Cota 1 Posted September 18, 2014 How to make only the doctor fully heal a player? I know CMS has this option, but my group does not use this mod in our missions. Necessary that each player can heal only partially and that the medic do a complete cure. Share this post Link to post Share on other sites
jshock 513 Posted September 18, 2014 (edited) If your using an addAction type of medic system: _target = (_this select 0); _caller = (_this select 1); if ((_target damage > 0) && (typeOf _caller == "B_Medic_F")) then { _target setDamage 0;} else { if ((_target damage > 0) && !(typeOf _caller == "B_Medic_F")) then { _target setDamage 0.5; }; }; Edited September 18, 2014 by JShock Share this post Link to post Share on other sites
tryteyker 28 Posted September 18, 2014 If your using an addAction type of medic system: if ((_target damage > 0) && !(typeOf _caller == "B_Medic_F")) then { _target setDamage 5; }; What's that? :P That might actually just hurt the player more than healing him. I'd probably use something like this for a non-medic: if ((damage _target > 0) && !(typeOf _caller == "B_Medic_F")) then { _caller playMoveNow "AinvPknlMstpSnonWrflDnon_medic0"; sleep 5; _target setDamage (getDamage _target / 2); }; Tweak as you like. I don't know if you had animations etc added so I just added one in, although it's probably unusable by now (from ArmA2 after all) so you can probably throw that out. Share this post Link to post Share on other sites
jshock 513 Posted September 18, 2014 What's that? :P That might actually just hurt the player more than healing him. Wow....I was thinking 0.5 in my head.....long day I tell you... Share this post Link to post Share on other sites
six_ten 208 Posted September 18, 2014 Would this same script work for a vehicle repair, say if I have a carpenter he could repair a boat fully while ordinary players could only fix it part way? Share this post Link to post Share on other sites
tryteyker 28 Posted September 18, 2014 Yes, as setDamage also works on vehicles. You'll ofc have to edit the typeOf check to be the unit you want (generally though I'd just not recommend a typeOf check if you want to use the same script for multiple sides) Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted September 18, 2014 The trick is finding a way to disable the built-in system Share this post Link to post Share on other sites
Cota 1 Posted September 18, 2014 where do I put this? I need each player to heal partially, but complete healing is done by the doctor What's that? :P That might actually just hurt the player more than healing him. I'd probably use something like this for a non-medic: if ((damage _target > 0) && !(typeOf _caller == "B_Medic_F")) then { _caller playMoveNow "AinvPknlMstpSnonWrflDnon_medic0"; sleep 5; _target setDamage (getDamage _target / 2); }; Tweak as you like. I don't know if you had animations etc added so I just added one in, although it's probably unusable by now (from ArmA2 after all) so you can probably throw that out. Share this post Link to post Share on other sites
jshock 513 Posted September 19, 2014 (edited) You will put that code into an sqf, let's name it medic.sqf for sake of, and then you will use an addAction that you give to every player: addAction in the init.sqf: { if (isPlayer _x) then { _x addAction ["Treat Player", "medic.sqf", [], 5, true, true, "", "damage (_this select 0)>0; && alive (_this select 0);"]; }; medic.sqf _target = (_this select 0); _caller = (_this select 1); if (typeOf _caller == "B_Medic_F") then { _caller playMoveNow "AinvPknlMstpSnonWrflDnon_medic0"; sleep 5; _target setDamage 0; }; if !(typeOf _caller == "B_Medic_F") then { _caller playMoveNow "AinvPknlMstpSnonWrflDnon_medic0"; sleep 5; _target setDamage (getDamage _target / 2); }; Edited September 19, 2014 by JShock Share this post Link to post Share on other sites
tryteyker 28 Posted September 19, 2014 The trick is finding a way to disable the built-in system You mean the built-in engineer system? Share this post Link to post Share on other sites
Cota 1 Posted September 19, 2014 This script forces the use of the medkit ? Share this post Link to post Share on other sites
jshock 513 Posted September 19, 2014 This script forces the use of the medkit ? This forces the player to be a medic to heal the other players fully, and if you aren't a medic then you can only heal that person up to halfway better than they were. Share this post Link to post Share on other sites