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Thread: Arma 2 - ai first aid support

  1. #351
    First Sergeant
    Join Date
    Oct 9 2008
    Location
    New york & Florida
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    898
    This is making me nuts. I have tryed all the codelines below and still can't get it to work. Can someone please help out a brother in need lol. I small simple mission with the DAPMAN script version working with the ability to recruit new units during the mission. Thanks Avibird




    Quote Originally Posted by DAP View Post
    ADDON UPDATED

    Version 4.3

    Changelog:

    - Fixed: Animation bug (When soldier gets wound while he drags wounded).
    - Added: Visual FX when player get hit.
    - Added: New identificator for unit, which mark this unit as unit with assigned scripts: "DAP_WOUNDS_ACTIVATED".
    - Added: Script-version of addon. (Demo mission)

    Script-version:

    For correctly work need two conditions:

    - string #include "DAPMAN\Config.hpp" - in Description.ext (Root mission folder)
    - string [AllUnits] execVM "DAPMAN\Init.sqf"; - in Init.sqf (Root mission folder)

    You can change value "AllUnits" to any units array. Then this script will work only for selected units.
    Also you can use this string for new created units during mission

    Example:
    Spoiler:


    Note: All links updated.
    Quote Originally Posted by DAP View Post
    If you want add this option for newly created units, then you need add same string in spawn script with replacing "AllUnits" to array of spawned units.

    Example1:
    Code:
    [[_unit1,_unit2,_unit3]] execVM "DAPMAN\Init.sqf";
    Example2:
    Code:
    [(units _group)] execVM "DAPMAN\Init.sqf";
    Quote Originally Posted by AVIBIRD 1 View Post
    Yes [AllUnits] execVM "DAPMAN\init.sqf"; works for me but only on units placed down within the editor not units made during the gameplay. do I use this codeline

    _group = createGroup WEST; do I put the array of units like this here [unit 1,unit 2 unit 3 ect]; and do I need to make a new array for opfor units as well.

    _n=0;
    _count= (count(_squad));
    _spawnpos = getMarkerPos "respawn_west";

    _squad select 0 createUnit [_spawnpos, _group,"", 0.45, "LIEUTENANT"];
    while {(_n<_count)} do
    {
    _n=_n+1;
    _unitType = _squad select _n;
    _unitType createUnit [_spawnpos, _group];
    };
    [(units _group)] execVM "DAPMAN\Init.sqf";
    AVIBIRD 1

    When playing this game, Keep Chuck Norris home!
    If they make this game, They will play!
    The truth is out there, If you look!

  2. #352
    Master Sergeant Militantsausage's Avatar
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    May 3 2010
    Location
    Gold Coast, Australia
    Posts
    713
    DAP, I recently tested your wound script is a large coop mission on a dedicated server, the one problem we had, was the wounded soldiers could not be dragged or moved. I am not sure whether this is is meant to happen or not, but I am pretty sure it does work in the addon version. Anything I can do to make it possible for units to be dragged? (I would use the BIS Battlefield Clearance module, but I require something that works after respawn)

  3. #353

    Doesn't work now :/

    How Module works ? I didn't find any informations on it.

    I placed the module in the editor, but it's don't work

    I want to have only the AI ennemies healing with your addons/script. Somebody can help me please ?
    Finally i'm looking for AI medics who are healing their team, just like in real !

  4. #354

    dapman ai script help

    I must first say that the idea of this mod is awesome and keep up the great work. I have read several forums and tried everything but still dont get the disired results.

    I downloaded your latest version and used winrar to extract it. I also downloaded the cba fiLes as required for auto running the mod.

    I then placed each of the mods in the arma2 directors. With the exception of the scripEd version. Did the same for the cba files. Little confused because I have arma2 and oa then using a launcher to make co. that might be the problem who knows. I have all 3 cba fiLes in the arma folder. I then enabled them using the launcher, this adds the names to the command line.

    Set up a small scene to test by placing a few of each force and setting most ammo to 0 so they cant fire.

    I wound my own guys and nothing happens. A little • Sign pops up and I can manually chose to have someone do cls but they dont act on their own. Also tried with epw and they dont surrender and the enemies dont try and help each other. Civilians same thing.

    It appears the on put thing that is working is what oa already had in the missions, if im correct. I tried using the mod script and placing a modules for ai medic and synching it to all the units but then nothing works. I dont get the option or even the correct action menu. Im surr im missing something and would love some help.

    Thanks
    Bill
    153Rd MP Co.

    Sorry for spelling it was typed on my phone

  5. #355
    Gunnery Sergeant
    Join Date
    Sep 18 2010
    Posts
    446
    Author of the Thread
    UPDATE


    Current Version: 4.7.4

    Changelog:

    - Added: Two types of wounds:

    Medium wounds: soldier lie on ground in agony, and screaming.
    Heavy wounds: soldier fall on ground as dead, not moves, not screaming, can't see and hear anything (for players).

    Each type has his own effects for player


    - Added: Drag option (battlefield clearance module is no needed anymore. You can drag wounded or even dead units).
    - Fixed: Wounded player can move, when he lies on ground.

    And other minor fixes.

    WARNING:

    Now all versions of this script requires Functions Module in mission (but now scripts not using setVehicleInit commanad. It is good for MP)

    NOTES:

    AUTO version requires correct installed CBA
    When you using MODULE version, you must synchronize units with this module.
    Last edited by DAP; Jan 9 2013 at 14:34.

  6. #356
    Hi,
    I tried quickly the new version and I have two minor problems:
    -it seems to not work on a wounded medic.
    -after to be healing by a soldier (not medic), the status screen stay red. And because I have a voice addon, an ex-wounded soldier always cry "medic" lol

    I used the function module with the "autoinit" .pbo.
    Last edited by baptistus; Jan 6 2013 at 19:18.

  7. #357
    Gunnery Sergeant
    Join Date
    Sep 18 2010
    Posts
    446
    Author of the Thread
    Quote Originally Posted by baptistus View Post
    it seems to not work on a wounded medic.
    It because of medic's abilities If I leave all effects for medics, then they will be able to heal self even if they was heavy wounded It looks weird
    Quote Originally Posted by baptistus View Post
    after to be healing by a soldier (not medic), the status screen stay red. And because I have a voice addon, a ex-wounded soldier always cry "medic" lol
    Just report to your leader about your status Or request report from unit, if you are leader If you or your teammate is fine, then icon will change to green

  8. #358
    Quote Originally Posted by DAP View Post
    It because of medic's abilities If I leave all effects for medics, then they will be able to heal self even if they was heavy wounded It looks weird
    You are right.

    Just report to your leader about your status Or request report from unit, if you are leader If you or your teammate is fine, then icon will change to green
    It works like a charm !
    thank you

  9. #359
    First Sergeant
    Join Date
    Oct 9 2008
    Location
    New york & Florida
    Posts
    898
    Is there a new script version update as well.

  10. #360
    Thanks again for informing us about the update as always mate, really appreciate it


    Updated version frontpaged on the Armaholic homepage.


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