PlacidPaul 11 Posted November 21, 2013 Is there a all purpose way of removing a FAKs without removing something else and then putting it back. Really haven't looked into it, thought I would search first and found nothing. A command removeAllFaks would be nice or I'm missing something? They're like a plague, 20 in a vehicle? Why have medic class? Share this post Link to post Share on other sites
anthonyfromtheuk 6 Posted November 21, 2013 FAKs don't fully heal you, only a medic can do that. Share this post Link to post Share on other sites
RegEdit 10 Posted November 21, 2013 player removeItems "FirstAidKit"; Share this post Link to post Share on other sites
tryteyker 28 Posted November 21, 2013 player removeItems "FirstAidKit"; To expand on the above, if you want to remove it for all playable units, use: { _x removeItems "FirstAidKit"; } foreach playableUnits; Share this post Link to post Share on other sites
PlacidPaul 11 Posted November 22, 2013 Thanks for the response, I can't seem to get anything to work for vehicles? Even tried this unassignItem "FirstAidKit"; this removeItem "FirstAidKit"; Share this post Link to post Share on other sites
mariodu62 5 Posted November 23, 2013 For vehicles use cargo commands Share this post Link to post Share on other sites
delta99 34 Posted November 23, 2013 FAKs don't fully heal you, only a medic can do that. Plus FAKs get used up anytime you do a minor heal on anyone. So having 20 in a vehicle isn't really that much. Medkits on the other hand only need to have 1 per medic really as only they can use them anyway. Share this post Link to post Share on other sites
wok 1 Posted November 23, 2013 I see FAKs like a bandage or something like that, they can't replace a medic with a medkit. Share this post Link to post Share on other sites