic, if i play Coops the "first aid animation" is shown but the wounded soldier is still wounded...

Is there any special trick to use first aid with every unit i want ??

Yeah in the config.cpp of your custom soldier put

attendant = true;

that will give that soldier the ability to heal people like a medic.

manolo007
Oct 26 2009, 14:59
hi all

im try to put a soldier in steate of agony (adds agony state - unit is incapacitated to some degree (no commanding, no actions, limited movement) - but can move slowly on ground and even shoot ) at start of a mission.

some one can tell me how do it?:(

Mr.Ben
Jan 17 2010, 17:26
The problem i am encountering is not directed at respawn, but also at join in progress.

My server runs all missions with Respawn 4, so that a player is dead, and cannot come back. But the problem i find is that when a player joins, he is unable to heal existing players and existing players cannot heal him.

I have tried several variations on test maps, from FAIS and BC, to including the 3rd module, Action. I have syncronized the modules to all players, to just the leaders of groups. Seperate modules to seperate groups, and syncronizing from and to, and to and from modules to players.

I am unsure why BI have not fixed this. Especially for the join in progress to a server. In this pug, you have the option to heal, but cannot do it.

Any latest developements anyone knows of, as 1.05 patch has not delievered any good news for this problem?

ker8er0s
Sep 29 2010, 12:02
hi all

im try to put a soldier in steate of agony (adds agony state - unit is incapacitated to some degree (no commanding, no actions, limited movement) - but can move slowly on ground and even shoot ) at start of a mission.

some one can tell me how do it?:(

see

http://community.bistudio.com/wiki/setUnconscious

Wobbleyheadedbob
Dec 24 2010, 00:40
I tried this module in one of my multiplayer missions and ran into some really weird bug. Once I've been in a wounded state and respawned (Using the built-in respawn) the enemy AI completely ignore me.

I can walk amoung them and even shoot them without any reaction from them.

Has anyone else experienced this and how do I fix?

Igneous01
Dec 24 2010, 04:07
does the first aid module that allows you to drag work with ace wounds module?

It would be nice if ai would drag ace wounded soldiers and then treat them using that system, rather than using slx mod.

---------- Post added at 05:07 ---------- Previous post was at 05:05 ----------


I tried this module in one of my multiplayer missions and ran into some really weird bug. Once I've been in a wounded state and respawned (Using the built-in respawn) the enemy AI completely ignore me.

I can walk amoung them and even shoot them without any reaction from them.

Has anyone else experienced this and how do I fix?

thats because there is a known bug with the module that when u enter the state of critically wounded, it sets you to side civilian, so enemy will not shoot at you when your down. however if you do get in this state and end up respawning in an mp game it does not switch you back to your original side.

Manzilla
Dec 24 2010, 11:47
does the first aid module that allows you to drag work with ace wounds module?

It would be nice if ai would drag ace wounded soldiers and then treat them using that system, rather than using slx mod.

---------- Post added at 05:07 ---------- Previous post was at 05:05 ----------



thats because there is a known bug with the module that when u enter the state of critically wounded, it sets you to side civilian, so enemy will not shoot at you when your down. however if you do get in this state and end up respawning in an mp game it does not switch you back to your original side.

No. Never use the BIS first aid modules with the ACE wound system. The ACE2 one allows dragging.

GregRUS
Jan 2 2011, 21:45
How to get variable or something to know if player is carried by another player?

LockJaw-65-
Feb 18 2011, 15:15
Hi all. Is there a way to delay dying with this module for example 3 to 5 minutes. My reason is that I dont want respawn in my coop mission but dont want players to die instantly. I do however want them to have the chance to be healed before they are out of the game, so a delay would be the ideal solution :)