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blasturbator

Medkits and a trigger bug

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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 by Blasturbator

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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.

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