ltluis 10 Posted July 9, 2015 Hi All I have a problem. I cant Spawn a AI unconscious like ACE Module in ZEUS. In Zeus I can see this option (See the picture) http://i.imgur.com/HnTAad0.jpg (155 kB) This module in Zeus change the side to Civilian and make the unit unconscious . But i cant do it in the editor or find the module in It. To star the mission in MP with AI unconscious I really need your help Thanks All Share this post Link to post Share on other sites
davidoss 550 Posted July 9, 2015 this setCaptive true; this playMoveNow "AinjPpneMstpSnonWrflDnon"; this disableAI "MOVE"; this disableAI "ANIM"; 1 Share this post Link to post Share on other sites
ltluis 10 Posted July 9, 2015 Thanks DaVIdoSS but it not Work with ACE is a good simulation but i cant interactive with ACE like unconscious unit Share this post Link to post Share on other sites
davidoss 550 Posted July 9, 2015 (edited) ahh you want to set unconscious with ACE? this setDammage 0.7; this setvariable ["ACE_isUnconscious", true, true]; this setUnconscious true; Edited July 9, 2015 by DaVIdoSS 1 Share this post Link to post Share on other sites
ltluis 10 Posted July 9, 2015 Thanks I really appreciate it but does not work in MP in dedicated server Thanks Again Share this post Link to post Share on other sites
davidoss 550 Posted July 9, 2015 Well something has changed. Go around: nul = [this, true] execVM "\z\ace\addons\medical\functions\fnc_setUnconscious.sqf"; this setDammage 0.6; 1 Share this post Link to post Share on other sites
SilentSpike 84 Posted July 9, 2015 [<unit>, <unconscious>, <time>] call ace_medical_fnc_setUnconscious; Examples: [player, true] call ace_medical_fnc_setUnconscious; [player, true, 120] call ace_medical_fnc_setUnconscious; 1 Share this post Link to post Share on other sites
ltluis 10 Posted July 9, 2015 Thanks DaVIdoSS and SilentSpike Now Work :) Thanks for the Help Share this post Link to post Share on other sites
piggypotpie 15 Posted July 23, 2015 (edited) ahh you want to set unconscious with ACE? this setDammage 0.7; this setvariable ["ACE_isUnconscious", true, true]; this setUnconscious true; This doesn't seem to work for me. It injuries the AI, but it doesn't render it unconscious. Am I doing this wrong? I just place the above in tha AI's inuit field, correct? Actually, I did it again and this interesting.....They spawn standing and looking around as if they're conscious, but I have the option to drag/carry. When I do drag they can be dragged as unconscious. When I release then they stay unconscious and prone Edited July 23, 2015 by piggypotpie Share this post Link to post Share on other sites
davidoss 550 Posted July 23, 2015 The above is not working. Here is the right code: [<unit>, <unconscious>, <time>] call ace_medical_fnc_setUnconscious;Examples: [player, true] call ace_medical_fnc_setUnconscious; [player, true, 120] call ace_medical_fnc_setUnconscious; 1 Share this post Link to post Share on other sites
thedubl 43 Posted January 25, 2016 this setCaptive true; this playMoveNow "AinjPpneMstpSnonWrflDnon"; this disableAI "MOVE"; this disableAI "ANIM"; You know this was working. Did something change recently? dubl Share this post Link to post Share on other sites
riten 153 Posted April 11, 2016 Hi, 1. Is there any way to chcek if unit is unconscious? I need something like: if (isUnconscious someunit) do {something}; 2. Is there any way to simulate wounds without shooting at unit manually? I've tried with setHitPointDamage and other commands, but looks like it's not possible. Share this post Link to post Share on other sites