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17 hours ago, R0adki11 said:

 

My community use this with Unsung and we have no issues with any recent Arma updates.

Ok, I'll have another look at it. 

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10 hours ago, lightspeed_aust said:

Ok, I'll have another look at it. 

 

To go further on what I said, we use it within Zeus based missions, sector control and insurgency based missions. Last Sunday we had 46 players versus several squads of AI run by Zeus and no one reported any issues.

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Sorry Roadkill, I just tried this vanilla and the player with FAK and Medikit even in a Medic role, cannot Revive an injured unit.

They can Stabilize but there is no option to Revive afterwards.

There is a menu option to Treat - but of course, you can't Treat until you Revive.

There is also an option to Drag which does work.

 

Something is broke.

 

My AIS setup which has always worked up until a couple of weeks ago.

// by Psychobastard
// AIS REVIVE Setup-File

//__________________________________________________________________________________________________________________________________________________________________
// v v v v v v v v v v v v  --- Main Settings --- v v v v v v v v v v v v

AIS_REVIVE_INIT_UNITS 		= 	"allUnitsBLUFOR"; // Auto-Init a group of units: "allPlayers" , "allPlayables" , "allUnits", "allUnitsBLUFOR", "allUnitsOPFOR", "allUnitsINDFOR", "allUnitsCIVILIAN"
												// Warning: I didn't recomment to use "allUnits" if you play with a lot of AI units! AIS is mainly created for players and/or their AI group.
AIS_MEDICAL_EDUCATION 		= 	1; 				// Who can revive an unconscious unit? 0 == Everybody, 1 == Everybody with a First Aid Kit or Medkit, 2 == Only Medics (this affects both, AI and players!).
AIS_REVIVE_GUARANTY 		= 	true;			// If true you will fall everytime in uncoscious mode, regardless how strong the impact of damage was.
AIS_MEDEVAC_STATIONS		=	[[]];// Add one or more objects and a radius to activate the medevac feature. If enabled revive is only at this place(s) possible. Empty array means feature is disabled.
												// Syntax: f.e.: [ [myMedevacVehicle, 15], [myMedicTent, 10] ]	--> make sure the variable name is avalible at gamestart. Otherwise call it later in a function.


//__________________________________________________________________________________________________________________________________________________________________
//	v v v v v v v v v v v v  --- Optional Settings --- v v v v v v v v v v v v 

AIS_DAMAGE_TOLLERANCE_FACTOR = 	1.2; 				// A higher value means more damage tolerance. 1 is Vanilla. 0.8 mean all damage will reduce to 80% of Vanilla.
AIS_BLEEDOUT_TIME 			= 	150; 			// Basic life time in seconds until the unit bleed out and die.. The real life time depends on the real damage of the unit. (can be less or more time from the basic value)
AIS_REVIVETIME 				= 	30;				// Basic revive time in seconds. The real revive time depends on the real damage of the unit. (can be less or more time from the basic value)
AIS_STABILIZETIME 			= 	20;				// Basic stabilize time in seconds to stop the bleeding of a unconscious unit. The real revive time depends on the real damage of the unit. (can be less or more time from the basic value)
AIS_REVIVE_HEAL 			= 	false;			// If set to true the injured unit get completely healed after the revive. (casual gameplay without a medic)
AIS_TOGGLE_RADIO 			= 	true; 			// If set to true, unconscious players cannot use his TFAR or ACRE radios.
AIS_NO_CHAT 				= 	true; 			// If set to true, a injured player cannot use text chat during he is uncoscious.
AIS_AI_HELP_RADIUS 			= 	50; 			// Number, Radius in metres. Units in this radius will help to revive if no group member is able to revive. Max value is 200 metres.
AIS_DISABLE_RESPAWN_BUTTON	=	30;				// Time in seconds while the respawn button is disabled (Esc Menu). Set to 0 to enable the respawn button everytime.
AIS_DISABLE_FURTHER_DAMAGE	=	false;			// If set to true, an unconcious unit wont become further damage til death. If set to false, an unconcious unit can also die before bleedout timer is over. (f.e. trough near explosions)


//__________________________________________________________________________________________________________________________________________________________________
//	v v v v v v v v v v v v  --- Visual Settings --- v v v v v v v v v v v v 

AIS_SHOW_UNC_MARKERS	 	=	true; 			// If set to true, a marker will show injured units on the map.
AIS_SHOW_UNC_MESSAGE_TO 	= 	"Group"; 		// "None", "Side", "Group" --> who read the message about wounded units.
AIS_SHOW_UNC_3D_MARKERS 	=	true; 			// If set to true, an in-game visible 3D-icon shows you the position of injured units (within a range of 20 metres and 35 metres for medics).
AIS_IMPACT_EFFECTS 			= 	true; 			// Set to true to enable impact effects. (simple simluation of supressing effects)
AIS_SHOW_COUNTDOWN 			= 	true; 			// If set to true, an unconscious unit will be able to see the bleed out timer.
AIS_SHOW_DIARYINFO 			= 	true; 			// If set to true, a diary entry with some informations about the AIS (Credits, features, How to) is added.

 

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@lightspeed_aust

The reason you're having this issue is cause you need to remove the two brackets on this line:

AIS_MEDEVAC_STATIONS		=	[[]];// Add one or more objects and a radius to activate the medevac feature. If enabled revive is only at this place(s) possible. Empty array means feature is disabled.

That line should be like so:

AIS_MEDEVAC_STATIONS		=	[];// Add one or more objects and a radius to activate the medevac feature. If enabled revive is only at this place(s) possible. Empty array means feature is disabled.

See my post on the previous page, if you leave those two brackets the script will look for a non existant "medevac station" object and thus you will only be able to stabilize.

 

@R0adki11 During your OPs did you had the script running for AIs as well?

The script works all fine for me except for the AIS_MEDICAL_EDUCATION parameter. I cannot get it to work for AI. I'd like to restrict the revive to "medics only" for both player and AI, but despite the description saying "(this affects both, AI and players!)" , the parameter only seems to affect players, AI will still be able to revive wether or not they are a medic and have the medic trait.

Rest of the script still work nicely, so no big deal I guess.

 

 

 

Edited by praising
forgot to tag names
  • Like 3

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Did some more testing with this script trying to get the AIS_Medical_Education parameter to affect AI, still no luck. What I've found out is that regardless of how you set this parameter, AI unit that have AIS loaded will be able to revive other AI if they have a FAK or a MediKit in their inventory. If you remove all of their FAKs and MediKits they won't be able to revive unconscious units though so the workaround to only allow AI medics to revive other AI is to remove all of the medical gear from non medic units.Posting this here in case someone else wants to restrict the revive to AI medics only for mission purpose, as I'm not sure if OP still plans to work on the script or not. I have to say I'm quite amazed at the sturdiness of this script so to speak, I mean I've made quite a few changes to it trying to get the desire effect, not really knowing what I was doing, but it practically never broke, lol

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Posted (edited)

HELLO! I would like there to be a mod version of this script, I like this script but I want it in whole arma 3, like in the campaign or in a cooperative mission

 

Spoiler

HOLA! me gustarias que isieran una version mod de este script, me gusta este script pero lo quiero en todo el arma 3 ,como en la campaña o en una mision cooperativa

 

Edited by Dedmen
Translated to english. Keep in mind this forum is english only.

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