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igneous01

First Aid Module problem or bug? - Everyone does full heals only?

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Ok so I loaded up the first aid module to see If it could work with my medevac script. I read the documentation and said only medics can do full heal on the field, all other soldier types can only bandage wounds. However, when I synchronize the modules to me (as group leader) and shoot one of my mates, I have the action "First Aid" only, and it does a full heal, rather than the action "Heal" which is partial, but they should still be down on the ground.

What gives? Was the action/feature removed? I want to only be able to bandage my squad mates, otherwise calling in medevac is pointless.

Can anyone confirm this?

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Well what I've experienced so far . . . it is true that only medics can heal you 100%. A normal soldier will heal you but there's always constant weapons sway after bein shot and healed. It also happened several times to me that after being shot in the legs and receiving first aid from a non medic I was unable to stand and had to crawl notwithstanding I've received first aid.

Edited by nettrucker

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that doesnt happen for me - when shooting ai in legs and healing, it fully heals them and they can stand again.

when I tried as a medic to heal, it gave me the heal action, but afterwords when done, the team leader orders you to heal him again - but he gets fully healed regardless?

---------- Post added at 10:18 PM ---------- Previous post was at 09:42 PM ----------

ok so I managed to find this variable to configure the wounds simulation how I want it:

player setVariable ["BIS_IS_agonyDam",BIS_IS_agonyDam,true];

however it appears that even with a damage value of 0.4, the unit after getting healed does not stay in agony mode? he gets healed to 0.5, but wont be in agony still (which is what I want)

---------- Post added at 10:48 PM ---------- Previous post was at 10:18 PM ----------

Update****

I have managed to get a workaround for my problem, it seems agonyDam and canHealTo are proportional to each other, and so changing the value does not effect agony.

Here is a script that when a units damage exceeds are certain limit (0.5 in this case) they are critically wounded, they can get first aid to stop the bleeding, but they will still be unconscious. Hope it helps.

_unit = _this select 0;
_wounded = false;
_state = animationState _unit;
while {alive _unit} do {
_state = animationState _unit;
if (damage _unit >= 0.5 && !_wounded) then {
	_wounded = true;
};
if (_wounded && (lifestate _unit) != "UNCONSCIOUS" && (unitReady _unit)) then {
	waitUntil {animationstate _unit != _state};
	_unit setUnconscious true;
};
sleep 2;
};

Edited by Igneous01

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