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avibird 1

Is there a code or command you can put into a unit init to prevent a script to be called for a editor placed unit.

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I am using AMG and DAP revive script in a mission. I would like the revive script not to be called for particular units that are placed down via editor as playable units. Is there a code or command that I can put into the units init box to prevent the script to be called for these units. Thanks Avibird

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Thank you for that but how the hell would I even go about that. What command codes would I need to use and how would I put that in lol.

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Maybe in this way?

Change default init line in init.sqf

[AllUnits] execVM "DAPMAN\Init.sqf";

to

[AllUnits - playableUnits] execVM "DAPMAN\Init.sqf";

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@ Davidoss I attempted that already but no luck. I think it has something to do with AGM medical system and dap wound timer overlapping it works for a few revives but eventually the unit will die. I even put directly into the units init box a code to decrease damage level to . 9 when the damage level reaches .95 still unfortunately no luck. I want the dap revised script to work on the AI units in the mission. It is the only one that I know that will work on dynamically spawned AI as well as units providing medical assistance to units that are not in their squad. I want the player and or other playable units in the mission to use the medical system of AGM and not the DAP revive.

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Wow first you say about AMG not AGM. If you are  trying to use more that one + (AGM is deprecated) revive systems good luck with that.

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Wow first you say about AMG not AGM. If you are  trying to use more that one + (AGM is deprecated) revive systems good luck with that.

 

Yes, that's what I told him in his other post: choose between having a scripted revive AI compatible or a mod medical system...

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{

[_x] execVM "DAPMAN\Init.sqf";

} forEach [unit1,unit2,unitN];

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@ R3vo thank you for the feedback but I am trying to not have the script called for playable units only AI editor and spawned AI during the mission. I wanted the playable units slots to not have the function of the script. Are you saying the I should name my playable units and place them in the code above and then put that into the mission INIT.SQF

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