blasturbator 10 Posted April 15, 2014 (edited) Two seperate issues again this time. I'll start with medkits, is it possible to make it so all players an use a medit to 100% heal a friendly rather than just the combat medic, without making all player slots combat medics? And secondly can anyone see why this trigger activation wouldn't work (its in a function so _this is necessary) _this setTriggerStatements ["player in thislist","nul = [intel,thistrigger] execVM 'core\modules\cacheScript\intelPickup.sqf' ", ""]; Edited April 15, 2014 by Blasturbator Share this post Link to post Share on other sites
PVT Watt.J 14 Posted April 15, 2014 Two seperate issues again this time. I'll start with medkits, is it possible to make it so all players an use a medit to 00% heal a friendly rather than just the combat medic, without making all player slots combat medics? There may be a cleaner way to do it, but there is an 'HandleHeal' eventhandler which can be used to run code to 100% heal the player on being treated. Share this post Link to post Share on other sites
blasturbator 10 Posted April 16, 2014 Thanks for the tip, i'll see what i can do with these :) Share this post Link to post Share on other sites